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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;
///////////////////////////////////////////////////////////////////////
// Class GLMaterial
// RDGE representation of a material.
///////////////////////////////////////////////////////////////////////
function TwistVertMaterial() {
// initialize the inherited members
this.inheritedFrom = GLMaterial;
this.inheritedFrom();
///////////////////////////////////////////////////////////////////////
// Instance variables
///////////////////////////////////////////////////////////////////////
this._name = "TwistVertMaterial";
this._shaderName = "twistVert";
this._color = [1, 0, 0, 1];
this._tex0 = 'assets/images/rocky-normal.jpg';
this._tex1 = 'assets/images/metal.png';
this._angle = 0.0;
this._deltaTime = 0.01;
///////////////////////////////////////////////////////////////////////
// Property Accessors
///////////////////////////////////////////////////////////////////////
this.getColor = function () { return this._color; };
this.getShaderName = function () { return this._shaderName; };
this.isAnimated = function () { return true; };
this.hasVertexDeformation = function () { return this._hasVertexDeformation; };
this._hasVertexDeformation = true;
this._vertexDeformationTolerance = 0.02; // should be a property
///////////////////////////////////////////////////////////////////////
// Methods
///////////////////////////////////////////////////////////////////////
// duplcate method requirde
this.dup = function () { return new TwistVertMaterial(); };
this.init = function (world) {
this.setWorld(world);
// set up the shader
this._shader = new RDGE.jshader();
this._shader.def = twistVertShaderDef;
this._shader.init();
// set the defaults
this._shader.twistMe.color.set(this.getColor());
// set up the material node
this._materialNode = RDGE.createMaterialNode("twistVertMaterial" + "_" + world.generateUniqueNodeID());
this._materialNode.setShader(this._shader);
// initialize the twist vert properties
this.updateShaderValues();
};
///////////////////////////////////////////////////////////////////////
// Material Property Accessors
///////////////////////////////////////////////////////////////////////
this._propNames = ["color", "u_limit1", "u_limit2", "u_center", "u_twistAmount", "u_tex0", "u_tex1"];
this._propLabels = ["Color", "Minimum Parameter Value", "Center Paramater Value", "Center", "Twist Amount", "Front facing texture map", "Back facing texture map"];
this._propTypes = ["color", "float", "float", "float", "float", "file", "file"];
this._propValues = [];
// initialize the property values
this._propValues[this._propNames[0]] = this._color.slice();
this._propValues[this._propNames[1]] = 0.25;
this._propValues[this._propNames[2]] = 0.75;
this._propValues[this._propNames[3]] = 0.0;
this._propValues[this._propNames[4]] = 2.0 * Math.PI;
this._propValues[this._propNames[5]] = this._tex0.slice();
this._propValues[this._propNames[6]] = this._tex1.slice();
this.setProperty = function (prop, value) {
// make sure we have legitimate input
if (this.validateProperty(prop, value)) {
switch (prop) {
case "color":
case "u_tex1":
case "u_tex0": this._propValues[prop] = value.slice(); break;
default: this._propValues[prop] = value; break;
}
this.updateShaderValues();
}
};
///////////////////////////////////////////////////////////////////////
this.exportJSON = function () {
var jObj =
{
'material': this.getShaderName(),
'name': this.getName(),
'color': this._propValues["color"]
};
return jObj;
};
this.importJSON = function (jObj) {
if (this.getShaderName() != jObj.material) throw new Error("ill-formed material");
this.setName(jObj.name);
try {
var color = jObj.color;
this.setProperty("color", color);
}
catch (e) {
throw new Error("could not import material: " + importStr);
}
};
this.export = function () {
// this function should be overridden by subclasses
var exportStr = "material: " + this.getShaderName() + "\n";
exportStr += "name: " + this.getName() + "\n";
if (this._shader)
exportStr += "color: " + String(this._shader.twistMe.color) + "\n";
else
exportStr += "color: " + this.getColor() + "\n";
exportStr += "endMaterial\n";
return exportStr;
};
this.import = function (importStr) {
var pu = new MaterialParser(importStr);
var material = pu.nextValue("material: ");
if (material != this.getShaderName()) throw new Error("ill-formed material");
this.setName(pu.nextValue("name: "));
var rtnStr;
try {
var color = eval("[" + pu.nextValue("color: ") + "]");
this.setProperty("color", color);
var endKey = "endMaterial\n";
var index = importStr.indexOf(endKey);
index += endKey.length;
rtnStr = importStr.substr(index);
}
catch (e) {
throw new Error("could not import material: " + importStr);
}
return rtnStr;
};
this.update = function (time) {
if (this._shader && this._shader.twistMe) {
var angle = this._angle;
angle += this._deltaTime;
if (angle > this._propValues["u_twistAmount"]) {
angle = this._propValues["u_twistAmount"];
this._deltaTime = -this._deltaTime;
}
else if (angle < 0.0) {
angle = 0;
this._deltaTime = -this._deltaTime;
}
this._angle = angle;
this._shader.twistMe["u_twistAmount"].set([angle]);
}
};
this.updateShaderValues = function () {
if (this._shader && this._shader.twistMe) {
var nProps = this._propNames.length;
for (var i = 0; i < nProps; i++) {
var propName = this._propNames[i];
var propValue = this._propValues[propName];
switch (propName) {
case "u_tex0":
case "u_tex1":
case "color": this._shader.twistMe[propName].set(propValue); break;
default: this._shader.twistMe[propName].set([propValue]); break;
}
}
}
};
this.updateTextures = 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[5]];
var wrap = 'REPEAT', mips = true;
var tex = this.loadTexture(texMapName, wrap, mips);
if (tex) technique.u_tex0.set(tex);
texMapName = this._propValues[this._propNames[6]];
tex = this.loadTexture(texMapName, wrap, mips);
if (tex) technique.u_tex1.set(tex);
}
}
};
};
///////////////////////////////////////////////////////////////////////////////////////
// RDGE shader
// shader spec (can also be loaded from a .JSON file, or constructed at runtime)
twistVertShaderDef =
{
'shaders': { // shader files
'defaultVShader': "assets/shaders/TwistVert.vert.glsl",
'defaultFShader': "assets/shaders/TwistVert.frag.glsl"
},
'techniques': { // rendering control
'twistMe': [ // simple color pass
{
'vshader': 'defaultVShader',
'fshader': 'defaultFShader',
// attributes
'attributes':
{
'vert': { 'type': 'vec3' },
'normal': { 'type': 'vec3' },
'texcoord': { 'type': 'vec2' }
},
// attributes
'params':
{
'color': { 'type': 'vec4' },
'u_limit1': { 'type': 'float' },
'u_limit2': { 'type': 'float' },
'u_limit3': { 'type': 'float' },
'u_minVal': { 'type': 'float' },
'u_maxVal': { 'type': 'float' },
'u_center': { 'type': 'float' },
'u_twistAmount': { 'type': 'float' }
}
}
]
}
};
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