/* <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 LinearGradientMaterial() { // initialize the inherited members this.inheritedFrom = GLMaterial; this.inheritedFrom(); /////////////////////////////////////////////////////////////////////// // 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 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 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" } } ] } };