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