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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 GLWorld = require("js/lib/drawing/world").World;
var Texture = require("js/lib/rdge/texture").Texture;
var ElementMediator = require("js/mediators/element-mediator").ElementMediator;
var TagTool = require("js/tools/TagTool").TagTool;
///////////////////////////////////////////////////////////////////////
// Class GLMaterial
// RDGE representation of a material.
///////////////////////////////////////////////////////////////////////
var CloudMaterial = function CloudMaterial()
{
///////////////////////////////////////////////////////////////////////
// Instance variables
///////////////////////////////////////////////////////////////////////
this._name = "CloudMaterial";
this._shaderName = "cloud";
this._texMap = 'assets/images/cloud10.png';
this._texMap = 'assets/images/cloud2.jpg';
//this._texMap = 'assets/images/CL13.png';
//this._texMap = 'assets/images/material_paint.png';
//this._texMap = 'assets/images/us_flag.png';
//this._texMap = 'assets/images/cubelight.png';
this._diffuseColor = [0.5, 0.5, 0.5, 0.5];
// base size of cloud polygons. Random adjustments made to each quad
this._cloudSize = 40;
this._time = 0.0;
this._dTime = 0.01;
// parameter initial values
this._time = 0.0;
this._surfaceAlpha = 0.5;
// this._zmin = 2.0;
// this._zmax = 5.0;
this._zmin = 5.0;
this._zmax = 10.0;
// the adjusted zMin and zMax values are
// what get sent to the shader. They are initialized
// in buildGeometry
this._adjustedZMin = this._zmin;
this._adjustedZMax = this._zmax;
///////////////////////////////////////////////////////////////////////
// Property Accessors
///////////////////////////////////////////////////////////////////////
this.getName = function () { return this._name; };
this.getShaderName = function () { return this._shaderName; };
this.getTextureMap = function () { return this._propValues[this._propNames[0]] ? this._propValues[this._propNames[0]].slice() : null };
this.setTextureMap = function (m) { this._propValues[this._propNames[0]] = m ? m.slice(0) : null; this.updateTexture(); };
this.setDiffuseColor = function (c) { this._propValues[this._propNames[1]] = c.slice(0); this.updateColor(); };
this.getDiffuseColor = function () { return this._propValues[this._propNames[1]] ? this._propValues[this._propNames[1]].slice() : null; };
this.isAnimated = function () { return true; };
///////////////////////////////////////////////////////////////////////
// Material Property Accessors
///////////////////////////////////////////////////////////////////////
this._propNames = ["texmap", "diffusecolor"];
this._propLabels = ["Texture map", "Diffuse Color"];
this._propTypes = ["file", "color"];
this._propValues = [];
this._propValues[this._propNames[0]] = this._texMap.slice(0);
this._propValues[this._propNames[1]] = this._diffuseColor.slice();
this.setProperty = function (prop, value) {
if (prop === 'color') prop = 'diffusecolor';
// make sure we have legitimate imput
var ok = this.validateProperty(prop, value);
if (!ok) {
console.log("invalid property in Radial Gradient Material:" + prop + " : " + value);
}
switch (prop) {
case "texmap":
this.setTextureMap(value);
break;
case "diffusecolor":
this.setDiffuseColor(value);
break;
case "color":
break;
}
};
///////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////
// Methods
///////////////////////////////////////////////////////////////////////
// duplicate method required
/**************************************************************/
this.dup = function (world) {
// save the world
if (world) this.setWorld(world);
// allocate a new uber material
var newMat = new CloudMaterial();
// copy over the current values;
var propNames = [], propValues = [], propTypes = [], propLabels = [];
this.getAllProperties(propNames, propValues, propTypes, propLabels);
var n = propNames.length;
for (var i = 0; i < n; i++) {
newMat.setProperty(propNames[i], propValues[i]);
}
return newMat;
};
this.init = function (world) {
var GLWorld = require("js/lib/drawing/world").World,
NJUtils = require("js/lib/NJUtils").NJUtils;
// save the world
if (world) this.setWorld( world );
var dstWorld = world;
// create a canvas to render into
var dstCanvas = this.getWorld().getCanvas();
var doc = this.getWorld().getCanvas().ownerDocument;
var canvasID = "__canvas__";
//this._srcCanvas = doc.createElement(canvasID);
this._srcCanvas = NJUtils.makeNJElement("canvas", canvasID, "shape", {"data-RDGE-id": NJUtils.generateRandom()}, true);
srcCanvas = this._srcCanvas;
srcCanvas.width = dstCanvas.width;
srcCanvas.height = dstCanvas.height;
//////////////////////////////////////////////////////////////////////////////////
// IS THIS NECESSARY??
