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author | Pierre Frisch | 2011-12-22 07:25:50 -0800 |
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committer | Valerio Virgillito | 2012-01-27 11:18:17 -0800 |
commit | b89a7ee8b956c96a1dcee995ea840feddc5d4b27 (patch) | |
tree | 0f3136ab0ecdbbbed6a83576581af0a53124d6f1 /js/helper-classes/RDGE/Materials/LinearGradientMaterial.js | |
parent | 2401f05d1f4b94d45e4568b81fc73e67b969d980 (diff) | |
download | ninja-b89a7ee8b956c96a1dcee995ea840feddc5d4b27.tar.gz |
First commit of Ninja to ninja-internal
Signed-off-by: Valerio Virgillito <rmwh84@motorola.com>
Diffstat (limited to 'js/helper-classes/RDGE/Materials/LinearGradientMaterial.js')
-rw-r--r-- | js/helper-classes/RDGE/Materials/LinearGradientMaterial.js | 339 |
1 files changed, 339 insertions, 0 deletions
diff --git a/js/helper-classes/RDGE/Materials/LinearGradientMaterial.js b/js/helper-classes/RDGE/Materials/LinearGradientMaterial.js new file mode 100644 index 00000000..357ce275 --- /dev/null +++ b/js/helper-classes/RDGE/Materials/LinearGradientMaterial.js | |||
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1 | /* <copyright> | ||
2 | This file contains proprietary software owned by Motorola Mobility, Inc.<br/> | ||
3 | No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.<br/> | ||
4 | (c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. | ||
5 | </copyright> */ | ||
6 | |||
7 | |||
8 | /////////////////////////////////////////////////////////////////////// | ||
9 | // Class GLMaterial | ||
10 | // RDGE representation of a material. | ||
11 | /////////////////////////////////////////////////////////////////////// | ||
12 | function LinearGradientMaterial() | ||
13 | { | ||
14 | // initialize the inherited members | ||
15 | this.inheritedFrom = GLMaterial; | ||
16 | this.inheritedFrom(); | ||
17 | |||
18 | /////////////////////////////////////////////////////////////////////// | ||
19 | // Instance variables | ||
20 | /////////////////////////////////////////////////////////////////////// | ||
21 | this._name = "LinearGradientMaterial"; | ||
22 | this._shaderName = "linearGradient"; | ||
23 | |||
24 | this._color1 = [1,0,0,1]; | ||
25 | this._color2 = [0,1,0,1]; | ||
26 | this._color3 = [0,0,1,1]; | ||
27 | this._color4 = [0,1,1,1]; | ||
28 | this._colorStop1 = 0.0; | ||
29 | this._colorStop2 = 0.3; | ||
30 | this._colorStop3 = 0.6; | ||
31 | this._colorStop4 = 1.0; | ||
32 | this._colorCount = 4; | ||
33 | this._angle = 0.0; // the shader takes [cos(a), sin(a)] | ||
34 | |||
35 | /////////////////////////////////////////////////////////////////////// | ||
36 | // Property Accessors | ||
37 | /////////////////////////////////////////////////////////////////////// | ||
38 | this.getShaderName = function() { return this._shaderName; } | ||
39 | this.getName = function() { return this._name; } | ||
40 | |||
41 | this.getColor1 = function() { return this._color1; } | ||
42 | this.setColor1 = function(c) { this._color1 = c.slice(); | ||
43 | if (this._shader && this._shader.default) | ||
44 | this._shader.default.u_color1.set(c); | ||
45 | } | ||
46 | |||
47 | this.getColor2 = function() { return this._color2; } | ||
48 | this.setColor2 = function(c) { this._color2 = c.slice(); | ||
49 | if (this._shader && this._shader.default) | ||
50 | this._shader.default.u_color2.set(c); | ||
51 | } | ||
52 | |||
53 | this.getColor3 = function() { return this._color3; } | ||
54 | this.setColor3 = function(c) { this._color3 = c.slice(); | ||
55 | if (this._shader && this._shader.default) | ||
56 | this._shader.default.u_color3.set(c); | ||
57 | } | ||
58 | |||
59 | this.getColor4 = function() { return this._color4; } | ||
60 | this.setColor4 = function(c) { this._color4 = c.slice(); | ||
61 | if (this._shader && this._shader.default) | ||
62 | this._shader.default.u_color4.set(c); | ||
63 | } | ||
64 | |||
65 | this.getColorStop1 = function() { return this._colorStop1; } | ||
66 | this.setColorStop1 = function(s) { this._colorStop1 = s; | ||
67 | if (this._shader && this._shader.default) | ||
68 | this._shader.default.u_colorStop1.set([s]); | ||
69 | } | ||
70 | |||
71 | this.getColorStop2 = function() { return this._colorStop2; } | ||
72 | this.setColorStop2 = function(s) { this._colorStop2 = s; | ||
73 | if (this._shader && this._shader.default) | ||
74 | this._shader.default.u_colorStop2.set([s]); | ||
75 | } | ||
76 | |||
77 | this.getColorStop3 = function() { return this._colorStop3; } | ||
78 | this.setColorStop3 = function(s) { this._colorStop3 = s; | ||
