/*
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.
*/
var MaterialParser = require("js/lib/rdge/materials/material-parser").MaterialParser;
var Material = require("js/lib/rdge/materials/material").Material;
var GLWorld = require("js/lib/drawing/world").World;
var Texture = require("js/lib/rdge/texture").Texture;
var ElementMediator = require("js/mediators/element-mediator").ElementMediator;
var TagTool = require("js/tools/TagTool").TagTool;
///////////////////////////////////////////////////////////////////////
// Class GLMaterial
// RDGE representation of a material.
///////////////////////////////////////////////////////////////////////
var CloudMaterial = function CloudMaterial() {
///////////////////////////////////////////////////////////////////////
// Instance variables
///////////////////////////////////////////////////////////////////////
this._name = "CloudMaterial";
this._shaderName = "cloud";
this._texMap = 'assets/images/cloud10.png';
//this._texMap = 'assets/images/CL13.png';
//this._texMap = 'assets/images/material_paint.png';
//this._texMap = 'assets/images/us_flag.png';
//this._texMap = 'assets/images/cubelight.png';
this._diffuseColor = [0.5, 0.5, 0.5, 0.5];
// base size of cloud polygons. Random adjustments made to each quad
this._cloudSize = 40;
this._time = 0.0;
this._dTime = 0.001;
// parameter initial values
this._time = 0.0;
this._surfaceAlpha = 0.5;
// this._zmin = 2.0;
// this._zmax = 5.0;
this._zmin = 5.0;
this._zmax = 10.0;
// the adjusted zMin and zMax values are
// what get sent to the shader. They are initialized
// in buildGeometry
this._adjustedZMin = this._zmin;
this._adjustedZMax = this._zmax;
///////////////////////////////////////////////////////////////////////
// Property Accessors
///////////////////////////////////////////////////////////////////////
this.getName = function() { return this._name; };
this.getShaderName = function() { return this._shaderName; };
this.getTextureMap = function() { return this._propValues[this._propNames[0]] ? this._propValues[this._propNames[0]].slice() : null };
this.setTextureMap = function(m) { this._propValues[this._propNames[0]] = m ? m.slice(0) : null; this.updateTexture(); };
this.isAnimated = function() { return true; };
///////////////////////////////////////////////////////////////////////
// Material Property Accessors
///////////////////////////////////////////////////////////////////////
this._propNames = ["texmap", "diffusecolor"];
this._propLabels = ["Texture map", "Diffuse Color"];
this._propTypes = ["file", "color"];
this._propValues = [];
this._propValues[ this._propNames[0] ] = this._texMap.slice(0);
this._propValues[ this._propNames[1] ] = this._diffuseColor.slice();
this.setProperty = function( prop, value )
{
if (prop === 'color') prop = 'diffusecolor';
// make sure we have legitimate imput
var ok = this.validateProperty( prop, value );
if (!ok) {
console.log( "invalid property in Radial Gradient Material:" + prop + " : " + value );
}
switch (prop)
{
case "texmap":
this.setTextureMap(value);
break;
case "color":
break;
}
};
///////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////
// Methods
///////////////////////////////////////////////////////////////////////
// duplcate method requirde
this.dup = function( world )
{
// save the world
if (world) this.setWorld( world );
// allocate a new uber material
var newMat = new CloudMaterial();
// copy over the current values;
var propNames = [], propValues = [], propTypes = [], propLabels = [];
this.getAllProperties( propNames, propValues, propTypes, propLabels);
var n = propNames.length;
for (var i=0; i height ? 0.25*width : 0.25*height;
var left = x - hHeight,
top = y - hHeight;
// get the GL projection matrix so wecan calculate the z values from the user input z values
var zNear = world.getZNear(), zFar = world.getZFar();
var viewDist = world.getViewDistance();
var projMat = Matrix.makePerspective( world.getFOV(), world.getAspect(), world.getZNear(), world.getZFar());
var camMat = world.getCameraMat();
var camMatInv = glmat4.inverse( camMat, [] );