// var elementModel = TagTool.makeElement(~~srcCanvas.width, ~~srcCanvas.height,
// Matrix.I(4), [0,0,0], srcCanvas);
// ElementMediator.addElement(srcCanvas, elementModel.data, true);
//////////////////////////////////////////////////////////////////////////////////
// build the source.
// the source being the world/canvas/geometry of the clouds.
// the source is used to create a texture map that is then used by
// the destimation.
this.buildSource();
// set up the shader
this._shader = new RDGE.jshader();
this._shader.def = cloudMapMaterialDef;
this._shader.init();
// set up the material node
this._materialNode = RDGE.createMaterialNode("cloudMapMaterial" + "_" + world.generateUniqueNodeID());
this._materialNode.setShader(this._shader);
// initialize the time
this._time = 0;
// create the texture to map the source cloud generation world/canvas to the destination
var wrap = 'REPEAT', mips = true;
this._glTex = new Texture( world, this._srcCanvas, wrap, mips );
// set the shader values in the shader
this.updateTexture();
this.update( 0 );
};
/**************************************************************/
this.updateTexture = function ()
{
var material = this._materialNode;
if (material)
{
var technique = material.shaderProgram['default'];
var renderer = RDGE.globals.engine.getContext().renderer;
if (renderer && technique)
{
var texMapName = this._propValues[this._propNames[0]];
var wrap = 'REPEAT', mips = true;
if (this._glTex)
{
this._glTex.render();
var tex = this._glTex.getTexture();
if (tex)
technique.u_tex0.set( tex );
}
}
// restore the context
RDGE.globals.engine.setContext( saveContext.id );
}
};
this.updateTextures = function()
{
if (this._glTex)
{
if (!this._glTex.isAnimated())
{
this._glTex.render();
this.updateTexture();
}
}
}
this.update = function( time )
{
if (this._srcWorld)
{
//this._srcWorld.update();
this._srcWorld.draw();
RDGE.globals.engine.setContext( this.getWorld()._canvas.rdgeid );
}
var technique, renderer, tex;
// update the cloud map material
var material = this._materialNode;
if (material)
{
technique = material.shaderProgram['default'];
renderer = RDGE.globals.engine.getContext().renderer;
if (renderer && technique)
{
if (this._glTex)
{
this._glTex.render();
tex = this._glTex.getTexture();
technique.u_tex0.set( tex );
}
}
}
// update the source material
material = this._srcMaterialNode;
if (material)
{
technique = material.shaderProgram['default'];
renderer = RDGE.globals.engine.getContext().renderer;
if (renderer && technique)
{
technique.u_time.set( [this._time] );
this._time += this._dTime;
}
}
};
this.buildSource = function()
{
// save the current RDGE context so we can reset it later
var saveContext = RDGE.globals.engine.getContext();
this.getWorld().stop();
// build a world to do the rendering
this._srcWorld = new GLWorld( this._srcCanvas, true, true );
var srcWorld = this._srcWorld;
if (!this._srcCanvas) throw new Error( "No source canvas in Cloud material" );
this._srcCanvas.__GLWorld = srcWorld;
// build the geometry
var prim = this.buildGeometry( srcWorld, srcCanvas.width, srcCanvas.height );
// set up the shader
var shader = new jshader();
shader.def = cloudMaterialDef;
shader.init();
this._srcShader = shader;
// set up the material node
var materialNode = createMaterialNode("cloudMaterial" + "_" + srcWorld.generateUniqueNodeID());
