aboutsummaryrefslogtreecommitdiff
path: root/js/lib/rdge/materials/cloud-material.js
blob: 748e26dd05752af1ac76273507553514d317f531 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
/* <copyright>
Copyright (c) 2012, Motorola Mobility LLC.
All Rights Reserved.

Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:

* Redistributions of source code must retain the above copyright notice,
  this list of conditions and the following disclaimer.

* Redistributions in binary form must reproduce the above copyright notice,
  this list of conditions and the following disclaimer in the documentation
  and/or other materials provided with the distribution.

* Neither the name of Motorola Mobility LLC nor the names of its
  contributors may be used to endorse or promote products derived from this
  software without specific prior written permission.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
POSSIBILITY OF SUCH DAMAGE.
</copyright> */

var MaterialParser      = require("js/lib/rdge/materials/material-parser").MaterialParser;
var Material            = require("js/lib/rdge/materials/material").Material;
var GLWorld             = require("js/lib/drawing/world").World;
var Texture             = require("js/lib/rdge/texture").Texture;
var ElementMediator     = require("js/mediators/element-mediator").ElementMediator;
var TagTool             = require("js/tools/TagTool").TagTool;

///////////////////////////////////////////////////////////////////////
// Class GLMaterial
//      RDGE representation of a material.
///////////////////////////////////////////////////////////////////////
var CloudMaterial = function CloudMaterial()
{
    ///////////////////////////////////////////////////////////////////////
    // Instance variables
    ///////////////////////////////////////////////////////////////////////
    this._name = "Cloud";
    this._shaderName = "cloud";

    this._texMap = 'assets/images/cloud10.png';
    this._texMap = 'assets/images/cloud2.jpg';
    //this._texMap = 'assets/images/CL13.png';
    //this._texMap = 'assets/images/material_paint.png';
    //this._texMap = 'assets/images/us_flag.png';
    //this._texMap = 'assets/images/cubelight.png';
    this._diffuseColor = [0.5, 0.5, 0.5, 0.5];

    // base size of cloud polygons.  Random adjustments made to each quad
    this._cloudSize = 40;

    this._time = 0.0;
    this._dTime = 0.01;

    // parameter initial values
    this._time          = 0.0;
    this._surfaceAlpha  = 0.5;
//  this._zmin          = 2.0;
//  this._zmax          = 5.0;
    this._zmin          = 5.0;
    this._zmax          = 10.0;

    // the adjusted zMin and zMax values are
    // what get sent to the shader.  They are initialized
    // in buildGeometry
    this._adjustedZMin = this._zmin;
    this._adjustedZMax = this._zmax;



    ///////////////////////////////////////////////////////////////////////
    // Property Accessors
    ///////////////////////////////////////////////////////////////////////
    this.getName = function () { return this._name; };
    this.getShaderName = function () { return this._shaderName; };

    this.getTextureMap = function () { return this._propValues[this._propNames[0]] ? this._propValues[this._propNames[0]].slice() : null };
    this.setTextureMap = function (m) { this._propValues[this._propNames[0]] = m ? m.slice(0) : null; this.updateTexture(); };

    this.setDiffuseColor = function (c) { this._propValues[this._propNames[1]] = c.slice(0); this.updateColor(); };
    this.getDiffuseColor = function () { return this._propValues[this._propNames[1]] ? this._propValues[this._propNames[1]].slice() : null; };
    this.isAnimated = function () { return true; };

    ///////////////////////////////////////////////////////////////////////
    // Material Property Accessors
    ///////////////////////////////////////////////////////////////////////
    this._propNames = ["texmap", "diffusecolor"];
    this._propLabels = ["Texture map", "Diffuse Color"];
    this._propTypes = ["file", "color"];
    this._propValues = [];

    this._propValues[this._propNames[0]] = this._texMap.slice(0);
    this._propValues[this._propNames[1]] = this._diffuseColor.slice();

    this.setProperty = function (prop, value) {
        if (prop === 'color') prop = 'diffusecolor';

        // make sure we have legitimate imput
        var ok = this.validateProperty(prop, value);
        if (!ok) {
            console.log("invalid property in Radial Gradient Material:" + prop + " : " + value);
        }

        switch (prop) {
            case "texmap":
                this.setTextureMap(value);
                break;

            case "diffusecolor":
                this.setDiffuseColor(value);
                break;
            case "color":
                break;
        }
    };
    ///////////////////////////////////////////////////////////////////////


