diff options
Diffstat (limited to 'js/lib/rdge/materials/linear-gradient-material.js')
-rwxr-xr-x | js/lib/rdge/materials/linear-gradient-material.js | 290 |
1 files changed, 180 insertions, 110 deletions
diff --git a/js/lib/rdge/materials/linear-gradient-material.js b/js/lib/rdge/materials/linear-gradient-material.js index 981bf9fd..e1d31a42 100755 --- a/js/lib/rdge/materials/linear-gradient-material.js +++ b/js/lib/rdge/materials/linear-gradient-material.js | |||
@@ -26,7 +26,7 @@ INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN | |||
26 | CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) | 26 | CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) |
27 | ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE | 27 | ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE |
28 | POSSIBILITY OF SUCH DAMAGE. | 28 | POSSIBILITY OF SUCH DAMAGE. |
29 | </copyright> */ | 29 | </copyright> */ |
30 | 30 | ||
31 | var MaterialParser = require("js/lib/rdge/materials/material-parser").MaterialParser; | 31 | var MaterialParser = require("js/lib/rdge/materials/material-parser").MaterialParser; |
32 | var Material = require("js/lib/rdge/materials/material").Material; | 32 | var Material = require("js/lib/rdge/materials/material").Material; |
@@ -47,15 +47,15 @@ var LinearGradientMaterial = function LinearGradientMaterial() { | |||
47 | this._colorStop2 = 0.3; | 47 | this._colorStop2 = 0.3; |
48 | this._colorStop3 = 0.6; | 48 | this._colorStop3 = 0.6; |
49 | this._colorStop4 = 1.0; | 49 | this._colorStop4 = 1.0; |
50 | // this._colorCount = 4; | 50 | // this._colorCount = 4; |
51 | this._angle = 0.0; // the shader takes [cos(a), sin(a)] | 51 | this._angle = 0.0; // the shader takes [cos(a), sin(a)] |
52 | 52 | ||
53 | this._textureTransform = [1,0,0, 0,1,0, 0,0,1]; | 53 | this._textureTransform = [1,0,0, 0,1,0, 0,0,1]; |
54 | 54 | ||
55 | /////////////////////////////////////////////////////////////////////// | 55 | /////////////////////////////////////////////////////////////////////// |
56 | // Property Accessors | 56 | // Property Accessors |
57 | /////////////////////////////////////////////////////////////////////// | 57 | /////////////////////////////////////////////////////////////////////// |
58 | this.getShaderDef = function() { return linearGradientMaterialDef; } | 58 | this.getShaderDef = function() { return linearGradientMaterialDef; } |
59 | 59 | ||
60 | /////////////////////////////////////////////////////////////////////// | 60 | /////////////////////////////////////////////////////////////////////// |
61 | // Material Property Accessors | 61 | // Material Property Accessors |
@@ -95,123 +95,193 @@ var LinearGradientMaterial = function LinearGradientMaterial() { | |||
95 | this._materialNode.setShader(this._shader); | 95 | this._materialNode.setShader(this._shader); |
96 | 96 | ||
97 | 97 | ||
98 | if (this._shader && this._shader['default']) | 98 | if (this._shader && this._shader['default']) |
99 | this._shader['default'].u_texTransform.set( this._textureTransform ); | 99 | this._shader['default'].u_texTransform.set( this._textureTransform ); |
100 | 100 | ||
101 | 101 | ||
102 | // send the current values to the shader | 102 | // send the current values to the shader |
103 | this.setShaderValues(); | 103 | this.setShaderValues(); |
104 | this.update( 0 ); | 104 | this.update( 0 ); |
105 | }; | ||
106 | |||
107 | this.resetToDefault = function() | ||
108 | { | ||
109 | this._propValues[this._propNames[0]] = this._color1.slice(0); | ||
