/* <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 LinearGradientMaterial = function LinearGradientMaterial() { /////////////////////////////////////////////////////////////////////// // 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 RDGE.jshader(); this._shader.def = linearGradientMaterialDef; this._shader.init(); // set up the material node this._materialNode = RDGE.createMaterialNode(this.getShaderName() + "_" + world.generateUniqueNodeID()); 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.exportJSON = function () { var jObj = { 'material': this.getShaderName(), 'name': this.getName(), 'color1': this.getColor1(), 'color2': this.getColor2(), 'color3': this.getColor3(), 'color4': this.getColor4(), 'colorStop1': this.getColorStop1(), 'colorStop2': this.getColorStop2(), 'colorStop3': this.getColorStop3(), 'colorStop4': this.getColorStop4(), 'angle': this.getAngle() }; return jObj; }; this.importJSON = function (jObj) { if (this.getShaderName() != jObj.material) throw new Error("ill-formed material"); this.setName(jObj.name); try { var color1 = jObj.color1, color2 = jObj.color2, color3 = jObj.color3, color4 = jObj.color4, colorStop1 = jObj.colorStop1, colorStop2 = jObj.colorStop2, colorStop3 = jObj.colorStop3, colorStop4 = jObj.colorStop4, angle = jObj.angle; 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); } }; }; /////////////////////////////////////////////////////////////////////////////////////// // 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" } } ] } }; LinearGradientMaterial.prototype = new Material(); if (typeof exports === "object") { exports.LinearGradientMaterial = LinearGradientMaterial; }