]> git.pond.sub.org Git - eow/blobdiff - static/dojo-release-1.1.1/dojox/gfx3d/lighting.js
add Dojo 1.1.1
[eow] / static / dojo-release-1.1.1 / dojox / gfx3d / lighting.js
diff --git a/static/dojo-release-1.1.1/dojox/gfx3d/lighting.js b/static/dojo-release-1.1.1/dojox/gfx3d/lighting.js
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+if(!dojo._hasResource["dojox.gfx3d.lighting"]){ //_hasResource checks added by build. Do not use _hasResource directly in your code.
+dojo._hasResource["dojox.gfx3d.lighting"] = true;
+dojo.provide("dojox.gfx3d.lighting");
+dojo.require("dojox.gfx._base");
+
+(function(){
+       var lite = dojox.gfx3d.lighting;
+
+       dojo.mixin(dojox.gfx3d.lighting, {
+               // color utilities
+               black: function(){
+                       return {r: 0, g: 0, b: 0, a: 1};
+               },
+               white: function(){
+                       return {r: 1, g: 1, b: 1, a: 1};
+               },
+               toStdColor: function(c){
+                       c = dojox.gfx.normalizeColor(c);
+                       return {r: c.r / 255, g: c.g / 255, b: c.b / 255, a: c.a};
+               },
+               fromStdColor: function(c){
+                       return new dojo.Color([Math.round(255 * c.r), Math.round(255 * c.g), Math.round(255 * c.b), c.a]);
+               },
+               scaleColor: function(s, c){
+                       return {r: s * c.r, g: s * c.g, b: s * c.b, a: s * c.a};
+               },
+               addColor: function(a, b){
+                       return {r: a.r + b.r, g: a.g + b.g, b: a.b + b.b, a: a.a + b.a};
+               },
+               multiplyColor: function(a, b){
+                       return {r: a.r * b.r, g: a.g * b.g, b: a.b * b.b, a: a.a * b.a};
+               },
+               saturateColor: function(c){
+                       return {
+                               r: c.r < 0 ? 0 : c.r > 1 ? 1 : c.r,
+                               g: c.g < 0 ? 0 : c.g > 1 ? 1 : c.g,
+                               b: c.b < 0 ? 0 : c.b > 1 ? 1 : c.b,
+                               a: c.a < 0 ? 0 : c.a > 1 ? 1 : c.a
+                       };
+               },
+               mixColor: function(c1, c2, s){
+                       return lite.addColor(lite.scaleColor(s, c1), lite.scaleColor(1 - s, c2));
+               },
+               diff2Color: function(c1, c2){
+                       var r = c1.r - c2.r;
+                       var g = c1.g - c2.g;
+                       var b = c1.b - c2.b;
+                       var a = c1.a - c2.a;
+                       return r * r + g * g + b * b + a * a;
+               },
+               length2Color: function(c){
+                       return c.r * c.r + c.g * c.g + c.b * c.b + c.a * c.a;
+               },
+               
+               // vector utilities
+               //TODO: move vector utilities from this file to vector.js
+               dot: function(a, b){
+                       return a.x * b.x + a.y * b.y + a.z * b.z;
+               },
+               scale: function(s, v){
+                       return {x: s * v.x, y: s * v.y, z: s * v.z};
+               },
+               add: function(a, b){
+                       return {x: a.x + b.x, y: a.y + b.y, z: a.z + b.z};
+               },
+               saturate: function(v){
+                       return Math.min(Math.max(v, 0), 1);
+               },
+               length: function(v){
+                       return Math.sqrt(dojox.gfx3d.lighting.dot(v, v));
+               },
+               normalize: function(v){
+                       return lite.scale(1 / lite.length(v), v);
+               },
+               faceforward: function(n, i){
+                       var p = dojox.gfx3d.lighting;
+                       var s = p.dot(i, n) < 0 ? 1 : -1;
+                       return p.scale(s, n);
+               },
+               reflect: function(i, n){
+                       var p = dojox.gfx3d.lighting;
+                       return p.add(i, p.scale(-2 * p.dot(i, n), n));
+               },
+               
+               // lighting utilities
+               diffuse: function(normal, lights){
+                       var c = lite.black();
+                       for(var i = 0; i < lights.length; ++i){
+                               var l = lights[i],
+                                       d = lite.dot(lite.normalize(l.direction), normal);
+                               c = lite.addColor(c, lite.scaleColor(d, l.color));
+                       }
+                       return lite.saturateColor(c);
