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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
// GL representation of a material.
///////////////////////////////////////////////////////////////////////
function IridescentScalesMaterial()
{
// initialize the inherited members
this.inheritedFrom = GLMaterial;
this.inheritedFrom();
///////////////////////////////////////////////////////////////////////
// Instance variables
///////////////////////////////////////////////////////////////////////
this._name = "IridescentScalesMaterial";
this._shaderName = "iridescentScales";
//this._diffuseTexture = "grey";
//this._specularTexture = "irredecentENV";
//this._normalTexture = "scales_normal";
///////////////////////////////////////////////////////////////////////
// Property Accessors
///////////////////////////////////////////////////////////////////////
this.getShaderName = function() { return this._shaderName; }
//this.getLightDiff = function() { return this._lightDiff; }
this.getDiffuseTexture = function() { return this._propValues["diffuseTexture"].slice(0); }
this.setDiffuseTexture = function(dt) { this._propValues["diffuseTexture"] = dt.slice(0);
if (this._materialNode) this._materialNode.setDiffuseTexture( dt ); }
this.getSpecularTexture = function() { return this._propValues["specularTexture"].slice(0); }
this.setSpecularTexture = function(st) { this._propValues["specularTexture"] = st.slice(0);
if (this._materialNode) this._materialNode.setSpecularTexture( st ); }
this.getNormalTexture = function() { return this._propValues["normalTexture"].slice(0); }
this.setNormalTexture = function(nt) { this._propValues["normalTexture"] = nt.slice(0);
if (this._materialNode) this._materialNode.setNormalTexture( nt ); }
///////////////////////////////////////////////////////////////////////
// Material Property Accessors
///////////////////////////////////////////////////////////////////////
this._propNames = ["diffuseTexture", "specularTexture", "normalTexture"];
this._propLabels = ["Diffuse Tecture", "Specular Texture", "Bump Map"];
this._propTypes = ["file", "file", "file"];
this._propValues = [];
this._propValues[ this._propNames[0] ] = "grey";
this._propValues[ this._propNames[1] ] = "irredecentENV";
this._propValues[ this._propNames[2] ] = "scales_normal";
this.setProperty = function( prop, value )
{
// make sure we have legitimate imput
var ok = this.validateProperty( prop, value );
if (!ok)
console.log( "invalid property in Bump Metal Materia;" + prop + " : " + value );
switch (prop)
{
case "diffuseTexture": this.setDiffuseTexture( value ); break;
case "specularTexture": this.setSpecularTexture( value ); break;
case "normalMap": this.setNormalTexture( value ); break;
default:
console.log( "invalid property to Iridescent Scales Material: " + prop + ", value: " + value );
break;
}
}
///////////////////////////////////////////////////////////////////////
// Methods
///////////////////////////////////////////////////////////////////////
this.dup = function() { return new IridescentScalesMaterial(); }
this.init = function()
{
// set up the shader
this._shader = new jshader();
this._shader.def = iridescentScalesShaderDef;
this._shader.init();
// create the material node
this._materialNode = createMaterialNode( this.getName() );
this._materialNode.setShader(this._shader);
// set up the material node
this._materialNode.setDiffuseTexture( this.getDiffuseTexture() );
this._materialNode.setSpecTexture( this.getSpecularTexture() );
this._materialNode.setNormalTexture( this.getNormalTexture() );
}
this.export = function()
{
// every material needs the base type and instance name
var exportStr = "material: " + this.getShaderName() + "\n";
exportStr += "name: " + this.getName() + "\n";
exportStr += "diffuseTexture: " + this.getDiffuseTexture() + "\n";
exportStr += "specularTexture: " + this.getSpecularTexture() + "\n";
exportStr += "normalTexture: " + this.getNormalTexture() + "\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 rtnStr;
try
{
var dt = pu.nextValue( "diffuseTexture: " ),
st = pu.nextValue( "specularTexture: " ),
nt = pu.nextValue( "normalTexture: " );
var endKey = "endMaterial\n";
var index = importStr.indexOf( endKey );
index += endKey.length;
rtnStr = importStr.substr( index );
}
catch (e)
{
throw new Error( "could not import material: " + importStr );
}
return rtnStr;
}
}
///////////////////////////////////////////////////////////////////////////////////////
// RDGE shaders
/*
* The main shader for the scene
*/
var iridescentScalesShaderDef = {'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_matDiffuse' : { 'type' : 'vec4' }
},
// render states
'states' :
{
'depthEnable' : true,
'offset':[1.0, 0.1]
},
}]
}};
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