From 805059d68087530721212a650412aefb85e98d1f Mon Sep 17 00:00:00 2001 From: Nivesh Rajbhandari Date: Thu, 9 Feb 2012 10:26:57 -0800 Subject: Removed unused materials. Signed-off-by: Nivesh Rajbhandari --- js/helper-classes/RDGE/Materials/BrickMaterial.js | 231 -------------------- .../RDGE/Materials/BumpMetalMaterial.js | 66 ++++-- js/helper-classes/RDGE/Materials/FlatMaterial.js | 53 +++-- .../RDGE/Materials/IridescentScalesMaterial.js | 212 ------------------ js/helper-classes/RDGE/Materials/JuliaMaterial.js | 147 ------------- .../RDGE/Materials/KeleidoscopeMaterial.js | 146 ------------- .../RDGE/Materials/LinearGradientMaterial.js | 8 +- 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 | 187 +++++++++------- 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 | 37 +++- js/helper-classes/RDGE/MaterialsLibrary.js | 38 +--- 18 files changed, 232 insertions(+), 2202 deletions(-) delete mode 100644 js/helper-classes/RDGE/Materials/BrickMaterial.js delete mode 100644 js/helper-classes/RDGE/Materials/IridescentScalesMaterial.js delete mode 100644 js/helper-classes/RDGE/Materials/JuliaMaterial.js delete mode 100644 js/helper-classes/RDGE/Materials/KeleidoscopeMaterial.js delete mode 100644 js/helper-classes/RDGE/Materials/MandelMaterial.js delete mode 100644 js/helper-classes/RDGE/Materials/PlasmaMaterial.js delete mode 100644 js/helper-classes/RDGE/Materials/PulseMaterial.js delete mode 100644 js/helper-classes/RDGE/Materials/QuiltMaterial.js delete mode 100644 js/helper-classes/RDGE/Materials/RadialBlurMaterial.js delete mode 100644 js/helper-classes/RDGE/Materials/StitchMaterial.js delete mode 100644 js/helper-classes/RDGE/Materials/TunnelMaterial.js delete mode 100644 js/helper-classes/RDGE/Materials/TwistMaterial.js (limited to 'js/helper-classes/RDGE') diff --git a/js/helper-classes/RDGE/Materials/BrickMaterial.js b/js/helper-classes/RDGE/Materials/BrickMaterial.js deleted file mode 100644 index aef6d1a7..00000000 --- a/js/helper-classes/RDGE/Materials/BrickMaterial.js +++ /dev/null @@ -1,231 +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 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 index 59720611..999d4676 100644 --- a/js/helper-classes/RDGE/Materials/BumpMetalMaterial.js +++ b/js/helper-classes/RDGE/Materials/BumpMetalMaterial.js @@ -22,9 +22,9 @@ function BumpMetalMaterial() this._shaderName = "bumpMetal"; this._lightDiff = [0.3, 0.3, 0.3, 1.0]; - this._diffuseTexture = "metal"; - this._specularTexture = "silver"; - this._normalTexture = "normalMap"; + this._diffuseTexture = "assets/images/metal.png"; + this._specularTexture = "assets/images/silver.png"; + this._normalTexture = "assets/images/normalMap.png"; /////////////////////////////////////////////////////////////////////// // Property Accessors @@ -37,17 +37,16 @@ function BumpMetalMaterial() 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.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.getSpecularTexture = function() { return this._specularTexture; } - this.setSpecularTexture = function(st) { this._specularTexture = st; - if (this._materialNode) this._materialNode.setSpecularTexture( st ); } + 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.getNormalTexture = function() { return this._normalTexture; } - this.setNormalTexture = function(nt) { this._normalTexture = nt; - if (this._materialNode) this._materialNode.setNormalTexture( nt ); } + 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 @@ -59,7 +58,7 @@ function BumpMetalMaterial() 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[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" @@ -95,8 +94,11 @@ function BumpMetalMaterial() // duplcate method requirde this.dup = function() { return new BumpMetalMaterial(); } - this.init = function() + this.init = function( world ) { + // save the world + if (world) this.setWorld( world ); + // set up the shader this._shader = new jshader(); this._shader.def = bumpMetalMaterialDef; @@ -108,9 +110,36 @@ function BumpMetalMaterial() 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.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() @@ -229,6 +258,9 @@ bumpMetalShaderDef = { 'u_light0Diff' : { 'type' : 'vec4' }, //'u_matDiffuse' : { 'type' : 'vec4' } + 'u_colMap': { 'type' : 'tex2d' }, + 'u_normalMap': { 'type' : 'tex2d' }, + 'u_glowMap': { 'type' : 'tex2d' }, }, // render states diff --git a/js/helper-classes/RDGE/Materials/FlatMaterial.js b/js/helper-classes/RDGE/Materials/FlatMaterial.js index a5c079a8..a250dc0a 100644 --- a/js/helper-classes/RDGE/Materials/FlatMaterial.js +++ b/js/helper-classes/RDGE/Materials/FlatMaterial.js @@ -26,8 +26,13 @@ function FlatMaterial() /////////////////////////////////////////////////////////////////////// // Property Accessors /////////////////////////////////////////////////////////////////////// - this.getColor = function() { return this._color; } - this.getShaderName = function() { return this._shaderName; } + this.getColor = function() { return