/* 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 // RDGE representation of a material. /////////////////////////////////////////////////////////////////////// function BumpMetalMaterial() { // initialize the inherited members this.inheritedFrom = GLMaterial; this.inheritedFrom(); /////////////////////////////////////////////////////////////////////// // 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; 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 ParseUtils( 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 };