From 84332ab81c1b445195f1d9be8bbeae0725c8e758 Mon Sep 17 00:00:00 2001 From: Valerio Virgillito Date: Tue, 6 Mar 2012 10:58:25 -0800 Subject: Squashed commit of preload-fix into Master - Requiring all the previously pre-loaded files - RDGE, Codemirror and gl-matrix are not included via a script tag. Signed-off-by: Valerio Virgillito --- js/helper-classes/backup-delete/GLMaterial.js | 308 ++++++++++++++++++++++++++ 1 file changed, 308 insertions(+) create mode 100755 js/helper-classes/backup-delete/GLMaterial.js (limited to 'js/helper-classes/backup-delete/GLMaterial.js') diff --git a/js/helper-classes/backup-delete/GLMaterial.js b/js/helper-classes/backup-delete/GLMaterial.js new file mode 100755 index 00000000..642fab05 --- /dev/null +++ b/js/helper-classes/backup-delete/GLMaterial.js @@ -0,0 +1,308 @@ +/* +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 +// GL representation of a material. +/////////////////////////////////////////////////////////////////////// +function GLMaterial( world ) +{ + /////////////////////////////////////////////////////////////////////// + // Instance variables + /////////////////////////////////////////////////////////////////////// + this._name = "GLMaterial"; + this._shaderName = "undefined"; + + // keep a reference to the owning GLWorld + this._world = null; + if(world) + { + this._world = world; + } + + this._shininess = 60; + + this._ambient = [0.0, 0.0, 0.0, 1.0]; + this._diffuse = [0.0, 0.0, 0.0, 1.0]; + this._specular = [0.0, 0.0, 0.0, 1.0]; + + this._texture; + + // vertex deformation variables + this._hasVertexDeformation = false; + this._vertexDeformationRange = [0, 0, 1, 1]; // (xMin, yMin, xMax, yMax) + this._vertexDeformationTolerance = 0.1; + + // RDGE variables + this._shader; + this._materialNode; + + /////////////////////////////////////////////////////////////////////// + // Property Accessors + /////////////////////////////////////////////////////////////////////// + this.getShininess = function() { return this._shininess; } + this.setShininess = function(s) { this._shininess = s; } + + this.setName = function(n) { this._name = n; } + this.getName = function() { return this._name; } + + this.setShaderName = function(n) { this._shaderName = n; } + this.getShaderName = function() { return this._shaderName; } + + this.setWorld = function(world) { this._world = world; } + this.getWorld = function() { return this._world; } + + this.setAmbient = function(r, g, b, a) { this._ambient = [r, g, b, a]; } + this.getAmbient = function() { return [this._ambient[0], this._ambient[1], this._ambient[2], this._ambient[3]]; } + + this.setDiffuse = function(r, g, b, a) { this._diffuse = [r, g, b, a]; } + this.getDiffuse = function() { return [this._diffuse[0], this._diffuse[1], this._diffuse[2], this._diffuse[3]]; } + + this.setSpecular = function(r, g, b, a) { this._specular = [r, g, b, a]; } + this.getSpecular = function() { return [this._specular[0], this._specular[1], this._specular[2], this._specular[3]]; } + + this.getShader = function() { return this._shader; } + this.getMaterialNode = function() { return this._materialNode; } + + // a material can be animated or not. default is not. + // Any material needing continuous rendering should override this method + this.isAnimated = function() { return false; } + + // the vertex shader can apply deformations requiring refinement in + // certain areas. + this.hasVertexDeformation = function() { return this._hasVertexDeformation; } + this.getVertexDeformationRange = function() { return this._vertexDeformationRange.slice(); } + this.getVertexDeformationTolerance = function() { return this._vertexDeformationTolerance; } + + + /////////////////////////////////////////////////////////////////////// + // Common Material Methods + /////////////////////////////////////////////////////////////////////// + this.getProperty = function( propName ) + { + return this._propValues[propName]; + } + + this.getPropertyCount = function() + { + return this._propNames.length; + } + + this.getPropertyAtIndex = function( index ) + { + var rtnArr = []; + if ((index < 0) || (index >= this.getPropertyCount())) + throw new Error( "property index " + index + " is out of range for material" ); + + var rtnArr = [ this._propNames[index], this._propLabels[index], this._propTypes[index], this._propValues[index] ]; + return rtnArr; + } + + this.getAllProperties = function( propNames, propValues, propTypes, propLabels) + { + // clear all the input