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/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 = function() { + return this._shader; + }; + + this.getMaterialNode = function() { + return this._materialNode; + }; + + // a material can be animated or not. default is not. + // Any material needing continuous rendering should override this method + this.isAnimated = function() { + return false; + }; + + // the vertex shader can apply deformations requiring refinement in + // certain areas. + this.hasVertexDeformation = function() { + return this._hasVertexDeformation; + }; + + this.getVertexDeformationRange = function() { + return this._vertexDeformationRange.slice(); + }; + + this.getVertexDeformationTolerance = function() { + return this._vertexDeformationTolerance; + }; + + /////////////////////////////////////////////////////////////////////// + // Common Material Methods + /////////////////////////////////////////////////////////////////////// + this.getProperty = function( propName ) { + return this._propValues[propName]; + }; + + this.getPropertyCount = function() { + return this._propNames.length; + }; + + this.getPropertyAtIndex = function( index ) { + var rtnArr = []; + if ((index < 0) || (index >= this.getPropertyCount())) { + throw new Error( "property index " + index + " is out of range for material" ); + } + + return [ this._propNames[index], this._propLabels[index], this._propTypes[index], this._propValues[index] ]; + }; + + this.getAllProperties = function( propNames, propValues, propTypes, propLabels) { + // clear all the input arrays if there is junk in them + propNames.length = 0; + propValues.length = 0; + propTypes.length = 0; + propLabels.length = 0; + + var nProps = this._propNames.length; + for (var i=0; i= 4)); + break; + + case "vector2d": + rtnVal = ((valType == "object") && (value.length >= 2)); + break; + + case "vector3d": + rtnVal = ((valType == "object") && (value.length >= 3)); + break; + + case "float": + rtnVal = (valType == "number"); + break; + + case "file": + rtnVal = ((valType == "string") || !value); + break; + } + + break; + } + } + } + catch(e) { + console.log( "setting invalid material property: " + prop + ", value: " + value ); + } + + if (!rtnVal) { + console.log( "invalid material property: " + prop + " : " + value ); + } + + return rtnVal; + }; + /////////////////////////////////////////////////////////////////////// + + /////////////////////////////////////////////////////////////////////// + // Methods + /////////////////////////////////////////////////////////////////////// + // duplcate method required by sub class + this.dup = function() { + throw new Error( "Material.dup() must be overridden by subclass" ); + }; + + this.init = function( world ) { + throw new Error( "Material.init() must be overridden by subclass" ); + }; + + this.update = function( time ) { + // animated materials should implement the update method + }; + + this.registerTexture = function( texture ) { + // the world needs to know about the texture map + var world = this.getWorld(); + if (!world) { + console.log( "**** world not defined for registering texture map: " + texture.lookUpName ); + } else { + world.textureToLoad( texture ); + } + }; + + this.loadTexture = function( texMapName, wrap, mips ) { + var tex; + var world = this.getWorld(); + if (!world) { + console.log( "world not defined for material with texture map" ); + } else { + var renderer = world.getRenderer(); + tex = renderer.getTextureByName(texMapName, wrap, mips ); + this.registerTexture( tex ); + } + + return tex; + }; + + this.export = function() { + // this function should be overridden by subclasses + var exportStr = "material: " + this.getShaderName() + "\n" + "endMaterial\n"; + return exportStr; + }; + + this.import = functio