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/BrickMaterial.js | 231 ++++++++ .../RDGE/Materials/BumpMetalMaterial.js | 270 +++++++++ js/helper-classes/RDGE/Materials/FlatMaterial.js | 149 +++++ .../RDGE/Materials/IridescentScalesMaterial.js | 212 +++++++ js/helper-classes/RDGE/Materials/JuliaMaterial.js | 147 +++++ .../RDGE/Materials/KeleidoscopeMaterial.js | 146 +++++ .../RDGE/Materials/LinearGradientMaterial.js | 339 +++++++++++ js/helper-classes/RDGE/Materials/MandelMaterial.js | 147 +++++ js/helper-classes/RDGE/Materials/PlasmaMaterial.js | 132 +++++ js/helper-classes/RDGE/Materials/PulseMaterial.js | 226 +++++++ js/helper-classes/RDGE/Materials/QuiltMaterial.js | 168 ++++++ .../RDGE/Materials/RadialBlurMaterial.js | 241 ++++++++ .../RDGE/Materials/RadialGradientMaterial.js | 240 ++++++++ js/helper-classes/RDGE/Materials/StitchMaterial.js | 119 ++++ js/helper-classes/RDGE/Materials/TunnelMaterial.js | 130 ++++ js/helper-classes/RDGE/Materials/TwistMaterial.js | 146 +++++ js/helper-classes/RDGE/Materials/UberMaterial.js | 658 +++++++++++++++++++++ 17 files changed, 3701 insertions(+) create mode 100644 js/helper-classes/RDGE/Materials/BrickMaterial.js create mode 100644 js/helper-classes/RDGE/Materials/BumpMetalMaterial.js create mode 100644 js/helper-classes/RDGE/Materials/FlatMaterial.js create mode 100644 js/helper-classes/RDGE/Materials/IridescentScalesMaterial.js create mode 100644 js/helper-classes/RDGE/Materials/JuliaMaterial.js create mode 100644 js/helper-classes/RDGE/Materials/KeleidoscopeMaterial.js create mode 100644 js/helper-classes/RDGE/Materials/LinearGradientMaterial.js create mode 100644 js/helper-classes/RDGE/Materials/MandelMaterial.js create mode 100644 js/helper-classes/RDGE/Materials/PlasmaMaterial.js create mode 100644 js/helper-classes/RDGE/Materials/PulseMaterial.js create mode 100644 js/helper-classes/RDGE/Materials/QuiltMaterial.js create mode 100644 js/helper-classes/RDGE/Materials/RadialBlurMaterial.js create mode 100644 js/helper-classes/RDGE/Materials/RadialGradientMaterial.js create mode 100644 js/helper-classes/RDGE/Materials/StitchMaterial.js create mode 100644 js/helper-classes/RDGE/Materials/TunnelMaterial.js create mode 100644 js/helper-classes/RDGE/Materials/TwistMaterial.js create mode 100644 js/helper-classes/RDGE/Materials/UberMaterial.js (limited to 'js/helper-classes/RDGE/Materials') diff --git a/js/helper-classes/RDGE/Materials/BrickMaterial.js b/js/helper-classes/RDGE/Materials/BrickMaterial.js new file mode 100644 index 00000000..aef6d1a7 --- /dev/null +++ b/js/helper-classes/RDGE/Materials/BrickMaterial.js @@ -0,0 +1,231 @@ +/* + 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 BrickMaterial() +{ + // initialize the inherited members + this.inheritedFrom = GLMaterial; + this.inheritedFrom(); + + /////////////////////////////////////////////////////////////////////// + // Instance variables + /////////////////////////////////////////////////////////////////////// + this._shaderName = "brick"; + this._name = "BrickMaterial"; + + // store local values in convenient form + this._propNames = ["BrickColor", "MortarColor", "BrickSize", "BrickPct" ]; + this._propLabels = ["Brick Color", "Mortar Color", "Brick Size", "Brick Percent" ]; + this._propTypes = ["color", "color", "vector2d", "vector2d" ]; + this._propValues = []; + + // set default property values + this._propValues[this._propNames[0]] = [0.8,0,0,1].slice(0); + this._propValues[this._propNames[1]] = [0.8, 0.8, 0.0, 1.0].slice(0); + this._propValues[this._propNames[2]] = [1, .5].slice(0); + this._propValues[this._propNames[3]] = [.8, .7].slice(0); + + /////////////////////////////////////////////////////////////////////// + // Property Accessors + /////////////////////////////////////////////////////////////////////// + + this.getBrickColor = function() { return this._propValues["BrickColor"].slice(0); } + this.getMortarColor = function() { return this._propValues["MortarColor"].slice(0); } + this.getBrickSize = function() { return this._propValues["BrickSize"].slice(0); } + this.getBrickPct = function() { return this._propValues["BrickPct"].slice(0); } + + this.getShaderName = function() { return this._shaderName; } + + /////////////////////////////////////////////////////////////////////// + // Methods + /////////////////////////////////////////////////////////////////////// + // duplcate method requirde + this.dup = function() { return new BrickMaterial(); } + + this.init = function() + { + // set up the shader + this._shader = new jshader(); + this._shader.def = brickShaderDef; + this._shader.init(); + + // set the defaults + this._shader.default.BrickColor.set( this.getBrickColor() ); + this._shader.default.MortarColor.set( this.getMortarColor() ); + this._shader.default.BrickSize.set( this.getBrickSize() ); + this._shader.default.BrickPct.set( this.getBrickPct() ); + + // set up the material node + this._materialNode = createMaterialNode("brickMaterial"); + this._materialNode.setShader(this._shader); + } + + this.setProperty = function( prop, value ) + { + // we always want to use the "color" property for something + if (prop == "color") prop = "BrickColor"; + + // make sure we have legitimate imput + var ok = this.validateProperty( prop, value ); + if (ok) + { + this._propValues[prop] = value; + if (this._shader && this._shader.default) + this._shader.default[prop].set(value); + } + } + + this.export = function() + { + // every material needs the base type and instance name + var exportStr = "material: " + this.getShaderName() + "\n"; + exportStr += "name: " + this.getName() + "\n"; + + if (this._shader) + { + exportStr += "BrickColor: " + String(this._shader.default.BrickColor) + "\n"; + exportStr += "MortarColor: " + String(this._shader.default.MortarColor) + "\n"; + exportStr += "BrickSize: " + String(this._shader.default.BrickSize) + "\n"; + exportStr += "BrickPct: " + String(this._shader.default.BrickPct) + "\n"; + } + else + { + exportStr += "BrickColor: " + String(this.getBrickColor()) + "\n"; + exportStr += "MortarColor: " + String(this.getMortarColor()) + "\n"; + exportStr += "BrickSize: " + String(this.getBrickSize()) + "\n"; + exportStr += "BrickPct: " + String(this.getBrickPct()) + "\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 brickColor = eval( "[" + pu.nextValue( "BrickColor: " ) + "]" ), + mortarColor = eval( "[" + pu.nextValue( "MortarColor: " ) + "]" ), + brickSize = eval( "[" + pu.nextValue( "BrickSize: " ) + "]" ), + brickPct = eval( "[" + pu.nextValue( "BrickPct: " ) + "]" ); + + var endKey = "endMaterial\n"; + var index = importStr.indexOf( endKey ); + index += endKey.length; + var rtnStr = importStr.substr( index ); + + return rtnStr; + } +} + +/////////////////////////////////////////////////////////////////////////////////////// +// RDGE shader +var brickShaderDef = {'shaders': { + // Brick shader + 'defaultVShader':"assets/shaders/CH06-brick.vert.glsl", + 'defaultFShader':"assets/shaders/CH06-brick.frag.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' } + + // Brick shader + 'BrickColor' : { 'type' : 'vec3' }, + 'MortarColor' : { 'type' : 'vec3' }, + 'BrickSize' : { 'type' : 'vec2' }, + 'BrickPct' : { 'type' : 'vec2' } + }, + + // 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", + }, + } + ] + } + }; diff --git a/js/helper-classes/RDGE/Materials/BumpMetalMaterial.js b/js/helper-classes/RDGE/Materials/BumpMetalMaterial.js new file mode 100644 index 00000000..0aa3ee78 --- /dev/null +++ b/js/helper-classes/RDGE/Materials/BumpMetalMaterial.js @@ -0,0 +1,270 @@ +/* + 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 = "metal"; + this._specularTexture = "silver"; + this._normalTexture = "normalMap"; + + /////////////////////////////////////////////////////////////////////// + // 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._diffuseTexture; } + this.setDiffuseTexture = function(dt) { this._diffuseTexture = dt; + if (this._materialNode) this._materialNode.setDiffuseTexture( dt ); } + + this.getSpecularTexture = function() { return this._specularTexture; } + this.setSpecularTexture = function(st) { this._specularTexture = st; + if (this._materialNode) this._materialNode.setSpecularTexture( st ); } + + this.getNormalTexture = function() { return this._normalTexture; } + this.setNormalTexture = function(nt) { this._normalTexture = nt; + if (this._materialNode) this._materialNode.setNormalTexture( nt ); } + + /////////////////////////////////////////////////////////////////////// + // Material Property Accessors + /////////////////////////////////////////////////////////////////////// + this._propNames = ["lightDiff", "diffuseMap", "normalMap", "specularMap"]; + 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._specularTexture.