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/* <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 BrickMaterial()
{
// initialize the inherited members
this.inheritedFrom = GLMaterial;
this.inheritedFrom();
///////////////////////////////////////////////////////////////////////
// Instance variables
///////////////////////////////////////////////////////////////////////
this._shaderName = "brick";
this._name = "BrickMaterial";
// store local values in convenient form
this._propNames = ["BrickColor", "MortarColor", "BrickSize", "BrickPct" ];
this._propLabels = ["Brick Color", "Mortar Color", "Brick Size", "Brick Percent" ];
this._propTypes = ["color", "color", "vector2d", "vector2d" ];
this._propValues = [];
// set default property values
this._propValues[this._propNames[0]] = [0.8,0,0,1].slice(0);
this._propValues[this._propNames[1]] = [0.8, 0.8, 0.0, 1.0].slice(0);
this._propValues[this._propNames[2]] = [1, .5].slice(0);
this._propValues[this._propNames[3]] = [.8, .7].slice(0);
///////////////////////////////////////////////////////////////////////
// Property Accessors
///////////////////////////////////////////////////////////////////////
this.getBrickColor = function() { return this._propValues["BrickColor"].slice(0); }
this.getMortarColor = function() { return this._propValues["MortarColor"].slice(0); }
this.getBrickSize = function() { return this._propValues["BrickSize"].slice(0); }
this.getBrickPct = function() { return this._propValues["BrickPct"].slice(0); }
this.getShaderName = function() { return this._shaderName; }
///////////////////////////////////////////////////////////////////////
// Methods
///////////////////////////////////////////////////////////////////////
// duplcate method requirde
this.dup = function() { return new BrickMaterial(); }
this.init = function()
{
// set up the shader
this._shader = new jshader();
this._shader.def = brickShaderDef;
this._shader.init();
// set the defaults
this._shader.default.BrickColor.set( this.getBrickColor() );
this._shader.default.MortarColor.set( this.getMortarColor() );
this._shader.default.BrickSize.set( this.getBrickSize() );
this._shader.default.BrickPct.set( this.getBrickPct() );
// set up the material node
this._materialNode = createMaterialNode("brickMaterial");
this._materialNode.setShader(this._shader);
}
this.setProperty = function( prop, value )
{
// we always want to use the "color" property for something
if (prop == "color") prop = "BrickColor";
// make sure we have legitimate imput
var ok = this.validateProperty( prop, value );
if (ok)
{
this._propValues[prop] = value;
if (this._shader && this._shader.default)
this._shader.default[prop].set(value);
}
}
this.export = function()
{
// every material needs the base type and instance name
var exportStr = "material: " + this.getShaderName() + "\n";
exportStr += "name: " + this.getName() + "\n";
if (this._shader)
{
exportStr += "BrickColor: " + String(this._shader.default.BrickColor) + "\n";
exportStr += "MortarColor: " + String(this._shader.default.MortarColor) + "\n";
exportStr += "BrickSize: " + String(this._shader.default.BrickSize) + "\n";
exportStr += "BrickPct: " + String(this._shader.default.BrickPct) + "\n";
}
else
{
exportStr += "BrickColor: " + String(this.getBrickColor()) + "\n";
exportStr += "MortarColor: " + String(this.getMortarColor()) + "\n";
exportStr += "BrickSize: " + String(this.getBrickSize()) + "\n";
exportStr += "BrickPct: " + String(this.getBrickPct()) + "\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 brickColor = eval( "[" + pu.nextValue( "BrickColor: " ) + "]" ),
mortarColor = eval( "[" + pu.nextValue( "MortarColor: " ) + "]" ),
brickSize = eval( "[" + pu.nextValue( "BrickSize: " ) + "]" ),
brickPct = eval( "[" + pu.nextValue( "BrickPct: " ) + "]" );
var endKey = "endMaterial\n";
var index = importStr.indexOf( endKey );
index += endKey.length;
var rtnStr = importStr.substr( index );
return rtnStr;
}
}
///////////////////////////////////////////////////////////////////////////////////////
// RDGE shader
var brickShaderDef = {'shaders': {
// Brick shader
'defaultVShader':"assets/shaders/CH06-brick.vert.glsl",
'defaultFShader':"assets/shaders/CH06-brick.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_light0Diff' : { 'type' : 'vec4' },
//'u_matDiffuse' : { 'type' : 'vec4' }
// Brick shader
'BrickColor' : { 'type' : 'vec3' },
'MortarColor' : { 'type' : 'vec3' },
'BrickSize' : { 'type' : 'vec2' },
'BrickPct' : { 'type' : 'vec2' }
},
// 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",
},
}
]
}
};
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