materialNode.setShader(shader);
this._srcMaterialNode = materialNode;
// add the nodes to the tree
var trNode = RDGE.createTransformNode("objRootNode_" + srcWorld._nodeCounter++);
srcWorld._rootNode.insertAsChild( trNode );
trNode.attachMeshNode(srcWorld.renderer.id + "_prim_" + srcWorld._nodeCounter++, prim);
trNode.attachMaterial( materialNode );
// initialize the shader uniforms
this._time = 0;
if (shader['default']) {
var t = shader['default'];
if (t)
{
t.u_time.set( [this._time] );
t.u_surfaceAlpha.set( [this._surfaceAlpha] );
t.u_zmin.set( [this._adjustedZMin] );
t.u_zmax.set( [this._adjustedZMax] );
var wrap = 'REPEAT', mips = true;
var texMapName = this._propValues[this._propNames[0]];
var tex = srcWorld.renderer.getTextureByName(texMapName, wrap, mips );
if (tex)
{
srcWorld.textureToLoad( tex );
t.u_tex0.set( tex );
}
}
}
// start the render loop on the source canvas
srcWorld.restartRenderLoop();
// restore the original context
RDGE.globals.engine.setContext( saveContext.id );
this.getWorld().start();
};
this.buildGeometry = function(world, canvasWidth, canvasHeight)
{
var RectangleGeometry = require("js/lib/geom/rectangle").RectangleGeometry;
RectangleGeometry.init();
// get the normalized device coordinates (NDC) for
// all position and dimensions.
var vpw = world.getViewportWidth(), vph = world.getViewportHeight();
var xNDC = 0.0/vpw, yNDC = 0.0/vph,
xFillNDC = canvasWidth/vpw, yFillNDC = canvasHeight/vph;
var aspect = world.getAspect();
var zn = world.getZNear(), zf = world.getZFar();
var t = zn * Math.tan(world.getFOV() * Math.PI / 360.0),
b = -t,
r = aspect*t,
l = -r;
// calculate the object coordinates from their NDC coordinates
var z = -world.getViewDistance();
// get the position of the origin
var x = -z*(r-l)/(2.0*zn)*xNDC,
y = -z*(t-b)/(2.0*zn)*yNDC;
// get the x and y fill
var hWidth = -z*(r-l)/(2.0*zn)*xFillNDC,
hHeight = -z*(t-b)/(2.0*zn)*yFillNDC;
//this.createFill([x,y], 2*xFill, 2*yFill, tlRadius, blRadius, brRadius, trRadius, fillMaterial);
var ctr = [x,y], width = 2*hWidth, height = 2*hHeight;
var cloudSize = width > height ? 0.25*width : 0.25*height;
var left = x - hHeight,
top = y - hHeight;
// get the GL projection matrix so wecan calculate the z values from the user input z values
var zNear = world.getZNear(), zFar = world.getZFar();
var viewDist = world.getViewDistance();
var projMat = Matrix.makePerspective( world.getFOV(), world.getAspect(), world.getZNear(), world.getZFar());
var camMat = world.getCameraMat();
var camMatInv = glmat4.inverse( camMat, [] );
var glCompleteMat = glmat4.multiply( projMat, camMatInv, [] );
var zw1_c = MathUtils.transformAndDivideHomogeneousPoint( [0,0, -zNear + viewDist], glCompleteMat )[2],
zw2_c = MathUtils.transformAndDivideHomogeneousPoint( [0,0, -zFar + viewDist], glCompleteMat )[2];
var glCompleteMatInv = glmat4.inverse( glCompleteMat, [] );
var zMin = MathUtils.transformAndDivideHomogeneousPoint( [0,0, -this._zmin + viewDist], glCompleteMat )[2],
zMax = MathUtils.transformAndDivideHomogeneousPoint( [0,0, -this._zmax + viewDist], glCompleteMat )[2];
zMax = -this._zmin + viewDist;
zMin = -this._zmax + viewDist;
dz = zMax - zMin;
// the adjusted values are what get sent to the shader
this._adjustedZMin = zMin;
this._adjustedZMax = zMax;
// build the polygons
var verts = [],