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() + { + // 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._materialNode.setDiffuseTexture( this.getDiffuseTexture() ); + this._materialNode.setSpecTexture( this.getSpecularTexture() ); + this._materialNode.setNormalTexture( this.getNormalTexture() ); + } + + 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 += "normalTexture: " + 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( "normalTexture: " ); + + this.setProperty( "lightDiff", lightDif); + this.setProperty( "diffuseTexture", dt ); + this.setProperty( "specularTexture", st ); + this.setProperty( "normalTexture", 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' } + }, + + // 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 +}; + + + + diff --git a/js/helper-classes/RDGE/Materials/FlatMaterial.js b/js/helper-classes/RDGE/Materials/FlatMaterial.js new file mode 100644 index 00000000..5177a8a0 --- /dev/null +++ b/js/helper-classes/RDGE/Materials/FlatMaterial.js @@ -0,0 +1,149 @@ +/* + 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 FlatMaterial() +{ + // initialize the inherited members + this.inheritedFrom = GLMaterial; + this.inheritedFrom(); + + /////////////////////////////////////////////////////////////////////// + // Instance variables + /////////////////////////////////////////////////////////////////////// + this._name = "FlatMaterial"; + this._shaderName = "flat"; + + this._color = [1,0,0,1]; + + /////////////////////////////////////////////////////////////////////// + // Property Accessors + /////////////////////////////////////////////////////////////////////// + this.getColor = function() { return this._color; } + this.getShaderName = function() { return this._shaderName; } + + //////////////////////////////////s///////////////////////////////////// + // Methods + /////////////////////////////////////////////////////////////////////// + // duplcate method requirde + this.dup = function() { return new FlatMaterial(); } + + this.init = function() + { + // set up the shader + this._shader = new jshader(); + this._shader.def = flatShaderDef; + this._shader.init(); + + // set the defaults + this._shader.colorMe.color.set( this.getColor() ); + + // set up the material node + this._materialNode = createMaterialNode("flatMaterial"); + this._materialNode.setShader(this._shader); + } + + + /////////////////////////////////////////////////////////////////////// + // Material Property Accessors + /////////////////////////////////////////////////////////////////////// + this._propNames = ["color"]; + this._propLabels = ["Color"]; + this._propTypes = ["color"]; + this._propValues = []; + + this._propValues[ this._propNames[0] ] = this._color; + + this.setProperty = function( prop, value ) + { + // make sure we have legitimate imput + if (this.validateProperty( prop, value )) + { + this._color = value.slice(0); + this._shader.colorMe[prop].set(value); + } + } + /////////////////////////////////////////////////////////////////////// + + this.export = function() + { + // this function should be overridden by subclasses + var exportStr = "material: " + this.getShaderName() + "\n"; + exportStr = "name: " + this.getName() + "\n"; + + if (this._shader) + exportStr += "color: " + String(this._shader.colorMe.color) + "\n"; + else + exportStr += "color: " + this.getColor() + "\n"; + 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( "material: ") ); + var color = pu.nextValue( "color: " ); + + var endKey = "endMaterial\n"; + var index = importStr.indexOf( endKey ) + endKey.len; + var rtnStr = importStr.substr( index ); + return rtnStr; + } +} + +// used to create unique names +var flatMaterialCounter = 0; + +/////////////////////////////////////////////////////////////////////////////////////// +// RDGE shader + +// shader spec (can also be loaded from a .JSON file, or constructed at runtime) +flatShaderDef = +{ + 'shaders': { // shader files + 'defaultVShader': "\ + uniform mat4 u_mvMatrix;\ + uniform mat4 u_projMatrix;\ + attribute vec3 a_pos;\ + void main() {\ + gl_Position = u_projMatrix * u_mvMatrix * vec4(a_pos,1.0);\ + }", + 'defaultFShader': "\ + precision highp float;\ + uniform vec4 color;\ + void main() {\ + gl_FragColor = color;\ + }", + }, + 'techniques': { // rendering control + 'colorMe':[ // simple color pass + { + 'vshader' : 'defaultVShader', + 'fshader' : 'defaultFShader', + + // attributes + 