From 342fb451bd251358068a0dcb10e9dc218b79a176 Mon Sep 17 00:00:00 2001 From: Jonathan Duran Date: Tue, 6 Mar 2012 11:38:39 -0800 Subject: Squashed commit of the following: commit 1cd89d4d06e3a8f2c221628b19cf26a2c69f5d3f Author: Jose Antonio Marquez Date: Tue Mar 6 11:24:25 2012 -0800 Fixing WebGL not available bug commit 84332ab81c1b445195f1d9be8bbeae0725c8e758 Author: Valerio Virgillito Date: Tue Mar 6 10:58:25 2012 -0800 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 commit 13f52cf0c74f53a919fa864f86669e8155f82961 Merge: dced508 abc04f3 Author: Valerio Virgillito Date: Fri Mar 2 15:46:11 2012 -0800 Merge pull request #93 from imix23ways/Timeline Timeline: Critical bug fixes commit dced508bb19a7bcd467ff1b86b5df5bbec4be794 Merge: 0aeb400 cc772ef Author: Valerio Virgillito Date: Fri Mar 2 15:45:35 2012 -0800 Merge pull request #92 from mqg734/WebGLFixes Selection Tool Fixes for elements flying off into space when they overlap commit 0aeb400070762cf01d83cf9f9ee25a5595098b7f Merge: ff0a956 aabb48a Author: Valerio Virgillito Date: Fri Mar 2 14:05:21 2012 -0800 Merge pull request #94 from ericguzman/PresetsPanel Presets Panel - Fix single-click activation, and transition cut-off bug. commit cc772ef3333ed419d269a2bda7aea5b0150a7bd9 Author: Nivesh Rajbhandari Date: Fri Mar 2 11:34:58 2012 -0800 Fixing flying off into space bug for translate tool too. Signed-off-by: Nivesh Rajbhandari commit abc04f3d50311ed1c21067344bc7e448686f8c5c Author: Jonathan Duran Date: Fri Mar 2 11:26:25 2012 -0800 Timeline Fix timing function Signed-off-by: Jonathan Duran commit aabb48a1c8d34bc968f4c6b0ffee4e31c1d5d286 Author: Eric Guzman Date: Fri Mar 2 11:22:44 2012 -0800 Presets Panel - Fix single-click activation, and transition cut-off bug. Use double-click as the activation event for transition presets. Also fixed the bug when applying a style preset before the transition preset, which disabled transitions after the first one. commit f3207f39ea9d8c1c34246217a23d3a689671903d Author: Nivesh Rajbhandari Date: Fri Mar 2 11:21:29 2012 -0800 Don't draw transform handles if the stage is the target element. Signed-off-by: Nivesh Rajbhandari commit 5425be91e7125c22955b4459a62412ff574e49a8 Author: Jonathan Duran Date: Fri Mar 2 11:11:48 2012 -0800 Timeline: Fix for animation iteration count Add default webkit css properties to allow animations with integer iteration counts. Signed-off-by: Jonathan Duran commit 1760bac1da9218315ad1bacdcf3a157495a049e8 Author: Nivesh Rajbhandari Date: Fri Mar 2 10:48:41 2012 -0800 Fix for jumping issue when moving items that have any 3d on them. We can't translate 3d moves into 2d space due to perspective, so we must update the matrix3d values instead of the top-left values if items have 3d. Signed-off-by: Nivesh Rajbhandari commit 2c04935f0ccb1cb7c98371fc10b43155f2d956c4 Author: Nivesh Rajbhandari Date: Thu Mar 1 22:20:06 2012 -0800 Fix for elements flying off into space when moving elements that overlap. This was happening because our hit record's element and the browser's element from point did not match. Signed-off-by: Nivesh Rajbhandari commit 50058746779f714ed9b0287f49e56c9f0d35593e Merge: 500426d ff0a956 Author: Nivesh Rajbhandari Date: Thu Mar 1 21:49:44 2012 -0800 Merge branch 'refs/heads/ninja-internal' into WebGLFixes commit 500426dea0ca95a6b45be8ea8d132cfdb4d2c940 Author: Nivesh Rajbhandari Date: Thu Mar 1 10:11:39 2012 -0800 Fixed logic error when resizing with the top-left transform handles. Signed-off-by: Nivesh Rajbhandari commit 7980d9bde2b43aa5a494ddf6f1db5c4959a57b91 Author: Nivesh Rajbhandari Date: Thu Mar 1 10:04:15 2012 -0800 Re-fixing IKNinja-940 - Can't select objects when in side/top view. Signed-off-by: Nivesh Rajbhandari commit f04cc0146d8f7573628678613a99c270116768e4 Author: Nivesh Rajbhandari Date: Wed Feb 29 16:45:40 2012 -0800 Last-used material (instead of FlatMaterial) is applied to shape when turning on use WebGL checkbox in the PI. Signed-off-by: Nivesh Rajbhandari Signed-off-by: Jonathan Duran --- js/lib/rdge/materials/bump-metal-material.js | 314 +++++++++++ js/lib/rdge/materials/deform-material.js | 127 +++++ js/lib/rdge/materials/flat-material.js | 159 ++++++ js/lib/rdge/materials/fly-material.js | 119 +++++ js/lib/rdge/materials/julia-material.js | 136 +++++ js/lib/rdge/materials/keleidoscope-material.js | 144 +++++ js/lib/rdge/materials/linear-gradient-material.js | 434 +++++++++++++++ js/lib/rdge/materials/mandel-material.js | 147 ++++++ js/lib/rdge/materials/material-parser.js | 73 +++ js/lib/rdge/materials/material.js | 346 ++++++++++++ js/lib/rdge/materials/plasma-material.js | 132 +++++ js/lib/rdge/materials/pulse-material.js | 258 +++++++++ js/lib/rdge/materials/radial-blur-material.js | 244 +++++++++ js/lib/rdge/materials/radial-gradient-material.js | 351 +++++++++++++ js/lib/rdge/materials/relief-tunnel-material.js | 122 +++++ js/lib/rdge/materials/square-tunnel-material.js | 120 +++++ js/lib/rdge/materials/star-material.js | 124 +++++ js/lib/rdge/materials/taper-material.js | 223 ++++++++ js/lib/rdge/materials/tunnel-material.js | 125 +++++ js/lib/rdge/materials/twist-material.js | 139 +++++ js/lib/rdge/materials/twist-vert-material.js | 248 +++++++++ js/lib/rdge/materials/uber-material.js | 614 ++++++++++++++++++++++ js/lib/rdge/materials/water-material.js | 126 +++++ js/lib/rdge/materials/z-invert-material.js | 125 +++++ 24 files changed, 4950 insertions(+) create mode 100755 js/lib/rdge/materials/bump-metal-material.js create mode 100644 js/lib/rdge/materials/deform-material.js create mode 100755 js/lib/rdge/materials/flat-material.js create mode 100644 js/lib/rdge/materials/fly-material.js create mode 100644 js/lib/rdge/materials/julia-material.js create mode 100644 js/lib/rdge/materials/keleidoscope-material.js create mode 100755 js/lib/rdge/materials/linear-gradient-material.js create mode 100644 js/lib/rdge/materials/mandel-material.js create mode 100755 js/lib/rdge/materials/material-parser.js create mode 100755 js/lib/rdge/materials/material.js create mode 100644 js/lib/rdge/materials/plasma-material.js create mode 100644 js/lib/rdge/materials/pulse-material.js create mode 100644 js/lib/rdge/materials/radial-blur-material.js create mode 100755 js/lib/rdge/materials/radial-gradient-material.js create mode 100644 js/lib/rdge/materials/relief-tunnel-material.js create mode 100644 js/lib/rdge/materials/square-tunnel-material.js create mode 100644 js/lib/rdge/materials/star-material.js create mode 100644 js/lib/rdge/materials/taper-material.js create mode 100644 js/lib/rdge/materials/tunnel-material.js create mode 100644 js/lib/rdge/materials/twist-material.js create mode 100644 js/lib/rdge/materials/twist-vert-material.js create mode 100755 js/lib/rdge/materials/uber-material.js create mode 100644 js/lib/rdge/materials/water-material.js create mode 100644 js/lib/rdge/materials/z-invert-material.js (limited to 'js/lib/rdge/materials') diff --git a/js/lib/rdge/materials/bump-metal-material.js b/js/lib/rdge/materials/bump-metal-material.js new file mode 100755 index 00000000..61126952 --- /dev/null +++ b/js/lib/rdge/materials/bump-metal-material.js @@ -0,0 +1,314 @@ +/* +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; +/////////////////////////////////////////////////////////////////////// +// Class GLMaterial +// RDGE representation of a material. +/////////////////////////////////////////////////////////////////////// +var BumpMetalMaterial = function BumpMetalMaterial() { + /////////////////////////////////////////////////////////////////////// + // 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; + // Bad property name. Commenting for now + + 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 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 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 +}; + +BumpMetalMaterial.prototype = new Material(); + +if (typeof exports === "object") { + exports.BumpMetalMaterial = BumpMetalMaterial; +} + diff --git a/js/lib/rdge/materials/deform-material.js b/js/lib/rdge/materials/deform-material.js new file mode 100644 index 00000000..1e6af6ac --- /dev/null +++ b/js/lib/rdge/materials/deform-material.js @@ -0,0 +1,127 @@ +/* + 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 PulseMaterial = require("js/lib/rdge/materials/pulse-material").PulseMaterial; + +var DeformMaterial = function DeformMaterial() { + /////////////////////////////////////////////////////////////////////// + // Instance variables + /////////////////////////////////////////////////////////////////////// + this._name = "DeformMaterial"; + this._shaderName = "deform"; + + 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 DeformMaterial(); + + // 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. + */ + +var MaterialParser = require("js/lib/rdge/materials/material-parser").MaterialParser; +var Material = require("js/lib/rdge/materials/material").Material; +/////////////////////////////////////////////////////////////////////// +// Class GLMaterial +// RDGE representation of a material. +/////////////////////////////////////////////////////////////////////// +var FlatMaterial = function FlatMaterial() { + /////////////////////////////////////////////////////////////////////// + // 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; }; + + this.isAnimated = function() { return false; }; + this.hasVertexDeformation = function() { return true; }; + this._hasVertexDeformation = true; + this._vertexDeformationTolerance = 0.2; + + //////////////////////////////////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 input + if (this.validateProperty( prop, value )) { + this._propValues[prop] = value; + if (this._shader && this._shader.colorMe) { + 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 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 color = eval( "[" + pu.nextValue( "color: " ) + "]" ); + + this.setProperty( "color", color); + + 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; + }; + + this.update = function( time ) + { + }; + +}; + +/////////////////////////////////////////////////////////////////////////////////////// +// RDGE shader + +// shader spec (can also be loaded from a .JSON file, or constructed at runtime) +flatShaderDef = +{ + 'shaders': { // shader files + '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' : + { + 'vert' : { 'type' : 'vec3' }, + 'normal' : { 'type' : 'vec3' }, + 'texcoord' : { 'type' : 'vec2' } + }, + // attributes + 'params' : + { + 'color' : { 'type' : 'vec4' } + } + } + ] + } +}; + +FlatMaterial.prototype = new Material(); + +if (typeof exports === "object") { + exports.FlatMaterial = FlatMaterial; +} diff --git a/js/lib/rdge/materials/fly-material.js b/js/lib/rdge/materials/fly-material.js new file mode 100644 index 00000000..8eadb3ab --- /dev/null +++ b/js/lib/rdge/materials/fly-material.js @@ -0,0 +1,119 @@ +/* + This file contains proprietary software owned by Motorola Mobility, Inc.
+ No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.
+ (c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. +
*/ + +var PulseMaterial = require("js/lib/rdge/materials/pulse-material").PulseMaterial; + +var FlyMaterial = function FlyMaterial() { + /////////////////////////////////////////////////////////////////////// + // Instance variables + /////////////////////////////////////////////////////////////////////// + this._name = "FlyMaterial"; + this._shaderName = "fly"; + + 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); + + /////////////////////////////////////////////////////////////////////// + // Methods + /////////////////////////////////////////////////////////////////////// + // duplcate method requirde + this.dup = function( world ) { + // allocate a new uber material + var newMat = new FlyMaterial(); + + // 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. + */ + +var PulseMaterial = require("js/lib/rdge/materials/pulse-material").PulseMaterial; + +var JuliaMaterial = function JuliaMaterial() { + /////////////////////////////////////////////////////////////////////// + // 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 = []; + + /////////////////////////////////////////////////////////////////////// + // 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. + */ + +var PulseMaterial = require("js/lib/rdge/materials/pulse-material").PulseMaterial; + +var KeleidoscopeMaterial = function KeleidoscopeMaterial() { + /////////////////////////////////////////////////////////////////////// + // 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. + */ + +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; +} + + + + diff --git a/js/lib/rdge/materials/mandel-material.js b/js/lib/rdge/materials/mandel-material.js new file mode 100644 index 00000000..07e009a2 --- /dev/null +++ b/js/lib/rdge/materials/mandel-material.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. +
