/* <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> */ /////////////////////////////////////////////////////////////////////// // Class GLMaterial // GL representation of a material. /////////////////////////////////////////////////////////////////////// function IridescentScalesMaterial() { // initialize the inherited members this.inheritedFrom = GLMaterial; this.inheritedFrom(); /////////////////////////////////////////////////////////////////////// // Instance variables /////////////////////////////////////////////////////////////////////// this._name = "IridescentScalesMaterial"; this._shaderName = "iridescentScales"; //this._diffuseTexture = "grey"; //this._specularTexture = "irredecentENV"; //this._normalTexture = "scales_normal"; /////////////////////////////////////////////////////////////////////// // Property Accessors /////////////////////////////////////////////////////////////////////// this.getShaderName = function() { return this._shaderName; } //this.getLightDiff = function() { return this._lightDiff; } this.getDiffuseTexture = function() { return this._propValues["diffuseTexture"].slice(0); } this.setDiffuseTexture = function(dt) { this._propValues["diffuseTexture"] = dt.slice(0); if (this._materialNode) this._materialNode.setDiffuseTexture( dt ); } this.getSpecularTexture = function() { return this._propValues["specularTexture"].slice(0); } this.setSpecularTexture = function(st) { this._propValues["specularTexture"] = st.slice(0); if (this._materialNode) this._materialNode.setSpecularTexture( st ); } this.getNormalTexture = function() { return this._propValues["normalTexture"].slice(0); } this.setNormalTexture = function(nt) { this._propValues["normalTexture"] = nt.slice(0); if (this._materialNode) this._materialNode.setNormalTexture( nt ); } /////////////////////////////////////////////////////////////////////// // Material Property Accessors /////////////////////////////////////////////////////////////////////// this._propNames = ["diffuseTexture", "specularTexture", "normalTexture"]; this._propLabels = ["Diffuse Tecture", "Specular Texture", "Bump Map"]; this._propTypes = ["file", "file", "file"]; this._propValues = []; this._propValues[ this._propNames[0] ] = "grey"; this._propValues[ this._propNames[1] ] = "irredecentENV"; this._propValues[ this._propNames[2] ] = "scales_normal"; this.setProperty = function( prop, value ) { // make sure we have legitimate imput var ok = this.validateProperty( prop, value ); if (!ok) console.log( "invalid property in Bump Metal Materia;" + prop + " : " + value ); switch (prop) { case "diffuseTexture": this.setDiffuseTexture( value ); break; case "specularTexture": this.setSpecularTexture( value ); break; case "normalMap": this.setNormalTexture( value ); break; default: console.log( "invalid property to Iridescent Scales Material: " + prop + ", value: " + value ); break; } } /////////////////////////////////////////////////////////////////////// // Methods /////////////////////////////////////////////////////////////////////// this.dup = function() { return new IridescentScalesMaterial(); } this.init = function() { // set up the shader this._shader = new jshader(); this._shader.def = iridescentScalesShaderDef; this._shader.init(); // create the material node this._materialNode = createMaterialNode( this.getName() ); this._materialNode.setShader(this._shader); // set up the material node this._materialNode.setDiffuseTexture( this.getDiffuseTexture() ); this._materialNode.setSpecTexture( this.getSpecularTexture() ); this._materialNode.setNormalTexture( this.getNormalTexture() ); } this.export = function() { // every material needs the base type and instance name var exportStr = "material: " + this.getShaderName() + "\n"; exportStr += "name: " + this.getName() + "\n"; exportStr += "diffuseTexture: " + this.getDiffuseTexture() + "\n"; exportStr += "specularTexture: " + this.getSpecularTexture() + "\n"; exportStr += "normalTexture: " + this.getNormalTexture() + "\n"; // every material needs to terminate like this exportStr += "endMaterial\n"; return exportStr; } this.import = function( importStr ) { var pu = new ParseUtils( 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 dt = pu.nextValue( "diffuseTexture: " ), st = pu.nextValue( "specularTexture: " ), nt = pu.nextValue( "normalTexture: " ); 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; } } /////////////////////////////////////////////////////////////////////////////////////// // RDGE shaders /* * The main shader for the scene */ var iridescentScalesShaderDef = {'shaders': { // this shader is being referenced by file 'defaultVShader':"assets/shaders/test_vshader.glsl", 'defaultFShader':"assets/shaders/test_fshader.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_light0Diff' : { 'type' : 'vec4' }, //'u_matDiffuse' : { 'type' : 'vec4' } }, // render states 'states' : { 'depthEnable' : true, 'offset':[1.0, 0.1] }, }] }};