    ///////////////////////////////////////////////////////////////////////
    // Methods
    ///////////////////////////////////////////////////////////////////////
    // duplicate method required
    /**************************************************************/

    this.init = function (world) {
        var GLWorld = require("js/lib/drawing/world").World,
            NJUtils = require("js/lib/NJUtils").NJUtils;

        // save the world
        if (world)  this.setWorld( world );
        var dstWorld = world;

        // create a canvas to render into
        var dstCanvas = this.getWorld().getCanvas();
        var doc = this.getWorld().getCanvas().ownerDocument;
        var canvasID = "__canvas__";
        //this._srcCanvas = doc.createElement(canvasID);
        this._srcCanvas = NJUtils.makeNJElement("canvas", canvasID, "shape", {"data-RDGE-id": NJUtils.generateRandom()}, true);
        srcCanvas = this._srcCanvas;
        srcCanvas.width  = dstCanvas.width;
        srcCanvas.height = dstCanvas.height;

        //////////////////////////////////////////////////////////////////////////////////
        // IS THIS NECESSARY??
//        var elementModel = TagTool.makeElement(~~srcCanvas.width, ~~srcCanvas.height,
//                                                                        Matrix.I(4), [0,0,0], srcCanvas);
//        ElementMediator.addElement(srcCanvas, elementModel.data, true);
        //////////////////////////////////////////////////////////////////////////////////

        // build the source.
        // the source being the world/canvas/geometry of the clouds.
        // the source is used to create a texture map that is then used by
        // the destimation.
        this.buildSource();

        // set up the shader
        this._shader = new RDGE.jshader();
        this._shader.def = cloudMapMaterialDef;
        this._shader.init();

        // set up the material node
        this._materialNode = RDGE.createMaterialNode("cloudMapMaterial" + "_" + world.generateUniqueNodeID());
        this._materialNode.setShader(this._shader);

        // initialize the time
        this._time = 0;

        // create the texture to map the source cloud generation world/canvas to the destination
        var wrap = 'REPEAT',  mips = true;
        this._glTex = new Texture( world, this._srcCanvas,  wrap, mips );

        // set the shader values in the shader
        this.updateTexture();
        this.update( 0 );
    };
    /**************************************************************/

    this.updateTexture = function ()
    {
        var material = this._materialNode;
        if (material)
        {
            var technique = material.shaderProgram['default'];
            var saveContext = RDGE.globals.engine.getContext();
            var renderer = RDGE.globals.engine.getContext().renderer;
            if (renderer && technique)
            {
                var texMapName = this._propValues[this._propNames[0]];
                var wrap = 'REPEAT', mips = true;
                if (this._glTex)
                {
                    this._glTex.render();

                    var tex = this._glTex.getTexture();
                    if (tex)
                        technique.u_tex0.set( tex );
                }
            }

            // restore the context
            RDGE.globals.engine.setContext( saveContext.id );
        }
    };

    this.updateColor = function()
    {
    }

    this.update = function( time )
    {
        if (this._srcWorld)
        {
            //this._srcWorld.update();
            this._srcWorld.draw();
            RDGE.globals.engine.setContext( this.getWorld()._canvas.rdgeid );
        }

        var technique, renderer, tex;

        // update the cloud map material
        var material = this._materialNode;
        if (material)
        {
            technique = material.shaderProgram['default'];
            renderer = RDGE.globals.engine.getContext().renderer;
            if (renderer && technique)
            {
                if (this._glTex)
                {
                    this._glTex.render();
                    tex = this._glTex.getTexture();
                    technique.u_tex0.set( tex );
                }
            }
        }

        // update the source material
        material = this._srcMaterialNode;
        if (material)
        {
            technique = material.shaderProgram['default'];
            renderer = RDGE.globals.engine.getContext().renderer;
            if (renderer && technique)
            {
                technique.u_time.set( [this._time] );
                this._time += this._dTime;
            }
        }
    };

    this.buildSource = function()
    {
        // save the current RDGE context so we can reset it later
        var saveContext = RDGE.globals.engine.getContext();
        this.getWorld().stop();

        // build a world to do the rendering
        if (!GLWorld)  GLWorld = require("js/lib/drawing/world").World;
        this._srcWorld = new GLWorld( this._srcCanvas, true, true );
        var srcWorld = this._srcWorld;
        if (!this._srcCanvas)  throw new Error( "No source canvas in Cloud material" );
        this._srcCanvas.__GLWorld = srcWorld;

        // build the geometry
        var prim = this.buildGeometry( srcWorld,  srcCanvas.width, srcCanvas.height );

        // set up the shader
        var shader = new RDGE.jshader();
        shader.def = cloudMaterialDef;
        shader.init();
        this._srcShader = shader;