110 | this._propValues[this._propNames[1]] = this._color2.slice(0); | ||
111 | this._propValues[this._propNames[2]] = this._color3.slice(0); | ||
112 | this._propValues[this._propNames[3]] = this._color4.slice(0); | ||
113 | |||
114 | this._propValues[this._propNames[4]] = this._colorStop1; | ||
115 | this._propValues[this._propNames[5]] = this._colorStop2; | ||
116 | this._propValues[this._propNames[6]] = this._colorStop3; | ||
117 | this._propValues[this._propNames[7]] = this._colorStop4; | ||
118 | |||
119 | this._propValues[this._propNames[8]] = [ Math.cos(this._angle), Math.sin(this._angle) ]; | ||
120 | |||
121 | var nProps = this._propNames.length; | ||
122 | for (var i=0; i<nProps; i++) { | ||
123 | this.setProperty( this._propNames[i], this._propValues[this._propNames[i]] ); | ||
124 | } | ||
125 | }; | ||
126 | |||
127 | // Only Linear Gradient and Radial Gradients support gradients; | ||
128 | this.gradientType = "linear"; | ||
129 | |||
130 | this.getGradientData = function() { | ||
131 | var angle = Math.round(this._angle*180/Math.PI), | ||
132 | color, | ||
133 | colorStr, | ||
134 | css = "-webkit-gradient(linear, " + angle + "deg"; | ||
135 | |||
136 | // TODO - Angle is not supported in -webkit-gradient syntax, so just default to across: | ||
137 | css = '-webkit-gradient(linear, left top, right top'; | ||
138 | |||
139 | // TODO - Also, Color Model requires from and to in the gradient string | ||
140 | color = this.getProperty('u_color1'); | ||
141 | colorStr = Math.round(color[0] * 255) + ', ' + Math.round(color[1] * 255) + ', ' + Math.round(color[2] * 255) + ', ' + Math.round(color[3] * 100); | ||
142 | css += ', from(rgba(' + colorStr + '))'; | ||
143 | |||
144 | for (var i=2; i < 4; i++) { | ||
145 | color = this.getProperty('u_color'+i); | ||
146 | colorStr = Math.round(color[0] * 255) + ', ' + Math.round(color[1] * 255) + ', ' + Math.round(color[2] * 255) + ', ' + Math.round(color[3] * 100); | ||
147 | css += ', color-stop(' + this.getProperty('u_colorStop'+i) + ', rgba(' + colorStr + '))'; | ||
148 | } | ||
149 | |||
150 | color = this.getProperty('u_color4'); | ||
151 | colorStr = Math.round(color[0] * 255) + ', ' + Math.round(color[1] * 255) + ', ' + Math.round(color[2] * 255) + ', ' + Math.round(color[3] * 100); | ||
152 | css += ', to(rgba(' + colorStr + '))'; | ||
153 | |||
154 | css += ')'; | ||
155 | |||
156 | return css; | ||
157 | }; | ||
158 | |||
159 | // Only Linear Gradient and Radial Gradient have gradient data. | ||
160 | this.setGradientData = function(colors) { | ||
161 | var len = colors.length; | ||
162 | // TODO - Current shaders only support 4 color stops | ||
163 | if (len > 4) { | ||
164 | len = 4; | ||
165 | } | ||
166 | |||
167 | for (var n = 0; n < len; n++) { | ||
168 | var position = colors[n].position/100; | ||
169 | var cs = colors[n].value; | ||
170 | var stop = [cs.r/255, cs.g/255, cs.b/255, cs.a]; | ||
171 | |||
172 | this.setProperty("u_color" + (n + 1), stop.slice(0)); | ||
173 | this.setProperty("u_colorStop" + (n + 1), position); | ||
174 | } | ||
105 | }; | 175 | }; |
106 | }; | 176 | }; |
107 | 177 | ||
108 | /////////////////////////////////////////////////////////////////////////////////////// | 178 | /////////////////////////////////////////////////////////////////////////////////////// |
109 | // RDGE shader | 179 | // RDGE shader |
110 | 180 | ||
111 | // shader spec (can also be loaded from a .JSON file, or constructed at runtime) | 181 | // shader spec (can also be loaded from a .JSON file, or constructed at runtime) |
