/* <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 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") return; //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() + "_" + world.generateUniqueNodeID() ); this._materialNode.setShader(this._shader); // set some image maps this.updateTexture(1); this.updateTexture(2); this.updateTexture(3); } else throw new Error( "GLWorld not supplied to material initialization" ); }; 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 };