        // set up the material node
        var materialNode = RDGE.createMaterialNode("cloudMaterial" + "_" + srcWorld.generateUniqueNodeID());
        materialNode.setShader(shader);
        this._srcMaterialNode = materialNode;

        // add the nodes to the tree
        var trNode = RDGE.createTransformNode("objRootNode_" + srcWorld._nodeCounter++);
        srcWorld._rootNode.insertAsChild( trNode );
        trNode.attachMeshNode(srcWorld.renderer.id + "_prim_" + srcWorld._nodeCounter++, prim);
        trNode.attachMaterial( materialNode );

        // initialize the shader uniforms
        this._time = 0;
        if (shader['default']) {
            var t = shader['default'];
            if (t)
            {
                t.u_time.set( [this._time] );
                t.u_surfaceAlpha.set( [this._surfaceAlpha] );
                t.u_zmin.set( [this._adjustedZMin] );
                t.u_zmax.set( [this._adjustedZMax] );

                var wrap = 'REPEAT',  mips = true;
                var texMapName = this._propValues[this._propNames[0]];
                var tex = srcWorld.renderer.getTextureByName(texMapName, wrap, mips );
                if (tex)
                {
                    srcWorld.textureToLoad( tex );
                    t.u_tex0.set( tex );
                }
            }
        }

        // start the render loop on the source canvas
        srcWorld.restartRenderLoop();

        // restore the original context
        RDGE.globals.engine.setContext( saveContext.id );
        this.getWorld().start();
    };

    this.buildGeometry = function(world,  canvasWidth,  canvasHeight)
    {
        var RectangleGeometry   = require("js/lib/geom/rectangle").RectangleGeometry;
        RectangleGeometry.init();

        // get the normalized device coordinates (NDC) for
        // all position and dimensions.
        var vpw = world.getViewportWidth(),  vph = world.getViewportHeight();
        var xNDC = 0.0/vpw,  yNDC = 0.0/vph,
            xFillNDC = canvasWidth/vpw,  yFillNDC = canvasHeight/vph;

        var aspect = world.getAspect();
        var zn = world.getZNear(),  zf = world.getZFar();
        var t = zn * Math.tan(world.getFOV() * Math.PI / 360.0),
            b = -t,
            r = aspect*t,
            l = -r;

        // calculate the object coordinates from their NDC coordinates
        var z = -world.getViewDistance();

        // get the position of the origin
        var x = -z*(r-l)/(2.0*zn)*xNDC,
            y = -z*(t-b)/(2.0*zn)*yNDC;

        // get the x and y fill
        var hWidth = -z*(r-l)/(2.0*zn)*xFillNDC,
            hHeight = -z*(t-b)/(2.0*zn)*yFillNDC;


        //this.createFill([x,y],  2*xFill,  2*yFill,  tlRadius, blRadius, brRadius, trRadius, fillMaterial);
        var ctr = [x,y],  width = 2*hWidth,  height = 2*hHeight;
        var cloudSize = width > height ? 0.25*width : 0.25*height;
        var left = x - hHeight,
            top  = y - hHeight;

        // get the GL projection matrix so wecan calculate the z values from the user input z values
        var zNear = world.getZNear(),  zFar = world.getZFar();
        var viewDist = world.getViewDistance();
        var projMat = Matrix.makePerspective( world.getFOV(), world.getAspect(), world.getZNear(), world.getZFar());
        var camMat = world.getCameraMat();
        var camMatInv = glmat4.inverse( camMat, [] );
        var glCompleteMat = glmat4.multiply( projMat, camMatInv, [] );
        var zw1_c = MathUtils.transformAndDivideHomogeneousPoint( [0,0, -zNear + viewDist], glCompleteMat )[2],
            zw2_c = MathUtils.transformAndDivideHomogeneousPoint( [0,0,  -zFar + viewDist], glCompleteMat )[2];
        var glCompleteMatInv = glmat4.inverse( glCompleteMat, [] );
        var zMin = MathUtils.transformAndDivideHomogeneousPoint( [0,0, -this._zmin + viewDist], glCompleteMat )[2],
            zMax = MathUtils.transformAndDivideHomogeneousPoint( [0,0, -this._zmax + viewDist], glCompleteMat )[2];

        zMax = -this._zmin + viewDist;
        zMin = -this._zmax + viewDist;
        dz = zMax - zMin;

        // the adjusted values are what get sent to the shader
        this._adjustedZMin = zMin;
        this._adjustedZMax = zMax;