var glCompleteMat = glmat4.multiply( projMat, camMatInv, [] );
var zw1_c = MathUtils.transformAndDivideHomogeneousPoint( [0,0, -zNear + viewDist], glCompleteMat )[2],
zw2_c = MathUtils.transformAndDivideHomogeneousPoint( [0,0, -zFar + viewDist], glCompleteMat )[2];
var glCompleteMatInv = glmat4.inverse( glCompleteMat, [] );
var zMin = MathUtils.transformAndDivideHomogeneousPoint( [0,0, -this._zmin + viewDist], glCompleteMat )[2],
zMax = MathUtils.transformAndDivideHomogeneousPoint( [0,0, -this._zmax + viewDist], glCompleteMat )[2];
zMax = -this._zmin + viewDist;
zMin = -this._zmax + viewDist;
dz = zMax - zMin;
// the adjusted values are what get sent to the shader
this._adjustedZMin = zMin;
this._adjustedZMax = zMax;
// build the polygons
var verts = [],
normals = [ [0,0,1], [0,0,1], [0,0,1], [0,0,1] ],
uvs = [ [0,0], [1,0], [1,1], [0,1] ];
for ( i = 0; i < 20; i++ )
{
// var x = hWidth*2*(Math.random() - 0.5),
// y = hHeight*2.0*(Math.random() - 0.5),
var x = left + Math.random()*width,
y = top + Math.random()*height,
z = zMin + Math.random()*dz;
zRot = (Math.random() - 0.5) * Math.PI,
sz = cloudSize * Math.random();
//x = 0.0; y = 0.0; z = 0.0;
//zRot = 0.0;
//z = 0;
verts[0] = [-sz, -sz, 0];
verts[1] = [-sz, sz, 0];
verts[2] = [ sz, sz, 0];
verts[3] = [ sz, -sz, 0];
var rotMat = Matrix.RotationZ( zRot );
var transMat = Matrix.Translation( [x,y,z] );
var mat = glmat4.multiply( transMat, rotMat, [] );
glmat4.multiplyVec3( mat, verts[0] );
glmat4.multiplyVec3( mat, verts[1] );
glmat4.multiplyVec3( mat, verts[2] );
glmat4.multiplyVec3( mat, verts[3] );
var tmp0 = MathUtils.transformAndDivideHomogeneousPoint( verts[0], glCompleteMat ),
tmp1 = MathUtils.transformAndDivideHomogeneousPoint( verts[1], glCompleteMat ),
tmp2 = MathUtils.transformAndDivideHomogeneousPoint( verts[2], glCompleteMat ),
tmp3 = MathUtils.transformAndDivideHomogeneousPoint( verts[3], glCompleteMat );
RectangleGeometry.addQuad( verts, normals, uvs );
}
return RectangleGeometry.buildPrimitive();
};
// JSON export
this.exportJSON = function()
{
var jObj =
{
'material' : this.getShaderName(),
'name' : this.getName(),
'texture' : this._propValues[this._propNames[0]]
};
return jObj;
};
this.importJSON = function( jObj )
{
if (this.getShaderName() != jObj.material) throw new Error( "ill-formed material" );
this.setName( jObj.name );
try {
this._propValues[this._propNames[0]] = jObj.texture;
}
catch (e)
{
throw new Error( "could not import material: " + jObj );
}
}
};
///////////////////////////////////////////////////////////////////////////////////////
// RDGE shader
// the cloud material def is used for cloud generation on the
// local world created by the cloud material.
var cloudMaterialDef =
{'shaders':
{
'defaultVShader':"assets/shaders/Cloud.vert.glsl",
'defaultFShader':"assets/shaders/Cloud.frag.glsl"
},
'techniques':
{
'default':
[
{
'vshader' : 'defaultVShader',
'fshader' : 'defaultFShader',
// attributes
'attributes' :
{
'vert' : { 'type' : 'vec3' },
'normal' : { 'type' : 'vec3' },
'texcoord' : { 'type' : 'vec2' }
},
// parameters
'params' :
{
'u_tex0' : { 'type' : 'tex2d' },
'u_time' : { 'type' : 'float' },
'u_surfaceAlpha' : { 'type' : 'float' },
'u_zmin' : { 'type' : 'float' },
'u_zmax' : { 'type' : 'float' }
},
// render states
'states' :
{
'depthEnable' : true,
'offset':[1.0, 0.1]
}
}
]
}
};
// the cloud map material def is used to map the cloud image onto
// the destination geometry
var cloudMapMaterialDef =
{'shaders':
{
'defaultVShader':"assets/shaders/Basic.vert.glsl",
'defaultFShader':"assets/shaders/BasicTex.frag.glsl"
},
'techniques':
{
'default':
[
{
'vshader' : 'defaultVShader',
'fshader' : 'defaultFShader',
// attributes
'attributes' :
{
'vert' : { 'type' : 'vec3' },
'normal' : { 'type' : 'vec3' },
'texcoord' : { 'type' : 'vec2' }
},
// parameters
'params' :
{
'u_tex0' : { 'type' : 'tex2d' },
},
// render states
'states' :
{
'depthEnable' : true,
'offset':[1.0, 0.1]
}
}
]
}
};
CloudMaterial.prototype = new Material();
if (typeof exports === "object") {
exports.CloudMaterial = CloudMaterial;
}