From 447268000c379f619c78d7132c81e23b5c252598 Mon Sep 17 00:00:00 2001 From: hwc487 Date: Tue, 17 Apr 2012 09:20:49 -0700 Subject: Cloud material --- js/lib/rdge/materials/cloud-material.js | 74 +++++++++++++++++++++++++-------- 1 file changed, 56 insertions(+), 18 deletions(-) (limited to 'js/lib') diff --git a/js/lib/rdge/materials/cloud-material.js b/js/lib/rdge/materials/cloud-material.js index 2b40b84c..28796c42 100644 --- a/js/lib/rdge/materials/cloud-material.js +++ b/js/lib/rdge/materials/cloud-material.js @@ -22,8 +22,8 @@ var CloudMaterial = function CloudMaterial() { this._name = "CloudMaterial"; this._shaderName = "cloud"; - //this._texMap = 'assets/images/cloud10.png'; - this._texMap = 'assets/images/us_flag.png'; + this._texMap = 'assets/images/cloud10.png'; + //this._texMap = 'assets/images/us_flag.png'; //this._texMap = 'assets/images/cubelight.png'; this._diffuseColor = [0.5, 0.5, 0.5, 0.5]; @@ -36,8 +36,15 @@ var CloudMaterial = function CloudMaterial() { // parameter initial values this._time = 0.0; this._surfaceAlpha = 0.5; - this._zmin = 6.0; - this._zmax = 10; + this._zmin = 2.0; + this._zmax = 5.0; + + // the adjusted zMin and zMax values are + // what get sent to the shader. They are initialized + // in buildGeometry + this._adjustedZMin = this._zmin; + this._adjustedZMax = this._zmax; + /////////////////////////////////////////////////////////////////////// @@ -129,9 +136,9 @@ var CloudMaterial = function CloudMaterial() { ////////////////////////////////////////////////////////////////////////////////// // IS THIS NECESSARY?? - var elementModel = TagTool.makeElement(~~srcCanvas.width, ~~srcCanvas.height, - Matrix.I(4), [0,0,0], srcCanvas); - ElementMediator.addElement(srcCanvas, elementModel.data, true); +// var elementModel = TagTool.makeElement(~~srcCanvas.width, ~~srcCanvas.height, +// Matrix.I(4), [0,0,0], srcCanvas); +// ElementMediator.addElement(srcCanvas, elementModel.data, true); ////////////////////////////////////////////////////////////////////////////////// // build the source. @@ -202,6 +209,13 @@ var CloudMaterial = function CloudMaterial() { this.update = function( time ) { + if (this._srcWorld) + { + this._srcWorld.update(); + this._srcWorld.draw(); + g_Engine.setContext( this.getWorld()._canvas.rdgeid ); + } + var technique, renderer, tex; // update the cloud map material @@ -275,8 +289,8 @@ var CloudMaterial = function CloudMaterial() { { t.u_time.set( [this._time] ); t.u_surfaceAlpha.set( [this._surfaceAlpha] ); - t.u_zmin.set( [this._zmin] ); - t.u_zmax.set( [this._zmax] ); + t.u_zmin.set( [this._adjustedZMin] ); + t.u_zmax.set( [this._adjustedZMax] ); var wrap = 'REPEAT', mips = true; var texMapName = this._propValues[this._propNames[0]]; @@ -331,30 +345,49 @@ var CloudMaterial = function CloudMaterial() { //this.createFill([x,y], 2*xFill, 2*yFill, tlRadius, blRadius, brRadius, trRadius, fillMaterial); var ctr = [x,y], width = 2*hWidth, height = 2*hHeight; var cloudSize = width > height ? 0.25*width : 0.25*height; + var left = x - hHeight, + top = y - hHeight; - // calculate the range of z's in GL space from - // the user specified range + // get the GL projection matrix so wecan calculate the z values from the user input z values var zNear = world.getZNear(), zFar = world.getZFar(); - var zMin = (-(this._zmin - world.getViewDistance())*(zFar - zNear) + 2.0*zFar*zNear)/(zFar + zNear), - zMax = (-(this._zmax - world.getViewDistance())*(zFar - zNear) + 2.0*zFar*zNear)/(zFar + zNear); - if (zMin > zMax) { var t = zMin; zMin = zMax; zMax = t; } - var dz = zMax - zMin; + var viewDist = world.getViewDistance(); + var projMat = Matrix.makePerspective( world.getFOV(), world.getAspect(), world.getZNear(), world.getZFar()); + var camMat = world.getCameraMat(); + var camMatInv = glmat4.inverse( camMat, [] ); + var glCompleteMat = glmat4.multiply( projMat, camMatInv, [] ); + var zw1_c = MathUtils.transformAndDivideHomogeneousPoint( [0,0, -zNear + viewDist], glCompleteMat )[2], + zw2_c = MathUtils.transformAndDivideHomogeneousPoint( [0,0, -zFar + viewDist], glCompleteMat )[2]; + var glCompleteMatInv = glmat4.inverse( glCompleteMat, [] ); + var zMin = MathUtils.transformAndDivideHomogeneousPoint( [0,0, -this._zmin + viewDist], glCompleteMat )[2], + zMax = MathUtils.transformAndDivideHomogeneousPoint( [0,0, -this._zmax + viewDist], glCompleteMat )[2]; + + zMax = -this._zmin + viewDist; + zMin = -this._zmax + viewDist; + dz = zMax - zMin; + + // the adjusted values are what get sent to the shader + this._adjustedZMin = zMin; + this._adjustedZMax = zMax; + + // build the polygons var verts = [], normals = [ [0,0,1], [0,0,1], [0,0,1], [0,0,1] ], uvs = [ [0,0], [1,0], [1,1], [0,1] ]; for ( i = 0; i < 20; i++ ) { - var x = hWidth*2*(Math.random() - 0.5), - //y = hHeight*2.0*(Math.random() * Math.random() - 0.5), - y = hHeight*2.0*(Math.random() - 0.5), +// var x = hWidth*2*(Math.random() - 0.5), +// y = hHeight*2.0*(Math.random() - 0.5), + var x = left + Math.random()*width, + y = top + Math.random()*height, z = zMin + Math.random()*dz; zRot = (Math.random() - 0.5) * Math.PI, sz = cloudSize * Math.random(); //x = 0.0; y = 0.0; z = 0.0; //zRot = 0.0; + //z = 0; verts[0] = [-sz, -sz, 0]; verts[1] = [-sz, sz, 0]; @@ -370,6 +403,11 @@ var CloudMaterial = function CloudMaterial() { glmat4.multiplyVec3( mat, verts[2] ); glmat4.multiplyVec3( mat, verts[3] ); + var tmp0 = MathUtils.transformAndDivideHomogeneousPoint( verts[0], glCompleteMat ), + tmp1 = MathUtils.transformAndDivideHomogeneousPoint( verts[1], glCompleteMat ), + tmp2 = MathUtils.transformAndDivideHomogeneousPoint( verts[2], glCompleteMat ), + tmp3 = MathUtils.transformAndDivideHomogeneousPoint( verts[3], glCompleteMat ); + RectangleGeometry.addQuad( verts, normals, uvs ); } -- cgit v1.2.3