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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 = "BumpMetalMaterial";
	this._shaderName = "bumpMetal";

	this._lightDiff = [0.3, 0.3, 0.3, 1.0];
	
    this._diffuseTexture = "assets/images/metal.png";
    //this._diffuseTexture = "texture";
    this._specularTexture = "assets/images/silver.png";
	this._normalTexture = "assets/images/normalMap.png";

    // keep the array of initialized textures
    this._textures = [];

    ///////////////////////////////////////////////////////////////////////
    // 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.initTexture(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.initTexture(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.initTexture(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 RDGE.jshader();
		this._shader.def = bumpMetalMaterialDef;
		this._shader.init();
		this._shader['default'].u_light0Diff.set( this.getLightDiff() );

		// set up the material node
		this._materialNode = RDGE.createMaterialNode( this.getShaderName() + "_" + world.generateUniqueNodeID() );
		this._materialNode.setShader(this._shader);

		// DEBUG CODE
		this.initTextures();
	};

	this.initTexture = function( index )
	{
		var dstWorld = this.getWorld();
		if (dstWorld)
		{
			var texMapName = this._propValues[this._propNames[index]];
			var texture = new Texture( dstWorld, texMapName );
			this._textures[index] = texture;
			this.updateTexture( index );
		}
	}

	this.initTextures = function()
	{
		 var dstWorld = this.getWorld();
		if (dstWorld)
		{
			// find the world with the given id
			for (var i=1;  i<=3;  i++)
			{
				this.initTexture( i );
			}
		}
   }

	this.updateTexture = function( index )
	{
		var material = this._materialNode;
		if (material)
		{
			var technique = material.shaderProgram['default'];
			var renderer = RDGE.globals.engine.getContext().renderer;
			if (renderer && technique)
			{
                var glTex = this._textures[ index ];
                if (glTex)
                {
                    if (glTex.isAnimated())
                        glTex.render();

                    var tex = glTex.getTexture();
 				    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.exportJSON = function()
	{
		var jObj =
		{
			'material'			: this.getShaderName(),
			'name'				: this.getName(),
			'lightDiff'			: this.getLightDiff(),
			'diffuseTexture'	: this.getDiffuseTexture(),
			'specularTexture'	: this.getSpecularTexture(),
			'normalMap'			: this.getNormalTexture()
		};

		return jObj;
	};

	this.importJSON = function( jObj )
	{
		if (this.getShaderName() != jObj.material)  throw new Error( "ill-formed material" );
		this.setName( jObj.name );

		try
		{
			var lightDiff  = jObj.lightDiff,
				dt = jObj.diffuseTexture,
				st = jObj.specularTexture,
				nt = jObj.normalMap;
		
			this.setProperty( "lightDiff",  lightDiff);
			this.setProperty( "diffuseTexture", dt );
			this.setProperty( "specularTexture", st );
			this.setProperty( "normalMap", nt );
		}
		catch (e)
		{
			throw new Error( "could not import BumpMetal material: " + jObj );
		}
		
		return;
	};
};

///////////////////////////////////////////////////////////////////////////////////////
// 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;
}