normals = [ [0,0,1], [0,0,1], [0,0,1], [0,0,1] ],
uvs = [ [0,0], [1,0], [1,1], [0,1] ];
for ( i = 0; i < 20; i++ )
{
// var x = hWidth*2*(Math.random() - 0.5),
// y = hHeight*2.0*(Math.random() - 0.5),
var x = left + Math.random()*width,
y = top + Math.random()*height,
z = zMin + Math.random()*dz;
zRot = (Math.random() - 0.5) * Math.PI,
sz = cloudSize * Math.random();
//x = 0.0; y = 0.0; z = 0.0;
//zRot = 0.0;
//z = 0;
verts[0] = [-sz, -sz, 0];
verts[1] = [-sz, sz, 0];
verts[2] = [ sz, sz, 0];
verts[3] = [ sz, -sz, 0];
var rotMat = Matrix.RotationZ( zRot );
var transMat = Matrix.Translation( [x,y,z] );
var mat = glmat4.multiply( transMat, rotMat, [] );
glmat4.multiplyVec3( mat, verts[0] );
glmat4.multiplyVec3( mat, verts[1] );
glmat4.multiplyVec3( mat, verts[2] );
glmat4.multiplyVec3( mat, verts[3] );
var tmp0 = MathUtils.transformAndDivideHomogeneousPoint( verts[0], glCompleteMat ),
tmp1 = MathUtils.transformAndDivideHomogeneousPoint( verts[1], glCompleteMat ),
tmp2 = MathUtils.transformAndDivideHomogeneousPoint( verts[2], glCompleteMat ),
tmp3 = MathUtils.transformAndDivideHomogeneousPoint( verts[3], glCompleteMat );
RectangleGeometry.addQuad( verts, normals, uvs );
}
return RectangleGeometry.buildPrimitive();
};
// JSON export
this.exportJSON = function () {
var jObj =
{
'material': this.getShaderName(),
'name': this.getName(),
'texture': this._propValues[this._propNames[0]]
};
return jObj;
};
this.importJSON = function (jObj) {
if (this.getShaderName() != jObj.material) throw new Error("ill-formed material");
this.setName(jObj.name);
try {
this._propValues[this._propNames[0]] = jObj.texture;
}
catch (e) {
throw new Error("could not import material: " + jObj);
}
};
};
///////////////////////////////////////////////////////////////////////////////////////
// RDGE shader
// the cloud material def is used for cloud generation on the
// local world created by the cloud material.
var cloudMaterialDef =
{ 'shaders':
{
'defaultVShader': "assets/shaders/Cloud.vert.glsl",
'defaultFShader': "assets/shaders/Cloud.frag.glsl"
},
'techniques':
{
'default':
[
{
'vshader': 'defaultVShader',
'fshader': 'defaultFShader',
// attributes
'attributes':
{
'vert': { 'type': 'vec3' },
'normal': { 'type': 'vec3' },
'texcoord': { 'type': 'vec2' }
},
// parameters
'params':
{
'u_tex0' : { 'type' : 'tex2d' },
'u_time' : { 'type' : 'float' },
'u_surfaceAlpha' : { 'type' : 'float' },
'u_zmin' : { 'type' : 'float' },
'u_zmax' : { 'type' : 'float' }
},
// render states
'states':
{
'depthEnable': true,
'offset': [1.0, 0.1]
}
}
]
}
};
// the cloud map material def is used to map the cloud image onto
// the destination geometry
var cloudMapMaterialDef =
{'shaders':
{
'defaultVShader':"assets/shaders/Basic.vert.glsl",
'defaultFShader':"assets/shaders/BasicTex.frag.glsl"
},
'techniques':
{
'default':
[
{
'vshader' : 'defaultVShader',
'fshader' : 'defaultFShader',
// attributes
'attributes' :
{
'vert' : { 'type' : 'vec3' },
'normal' : { 'type' : 'vec3' },
'texcoord' : { 'type' : 'vec2' }
},
// parameters
'params' :
{
'u_tex0' : { 'type' : 'tex2d' },
},
// render states
'states' :
{
'depthEnable' : true,
'offset':[1.0, 0.1]
}
}
]
}
};
CloudMaterial.prototype = new Material();
if (typeof exports === "object") {
exports.CloudMaterial = CloudMaterial;
}
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