        // build the polygons
        var verts   = [],
            normals = [ [0,0,1], [0,0,1], [0,0,1], [0,0,1] ],
            uvs     = [ [0,0], [1,0], [1,1], [0,1] ];

        for ( i = 0; i < 20; i++ )
        {
//          var x = hWidth*2*(Math.random() - 0.5),
//              y = hHeight*2.0*(Math.random() - 0.5),
            var x = left + Math.random()*width,
                y =  top + Math.random()*height,
                z = zMin + Math.random()*dz;
                zRot = (Math.random() - 0.5) * Math.PI,
                sz = cloudSize * Math.random();

            //x = 0.0;  y = 0.0;  z = 0.0;
            //zRot = 0.0;
            //z = 0;

            verts[0] = [-sz, -sz, 0];
            verts[1] = [-sz,  sz, 0];
            verts[2] = [ sz,  sz, 0];
            verts[3] = [ sz, -sz, 0];

            var rotMat = Matrix.RotationZ( zRot );
            var transMat = Matrix.Translation( [x,y,z] );
            var mat = glmat4.multiply( transMat, rotMat, [] );

            glmat4.multiplyVec3( mat, verts[0] );
            glmat4.multiplyVec3( mat, verts[1] );
            glmat4.multiplyVec3( mat, verts[2] );
            glmat4.multiplyVec3( mat, verts[3] );

            var tmp0 = MathUtils.transformAndDivideHomogeneousPoint( verts[0], glCompleteMat ),
                tmp1 = MathUtils.transformAndDivideHomogeneousPoint( verts[1], glCompleteMat ),
                tmp2 = MathUtils.transformAndDivideHomogeneousPoint( verts[2], glCompleteMat ),
                tmp3 = MathUtils.transformAndDivideHomogeneousPoint( verts[3], glCompleteMat );

            RectangleGeometry.addQuad( verts,  normals, uvs );
        }

        return RectangleGeometry.buildPrimitive();
    };


    // JSON export
    this.exportJSON = function () {
        var jObj =
        {
            'material': this.getShaderName(),
            'name': this.getName(),
            'texture': this._propValues[this._propNames[0]]
        };

        return jObj;
    };

    this.importJSON = function (jObj) {
        if (this.getShaderName() != jObj.material) throw new Error("ill-formed material");
        this.setName(jObj.name);

        try {
            this._propValues[this._propNames[0]] = jObj.texture;
        }
        catch (e) {
            throw new Error("could not import material: " + jObj);
        }
    };



};

///////////////////////////////////////////////////////////////////////////////////////
// RDGE shader

// the cloud material def is used for cloud generation on the
// local world created by the cloud material.
var cloudMaterialDef =
{ 'shaders':
    {
        'defaultVShader': "assets/shaders/Cloud.vert.glsl",
        'defaultFShader': "assets/shaders/Cloud.frag.glsl"
    },
    'techniques':
    {
        'default':
        [
            {
                'vshader': 'defaultVShader',
                'fshader': 'defaultFShader',
                // attributes
                'attributes':
                {
                    'vert': { 'type': 'vec3' },
                    'normal': { 'type': 'vec3' },
                    'texcoord': { 'type': 'vec2' }
                },
                // parameters
                'params':
                {
                    'u_tex0'            : { 'type' : 'tex2d' },
                    'u_time'            : { 'type' : 'float' },
                    'u_surfaceAlpha'    : { 'type' : 'float' },
                    'u_zmin'            : { 'type' : 'float' },
                    'u_zmax'            : { 'type' : 'float' }
                },

                // render states
                'states':
                {
                    'depthEnable': true,
                    'offset': [1.0, 0.1]
                }
            }
        ]
    }
};

// the cloud map material def is used to map the cloud image onto
// the destination geometry
var cloudMapMaterialDef =
{'shaders':
    {
        'defaultVShader':"assets/shaders/Basic.vert.glsl",
        'defaultFShader':"assets/shaders/BasicTex.frag.glsl"
    },
    'techniques':
    {
        'default':
        [
            {
                'vshader' : 'defaultVShader',
                'fshader' : 'defaultFShader',
                // attributes
                'attributes' :
                {
                    'vert'  :   { 'type' : 'vec3' },
                    'normal' :  { 'type' : 'vec3' },
                    'texcoord'  :   { 'type' : 'vec2' }
                },
                // parameters
                'params' :
                {
                    'u_tex0'            : { 'type' : 'tex2d' },
                },

                // render states
                'states' :
                {
                    'depthEnable' : true,
                    'offset':[1.0, 0.1]
                }
            }
        ]
    }
};



CloudMaterial.prototype = new Material();

if (typeof exports === "object") {
    exports.CloudMaterial = CloudMaterial;
}