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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> */
var MaterialParser = require("js/lib/rdge/materials/material-parser").MaterialParser;
var Material = require("js/lib/rdge/materials/material").Material;
var Texture = require("js/lib/rdge/texture").Texture;
///////////////////////////////////////////////////////////////////////
// Class GLMaterial
// RDGE representation of a material.
///////////////////////////////////////////////////////////////////////
var BumpMetalMaterial = function BumpMetalMaterial() {
///////////////////////////////////////////////////////////////////////
// Instance variables
///////////////////////////////////////////////////////////////////////
this._name = "Bump Metal";
this._shaderName = "bumpMetal";
this._defaultLightDiff = [0.3, 0.3, 0.3, 1.0];
this._defaultDiffuseTexture = "assets/images/metal.png";
this._defaultSpecularTexture = "assets/images/silver.png";
this._defaultNormalTexture = "assets/images/normalMap.png";
// array textures indexed by shader uniform name
this._glTextures = [];
this._speed = 1.0;
///////////////////////////////////////////////////////////////////////
// Property Accessors
///////////////////////////////////////////////////////////////////////
this.isAnimated = function() { return true; };
this.getShaderDef = function() { return bumpMetalMaterialDef; };
///////////////////////////////////////////////////////////////////////
// Material Property Accessors
///////////////////////////////////////////////////////////////////////
this._propNames = ["u_light0Diff", "u_colMap", "u_normalMap", "u_glowMap" ];
this._propLabels = ["Diffuse Color", "Diffuse Map", "Bump Map", "Specular Map" ];
this._propTypes = ["color", "file", "file", "file" ];
this._propValues = [];
this._propValues[ this._propNames[0] ] = this._defaultLightDiff;
this._propValues[ this._propNames[1] ] = this._defaultDiffuseTexture.slice(0);
this._propValues[ this._propNames[2] ] = this._defaultNormalTexture.slice(0);
this._propValues[ this._propNames[3] ] = this._defaultSpecularTexture.slice(0);
///////////////////////////////////////////////////////////////////////
// Methods
///////////////////////////////////////////////////////////////////////
this.init = function( world )
{
// save the world
if (world) {
this.setWorld( world );
}
// set up the shader
this._shader = new RDGE.jshader();
this._shader.def = bumpMetalMaterialDef;
this._shader.init();
// set up the material node
this._materialNode = RDGE.createMaterialNode( this.getShaderName() + "_" + world.generateUniqueNodeID() );
this._materialNode.setShader(this._shader);
this.setShaderValues();
this.update(0);
};
this.resetToDefault = function()
{
this._propValues[ this._propNames[0] ] = this._defaultLightDiff;
this._propValues[ this._propNames[1] ] = this._defaultDiffuseTexture.slice(0);
this._propValues[ this._propNames[2] ] = this._defaultNormalTexture.slice(0);
this._propValues[ this._propNames[3] ] = this._defaultSpecularTexture.slice(0);
for (var i=0; i<4; i++)
this.setProperty( this._propNames[i], this._propValues[this._propNames[i]] );
};
};
///////////////////////////////////////////////////////////////////////////////////////
// RDGE shader
// shader spec (can also be loaded from a .JSON file, or constructed at runtime)
var bumpMetalMaterialDef = bumpMetalShaderDef =
{
'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_colMap': { 'type' : 'tex2d' },
'u_normalMap': { 'type' : 'tex2d' },
'u_glowMap': { 'type' : 'tex2d' }
},
// 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"
}
} // light pass
]
} // techniques
};
BumpMetalMaterial.prototype = new Material();
if (typeof exports === "object") {
exports.BumpMetalMaterial = BumpMetalMaterial;
}
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