From b89a7ee8b956c96a1dcee995ea840feddc5d4b27 Mon Sep 17 00:00:00 2001 From: Pierre Frisch Date: Thu, 22 Dec 2011 07:25:50 -0800 Subject: First commit of Ninja to ninja-internal Signed-off-by: Valerio Virgillito --- js/helper-classes/RDGE/Materials/StitchMaterial.js | 119 +++++++++++++++++++++ 1 file changed, 119 insertions(+) create mode 100644 js/helper-classes/RDGE/Materials/StitchMaterial.js (limited to 'js/helper-classes/RDGE/Materials/StitchMaterial.js') diff --git a/js/helper-classes/RDGE/Materials/StitchMaterial.js b/js/helper-classes/RDGE/Materials/StitchMaterial.js new file mode 100644 index 00000000..44ff3ee7 --- /dev/null +++ b/js/helper-classes/RDGE/Materials/StitchMaterial.js @@ -0,0 +1,119 @@ +/* + 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 +// GL representation of a material. +/////////////////////////////////////////////////////////////////////// +function StitchMaterial() +{ + // initialize the inherited members + this.inheritedFrom = GLMaterial; + this.inheritedFrom(); + + /////////////////////////////////////////////////////////////////////// + // Instance variables + /////////////////////////////////////////////////////////////////////// + this._name = "StitchMaterial"; + this._shaderName = "stitch"; + + /////////////////////////////////////////////////////////////////////// + // Property Accessors + /////////////////////////////////////////////////////////////////////// + this.getShaderName = function() { return this._shaderName; } + + /////////////////////////////////////////////////////////////////////// + // Methods + /////////////////////////////////////////////////////////////////////// + this.dup = function() { return new StitchMaterial(); } + + this.init = function() + { + + // set up the material node + this._materialNode = createMaterialNode("stitchMaterial") + this._materialNode.setDiffuseTexture("stitchStroke"); + this._materialNode.setSpecTexture("quilt02_E"); + this._materialNode.setNormalTexture("stitchStroke_N"); + + // set up the shader + this._shader = new jshader(); + this._shader.def = stitchShaderDef; + this._shader.init(); + this._materialNode.setShader(this._shader); + } +} + +/////////////////////////////////////////////////////////////////////////////////////// +// RDGE shaders +/* + * The main shader for the scene + */ +var stitchShaderDef = {'shaders': { + // this shader is being referenced by file + 'defaultVShader':"assets/shaders/quilt_vshader.glsl", + 'defaultFShader':"assets/shaders/quilt_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' } + }, + + // render states + 'states' : + { + 'depthEnable' : true, + 'offset':[1.0, 0.1] + }, + }] + }}; -- cgit v1.2.3