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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 RadialGradientMaterial = function RadialGradientMaterial() {
///////////////////////////////////////////////////////////////////////
// Instance variables
///////////////////////////////////////////////////////////////////////
this._name = "Radial Gradient";
this._shaderName = "radialGradient";
this._defaultColor1 = [1, 0, 0, 1];
this._defaultColor2 = [0, 1, 0, 1];
this._defaultColor3 = [0, 0, 1, 1];
this._defaultColor4 = [0, 1, 1, 1];
this._defaultColorStop1 = 0.0;
this._defaultColorStop2 = 0.3;
this._defaultColorStop3 = 0.6;
this._defaultColorStop4 = 1.0;
// this._defaultColorCount = 4;
this._textureTransform = [1,0,0, 0,1,0, 0,0,1];
///////////////////////////////////////////////////////////////////////
// Property Accessors
///////////////////////////////////////////////////////////////////////
this.isAnimated = function () { return false; };
this.getShaderDef = function() { return radialGradientMaterialDef; };
///////////////////////////////////////////////////////////////////////
// Material Property Accessors
///////////////////////////////////////////////////////////////////////
this._propNames = ["u_color1", "u_color2", "u_color3", "u_color4", "u_colorStop1", "u_colorStop2", "u_colorStop3", "u_colorStop4" ];
this._propLabels = ["Color 1", "Color 2", "Color 3", "Color 4", "Color Stop 1", "Color Stop 2", "Color Stop 3", "Color Stop 4" ];
this._propTypes = ["color", "color", "color", "color", "float", "float", "float", "float" ];
this._propValues = [];
this._propValues[this._propNames[0]] = this._defaultColor1.slice(0);
this._propValues[this._propNames[1]] = this._defaultColor2.slice(0);
this._propValues[this._propNames[2]] = this._defaultColor3.slice(0);
this._propValues[this._propNames[3]] = this._defaultColor4.slice(0);
this._propValues[this._propNames[4]] = this._defaultColorStop1;
this._propValues[this._propNames[5]] = this._defaultColorStop2;
this._propValues[this._propNames[6]] = this._defaultColorStop3;
this._propValues[this._propNames[7]] = this._defaultColorStop4;
///////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////
// Methods
///////////////////////////////////////////////////////////////////////
this.init = function (world) {
this.setWorld(world);
// set up the shader
this._shader = new RDGE.jshader();
this._shader.def = radialGradientMaterialDef;
this._shader.init();
// set up the material node
this._materialNode = RDGE.createMaterialNode("radialGradientMaterial" + "_" + world.generateUniqueNodeID());
this._materialNode.setShader(this._shader);
// set the shader values in the shader
this._shader['default'].u_texTransform.set( this._textureTransform );
this.setShaderValues();
};
this.fitToPrimitive = function( prim )
{
var bounds = ShapePrimitive.getBounds( prim );
if (bounds)
{
var dx = Math.abs( bounds[3] - bounds[0] ),
dy = Math.abs( bounds[4] - bounds[1] );
if (dy == 0) dy = 1.0;
if (dx == 0) dx = 1.0;
var xScale = 2.0, yScale = 2.0;
if (dx > dy)
yScale *= dy/dx;
else
xScale *= dx/dy;
// build the matrix - the translation to the origin, the scale,
// and the translation back to the center (hard coded at (0.5, 0.5) for now).
// the matrix is build directly instead of with matrix multiplications
// for efficiency, not to mention that the multiplication function does
// not exist for mat3's.
// the matrix as laid out below looks transposed - order is columnwise.
var xCtr = 0.5, yCtr = 0.5;
this._textureTransform = [
xScale, 0.0, 0.0,
0.0, yScale, 0.0,
xCtr*(1-xScale), yCtr*(1 - yScale), 1.0
];
if (this._shader && this._shader['default'])
this._shader['default'].u_texTransform.set( this._textureTransform );
}
};
this.customExport = function( jObj )
{
jObj.u_texTransform = this._textureTransform.slice();
return jObj;
}
};
///////////////////////////////////////////////////////////////////////////////////////
// RDGE shader
// shader spec (can also be loaded from a .JSON file, or constructed at runtime)
var radialGradientMaterialDef =
{ 'shaders':
{
'defaultVShader': "assets/shaders/radialGradient.vert.glsl",
'defaultFShader': "assets/shaders/radialGradient.frag.glsl"
},
'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_texTransform': { 'type' : 'mat3' }
//'u_colorCount': {'type' : 'int' }
},
// render states
'states':
{
'depthEnable': true,
'offset': [1.0, 0.1]
}
}
]
}
};
RadialGradientMaterial.prototype = new Material();
if (typeof exports === "object") {
exports.RadialGradientMaterial = RadialGradientMaterial;
}
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