112 | var linearGradientMaterialDef = | 182 | var linearGradientMaterialDef = |
113 | {'shaders': | 183 | {'shaders': |
114 | { | 184 | { |
115 | // shader file | 185 | // shader file |
116 | 'defaultVShader':"assets/shaders/linearGradient.vert.glsl", | 186 | 'defaultVShader':"assets/shaders/linearGradient.vert.glsl", |
117 | 'defaultFShader':"assets/shaders/linearGradient.frag.glsl", | 187 | 'defaultFShader':"assets/shaders/linearGradient.frag.glsl", |
118 | 188 | ||
119 | // this shader is inline | 189 | // this shader is inline |
120 | 'dirLightVShader': "\ | 190 | 'dirLightVShader': "\ |
121 | uniform mat4 u_mvMatrix;\ | 191 | uniform mat4 u_mvMatrix;\ |
122 | uniform mat4 u_normalMatrix;\ | 192 | uniform mat4 u_normalMatrix;\ |
123 | uniform mat4 u_projMatrix;\ | 193 | uniform mat4 u_projMatrix;\ |
124 | uniform mat4 u_worldMatrix;\ | 194 | uniform mat4 u_worldMatrix;\ |
125 | attribute vec3 a_pos;\ | 195 | attribute vec3 a_pos;\ |
126 | attribute vec3 a_nrm;\ | 196 | attribute vec3 a_nrm;\ |
127 | varying vec3 vNormal;\ | 197 | varying vec3 vNormal;\ |
128 | varying vec3 vPos;\ | 198 | varying vec3 vPos;\ |
129 | void main() {\ | 199 | void main() {\ |
130 | vNormal.xyz = (u_normalMatrix*vec4(a_nrm, 0.0)).xyz;\ | 200 | vNormal.xyz = (u_normalMatrix*vec4(a_nrm, 0.0)).xyz;\ |
131 | gl_Position = u_projMatrix * u_mvMatrix * vec4(a_pos,1.0);\ | 201 | gl_Position = u_projMatrix * u_mvMatrix * vec4(a_pos,1.0);\ |
132 | vPos = (u_worldMatrix * vec4(a_pos,1.0)).xyz;\ | 202 | vPos = (u_worldMatrix * vec4(a_pos,1.0)).xyz;\ |
133 | }", | 203 | }", |
134 | 'dirLightFShader': "\ | 204 | 'dirLightFShader': "\ |
135 | precision highp float;\ | 205 | precision highp float;\ |
136 | uniform vec4 u_light1Diff;\ | 206 | uniform vec4 u_light1Diff;\ |
137 | uniform vec3 u_light1Pos;\ | 207 | uniform vec3 u_light1Pos;\ |
138 | uniform vec4 u_light2Diff;\ | 208 | uniform vec4 u_light2Diff;\ |
139 | uniform vec3 u_light2Pos;\ | 209 | uniform vec3 u_light2Pos;\ |
140 | varying vec3 vNormal;\ | 210 | varying vec3 vNormal;\ |
141 | varying vec3 vPos;\ | 211 | varying vec3 vPos;\ |
142 | void main() {\ | 212 | void main() {\ |
143 | vec3 light1 = vec3(u_light1Pos.x - vPos.x, u_light1Pos.y - vPos.y, u_light1Pos.z - vPos.z);\ | 213 | vec3 light1 = vec3(u_light1Pos.x - vPos.x, u_light1Pos.y - vPos.y, u_light1Pos.z - vPos.z);\ |
144 | vec3 light2 = vec3(u_light2Pos.x - vPos.x, u_light2Pos.y - vPos.y, u_light2Pos.z - vPos.z);\ | 214 | vec3 light2 = vec3(u_light2Pos.x - vPos.x, u_light2Pos.y - vPos.y, u_light2Pos.z - vPos.z);\ |
145 | float t = 0.75;\ | 215 | float t = 0.75;\ |
146 | float range = t*t;\ | 216 | float range = t*t;\ |
147 | float alpha1 = max(0.0, 1.0 - ( (light1.x*light1.x)/range + (light1.y*light1.y)/range + (light1.z*light1.z)/range));\ | 217 | float alpha1 = max(0.0, 1.0 - ( (light1.x*light1.x)/range + (light1.y*light1.y)/range + (light1.z*light1.z)/range));\ |
148 | float alpha2 = max(0.0, 1.0 - ( (light2.x*light2.x)/range + (light2.y*light2.y)/range + (light2.z*light2.z)/range));\ | 218 | float alpha2 = max(0.0, 1.0 - ( (light2.x*light2.x)/range + (light2.y*light2.y)/range + (light2.z*light2.z)/range));\ |
149 | gl_FragColor = vec4((u_light2Diff*alpha2 + u_light1Diff*alpha1).rgb, 1.0);\ | 219 | gl_FragColor = vec4((u_light2Diff*alpha2 + u_light1Diff*alpha1).rgb, 1.0);\ |
150 | }" | 220 | }" |
151 | }, | 221 | }, |
152 | 'techniques': | 222 | 'techniques': |
153 | { | 223 | { |
154 | 'default': | 224 | 'default': |
155 | [ | 225 | [ |
156 | { | 226 | { |