/* <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> */ var MaterialParser = require("js/lib/rdge/materials/material-parser").MaterialParser; var Material = require("js/lib/rdge/materials/material").Material; var Texture = require("js/lib/rdge/texture").Texture; /////////////////////////////////////////////////////////////////////// // Class GLMaterial // RDGE representation of a material. /////////////////////////////////////////////////////////////////////// var BumpMetalMaterial = function BumpMetalMaterial() { /////////////////////////////////////////////////////////////////////// // Instance variables /////////////////////////////////////////////////////////////////////// this._name = "Bump Metal"; this._shaderName = "bumpMetal"; this._defaultDiffuseTexture = "assets/images/metal.png"; this._defaultSpecularTexture = "assets/images/silver.png"; this._defaultNormalTexture = "assets/images/normalMap.png"; // array textures indexed by shader uniform name this._glTextures = []; this._speed = 1.0; /////////////////////////////////////////////////////////////////////// // Property Accessors /////////////////////////////////////////////////////////////////////// this.isAnimated = function() { return true; }; this.getShaderDef = function() { return bumpMetalMaterialDef; }; /////////////////////////////////////////////////////////////////////// // Material Property Accessors /////////////////////////////////////////////////////////////////////// this._propNames = ["u_light0Diff", "u_colMap", "u_normalMap", "u_glowMap" ]; this._propLabels = ["Diffuse Color", "Diffuse Map", "Bump Map", "Specular Map" ]; this._propTypes = ["color", "file", "file", "file" ]; this._propValues = []; this._propValues[ this._propNames[0] ] = [0.3, 0.3, 0.3, 1.0]; this._propValues[ this._propNames[1] ] = this._defaultDiffuseTexture.slice(0); this._propValues[ this._propNames[2] ] = this._defaultNormalTexture.slice(0); this._propValues[ this._propNames[3] ] = this._defaultSpecularTexture.slice(0); /////////////////////////////////////////////////////////////////////// // Methods /////////////////////////////////////////////////////////////////////// this.init = function( world ) { // save the world if (world) { this.setWorld( world ); } // set up the shader this._shader = new RDGE.jshader(); this._shader.def = bumpMetalMaterialDef; this._shader.init(); // set up the material node this._materialNode = RDGE.createMaterialNode( this.getShaderName() + "_" + world.generateUniqueNodeID() ); this._materialNode.setShader(this._shader); this.setShaderValues(); this.update(0); }; }; /////////////////////////////////////////////////////////////////////////////////////// // 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_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 }; BumpMetalMaterial.prototype = new Material(); if (typeof exports === "object") { exports.BumpMetalMaterial = BumpMetalMaterial; }