From 84332ab81c1b445195f1d9be8bbeae0725c8e758 Mon Sep 17 00:00:00 2001 From: Valerio Virgillito Date: Tue, 6 Mar 2012 10:58:25 -0800 Subject: Squashed commit of preload-fix into Master - Requiring all the previously pre-loaded files - RDGE, Codemirror and gl-matrix are not included via a script tag. Signed-off-by: Valerio Virgillito --- .../RDGE/Materials/BumpMetalMaterial.js | 302 --------------------- 1 file changed, 302 deletions(-) delete mode 100755 js/helper-classes/RDGE/Materials/BumpMetalMaterial.js (limited to 'js/helper-classes/RDGE/Materials/BumpMetalMaterial.js') diff --git a/js/helper-classes/RDGE/Materials/BumpMetalMaterial.js b/js/helper-classes/RDGE/Materials/BumpMetalMaterial.js deleted file mode 100755 index a7a3724e..00000000 --- a/js/helper-classes/RDGE/Materials/BumpMetalMaterial.js +++ /dev/null @@ -1,302 +0,0 @@ -/* - This file contains proprietary software owned by Motorola Mobility, Inc.
- No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.
- (c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. -
*/ - - -/////////////////////////////////////////////////////////////////////// -// Class GLMaterial -// RDGE representation of a material. -/////////////////////////////////////////////////////////////////////// -function BumpMetalMaterial() -{ - // initialize the inherited members - this.inheritedFrom = GLMaterial; - this.inheritedFrom(); - - /////////////////////////////////////////////////////////////////////// - // Instance variables - /////////////////////////////////////////////////////////////////////// - this._name = "BumpMetalMaterial"; - this._shaderName = "bumpMetal"; - - this._lightDiff = [0.3, 0.3, 0.3, 1.0]; - this._diffuseTexture = "assets/images/metal.png"; - this._specularTexture = "assets/images/silver.png"; - this._normalTexture = "assets/images/normalMap.png"; - - /////////////////////////////////////////////////////////////////////// - // Property Accessors - /////////////////////////////////////////////////////////////////////// - this.getName = function() { return this._name; }; - this.getShaderName = function() { return this._shaderName; }; - - this.getLightDiff = function() { return this._lightDiff; }; - this.setLightDiff = function(ld) { this._lightDiff = ld; - if (this._shader && this._shader.default) - this._shader.default.u_light0Diff.set( ld ); }; - - this.getDiffuseTexture = function() { return this._propValues[this._propNames[1]] ? this._propValues[this._propNames[1]].slice() : null }; - this.setDiffuseTexture = function(m) { this._propValues[this._propNames[1]] = m ? m.slice(0) : null; this.updateTexture(1); }; - - this.getNormalTexture = function() { return this._propValues[this._propNames[2]] ? this._propValues[this._propNames[2]].slice() : null }; - this.setNormalTexture = function(m) { this._propValues[this._propNames[2]] = m ? m.slice(0) : null; this.updateTexture(2); }; - - this.getSpecularTexture = function() { return this._propValues[this._propNames[3]] ? this._propValues[this._propNames[3]].slice() : null }; - this.setSpecularTexture = function(m) { this._propValues[this._propNames[3]] = m ? m.slice(0) : null; this.updateTexture(3); }; - - this.isAnimated = function() { return true; }; - - /////////////////////////////////////////////////////////////////////// - // Material Property Accessors - /////////////////////////////////////////////////////////////////////// - this._propNames = ["lightDiff", "diffuseTexture", "normalMap", "specularTexture"]; - this._propLabels = ["Diffuse Color", "Diffuse Map", "Bump Map", "Specular Map"]; - this._propTypes = ["color", "file", "file", "file"]; - this._propValues = []; - - this._propValues[ this._propNames[0] ] = this._lightDiff.slice(0); - this._propValues[ this._propNames[1] ] = this._diffuseTexture.slice(0); - this._propValues[ this._propNames[2] ] = this._normalTexture.slice(0); - this._propValues[ this._propNames[3] ] = this._specularTexture.slice(0); - - // TODO - shader techniques are not all named the same, i.e., FlatMaterial uses "colorMe" and BrickMaterial uses "default" - this.setProperty = function( prop, value ) - { - // every material should do something with the "color" property - if (prop === "color") prop = "lightDiff"; - - // make sure we have legitimate imput - var ok = this.validateProperty( prop, value ); - if (!ok) - { - console.log( "invalid property in Bump Metal Materia;" + prop + " : " + value ); - return; - } - - switch (prop) - { - case "lightDiff": this.setLightDiff( value ); break; - case "diffuseTexture": this.setDiffuseTexture( value ); break; - case "specularTexture": this.setSpecularTexture( value ); break; - case "normalMap": this.setNormalTexture( value ); break; - - default: - console.log( "invalid property to Bump Metal Material: " + prop + ", value: " + value ); - break; - } - }; - - /////////////////////////////////////////////////////////////////////// - // Methods - /////////////////////////////////////////////////////////////////////// - // duplcate method requirde - this.dup = function() { return new BumpMetalMaterial(); }; - - this.init = function( world ) - { - // save the world - if (world) this.setWorld( world ); - - // set up the shader - this._shader = new jshader(); - this._shader.def = bumpMetalMaterialDef; - this._shader.init(); - this._shader.default.u_light0Diff.set( this.getLightDiff() ); - - // set up the material node - this._materialNode = createMaterialNode( this.getShaderName() ); - this._materialNode.setShader(this._shader); - - // set some image maps - this.updateTexture(1); - this.updateTexture(2); - this.updateTexture(3); - }; - - this.updateTexture = function( index ) - { - var material = this._materialNode; - if (material) - { - var technique = material.shaderProgram.default; - var renderer = g_Engine.getContext().renderer; - if (renderer && technique) - { - var texMapName = this._propValues[this._propNames[index]]; - var wrap = 'REPEAT', mips = true; - var tex = this.loadTexture( texMapName, wrap, mips ); - - if (tex) - { - switch (index) - { - case 1: technique.u_colMap.set( tex ); break; - case 2: technique.u_normalMap.set( tex ); break; - case 3: technique.u_glowMap.set( tex ); break; - default: console.log( "invalid map index in BumpMetalMaterial, " + index ); - } - } - } - } - }; - - this.export = function() - { - // every material needs the base type and instance name - var exportStr = "material: " + this.getShaderName() + "\n"; - exportStr += "name: " + this.getName() + "\n"; - - exportStr += "lightDiff: " + this.getLightDiff() + "\n"; - exportStr += "diffuseTexture: " + this.getDiffuseTexture() + "\n"; - exportStr += "specularTexture: " + this.getSpecularTexture() + "\n"; - exportStr += "normalMap: " + this.getNormalTexture() + "\n"; - - // every material needs to terminate like this - exportStr += "endMaterial\n"; - - return exportStr; - }; - - this.import = function( importStr ) - { - var pu = new ParseUtils( importStr ); - var material = pu.nextValue( "material: " ); - if (material != this.getShaderName()) throw new Error( "ill-formed material" ); - this.setName( pu.nextValue( "name: ") ); - - var rtnStr; - try - { - var lightDiff = eval( "[" + pu.nextValue( "lightDiff: " ) + "]" ), - dt = pu.nextValue( "diffuseTexture: " ), - st = pu.nextValue( "specularTexture: " ), - nt = pu.nextValue( "normalMap: " ); - - this.setProperty( "lightDiff", lightDiff); - this.setProperty( "diffuseTexture", dt ); - this.setProperty( "specularTexture", st ); - this.setProperty( "normalMap", nt ); - - var endKey = "endMaterial\n"; - var index = importStr.indexOf( endKey ); - index += endKey.length; - rtnStr = importStr.substr( index ); - } - catch (e) - { - throw new Error( "could not import material: " + importStr ); - } - - return rtnStr; - }; -} - -/////////////////////////////////////////////////////////////////////////////////////// -// RDGE shader - -// shader spec (can also be loaded from a .JSON file, or constructed at runtime) -var bumpMetalMaterialDef = -bumpMetalShaderDef = -{ - 'shaders': - { - // this shader is being referenced by file - 'defaultVShader':"assets/shaders/test_vshader.glsl", - 'defaultFShader':"assets/shaders/test_fshader.glsl", - - // this shader is inline - 'dirLightVShader': "\ - uniform mat4 u_mvMatrix;\ - uniform mat4 u_normalMatrix;\ - uniform mat4 u_projMatrix;\ - uniform mat4 u_worldMatrix;\ - attribute vec3 a_pos;\ - attribute vec3 a_nrm;\ - varying vec3 vNormal;\ - varying vec3 vPos;\ - void main() {\ - vNormal.xyz = (u_normalMatrix*vec4(a_nrm, 0.0)).xyz;\ - gl_Position = u_projMatrix * u_mvMatrix * vec4(a_pos,1.0);\ - vPos = (u_worldMatrix * vec4(a_pos,1.0)).xyz;\ - }", - 'dirLightFShader': "\ - precision highp float;\ - uniform vec4 u_light1Diff;\ - uniform vec3 u_light1Pos;\ - uniform vec4 u_light2Diff;\ - uniform vec3 u_light2Pos;\ - varying vec3 vNormal;\ - varying vec3 vPos;\ - void main() {\ - vec3 light1 = vec3(u_light1Pos.x - vPos.x, u_light1Pos.y - vPos.y, u_light1Pos.z - vPos.z);\ - vec3 light2 = vec3(u_light2Pos.x - vPos.x, u_light2Pos.y - vPos.y, u_light2Pos.z - vPos.z);\ - float t = 0.75;\ - float range = t*t;\ - float alpha1 = max(0.0, 1.0 - ( (light1.x*light1.x)/range + (light1.y*light1.y)/range + (light1.z*light1.z)/range));\ - float alpha2 = max(0.0, 1.0 - ( (light2.x*light2.x)/range + (light2.y*light2.y)/range + (light2.z*light2.z)/range));\ - gl_FragColor = vec4((u_light2Diff*alpha2 + u_light1Diff*alpha1).rgb, 1.0);\ - }" - }, - 'techniques': - { - 'default': - [ - { - 'vshader' : 'defaultVShader', - 'fshader' : 'defaultFShader', - // attributes - 'attributes' : - { - 'vert' : { 'type' : 'vec3' }, - 'normal' : { 'type' : 'vec3' }, - 'texcoord' : { 'type' : 'vec2' } - }, - // parameters - 'params' : - { - 'u_light0Diff' : { 'type' : 'vec4' }, - //'u_matDiffuse' : { 'type' : 'vec4' } - 'u_colMap': { 'type' : 'tex2d' }, - 'u_normalMap': { 'type' : 'tex2d' }, - 'u_glowMap': { 'type' : 'tex2d' } - }, - - // render states - 'states' : - { - 'depthEnable' : true, - 'offset':[1.0, 0.1] - } - }, - { // light pass - 'vshader' : 'dirLightVShader', - 'fshader' : 'dirLightFShader', - // attributes - 'attributes' : - { - 'a_pos' : { 'type' : 'vec3' }, - 'a_nrm' : { 'type' : 'vec3' } - }, - // parameters - 'params' : - { - }, - - // render states - 'states' : - { - 'depthEnable' : true, - "blendEnable" : true, - "srcBlend" : "SRC_ALPHA", - "dstBlend" : "DST_ALPHA" - } - } // light pass - ] - } // techniques -}; - - - - -- cgit v1.2.3