+               },
+               specular: function(normal, v, roughness, lights){
+                       var c = lite.black();
+                       for(var i = 0; i < lights.length; ++i){
+                               var l = lights[i], 
+                                       h = lite.normalize(lite.add(lite.normalize(l.direction), v)),
+                                       s = Math.pow(Math.max(0, lite.dot(normal, h)), 1 / roughness);
+                               c = lite.addColor(c, lite.scaleColor(s, l.color));
+                       }
+                       return lite.saturateColor(c);
+               },
+               phong: function(normal, v, size, lights){
+                       normal = lite.normalize(normal);
+                       var c = lite.black();
+                       for(var i = 0; i < lights.length; ++i){
+                               var l = lights[i],
+                                       r = lite.reflect(lite.scale(-1, lite.normalize(v)), normal),
+                                       s = Math.pow(Math.max(0, lite.dot(r, lite.normalize(l.direction))), size);
+                               c = lite.addColor(c, lite.scaleColor(s, l.color));
+                       }
+                       return lite.saturateColor(c);
+               }
+       });
+
+       // this lighting model is derived from RenderMan Interface Specification Version 3.2
+
+       dojo.declare("dojox.gfx3d.lighting.Model", null, {
+               constructor: function(incident, lights, ambient, specular){
+                       this.incident = lite.normalize(incident);
+                       this.lights = [];
+                       for(var i = 0; i < lights.length; ++i){
+                               var l = lights[i];
+                               this.lights.push({direction: lite.normalize(l.direction), color: lite.toStdColor(l.color)});
+                       }
+                       this.ambient = lite.toStdColor(ambient.color ? ambient.color : "white");
+                       this.ambient = lite.scaleColor(ambient.intensity, this.ambient);
+                       this.ambient = lite.scaleColor(this.ambient.a, this.ambient);
+                       this.ambient.a = 1;
+                       this.specular = lite.toStdColor(specular ? specular : "white");
+                       this.specular = lite.scaleColor(this.specular.a, this.specular);
+                       this.specular.a = 1;
+                       this.npr_cool = {r: 0,   g: 0,   b: 0.4, a: 1};
+                       this.npr_warm = {r: 0.4, g: 0.4, b: 0.2, a: 1};
+                       this.npr_alpha = 0.2;
+                       this.npr_beta  = 0.6;
+                       this.npr_scale = 0.6;
+               },
+               constant: function(normal, finish, pigment){
+                       pigment   = lite.toStdColor(pigment);
+                       var alpha = pigment.a, color = lite.scaleColor(alpha, pigment);
+                       color.a   = alpha;
+                       return lite.fromStdColor(lite.saturateColor(color));
+               },
+               matte: function(normal, finish, pigment){
+                       if(typeof finish == "string"){ finish = lite.finish[finish]; }
+                       pigment = lite.toStdColor(pigment);
+                       normal  = lite.faceforward(lite.normalize(normal), this.incident);
+                       var ambient = lite.scaleColor(finish.Ka, this.ambient),
+                               shadow  = lite.saturate(-4 * lite.dot(normal, this.incident)),
+                               diffuse = lite.scaleColor(shadow * finish.Kd, lite.diffuse(normal, this.lights)),
+                               color   = lite.scaleColor(pigment.a, lite.multiplyColor(pigment, lite.addColor(ambient, diffuse)));
+                       color.a = pigment.a;
+                       return lite.fromStdColor(lite.saturateColor(color));
+               },
+               metal: function(normal, finish, pigment){
+                       if(typeof finish == "string"){ finish = lite.finish[finish]; }
+                       pigment = lite.toStdColor(pigment);
+                       normal  = lite.faceforward(lite.normalize(normal), this.incident);
+                       var v = lite.scale(-1, this.incident), specular, color,
+                               ambient = lite.scaleColor(finish.Ka, this.ambient),
+                               shadow  = lite.saturate(-4 * lite.dot(normal, this.incident));
+                       if("phong" in finish){