*/ + +var PulseMaterial = require("js/lib/rdge/materials/pulse-material").PulseMaterial; + +var MandelMaterial = function MandelMaterial() { + /////////////////////////////////////////////////////////////////////// + // 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 + /////////////////////////////////////////////////////////////////////// + + /////////////////////////////////////////////////////////////////////// + + this.isAnimated = function() { + return true; + }; + + /////////////////////////////////////////////////////////////////////// + // 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. + */ + +var MaterialParser = function MaterialParser( theStr ) { + + this._strBuffer = theStr; + + this.nextValue = function( prop, endKeyArg, advanceBufferArg ) { + if (!this._strBuffer) return; + + // make the 2 & 3rd argument optional. default is to advance the string + var endKey = "\n", advanceBuffer = true; + if (endKeyArg) { + endKey = endKeyArg; + } + + if (advanceBufferArg) { + advanceBuffer = advanceBufferArg; + } + + var iStart = this._strBuffer.indexOf( prop ); + if (iStart < 0) return; + + var iEnd = this._strBuffer.indexOf( endKey, iStart ); + if (iEnd < 0) throw new Error( "property " + prop + " improperly terminated: " + this._strBuffer); + + iStart += prop.length; + var nChars = iEnd - iStart; + var rtnStr = this._strBuffer.substr( iStart, nChars ); + + if (advanceBuffer) { + this._strBuffer = this._strBuffer.substr( iEnd + endKey.length ); + } + + return rtnStr; + }; + + this.nextToken = function() { + if (!this._strBuffer) return; + + // find the limits + var index = this._strBuffer.search( /\S/ ); // first non-whitespace character + if (index > 0) this._strBuffer = this._strBuffer.slice(index); + index = this._strBuffer.search( /\s/ ); // first whitespace character marking the end of the token + + var token; + if (index > 0) { + token = this._strBuffer.slice(0, index); + this._strBuffer = this._strBuffer.slice( index ); + } + + return token; + }; + + this.advancePastToken = function( token ) { + var index = this._strBuffer.indexOf( token ); + if (index < 0) { + console.log( "could not find token: " + token + " in string: " + this._strBuffer ); + } else { + this._strBuffer = this._strBuffer.substr( index + token.length ); + } + } + +}; + +if (typeof exports === "object") { + exports.MaterialParser = MaterialParser; +} + + diff --git a/js/lib/rdge/materials/material.js b/js/lib/rdge/materials/material.js new file mode 100755 index 00000000..c1d13b15 --- /dev/null +++ b/js/lib/rdge/materials/material.js @@ -0,0 +1,346 @@ +/* +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. +/////////////////////////////////////////////////////////////////////// +var Material = function GLMaterial( world ) { + /////////////////////////////////////////////////////////////////////// + // Instance variables + /////////////////////////////////////////////////////////////////////// + this._name = "GLMaterial"; + this._shaderName = "undefined"; + + // keep a reference to the owning GLWorld + this._world = null; + if(world) { + this._world = world; + } + + this._shininess = 60; + + this._ambient = [0.0, 0.0, 0.0, 1.0]; + this._diffuse = [0.0, 0.0, 0.0, 1.0]; + this._specular = [0.0, 0.0, 0.0, 1.0]; + + this._texture = null; + + // vertex deformation variables + this._hasVertexDeformation = false; + this._vertexDeformationRange = [0, 0, 1, 1]; // (xMin, yMin, xMax, yMax) + this._vertexDeformationTolerance = 0.1; + + // RDGE variables + this._shader = null; + this._materialNode = null; + + /////////////////////////////////////////////////////////////////////// + // Property Accessors + /////////////////////////////////////////////////////////////////////// + this.getShininess = function() { + return this._shininess; + }; + + this.setShininess = function(s) { + this._shininess = s; + }; + + this.setName = function(n) { + this._name = n; + }; + + this.getName = function() { + return this._name; + }; + + this.setShaderName = function(n) { + this._shaderName = n; + }; + + this.getShaderName = function() { + return this._shaderName; + }; + + this.setWorld = function(world) { + this._world = world; + }; + + this.getWorld = function() { + return this._world; + }; + + this.setAmbient = function(r, g, b, a) { + this._ambient = [r, g, b, a]; + }; + + this.getAmbient = function() { + return [this._ambient[0], this._ambient[1], this._ambient[2], this._ambient[3]]; + }; + + this.setDiffuse = function(r, g, b, a) { + this._diffuse = [r, g, b, a]; + }; + + this.getDiffuse = function() { + return [this._diffuse[0], this._diffuse[1], this._diffuse[2], this._diffuse[3]]; + }; + + this.setSpecular = function(r, g, b, a) { + this._specular = [r, g, b, a]; + }; + + this.getSpecular = function() { + return [this._specular[0], this._specular[1], this._specular[2], this._specular[3]]; + }; + + this.getShader = fun