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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 ShapePrimitive = require("js/lib/geom/shape-primitive").ShapePrimitive;
var LinearGradientMaterial = function LinearGradientMaterial() {
///////////////////////////////////////////////////////////////////////
// Instance variables
///////////////////////////////////////////////////////////////////////
this._name = "LinearGradientMaterial";
this._shaderName = "linearGradient";
this._color1 = [1, 0, 0, 1];
this._color2 = [0, 1, 0, 1];
this._color3 = [0, 0, 1, 1];
this._color4 = [0, 1, 1, 1];
this._colorStop1 = 0.0;
this._colorStop2 = 0.3;
this._colorStop3 = 0.6;
this._colorStop4 = 1.0;
// this._colorCount = 4;
this._angle = 0.0; // the shader takes [cos(a), sin(a)]
this._textureTransform = [1,0,0, 0,1,0, 0,0,1];
///////////////////////////////////////////////////////////////////////
// Property Accessors
///////////////////////////////////////////////////////////////////////
this.getShaderDef = function() { return linearGradientMaterialDef; }
///////////////////////////////////////////////////////////////////////
// Material Property Accessors
///////////////////////////////////////////////////////////////////////
this._propNames = ["u_color1", "u_color2", "u_color3", "u_color4", "u_colorStop1", "u_colorStop2", "u_colorStop3", "u_colorStop4", "u_cos_sin_angle"];
this._propLabels = ["Color 1", "Color 2", "Color 3", "Color 4", "Color Stop 1", "Color Stop 2", "Color Stop 3", "Color Stop 4", "Angle"];
this._propTypes = ["color", "color", "color", "color", "float", "float", "float", "float", "vector2d"];
this._propValues = [];
this._propValues[this._propNames[0]] = this._color1.slice(0);
this._propValues[this._propNames[1]] = this._color2.slice(0);
this._propValues[this._propNames[2]] = this._color3.slice(0);
this._propValues[this._propNames[3]] = this._color4.slice(0);
this._propValues[this._propNames[4]] = this._colorStop1;
this._propValues[this._propNames[5]] = this._colorStop2;
this._propValues[this._propNames[6]] = this._colorStop3;
this._propValues[this._propNames[7]] = this._colorStop4;
this._propValues[this._propNames[8]] = [ Math.cos(this._angle), Math.sin(this._angle) ];
///////////////////////////////////////////////////////////////////////
// Methods
///////////////////////////////////////////////////////////////////////
// duplcate method requirde
this.init = function (world) {
this.setWorld(world);
// set up the shader
this._shader = new RDGE.jshader();
this._shader.def = linearGradientMaterialDef;
this._shader.init();
// set up the material node
this._materialNode = RDGE.createMaterialNode(this.getShaderName() + "_" + world.generateUniqueNodeID());
this._materialNode.setShader(this._shader);
if (this._shader && this._shader['default'])
this._shader['default'].u_texTransform.set( this._textureTransform );
// send the current values to the shader
this.setShaderValues();
this.update( 0 );
};
};
///////////////////////////////////////////////////////////////////////////////////////
// RDGE shader
// shader spec (can also be loaded from a .JSON file, or constructed at runtime)
var linearGradientMaterialDef =
{'shaders':
{
// shader file
'defaultVShader':"assets/shaders/linearGradient.vert.glsl",
'defaultFShader':"assets/shaders/linearGradient.frag.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_color1' : { 'type' : 'vec4' },
'u_color2' : { 'type' : 'vec4' },
'u_color3' : { 'type' : 'vec4' },
'u_color4' : { 'type' : 'vec4' },
'u_colorStop1': { 'type' : 'float' },
'u_colorStop2': { 'type' : 'float' },
'u_colorStop3': { 'type' : 'float' },
'u_colorStop4': { 'type' : 'float' },
'u_cos_sin_angle': { 'type' : 'vec2' },
'u_texTransform': { 'type' : 'mat3' }
//'u_colorCount': {'type' : 'int' }
},
// 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"
}
}
]
}
};
LinearGradientMaterial.prototype = new Material();
if (typeof exports === "object") {
exports.LinearGradientMaterial = LinearGradientMaterial;
}
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