79 | if (this._shader && this._shader.default) | ||
80 | this._shader.default.u_colorStop3.set([s]); | ||
81 | } | ||
82 | |||
83 | this.getColorStop4 = function() { return this._colorStop4; } | ||
84 | this.setColorStop4 = function(s) { this._colorStop4 = s; | ||
85 | if (this._shader && this._shader.default) | ||
86 | this._shader.default.u_colorStop4.set([s]); | ||
87 | } | ||
88 | |||
89 | this.getColorCount = function() { return this._colorCount; } | ||
90 | this.setColorCount = function(c) { this._colorCount = c; | ||
91 | if (this._shader && this._shader.default) | ||
92 | this._shader.default.u_colorCount.set([c]); | ||
93 | } | ||
94 | |||
95 | this.getAngle = function() { return this._angle; } | ||
96 | this.setAngle = function(a) { this._angle = a; | ||
97 | if (this._shader && this._shader.default) | ||
98 | this._shader.default.u_cos_sin_angle.set([Math.cos(a), Math.sin(a)]); | ||
99 | } | ||
100 | |||
101 | /////////////////////////////////////////////////////////////////////// | ||
102 | // Material Property Accessors | ||
103 | /////////////////////////////////////////////////////////////////////// | ||
104 | this._propNames = ["color1", "color2", "angle"]; | ||
105 | this._propLabels = ["Start Color", "Stop Color", "Angle"]; | ||
106 | this._propTypes = ["color", "color", "float"]; | ||
107 | this._propValues = []; | ||
108 | |||
109 | this._propValues[ this._propNames[0] ] = this._color1.slice(0); | ||
110 | this._propValues[ this._propNames[1] ] = this._color4.slice(0); | ||
111 | this._propValues[ this._propNames[2] ] = this._angle; | ||
112 | |||
113 | this.setProperty = function( prop, value ) | ||
114 | { | ||
115 | if (prop === "color") prop = "color1"; | ||
116 | |||
117 | // make sure we have legitimate imput | ||
118 | var ok = this.validateProperty( prop, value ); | ||
119 | if (!ok) | ||
120 | console.log( "invalid property in Linear Gradient Material" + prop + " : " + value ); | ||
121 | |||
122 | switch (prop) | ||
123 | { | ||
124 | case "color1": this.setColor1( value ); break; | ||
125 | case "color2": this.setColor2( value ); break; | ||
126 | case "angle": this.setAngle( value ); break; | ||
127 | } | ||
128 | } | ||
129 | |||
130 | /////////////////////////////////////////////////////////////////////// | ||
131 | // Methods | ||
132 | /////////////////////////////////////////////////////////////////////// | ||
133 | // duplcate method requirde | ||
134 | this.dup = function() { return new LinearGradientMaterial(); } | ||
135 | |||
136 | this.init = function() | ||
137 | { | ||
138 | // set up the shader | ||
139 | this._shader = new jshader(); | ||
140 | this._shader.def = linearGradientMaterialDef; | ||
141 | this._shader.init(); | ||
142 | |||
143 | // set up the material node | ||
144 | this._materialNode = createMaterialNode( this.getShaderName() ); | ||
145 | this._materialNode.setShader(this._shader); | ||
146 | |||
147 | // send the current values to the shader | ||
148 | this.updateShaderValues(); | ||
149 | } | ||
150 | |||
151 | this.updateShaderValues= function() | ||
152 | { | ||
153 | if (this._shader && this._shader.default) | ||
154 | { | ||
155 | //this._shader.default.u_colorCount.set( [4] ); | ||
156 | |||
157 | var c; | ||
158 | c = this.getColor1(); | ||
159 | this._shader.default.u_color1.set( c ); | ||
160 | c = this.getColor2(); | ||
161 | this._shader.default.u_color2.set( c ); | ||
162 | c = this.getColor3(); | ||
163 | this._shader.default.u_color3.set( c ); | ||
164 | c = this.getColor4(); | ||
165 | this._shader.default.u_color4.set( c ); | ||
166 | |||
167 | var s; | ||
168 | s = this.getColorStop1(); | ||
169 | this._shader.default.u_colorStop1.set( [s] ); | ||
170 | s = this.getColorStop2(); | ||
171 | this._shader.default.u_colorStop2.set( [s] ); | ||
172 | s = this.getColorStop3(); | ||
173 | this._shader.default.u_colorStop3.set( [s] ); | ||
174 | s = this.getColorStop4(); | ||
175 | this._shader.default.u_colorStop4.set( [s] ); | ||
176 | |||
177 | this.setAngle( this.getAngle() ); | ||
178 | } | ||
179 | } | ||
180 | |||
181 | this.export = function() | ||
182 | { | ||
183 | // every material needs the base type and instance name | ||
184 | var exportStr = "material: " + this.getShaderName() + "\n"; | ||
185 | exportStr += "name: " + this.getName() + "\n"; | ||
186 | |||
187 | exportStr += "startColor: " + this.getStartColor() + "\n"; | ||
188 | exportStr += "stopColor: " + this.getStopColor() + "\n"; | ||
189 | exportStr += "angle: " + this.getAngle() + "\n"; | ||
190 | |||
191 | // every material needs to terminate like this | ||
192 |