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path: root/js/lib/rdge/materials/linear-gradient-material.js
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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 = "Linear Gradient";
    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 );
    };

    // Only Linear Gradient and Radial Gradients support gradients;
    this.gradientType = "linear";

    this.getGradientData = function() {
        var angle = Math.round(this._angle*180/Math.PI),
            color,
            colorStr,
            css = "-webkit-gradient(linear, " + angle + "deg";

        // TODO - Angle is not supported in -webkit-gradient syntax, so just default to across:
        css = '-webkit-gradient(linear, left top, right top';

        // TODO - Also, Color Model requires from and to in the gradient string
        color = this.getProperty('u_color1');
        colorStr = Math.round(color[0] * 255) + ', ' + Math.round(color[1] * 255) + ', ' + Math.round(color[2] * 255) + ', ' + Math.round(color[3] * 100);
        css += ', from(rgba(' + colorStr + '))';

        for (var i=2; i < 4; i++) {
            color = this.getProperty('u_color'+i);
            colorStr = Math.round(color[0] * 255) + ', ' + Math.round(color[1] * 255) + ', ' + Math.round(color[2] * 255) + ', ' + Math.round(color[3] * 100);
            css += ', color-stop(' + this.getProperty('u_colorStop'+i) + ', rgba(' + colorStr + '))';
        }

        color = this.getProperty('u_color4');
        colorStr = Math.round(color[0] * 255) + ', ' + Math.round(color[1] * 255) + ', ' + Math.round(color[2] * 255) + ', ' + Math.round(color[3] * 100);
        css += ', to(rgba(' + colorStr + '))';

        css += ')';

        return css;
    };

    // Only Linear Gradient and Radial Gradient have gradient data.
    this.setGradientData = function(colors) {
        var len = colors.length;
        // TODO - Current shaders only support 4 color stops
        if (len > 4) {
            len = 4;
        }

        for (var n = 0; n < len; n++) {
            var position = colors[n].position/100;
            var cs = colors[n].value;
            var stop = [cs.r/255, cs.g/255, cs.b/255, cs.a];

            this.setProperty("u_color" + (n + 1), stop.slice(0));
            this.setProperty("u_colorStop" + (n + 1), position);
        }
    };
};

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