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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;
///////////////////////////////////////////////////////////////////////
// Class GLMaterial
// RDGE representation of a material.
///////////////////////////////////////////////////////////////////////
var BumpMetalMaterial = function BumpMetalMaterial() {
///////////////////////////////////////////////////////////////////////
// Instance variables
///////////////////////////////////////////////////////////////////////
this._name = "BumpMetalMaterial";
this._shaderName = "bumpMetal";
this._lightDiff = [0.3, 0.3, 0.3, 1.0];
this._diffuseTexture = "assets/images/metal.png";
this._specularTexture = "assets/images/silver.png";
this._normalTexture = "assets/images/normalMap.png";
///////////////////////////////////////////////////////////////////////
// Property Accessors
///////////////////////////////////////////////////////////////////////
this.getName = function() {
return this._name;
};
this.getShaderName = function() {
return this._shaderName;
};
this.getLightDiff = function() {
return this._lightDiff;
};
this.setLightDiff = function(ld) {
this._lightDiff = ld;
// Bad property name. Commenting for now
if (this._shader && this._shader['default']){
this._shader['default'].u_light0Diff.set( ld );
}
};
this.getDiffuseTexture = function() { return this._propValues[this._propNames[1]] ? this._propValues[this._propNames[1]].slice() : null };
this.setDiffuseTexture = function(m) { this._propValues[this._propNames[1]] = m ? m.slice(0) : null; this.updateTexture(1); };
this.getNormalTexture = function() { return this._propValues[this._propNames[2]] ? this._propValues[this._propNames[2]].slice() : null };
this.setNormalTexture = function(m) { this._propValues[this._propNames[2]] = m ? m.slice(0) : null; this.updateTexture(2); };
this.getSpecularTexture = function() { return this._propValues[this._propNames[3]] ? this._propValues[this._propNames[3]].slice() : null };
this.setSpecularTexture = function(m) { this._propValues[this._propNames[3]] = m ? m.slice(0) : null; this.updateTexture(3); };
this.isAnimated = function() { return true; };
///////////////////////////////////////////////////////////////////////
// Material Property Accessors
///////////////////////////////////////////////////////////////////////
this._propNames = ["lightDiff", "diffuseTexture", "normalMap", "specularTexture"];
this._propLabels = ["Diffuse Color", "Diffuse Map", "Bump Map", "Specular Map"];
this._propTypes = ["color", "file", "file", "file"];
this._propValues = [];
this._propValues[ this._propNames[0] ] = this._lightDiff.slice(0);
this._propValues[ this._propNames[1] ] = this._diffuseTexture.slice(0);
this._propValues[ this._propNames[2] ] = this._normalTexture.slice(0);
this._propValues[ this._propNames[3] ] = this._specularTexture.slice(0);
// TODO - shader techniques are not all named the same, i.e., FlatMaterial uses "colorMe" and BrickMaterial uses "default"
this.setProperty = function( prop, value )
{
// every material should do something with the "color" property
if (prop === "color") return;
// make sure we have legitimate imput
var ok = this.validateProperty( prop, value );
if (!ok)
{
console.log( "invalid property in Bump Metal Materia;" + prop + " : " + value );
return;
}
switch (prop)
{
case "lightDiff": this.setLightDiff( value ); break;
case "diffuseTexture": this.setDiffuseTexture( value ); break;
case "specularTexture": this.setSpecularTexture( value ); break;
case "normalMap": this.setNormalTexture( value ); break;
default:
console.log( "invalid property to Bump Metal Material: " + prop + ", value: " + value );
break;
}
};
///////////////////////////////////////////////////////////////////////
// Methods
///////////////////////////////////////////////////////////////////////
// duplcate method requirde
this.dup = function() { return new BumpMetalMaterial(); };
this.init = function( world )
{
// save the world
if (world) this.setWorld( world );
// set up the shader
this._shader = new jshader();
this._shader.def = bumpMetalMaterialDef;
this._shader.init();
this._shader['default'].u_light0Diff.set( this.getLightDiff() );
// set up the material node
this._materialNode = createMaterialNode( this.getShaderName() + "_" + world.generateUniqueNodeID() );
this._materialNode.setShader(this._shader);
// set some image maps
this.updateTexture(1);
this.updateTexture(2);
this.updateTexture(3);
};
this.updateTexture = function( index )
{
var material = this._materialNode;
if (material)
{
var technique = material.shaderProgram['default'];
var renderer = g_Engine.getContext().renderer;
if (renderer && technique)
{
var texMapName = this._propValues[this._propNames[index]];
var wrap = 'REPEAT', mips = true;
var tex = this.loadTexture( texMapName, wrap, mips );
if (tex)
{
switch (index)
{
case 1: technique.u_colMap.set( tex ); break;
case 2: technique.u_normalMap.set( tex ); break;
case 3: technique.u_glowMap.set( tex ); break;
default: console.log( "invalid map index in BumpMetalMaterial, " + index );
}
}
}
}
};
this.export = function()
{
// every material needs the base type and instance name
var exportStr = "material: " + this.getShaderName() + "\n";
exportStr += "name: " + this.getName() + "\n";
exportStr += "lightDiff: " + this.getLightDiff() + "\n";
exportStr += "diffuseTexture: " + this.getDiffuseTexture() + "\n";
exportStr += "specularTexture: " + this.getSpecularTexture() + "\n";
exportStr += "normalMap: " + this.getNormalTexture() + "\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 lightDiff = eval( "[" + pu.nextValue( "lightDiff: " ) + "]" ),
dt = pu.nextValue( "diffuseTexture: " ),
st = pu.nextValue( "specularTexture: " ),
nt = pu.nextValue( "normalMap: " );
this.setProperty( "lightDiff", lightDiff);
this.setProperty( "diffuseTexture", dt );
this.setProperty( "specularTexture", st );
this.setProperty( "normalMap", nt );
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 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_matDiffuse' : { '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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