+                               specular = lite.scaleColor(shadow * finish.Ks * finish.phong, lite.phong(normal, v, finish.phong_size, this.lights));
+                       }else{
+                               specular = lite.scaleColor(shadow * finish.Ks, lite.specular(normal, v, finish.roughness, this.lights));
+                       }
+                       color = lite.scaleColor(pigment.a, lite.addColor(lite.multiplyColor(pigment, ambient), lite.multiplyColor(this.specular, specular)));
+                       color.a = pigment.a;
+                       return lite.fromStdColor(lite.saturateColor(color));
+               },
+               plastic: function(normal, finish, pigment){
+                       if(typeof finish == "string"){ finish = lite.finish[finish]; }
+                       pigment = lite.toStdColor(pigment);
+                       normal  = lite.faceforward(lite.normalize(normal), this.incident);
+                       var v = lite.scale(-1, this.incident), specular, color,
+                               ambient = lite.scaleColor(finish.Ka, this.ambient),
+                               shadow  = lite.saturate(-4 * lite.dot(normal, this.incident)),
+                               diffuse = lite.scaleColor(shadow * finish.Kd, lite.diffuse(normal, this.lights));
+                       if("phong" in finish){
+                               specular = lite.scaleColor(shadow * finish.Ks * finish.phong, lite.phong(normal, v, finish.phong_size, this.lights));
+                       }else{
+                               specular = lite.scaleColor(shadow * finish.Ks, lite.specular(normal, v, finish.roughness, this.lights));
+                       }
+                       color = lite.scaleColor(pigment.a, lite.addColor(lite.multiplyColor(pigment, lite.addColor(ambient, diffuse)), lite.multiplyColor(this.specular, specular)));
+                       color.a = pigment.a;
+                       return lite.fromStdColor(lite.saturateColor(color));
+               },
+               npr: function(normal, finish, pigment){
+                       if(typeof finish == "string"){ finish = lite.finish[finish]; }
+                       pigment = lite.toStdColor(pigment);
+                       normal  = lite.faceforward(lite.normalize(normal), this.incident);
+                       var ambient  = lite.scaleColor(finish.Ka, this.ambient),
+                               shadow   = lite.saturate(-4 * lite.dot(normal, this.incident)),
+                               diffuse  = lite.scaleColor(shadow * finish.Kd, lite.diffuse(normal, this.lights)),
+                               color = lite.scaleColor(pigment.a, lite.multiplyColor(pigment, lite.addColor(ambient, diffuse))),
+                               cool = lite.addColor(this.npr_cool, lite.scaleColor(this.npr_alpha, color)),
+                               warm = lite.addColor(this.npr_warm, lite.scaleColor(this.npr_beta,  color)),
+                               d = (1 + lite.dot(this.incident, normal)) / 2,
+                               color = lite.scaleColor(this.npr_scale, lite.addColor(color, lite.mixColor(cool, warm, d)));
+                       color.a = pigment.a;
+                       return lite.fromStdColor(lite.saturateColor(color));
+               }
+       });
+})();
+
+// POV-Ray basic finishes
+
+dojox.gfx3d.lighting.finish = {
+
+       // Default
+       
+       defaults: {Ka: 0.1, Kd: 0.6, Ks: 0.0, roughness: 0.05},
+       
+       dull:     {Ka: 0.1, Kd: 0.6, Ks: 0.5, roughness: 0.15},
+       shiny:    {Ka: 0.1, Kd: 0.6, Ks: 1.0, roughness: 0.001},
+       glossy:   {Ka: 0.1, Kd: 0.6, Ks: 1.0, roughness: 0.0001},
+       
+       phong_dull:   {Ka: 0.1, Kd: 0.6, Ks: 0.5, phong: 0.5, phong_size: 1},
+       phong_shiny:  {Ka: 0.1, Kd: 0.6, Ks: 1.0, phong: 1.0, phong_size: 200},
+       phong_glossy: {Ka: 0.1, Kd: 0.6, Ks: 1.0, phong: 1.0, phong_size: 300},
+
+       luminous: {Ka: 1.0, Kd: 0.0, Ks: 0.0, roughness: 0.05},
+
+       // Metals
+
+       // very soft and dull
+       metalA: {Ka: 0.35, Kd: 0.3, Ks: 0.8, roughness: 1/20},
+       // fairly soft and dull
+       metalB: {Ka: 0.30, Kd: 0.4, Ks: 0.7, roughness: 1/60},
+       // medium reflectivity, holds color well
+       metalC: {Ka: 0.25, Kd: 0.5, Ks: 0.8, roughness: 1/80},
+       // highly hard and polished, high reflectivity
+       metalD: {Ka: 0.15, Kd: 0.6, Ks: 0.8, roughness: 1/100},
+       // very highly polished and reflective
+       metalE: {Ka: 0.10, Kd: 0.7, Ks: 0.8, roughness: 1/120}
+};
+
+}