From 805059d68087530721212a650412aefb85e98d1f Mon Sep 17 00:00:00 2001 From: Nivesh Rajbhandari Date: Thu, 9 Feb 2012 10:26:57 -0800 Subject: Removed unused materials. Signed-off-by: Nivesh Rajbhandari --- js/helper-classes/RDGE/Materials/BrickMaterial.js | 231 ---------------------- 1 file changed, 231 deletions(-) delete mode 100644 js/helper-classes/RDGE/Materials/BrickMaterial.js (limited to 'js/helper-classes/RDGE/Materials/BrickMaterial.js') diff --git a/js/helper-classes/RDGE/Materials/BrickMaterial.js b/js/helper-classes/RDGE/Materials/BrickMaterial.js deleted file mode 100644 index aef6d1a7..00000000 --- a/js/helper-classes/RDGE/Materials/BrickMaterial.js +++ /dev/null @@ -1,231 +0,0 @@ -/* - This file contains proprietary software owned by Motorola Mobility, Inc.
- No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.
- (c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. -
*/ - - -/////////////////////////////////////////////////////////////////////// -// Class GLMaterial -// RDGE representation of a material. -/////////////////////////////////////////////////////////////////////// -function BrickMaterial() -{ - // initialize the inherited members - this.inheritedFrom = GLMaterial; - this.inheritedFrom(); - - /////////////////////////////////////////////////////////////////////// - // Instance variables - /////////////////////////////////////////////////////////////////////// - this._shaderName = "brick"; - this._name = "BrickMaterial"; - - // store local values in convenient form - this._propNames = ["BrickColor", "MortarColor", "BrickSize", "BrickPct" ]; - this._propLabels = ["Brick Color", "Mortar Color", "Brick Size", "Brick Percent" ]; - this._propTypes = ["color", "color", "vector2d", "vector2d" ]; - this._propValues = []; - - // set default property values - this._propValues[this._propNames[0]] = [0.8,0,0,1].slice(0); - this._propValues[this._propNames[1]] = [0.8, 0.8, 0.0, 1.0].slice(0); - this._propValues[this._propNames[2]] = [1, .5].slice(0); - this._propValues[this._propNames[3]] = [.8, .7].slice(0); - - /////////////////////////////////////////////////////////////////////// - // Property Accessors - /////////////////////////////////////////////////////////////////////// - - this.getBrickColor = function() { return this._propValues["BrickColor"].slice(0); } - this.getMortarColor = function() { return this._propValues["MortarColor"].slice(0); } - this.getBrickSize = function() { return this._propValues["BrickSize"].slice(0); } - this.getBrickPct = function() { return this._propValues["BrickPct"].slice(0); } - - this.getShaderName = function() { return this._shaderName; } - - /////////////////////////////////////////////////////////////////////// - // Methods - /////////////////////////////////////////////////////////////////////// - // duplcate method requirde - this.dup = function() { return new BrickMaterial(); } - - this.init = function() - { - // set up the shader - this._shader = new jshader(); - this._shader.def = brickShaderDef; - this._shader.init(); - - // set the defaults - this._shader.default.BrickColor.set( this.getBrickColor() ); - this._shader.default.MortarColor.set( this.getMortarColor() ); - this._shader.default.BrickSize.set( this.getBrickSize() ); - this._shader.default.BrickPct.set( this.getBrickPct() ); - - // set up the material node - this._materialNode = createMaterialNode("brickMaterial"); - this._materialNode.setShader(this._shader); - } - - this.setProperty = function( prop, value ) - { - // we always want to use the "color" property for something - if (prop == "color") prop = "BrickColor"; - - // make sure we have legitimate imput - var ok = this.validateProperty( prop, value ); - if (ok) - { - this._propValues[prop] = value; - if (this._shader && this._shader.default) - this._shader.default[prop].set(value); - } - } - - this.export = function() - { - // every material needs the base type and instance name - var exportStr = "material: " + this.getShaderName() + "\n"; - exportStr += "name: " + this.getName() + "\n"; - - if (this._shader) - { - exportStr += "BrickColor: " + String(this._shader.default.BrickColor) + "\n"; - exportStr += "MortarColor: " + String(this._shader.default.MortarColor) + "\n"; - exportStr += "BrickSize: " + String(this._shader.default.BrickSize) + "\n"; - exportStr += "BrickPct: " + String(this._shader.default.BrickPct) + "\n"; - } - else - { - exportStr += "BrickColor: " + String(this.getBrickColor()) + "\n"; - exportStr += "MortarColor: " + String(this.getMortarColor()) + "\n"; - exportStr += "BrickSize: " + String(this.getBrickSize()) + "\n"; - exportStr += "BrickPct: " + String(this.getBrickPct()) + "\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 brickColor = eval( "[" + pu.nextValue( "BrickColor: " ) + "]" ), - mortarColor = eval( "[" + pu.nextValue( "MortarColor: " ) + "]" ), - brickSize = eval( "[" + pu.nextValue( "BrickSize: " ) + "]" ), - brickPct = eval( "[" + pu.nextValue( "BrickPct: " ) + "]" ); - - var endKey = "endMaterial\n"; - var index = importStr.indexOf( endKey ); - index += endKey.length; - var rtnStr = importStr.substr( index ); - - return rtnStr; - } -} - -/////////////////////////////////////////////////////////////////////////////////////// -// RDGE shader -var brickShaderDef = {'shaders': { - // Brick shader - 'defaultVShader':"assets/shaders/CH06-brick.vert.glsl", - 'defaultFShader':"assets/shaders/CH06-brick.frag.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' } - - // Brick shader - 'BrickColor' : { 'type' : 'vec3' }, - 'MortarColor' : { 'type' : 'vec3' }, - 'BrickSize' : { 'type' : 'vec2' }, - 'BrickPct' : { 'type' : 'vec2' } - }, - - // render states - 'states' : - { - 'depthEnable' : true, - 'offset':[1.0, 0.1] - }, - }, - { // light pass - 'vshader' : 'dirLightVShader', - 'fshader' : 'dirLightFShader', - // attributes - 'attributes' : - { - 'a_pos' : { 'type' : 'vec3' }, - 'a_nrm' : { 'type' : 'vec3' }, - }, - // parameters - 'params' : - { - }, - - // render states - 'states' : - { - 'depthEnable' : true, - "blendEnable" : true, - "srcBlend" : "SRC_ALPHA", - "dstBlend" : "DST_ALPHA", - }, - } - ] - } - }; 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