'attributes' : + { + 'a_pos' : { 'type' : 'vec3' } // only using position for this shader + }, + // attributes + 'params' : + { + 'color' : { 'type' : 'vec4' } + }, + }, + ] + } +}; + diff --git a/js/helper-classes/RDGE/Materials/IridescentScalesMaterial.js b/js/helper-classes/RDGE/Materials/IridescentScalesMaterial.js new file mode 100644 index 00000000..ac1d3fe7 --- /dev/null +++ b/js/helper-classes/RDGE/Materials/IridescentScalesMaterial.js @@ -0,0 +1,212 @@ +/* + 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 IridescentScalesMaterial() +{ + // initialize the inherited members + this.inheritedFrom = GLMaterial; + this.inheritedFrom(); + + /////////////////////////////////////////////////////////////////////// + // Instance variables + /////////////////////////////////////////////////////////////////////// + this._name = "IridescentScalesMaterial"; + this._shaderName = "iridescentScales"; + + //this._diffuseTexture = "grey"; + //this._specularTexture = "irredecentENV"; + //this._normalTexture = "scales_normal"; + + /////////////////////////////////////////////////////////////////////// + // Property Accessors + /////////////////////////////////////////////////////////////////////// + this.getShaderName = function() { return this._shaderName; } + + //this.getLightDiff = function() { return this._lightDiff; } + + this.getDiffuseTexture = function() { return this._propValues["diffuseTexture"].slice(0); } + this.setDiffuseTexture = function(dt) { this._propValues["diffuseTexture"] = dt.slice(0); + if (this._materialNode) this._materialNode.setDiffuseTexture( dt ); } + + this.getSpecularTexture = function() { return this._propValues["specularTexture"].slice(0); } + this.setSpecularTexture = function(st) { this._propValues["specularTexture"] = st.slice(0); + if (this._materialNode) this._materialNode.setSpecularTexture( st ); } + + this.getNormalTexture = function() { return this._propValues["normalTexture"].slice(0); } + this.setNormalTexture = function(nt) { this._propValues["normalTexture"] = nt.slice(0); + if (this._materialNode) this._materialNode.setNormalTexture( nt ); } + + /////////////////////////////////////////////////////////////////////// + // Material Property Accessors + /////////////////////////////////////////////////////////////////////// + this._propNames = ["diffuseTexture", "specularTexture", "normalTexture"]; + this._propLabels = ["Diffuse Tecture", "Specular Texture", "Bump Map"]; + this._propTypes = ["file", "file", "file"]; + this._propValues = []; + + this._propValues[ this._propNames[0] ] = "grey"; + this._propValues[ this._propNames[1] ] = "irredecentENV"; + this._propValues[ this._propNames[2] ] = "scales_normal"; + + this.setProperty = function( prop, value ) + { + // make sure we have legitimate imput + var ok = this.validateProperty( prop, value ); + if (!ok) + console.log( "invalid property in Bump Metal Materia;" + prop + " : " + value ); + + switch (prop) + { + case "diffuseTexture": this.setDiffuseTexture( value ); break; + case "specularTexture": this.setSpecularTexture( value ); break; + case "normalMap": this.setNormalTexture( value ); break; + + default: + console.log( "invalid property to Iridescent Scales Material: " + prop + ", value: " + value ); + break; + } + } + + /////////////////////////////////////////////////////////////////////// + // Methods + /////////////////////////////////////////////////////////////////////// + this.dup = function() { return new IridescentScalesMaterial(); } + + this.init = function() + { + // set up the shader + this._shader = new jshader(); + this._shader.def = iridescentScalesShaderDef; + this._shader.init(); + + // create the material node + this._materialNode = createMaterialNode( this.getName() ); + this._materialNode.setShader(this._shader); + + // set up the material node + this._materialNode.setDiffuseTexture( this.getDiffuseTexture() ); + this._materialNode.setSpecTexture( this.getSpecularTexture() ); + this._materialNode.setNormalTexture( this.getNormalTexture() ); + } + + this.export = function() + { + // every material needs the base type and instance name + var exportStr = "material: " + this.getShaderName() + "\n"; + exportStr += "name: " + this.getName() + "\n"; + + exportStr += "diffuseTexture: " + this.getDiffuseTexture() + "\n"; + exportStr += "specularTexture: " + this.getSpecularTexture() + "\n"; + exportStr += "normalTexture: " + 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 dt = pu.nextValue( "diffuseTexture: " ), + st = pu.nextValue( "specularTexture: " ), + nt = pu.nextValue( "normalTexture: " ); + + 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 shaders +/* + * The main shader for the scene + */ +var iridescentScalesShaderDef = {'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' } + }, + + // render states + 'states' : + { + 'depthEnable' : true, + 'offset':[1.0, 0.1] + }, + }] + }}; diff --git a/js/helper-classes/RDGE/Materials/JuliaMaterial.js b/js/helper-classes/RDGE/Materials/JuliaMaterial.js new file mode 100644 index 00000000..69884d18 --- /dev/null +++ b/js/helper-classes/RDGE/Materials/JuliaMaterial.js @@ -0,0 +1,147 @@ +/* + 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 JuliaMaterial() +{ + // initialize the inherited members + this.inheritedFrom = PulseMaterial; + this.inheritedFrom(); + + /////////////////////////////////////////////////////////////////////// + // Instance variables + /////////////////////////////////////////////////////////////////////// + this._name = "JuliaMaterial"; + this._shaderName = "julia"; + + this._texMap = 'assets/images/rocky-normal.jpg'; + + this._time = 0.0; + this._dTime = 0.01; + + /////////////////////////////////////////////////////////////////////// + // Properties + /////////////////////////////////////////////////////////////////////// + // no properties + this._propNames = []; + this._propLabels = []; + this._propTypes = []; + this._propValues = []; + + /////////////////////////////////////////////////////////////////////// + // Material Property Accessors + /////////////////////////////////////////////////////////////////////// + + /////////////////////////////////////////////////////////////////////// + + + /////////////////////////////////////////////////////////////////////// + // Methods + /////////////////////////////////////////////////////////////////////// + // duplcate method requirde + this.dup = function( world ) + { + // allocate a new uber material + var newMat = new JuliaMaterial(); + + // copy over the current values; + var propNames = [], propValues = [], propTypes = [], propLabels = []; + this.getAllProperties( propNames, propValues, propTypes, propLabels); + var n = propNames.length; + for (var i=0; i + 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 KeleidoscopeMaterial() +{ + // initialize the inherited members + this.inheritedFrom = PulseMaterial; + this.inheritedFrom(); + + /////////////////////////////////////////////////////////////////////// + // Instance variables + /////////////////////////////////////////////////////////////////////// + this._name = "KeleidoscopeMaterial"; + this._shaderName = "keleidoscope"; + + this._texMap = 'assets/images/rocky-normal.jpg'; + + this._time = 0.0; + this._dTime = 0.01; + + /////////////////////////////////////////////////////////////////////// + // Properties + /////////////////////////////////////////////////////////////////////// + // all defined in parent PulseMaterial.js + // load the local default value + this._propValues[ this._propNames[0] ] = this._texMap.slice(0); + + /////////////////////////////////////////////////////////////////////// + // Material Property Accessors + /////////////////////////////////////////////////////////////////////// + + /////////////////////////////////////////////////////////////////////// + + + /////////////////////////////////////////////////////////////////////// + // Methods + /////////////////////////////////////////////////////////////////////// + // duplcate method requirde + this.dup = function( world ) + { + // allocate a new uber material + var newMat = new KeleidoscopeMaterial(); + + // copy over the current values; + var propNames = [], propValues = [], propTypes = [], propLabels = []; + this.getAllProperties( propNames, propValues, propTypes, propLabels); + var n = propNames.length; + for (var i=0; i + 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 LinearGradientMaterial() +{ + // initialize the inherited members + this.inheritedFrom = GLMaterial; + this.inheritedFrom(); + + /////////////////////////////////////////////////////////////////////// + // Instance variables + /////////////////////////////////////////////////////////////////////// + this._name = "LinearGradientMaterial"; + this._shaderName = "linearGradient"; + + this._color1 = [1,0,0,1]; + this._color2 = [0,1,0,1]; + this._color3 = [0,0,1,1]; + this._color4 = [0,1,1,1]; + this._colorStop1 = 0.0; + this._colorStop2 = 0.3; + this._colorStop3 = 0.6; + this._colorStop4 = 1.0; + this._colorCount = 4; + this._angle = 0.0; // the shader takes [cos(a), sin(a)] + + /////////////////////////////////////////////////////////////////////// + // Property Accessors + /////////////////////////////////////////////////////////////////////// + this.getShaderName = function() { return this._shaderName; } + this.getName = function() { return this._name; } + + this.getColor1 = function() { return this._color1; } + this.setColor1 = function(c) { this._color1 = c.slice(); + if (this._shader && this._shader.default) + this._shader.default.u_color1.set(c); + } + + this.getColor2 = function() { return this._color2; } + this.setColor2 = function(c) { this._color2 = c.slice(); + if (this._shader && this._shader.default) + this._shader.default.u_color2.set(c); + } + + this.getColor3 = function() { return this._color3; } + this.setColor3 = function(c) { this._color3 = c.slice(); + if (this._shader && this._shader.default) + this._shader.default.u_color3.set(c); + } + + this.getColor4 = function() { return this._color4; } + this.setColor4 = function(c) { this._color4 = c.slice(); + if (this._shader && this._shader.default) + this._shader.default.u_color4.set(c); + } + + this.getColorStop1 = function() { return this._colorStop1; } + this.setColorStop1 = function(s) { this._colorStop1 = s; + if (this._shader && this._shader.default) + this._shader.default.u_colorStop1.set([s]); + } + + this.getColorStop2 = function() { return this._colorStop2; } + this.setColorStop2 = function(s) { this._colorStop2 = s; + if (this._shader && this._shader.default) + this._shader.default.u_colorStop2.set([s]); + } + + this.getColorStop3 = function() { return this._colorStop3; } + this.setColorStop3 = function(s) { this._colorStop3 = s; + if (this._shader && this._shader.default) + this._shader.default.u_colorStop3.set([s]); + } + + this.getColorStop4 = function() { return this._colorStop4; } + this.setColorStop4 = function(s) { this._colorStop4 = s; + if (this._shader && this._shader.default) + this._shader.default.u_colorStop4.set([s]); + } + + this.getColorCount = function() { return this._colorCount; } + this.setColorCount = function(c) { this._colorCount = c; + if (this._shader && this._shader.default) + this._shader.default.u_colorCount.set([c]); + } + + this.getAngle = function() { return this._angle; } + this.setAngle = function(a) { this._angle = a; + if (this._shader && this._shader.default) + this._shader.default.u_cos_sin_angle.set([Math.cos(a), Math.sin(a)]); + } + + /////////////////////////////////////////////////////////////////////// + // Material Property Accessors + /////////////////////////////////////////////////////////////////////// + this._propNames = ["color1", "color2", "angle"]; + this._propLabels = ["Start Color", "Stop Color", "Angle"]; + this._propTypes = ["color", "color", "float"]; + this._propValues = []; + + this._propValues[ this._propNames[0] ] = this._color1.slice(0); + this._propValues[ this._propNames[1] ] = this._color4.slice(0); + this._propValues[ this._propNames[2] ] = this._angle; + + this.setProperty = function( prop, value ) + { + if (prop === "color") prop = "color1"; + + // make sure we have legitimate imput + var ok = this.validateProperty( prop, value ); + if (!ok) + console.log( "invalid property in Linear Gradient Material" + prop + " : " + value ); + + switch (prop) + { + case "color1": this.setColor1( value ); break; + case "color2": this.setColor2( value ); break; + case "angle": this.setAngle( value ); break; + } + } + + /////////////////////////////////////////////////////////////////////// + // Methods + /////////////////////////////////////////////////////////////////////// + // duplcate method requirde + this.dup = function() { return new LinearGradientMaterial(); } + + this.init = function() + { + // set up the shader + this._shader = new jshader(); + this._shader.def = linearGradientMaterialDef; + this._shader.init(); + + // set up the material node + this._materialNode = createMaterialNode( this.getShaderName() ); + this._materialNode.setShader(this._shader); + + // send the current values to the shader + this.updateShaderValues(); + } + + this.updateShaderValues= function() + { + if (this._shader && this._shader.default) + { + //this._shader.default.u_colorCount.set( [4] ); + + var c; + c = this.getColor1(); + this._shader.default.u_color1.set( c ); + c = this.getColor2(); + this._shader.default.u_color2.set( c ); + c = this.getColor3(); + this._shader.default.u_color3.set( c ); + c = this.getColor4(); + this._shader.default.u_color4.set( c ); + + var s; + s = this.getColorStop1(); + this._shader.default.u_colorStop1.set( [s] ); + s = this.getColorStop2(); + this._shader.default.u_colorStop2.set( [s] ); + s = this.getColorStop3(); + this._shader.default.u_colorStop3.set( [s] ); + s = this.getColorStop4(); + this._shader.default.u_colorStop4.set( [s] ); + + this.setAngle( this.getAngle() ); + } + } + + this.export = function() + { + // every material needs the base type and instance name + var exportStr = "material: " + this.getShaderName() + "\n"; + exportStr += "name: " + this.getName() + "\n"; + + exportStr += "startColor: " + this.getStartColor() + "\n"; + exportStr += "stopColor: " + this.getStopColor() + "\n"; + exportStr += "angle: " + this.getAngle() + "\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 startColor = eval( "[" + pu.nextValue( "startColor: " ) + "]" ), + stopColor = eval( "[" + pu.nextValue( "stopColor: " ) + "]" ), + angle = eval( "[" + pu.nextValue( "angle: " ) + "]" ); + + var endKey = "endMaterial\n"; + var index = importStr.indexOf( endKey ); + index += endKey.length; + rtnStr = importStr.substr( index ); + + this.setProperty( "startColor", startColor ); + this.setProperty( "stopColor", stopColor ); + this.setProperty( "angle", angle ); + } + 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 linearGradientMaterialDef = +{'shaders': + { + // Brick shader + 'defaultVShader':"assets/shaders/linearGradient.vert.glsl", + 'defaultFShader':"assets/shaders/linearGradient.frag.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_color1' : { 'type' : 'vec4' }, + 'u_color2' : { 'type' : 'vec4' }, + 'u_color3' : { 'type' : 'vec4' }, + 'u_color4' : { 'type' : 'vec4' }, + 'u_colorStop1': { 'type' : 'float' }, + 'u_colorStop2': { 'type' : 'float' }, + 'u_colorStop3': { 'type' : 'float' }, + 'u_colorStop4': { 'type' : 'float' }, + 'u_cos_sin_angle' : { 'type' : 'vec2' } + //'u_colorCount': {'type' : 'int' } + + }, + + // 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", + }, + } + ] + } +}; + + + + diff --git a/js/helper-classes/RDGE/Materials/MandelMaterial.js b/js/helper-classes/RDGE/Materials/MandelMaterial.js new file mode 100644 index 00000000..76083b76 --- /dev/null +++ b/js/helper-classes/RDGE/Materials/MandelMaterial.js @@ -0,0 +1,147 @@ +/* + 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 MandelMaterial() +{ + // initialize the inherited members + this.inheritedFrom = PulseMaterial; + this.inheritedFrom(); + + /////////////////////////////////////////////////////////////////////// + // Instance variables + /////////////////////////////////////////////////////////////////////// + this._name = "MandelMaterial"; + this._shaderName = "mandel"; + + this._texMap = 'assets/images/rocky-normal.jpg'; + + this._time = 0.0; + this._dTime = 0.01; + + /////////////////////////////////////////////////////////////////////// + // Properties + /////////////////////////////////////////////////////////////////////// + // no properties + this._propNames = []; + this._propLabels = []; + this._propTypes = []; + this._propValues = []; + + /////////////////////////////////////////////////////////////////////// + // Material Property Accessors + /////////////////////////////////////////////////////////////////////// + + /////////////////////////////////////////////////////////////////////// + + + /////////////////////////////////////////////////////////////////////// + // Methods + /////////////////////////////////////////////////////////////////////// + // duplcate method requirde + this.dup = function( world ) + { + // allocate a new uber material + var newMat = new MandelMaterial(); + + // copy over the current values; + var propNames = [], propValues = [], propTypes = [], propLabels = []; + this.getAllProperties( propNames, propValues, propTypes, propLabels); + var n = propNames.length; + for (var i=0; i + 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 PlasmaMaterial() +{ + // initialize the inherited members + this.inheritedFrom = GLMaterial; + this.inheritedFrom(); + + /////////////////////////////////////////////////////////////////////// + // Instance variables + /////////////////////////////////////////////////////////////////////// + this._name = "PlasmaMaterial"; + this._shaderName = "plasma"; + + this._time = 0.0; + this._dTime = 0.01; + this._speed = 1.0; + + this._color = [1,0,0,1]; + + + /////////////////////////////////////////////////////////////////////// + // Property Accessors + /////////////////////////////////////////////////////////////////////// + this.getShaderName = function() { return this._shaderName; } + + /////////////////////////////////////////////////////////////////////// + // Material Property Accessors + /////////////////////////////////////////////////////////////////////// + this._propNames = ["color"]; + this._propLabels = ["Color"]; + this._propTypes = ["color"]; + this._propValues = []; + + this._propValues[ this._propNames[0] ] = this._color; + + this.setProperty = function( prop, value ) + { + // make sure we have legitimate imput + if (this.validateProperty( prop, value )) + { + this._color = value.slice(0); + this._shader.default[prop].set(value); + } + } + /////////////////////////////////////////////////////////////////////// + + /////////////////////////////////////////////////////////////////////// + // Methods + /////////////////////////////////////////////////////////////////////// + // duplcate method requirde + this.dup = function() { return new PlasmaMaterial(); } + + this.init = function() + { + // set up the shader + this._shader = new jshader(); + this._shader.def = plasmaShaderDef; + this._shader.init(); + + // set the default value + this._time = 0; + this._shader.default.u_time = this._time; + this.setProperty( "color", [this._time, 0, 0, 1] ); + + // set up the material node + this._materialNode = createMaterialNode("plasmaMaterial"); + this._materialNode.setShader(this._shader); + } + + this.update = function( time ) + { + this._shader.default.u_time = this._time; + var color = this.getProperty( "color" ); + color[0] = this._time; + this.setProperty( "color", color ); + //console.log( "update color to: " + color ); + this._time += this._dTime; + } + +} + +/////////////////////////////////////////////////////////////////////////////////////// +// RDGE shader + +// shader spec (can also be loaded from a .JSON file, or constructed at runtime) +var plasmaShaderDef = +{'shaders': + { + 'defaultVShader':"assets/shaders/plasma.vert.glsl", + 'defaultFShader':"assets/shaders/plasma.frag.glsl", + }, + 'techniques': + { + 'default': + [ + { + 'vshader' : 'defaultVShader', + 'fshader' : 'defaultFShader', + // attributes + 'attributes' : + { + 'vert' : { 'type' : 'vec3' }, + 'normal' : { 'type' : 'vec3' }, + 'texcoord' : { 'type' : 'vec2' }, + }, + // parameters + 'params' : + { + 'u_time' : { 'type' : 'float' }, + 'color' : { 'type' : 'vec4' } + }, + + // render states + 'states' : + { + 'depthEnable' : true, + 'offset':[1.0, 0.1] + }, + }, + ] + } +}; + diff --git a/js/helper-classes/RDGE/Materials/PulseMaterial.js b/js/helper-classes/RDGE/Materials/PulseMaterial.js new file mode 100644 index 00000000..5bee818e --- /dev/null +++ b/js/helper-classes/RDGE/Materials/PulseMaterial.js @@ -0,0 +1,226 @@ +/* + 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 PulseMaterial() +{ + // initialize the inherited members + this.inheritedFrom = GLMaterial; + this.inheritedFrom(); + + /////////////////////////////////////////////////////////////////////// + // Instance variables + /////////////////////////////////////////////////////////////////////// + this._name = "PulseMaterial"; + this._shaderName = "pulse"; + + this._texMap = 'assets/images/cubelight.png'; + + this._time = 0.0; + this._dTime = 0.01; + + /////////////////////////////////////////////////////////////////////// + // Property Accessors + /////////////////////////////////////////////////////////////////////// + this.getName = function() { return this._name; } + this.getShaderName = function() { return this._shaderName; } + + this.getTextureMap = function() { return this._texMap.slice(0); } + this.setTextureMap = function(m) { this._propValues[this._propNames[0]] = m ? m.slice(0) : null; this.updateTexture(); } + + /////////////////////////////////////////////////////////////////////// + // Material Property Accessors + //////////////////////////////////////////////