/* <copyright> This file contains proprietary software owned by Motorola Mobility, Inc.<br/> No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.<br/> (c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. </copyright> */ /////////////////////////////////////////////////////////////////////// // Class GLMaterial // RDGE representation of a material. /////////////////////////////////////////////////////////////////////// function BrickMaterial() { // initialize the inherited members this.inheritedFrom = GLMaterial; this.inheritedFrom(); /////////////////////////////////////////////////////////////////////// // Instance variables /////////////////////////////////////////////////////////////////////// this._shaderName = "brick"; this._name = "BrickMaterial"; // store local values in convenient form this._propNames = ["BrickColor", "MortarColor", "BrickSize", "BrickPct" ]; this._propLabels = ["Brick Color", "Mortar Color", "Brick Size", "Brick Percent" ]; this._propTypes = ["color", "color", "vector2d", "vector2d" ]; this._propValues = []; // set default property values this._propValues[this._propNames[0]] = [0.8,0,0,1].slice(0); this._propValues[this._propNames[1]] = [0.8, 0.8, 0.0, 1.0].slice(0); this._propValues[this._propNames[2]] = [1, .5].slice(0); this._propValues[this._propNames[3]] = [.8, .7].slice(0); /////////////////////////////////////////////////////////////////////// // Property Accessors /////////////////////////////////////////////////////////////////////// this.getBrickColor = function() { return this._propValues["BrickColor"].slice(0); } this.getMortarColor = function() { return this._propValues["MortarColor"].slice(0); } this.getBrickSize = function() { return this._propValues["BrickSize"].slice(0); } this.getBrickPct = function() { return this._propValues["BrickPct"].slice(0); } this.getShaderName = function() { return this._shaderName; } /////////////////////////////////////////////////////////////////////// // Methods /////////////////////////////////////////////////////////////////////// // duplcate method requirde this.dup = function() { return new BrickMaterial(); } this.init = function() { // set up the shader this._shader = new jshader(); this._shader.def = brickShaderDef; this._shader.init(); // set the defaults this._shader.default.BrickColor.set( this.getBrickColor() ); this._shader.default.MortarColor.set( this.getMortarColor() ); this._shader.default.BrickSize.set( this.getBrickSize() ); this._shader.default.BrickPct.set( this.getBrickPct() ); // set up the material node this._materialNode = createMaterialNode("brickMaterial"); this._materialNode.setShader(this._shader); } this.setProperty = function( prop, value ) { // we always want to use the "color" property for something if (prop == "color") prop = "BrickColor"; // make sure we have legitimate imput var ok = this.validateProperty( prop, value ); if (ok) { this._propValues[prop] = value; if (this._shader && this._shader.default) this._shader.default[prop].set(value); } } this.export = function() { // every material needs the base type and instance name var exportStr = "material: " + this.getShaderName() + "\n"; exportStr += "name: " + this.getName() + "\n"; if (this._shader) { exportStr += "BrickColor: " + String(this._shader.default.BrickColor) + "\n"; exportStr += "MortarColor: " + String(this._shader.default.MortarColor) + "\n"; exportStr += "BrickSize: " + String(this._shader.default.BrickSize) + "\n"; exportStr += "BrickPct: " + String(this._shader.default.BrickPct) + "\n"; } else { exportStr += "BrickColor: " + String(this.getBrickColor()) + "\n"; exportStr += "MortarColor: " + String(this.getMortarColor()) + "\n"; exportStr += "BrickSize: " + String(this.getBrickSize()) + "\n"; exportStr += "BrickPct: " + String(this.getBrickPct()) + "\n"; } // every material needs to terminate like this exportStr += "endMaterial\n"; return exportStr; } this.import = function( importStr ) { var pu = new ParseUtils( importStr ); var material = pu.nextValue( "material: " ); if (material != this.getShaderName()) throw new Error( "ill-formed material" ); this.setName( pu.nextValue( "name: ") ); var brickColor = eval( "[" + pu.nextValue( "BrickColor: " ) + "]" ), mortarColor = eval( "[" + pu.nextValue( "MortarColor: " ) + "]" ), brickSize = eval( "[" + pu.nextValue( "BrickSize: " ) + "]" ), brickPct = eval( "[" + pu.nextValue( "BrickPct: " ) + "]" ); var endKey = "endMaterial\n"; var index = importStr.indexOf( endKey ); index += endKey.length; var rtnStr = importStr.substr( index ); return rtnStr; } } /////////////////////////////////////////////////////////////////////////////////////// // RDGE shader var brickShaderDef = {'shaders': { // Brick shader 'defaultVShader':"assets/shaders/CH06-brick.vert.glsl", 'defaultFShader':"assets/shaders/CH06-brick.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_light0Diff' : { 'type' : 'vec4' }, //'u_matDiffuse' : { 'type' : 'vec4' } // Brick shader 'BrickColor' : { 'type' : 'vec3' }, 'MortarColor' : { 'type' : 'vec3' }, 'BrickSize' : { 'type' : 'vec2' }, 'BrickPct' : { 'type' : 'vec2' } }, // 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", }, } ] } };