/* 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 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 jshader(); this._shader.def = linearGradientMaterialDef; this._shader.init(); // set up the material node this._materialNode = 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 ); } }; 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 MaterialParser( 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" } } ] } }; LinearGradientMaterial.prototype = new Material(); if (typeof exports === "object") { exports.LinearGradientMaterial = LinearGradientMaterial; }