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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///////////////////////////////////////////////////////////////////////
12function RadialGradientMaterial()
13{
14 // initialize the inherited members
15 this.inheritedFrom = GLMaterial;
16 this.inheritedFrom();
17
18 ///////////////////////////////////////////////////////////////////////
19 // Instance variables
20 ///////////////////////////////////////////////////////////////////////
21 this._name = "RadialGradientMaterial";
22 this._shaderName = "radialGradient";
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
34 ///////////////////////////////////////////////////////////////////////
35 // Property Accessors
36 ///////////////////////////////////////////////////////////////////////
37 this.getName = function() { return this._name; }
38 this.getShaderName = function() { return this._shaderName; }
39
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.isAnimated = function() { return false; }
96
97
98 ///////////////////////////////////////////////////////////////////////
99 // Material Property Accessors
100 ///////////////////////////////////////////////////////////////////////
101 this._propNames = ["color1", "color2", "color3", "color4", "colorStop1", "colorStop2", "colorStop3", "colorStop4", "angle"];
102 this._propLabels = ["Color 1", "Color 2", "Color 3", "Color 4", "Color Stop 1", "Color Stop 2", "Color Stop 3", "Color Stop 4", "Angle"];
103 this._propTypes = ["color", "color", "color", "color", "float", "float", "float", "float", "float"];
104 this._propValues = [];
105
106 this._propValues[ this._propNames[0] ] = this._color1.slice(0);
107 this._propValues[ this._propNames[1] ] = this._color2.slice(0);
108 this._propValues[ this._propNames[2] ] = this._color3.slice(0);
109 this._propValues[ this._propNames[3] ] = this._color4.slice(0);
110
111 this._propValues[ this._propNames[4] ] = this._colorStop1;
112 this._propValues[ this._propNames[5] ] = this._colorStop2;
113 this._propValues[ this._propNames[6] ] = this._colorStop3;
114 this._propValues[ this._propNames[7] ] = this._colorStop4;
115
116 this.setProperty = function( prop, value )
117 {
118 if (prop === "color") prop = "color1";
119
120 // make sure we have legitimate imput
121 var ok = this.validateProperty( prop, value );
122 if (!ok)
123 console.log( "invalid property in Radial Gradient Material:" + prop + " : " + value );
124
125 switch (prop)
126 {
127 case "color1": this.setColor1( value ); break;
128 case "color2": this.setColor2( value ); break;
129 case "color3": this.setColor3( value ); break;
130 case "color4": this.setColor4( value ); break;
131 case "colorStop1": this.setColorStop1( value ); break;
132 case "colorStop2": this.setColorStop2( value ); break;
133 case "colorStop3": this.setColorStop3( value ); break;
134 case "colorStop4": this.setColorStop4( value ); break;
135 case "angle": this.setAngle( value ); break;
136 }
137
138 //this.updateValuesInShader();
139 }
140 ///////////////////////////////////////////////////////////////////////
141
142
143 ///////////////////////////////////////////////////////////////////////
144 // Methods
145 ///////////////////////////////////////////////////////////////////////
146 // duplcate method requirde
147 this.dup = function() { return new RadialGradientMaterial(); }
148
149 this.init = function( world )
150 {
151 this.setWorld( world );
152
153 // set up the shader
154 this._shader = new jshader();
155 this._shader.def = radialGradientMaterialDef;
156 this._shader.init();
157
158 // set up the material node
159 this._materialNode = createMaterialNode("radialGradientMaterial_" + world.generateUniqueNodeID());
160 this._materialNode.setShader(this._shader);
161
162 // set the shader values in the shader
163 this.updateValuesInShader();
164 }
165
166 this.updateValuesInShader = function()
167 {
168 if (this._shader && this._shader.default)
169 {
170 //this._shader.default.u_colorCount.set( [4] );
171
172 var c;
173 c = this.getColor1();
174 this._shader.default.u_color1.set( c );
175 c = this.getColor2();
176 this._shader.default.u_color2.set( c );
177 c = this.getColor3();
178 this._shader.default.u_color3.set( c );
179 c = this.getColor4();
180 this._shader.default.u_color4.set( c );
181
182 var s;
183 s = this.getColorStop1();
184 this._shader.default.u_colorStop1.set( [s] );
185 s = this.getColorStop2();
186 this._shader.default.u_colorStop2.set( [s] );
187 s = this.getColorStop3();
188 this._shader.default.u_colorStop3.set( [s] );
189 s = this.getColorStop4();
190 this._shader.default.u_colorStop4.set( [s] );