arrays if there is junk in them + propNames.length = 0; + propValues.length = 0; + propTypes.length = 0; + propLabels.length = 0; + + var nProps = this._propNames.length; + for (var i=0; i= 4)); + break; + + case "vector2d": + rtnVal = ((valType == "object") && (value.length >= 2)); + break; + + case "vector3d": + rtnVal = ((valType == "object") && (value.length >= 3)); + break; + + case "float": + rtnVal = (valType == "number"); + break; + + case "file": + rtnVal = ((valType == "string") || !value); + break; + } + break; + } + } + } + catch(e) { + console.log( "setting invalid material property: " + prop + ", value: " + value ); + } + + if (!rtnVal) + console.log( "invalid material property: " + prop + " : " + value ); + + return rtnVal; + } + /////////////////////////////////////////////////////////////////////// + + /////////////////////////////////////////////////////////////////////// + // Methods + /////////////////////////////////////////////////////////////////////// + // duplcate method required by sub class + this.dup = function() + { + throw new Error( "Material.dup() must be overridden by subclass" ); + } + + this.init = function( world ) + { + throw new Error( "Material.init() must be overridden by subclass" ); + } + + this.update = function( time ) + { + // animated materials should implement the update method + } + + this.registerTexture = function( texture ) + { + // the world needs to know about the texture map + var world = this.getWorld(); + if (!world) + console.log( "**** world not defined for registering texture map: " + texture.lookUpName ); + else + world.textureToLoad( texture ); + } + + this.loadTexture = function( texMapName, wrap, mips ) + { + var tex; + var world = this.getWorld(); + if (!world) + console.log( "world not defined for material with texture map" ); + else + { + var renderer = world.getRenderer(); + tex = renderer.getTextureByName(texMapName, wrap, mips ); + this.registerTexture( tex ); + } + return tex; + } + + this.export = function() + { + // this function should be overridden by subclasses + var exportStr = "material: " + this.getShaderName() + "\n" + "endMaterial\n"; + return exportStr; + } + + this.import = function( importStr ) + { + var endKey = "endMaterial\n"; + var index = importStr.indexOf( endKey ); + index += endKey.length; + var rtnStr = importStr.substr( index ); + + return rtnStr; + } + + /* + this.setRenderProperties = function( glContext, shaderProgram ) + { + glContext.uniform1f( shaderProgram.materialShininessUniform, this._shininess ); + + if (this._texture) + this.prepareTextureForRender( 0 ); + else + glContext.uniform1i( shaderProgram.useTextureUniform, false ); + + var amb = this._ambient, diff = this._diffuse, spec = this._specular; + glContext.uniform4f( shaderProgram.materialAmbientUniform, amb[0], amb[1], amb[2], amb[3]); + glContext.uniform4f( shaderProgram.materialDiffuseUniform, diff[0], diff[1], diff[2], diff[3]); + glContext.uniform4f( shaderProgram.materialSpecularUniform, spec[0], spec[1], spec[2], spec[3]); + } + + + + this.prepareTextureForRender = function ( index ) + { + // we will need to be able to handle multiple textures. + // currently only dealing with 1. + index = 0; + var texture = this._texture; + + var gl = this.getWorld().getGLContext(); + var shaderProgram = this.getWorld().getShaderProgram(); + + gl.activeTexture(gl.TEXTURE0); + gl.bindTexture(gl.TEXTURE_2D, texture); + gl.uniform1i(shaderProgram.samplerUniform, 0); + gl.uniform1i( shaderProgram.useTextureUniform, true ); + } + + this.textureLoadHandler = function (event) + { + var texture = this._texture; + + var gl = this._world.getGLContext(); + var shaderProgram = this._world.getShaderProgram(); + + gl.activeTexture(gl.TEXTURE0); + gl.bindTexture(gl.TEXTURE_2D, texture); + gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.image); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); + +// gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); +// gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); + + gl.bindTexture(gl.TEXTURE_2D, null); + + this._material._texture = this._texture; + this._world.render(); + } + + + this.loadTexture = function( path ) + { + var gl = this.getWorld().getGLContext(); + var tex = gl.createTexture(); + tex.image = new Image(); + tex.image._world = this._world; + tex.image._material = this; + tex.image._texture = tex; + tex.image.onload = this.textureLoadHandler; + tex.image.src = path; + } + */ +} + + -- cgit v1.2.3