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 --- js/lib/rdge/materials/linear-gradient-material.js | 434 ++++++++++++++++++++++ 1 file changed, 434 insertions(+) create mode 100755 js/lib/rdge/materials/linear-gradient-material.js (limited to 'js/lib/rdge/materials/linear-gradient-material.js') diff --git a/js/lib/rdge/materials/linear-gradient-material.js b/js/lib/rdge/materials/linear-gradient-material.js new file mode 100755 index 00000000..2c52c67d --- /dev/null +++ b/js/lib/rdge/materials/linear-gradient-material.js @@ -0,0 +1,434 @@ +/* + 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. +
*/ + +var MaterialParser = require("js/lib/rdge/materials/material-parser").MaterialParser; +var Material = require("js/lib/rdge/materials/material").Material; + +var LinearGradientMaterial = function LinearGradientMaterial() { + /////////////////////////////////////////////////////////////////////// + // 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)]); + } + }; + + this.isAnimated = function() { + return false; + }; + + /////////////////////////////////////////////////////////////////////// + // Material Property Accessors + /////////////////////////////////////////////////////////////////////// + this._propNames = ["color1", "color2", "color3", "color4", "colorStop1", "colorStop2", "colorStop3", "colorStop4", "angle"]; + this._propLabels = ["Color 1", "Color 2", "Color 3", "Color 4", "Color Stop 1", "Color Stop 2", "Color Stop 3", "Color Stop 4", "Angle"]; + this._propTypes = ["color", "color", "color", "color", "float", "float", "float", "float", "float"]; + this._propValues = []; + + this._propValues[ this._propNames[0] ] = this._color1.slice(0); + this._propValues[ this._propNames[1] ] = this._color2.slice(0); + this._propValues[ this._propNames[2] ] = this._color3.slice(0); + this._propValues[ this._propNames[3] ] = this._color4.slice(0); + + this._propValues[ this._propNames[4] ] = this._colorStop1; + this._propValues[ this._propNames[5] ] = this._colorStop2; + this._propValues[ this._propNames[6] ] = this._colorStop3; + this._propValues[ this._propNames[7] ] = this._colorStop4; + + this._propValues[ this._propNames[8] ] = 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 "color3": this.setColor3( value ); break; + case "color4": this.setColor4( value ); break; + case "colorStop1": this.setColorStop1( value ); break; + case "colorStop2": this.setColorStop2( value ); break; + case "colorStop3": this.setColorStop3( value ); break; + case "colorStop4": this.setColorStop4( value ); break; + case "angle": this.setAngle( value ); break; + } + }; + + /////////////////////////////////////////////////////////////////////// + // Methods + /////////////////////////////////////////////////////////////////////// + // duplcate method requirde + this.dup = function() { return new LinearGradientMaterial(); }; + + this.init = function( world ) { + this.setWorld( world ); + + // 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(); + + //console.log( "**** LinearGradientMaterial initialized" ); + }; + + 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 += "color1: " + this.getColor1() + "\n"; + exportStr += "color2: " + this.getColor2() + "\n"; + exportStr += "color3: " + this.getColor3() + "\n"; + exportStr += "color4: " + this.getColor4() + "\n"; + + exportStr += "colorStop1: " + this.getColorStop1() + "\n"; + exportStr += "colorStop2: " + this.getColorStop2() + "\n"; + exportStr += "colorStop3: " + this.getColorStop3() + "\n"; + exportStr += "colorStop4: " + this.getColorStop4() + "\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 MaterialParser( 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 color1 = eval( "[" + pu.nextValue( "color1: " ) + "]" ), + color2 = eval( "[" + pu.nextValue( "color2: " ) + "]" ), + color3 = eval( "[" + pu.nextValue( "color3: " ) + "]" ), + color4 = eval( "[" + pu.nextValue( "color4: " ) + "]" ), + colorStop1 = Number(pu.nextValue( "colorStop1: " )), + colorStop2 = Number(pu.nextValue( "colorStop2: " )), + colorStop3 = Number(pu.nextValue( "colorStop3: " )), + colorStop4 = Number(pu.nextValue( "colorStop4: " )), + angle = Number(pu.nextValue( "angle: " ) ); + + var endKey = "endMaterial\n"; + var index = importStr.indexOf( endKey ); + index += endKey.length; + rtnStr = importStr.substr( index ); + + this.setProperty( "color1", color1 ); + this.setProperty( "color2", color2 ); + this.setProperty( "color3", color3 ); + this.setProperty( "color4", color4 ); + this.setProperty( "colorStop1", colorStop1 ); + this.setProperty( "colorStop2", colorStop2 ); + this.setProperty( "colorStop3", colorStop3 ); + this.setProperty( "colorStop4", colorStop4 ); + 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': + { + // shader file + '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" + } + } + ] + } +}; + +LinearGradientMaterial.prototype = new Material(); + +if (typeof exports === "object") { + exports.LinearGradientMaterial = LinearGradientMaterial; +} + + + + -- cgit v1.2.3