this._color; } + this.getShaderName = function() { return this._shaderName; } + + this.isAnimated = function() { return false; } + this.hasVertexDeformation = function() { return true; } + this._hasVertexDeformation = true; + this._vertexDeformationTolerance = 0.2; //////////////////////////////////s///////////////////////////////////// // Methods @@ -48,6 +53,13 @@ function FlatMaterial() // set up the material node this._materialNode = createMaterialNode("flatMaterial"); this._materialNode.setShader(this._shader); + + // initialize the taper properties +// this._shader.colorMe.u_limit1.set( [0.25] ); +// this._shader.colorMe.u_limit2.set( [0.5] ); +// this._shader.colorMe.u_limit3.set( [0.75] ); +// this._shader.colorMe.u_center.set( [0.0] ); +// this._shader.colorMe.u_taperAmount.set( [0.5] ); } @@ -114,10 +126,11 @@ function FlatMaterial() return rtnStr; } -} -// used to create unique names -var flatMaterialCounter = 0; + this.update = function( time ) + { + } +} /////////////////////////////////////////////////////////////////////////////////////// // RDGE shader @@ -126,35 +139,33 @@ var flatMaterialCounter = 0; 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;\ - }", + //'defaultVShader':"assets/shaders/Taper.vert.glsl", + 'defaultVShader':"assets/shaders/Basic.vert.glsl", + 'defaultFShader':"assets/shaders/Basic.frag.glsl", }, 'techniques': { // rendering control 'colorMe':[ // simple color pass { 'vshader' : 'defaultVShader', 'fshader' : 'defaultFShader', - + // attributes 'attributes' : { - 'a_pos' : { 'type' : 'vec3' } // only using position for this shader + 'vert' : { 'type' : 'vec3' }, + 'normal' : { 'type' : 'vec3' }, + 'texcoord' : { 'type' : 'vec2' }, }, // attributes 'params' : { - 'color' : { 'type' : 'vec4' } + 'color' : { 'type' : 'vec4' }, + + //'u_limit1': { 'type': 'float' }, + //'u_limit2': { 'type': 'float' }, + //'u_limit3': { 'type': 'float' }, + //'u_center': { 'type': 'float' }, + //'u_taperAmount': { 'type': 'float' } }, }, ] diff --git a/js/helper-classes/RDGE/Materials/IridescentScalesMaterial.js b/js/helper-classes/RDGE/Materials/IridescentScalesMaterial.js deleted file mode 100644 index ac1d3fe7..00000000 --- a/js/helper-classes/RDGE/Materials/IridescentScalesMaterial.js +++ /dev/null @@ -1,212 +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 -// 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 deleted file mode 100644 index 69884d18..00000000 --- a/js/helper-classes/RDGE/Materials/JuliaMaterial.js +++ /dev/null @@ -1,147 +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 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 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 deleted file mode 100644 index 5bee818e..00000000 --- a/js/helper-classes/RDGE/Materials/PulseMaterial.js +++ /dev/null @@ -1,226 +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 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 - /////////////////////////////////////////////////////////////////////// - this._propNames = ["texmap"]; - this._propLabels = ["Texture map"]; - this._propTypes = ["file"]; - this._propValues = []; - - this._propValues[ this._propNames[0] ] = this._texMap.slice(0); - - this.setProperty = function( prop, value ) - { - // make sure we have legitimate imput - var ok = this.validateProperty( prop, value ); - if (!ok) - console.log( "invalid property in Radial Gradient Material:" + prop + " : " + value ); - - switch (prop) - { - case "texmap": - this.setTextureMap(value); - break; - - case "color": - break; - } - } - /////////////////////////////////////////////////////////////////////// - - - /////////////////////////////////////////////////////////////////////// - // Methods - /////////////////////////////////////////////////////////////////////// - // duplcate method requirde - this.dup = function( world ) - { - // allocate a new uber material - var newMat = new PulseMaterial(); - - // 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 -// GL representation of a material. -/////////////////////////////////////////////////////////////////////// -function QuiltMaterial01() -{ - // initialize the inherited members - this.inheritedFrom = GLMaterial; - this.inheritedFrom(); - - /////////////////////////////////////////////////////////////////////// - // Instance variables - /////////////////////////////////////////////////////////////////////// - this._name = "QuiltMaterial 1"; - this._shaderName = "quilt_1"; - - /////////////////////////////////////////////////////////////////////// - // Property Accessors - /////////////////////////////////////////////////////////////////////// - this.getShaderName = function() { return this._shaderName; } - - /////////////////////////////////////////////////////////////////////// - // Methods - /////////////////////////////////////////////////////////////////////// - this.dup = function() { return new QuiltMaterial01(); } - - this.init = function() - { - - // set up the material node - this._materialNode = createMaterialNode("quiltMaterial01") - this._materialNode.setDiffuseTexture("quilt01"); - this._materialNode.setSpecTexture("quilt01_E"); - this._materialNode.setNormalTexture("quilt01_N"); - - // set up the shader - this._shader = new jshader(); - this._shader.def = quiltShaderDef; - this._shader.init(); - this._materialNode.setShader(this._shader); - } -} - -/////////////////////////////////////////////////////////////////////// -// Class GLMaterial -// GL representation of a material. -/////////////////////////////////////////////////////////////////////// -function QuiltMaterial02() -{ - // initialize the inherited members - this.inheritedFrom = GLMaterial; - this.inheritedFrom(); - - /////////////////////////////////////////////////////////////////////// - // Instance variables - /////////////////////////////////////////////////////////////////////// - this._name = "QuiltMaterial 2"; - this._shaderName = "quilt_2"; - - /////////////////////////////////////////////////////////////////////// - // Property Accessors - /////////////////////////////////////////////////////////////////////// - this.getShaderName = function() { return this._shaderName; } - - /////////////////////////////////////////////////////////////////////// - // Methods - /////////////////////////////////////////////////////////////////////// - this.dup = function() { return new QuiltMaterial02(); } - - this.init = function() - { - - // set up the material node - this._materialNode = createMaterialNode("quiltMaterial02") - this._materialNode.setDiffuseTexture("quilt02"); - this._materialNode.setSpecTexture("quilt02_E"); - this._materialNode.setNormalTexture("quilt02_N"); - - // set up the shader - this._shader = new jshader(); - this._shader.def = quilt2ShaderDef; - this._shader.init(); - this._materialNode.setShader(this._shader); - } -} - -/////////////////////////////////////////////////////////////////////////////////////// -// RDGE shaders -/* - * The main shader for the scene - */ -var quiltShaderDef = {'shaders': { - // this shader is being referenced by file - 'defaultVShader':"assets/shaders/quilt_vshader.glsl", - 'defaultFShader':"assets/shaders/quilt_fshader.glsl", - - }, - '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], - 'blendEnabled' : true, - 'srcBlend' : 'SRC_ALPHA', - 'dstcBlend' : 'ONE_MINUS_SRC_ALPHA' - }, - }] - }}; - -var quilt2ShaderDef = {'shaders': { - // this shader is being referenced by file - 'defaultVShader':"assets/shaders/quilt_vshader.glsl", - 'defaultFShader':"assets/shaders/quilt2_fshader.glsl", - - }, - '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], - 'blendEnabled' : true, - 'srcBlend' : 'SRC_ALPHA', - 'dstcBlend' : 'ONE_MINUS_SRC_ALPHA' - }, - }] - }}; diff --git a/js/helper-classes/RDGE/Materials/RadialBlurMaterial.js b/js/helper-classes/RDGE/Materials/RadialBlurMaterial.js deleted file mode 100644 index 25331b54..00000000 --- a/js/helper-classes/RDGE/Materials/RadialBlurMaterial.js +++ /dev/null @@ -1,241 +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 RadialBlurMaterial() -{ - // initialize the inherited members - this.inheritedFrom = GLMaterial; - this.inheritedFrom(); - - /////////////////////////////////////////////////////////////////////// - // Instance variables - /////////////////////////////////////////////////////////////////////// - this._name = "RadialBlurMaterial"; - this._shaderName = "radialBlur"; - - this._texMap = 'assets/images/cubelight.png'; - this._color = [1,0,0,1]; - - 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.slice(0); this.updateTexture(); } - - /////////////////////////////////////////////////////////////////////// - // Material Property Accessors - /////////////////////////////////////////////////////////////////////// - this._propNames = ["texmap", "color"]; - this._propLabels = ["Texture map", "Color"]; - this._propTypes = ["file", "color"]; - this._propValues = []; - - this._propValues[ this._propNames[0] ] = this._texMap.slice(0); - this._propValues[ this._propNames[1] ] = this._color.slice(0); - - this.setProperty = function( prop, value ) - { - // make sure we have legitimate imput - var ok = this.validateProperty( prop, value ); - if (!ok) - console.log( "invalid property in Radial Gradient Material:" + prop + " : " + value ); - - switch (prop) - { - case "texmap": - this.setTextureMap(value); - break; - - case "color": - this._propValues[prop] = value.slice(0); - if (this._shader && this._shader.default) - this._shader.default[prop].set(value); - break; - } - } - /////////////////////////////////////////////////////////////////////// - - - /////////////////////////////////////////////////////////////////////// - // Methods - /////////////////////////////////////////////////////////////////////// - // duplcate method requirde - this.dup = function( world ) - { - // allocate a new uber material - var newMat = new RadialBlurMaterial(); - - // 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