From 381e6b89a054d545519874fd5e828ef534287336 Mon Sep 17 00:00:00 2001 From: Valerio Virgillito Date: Thu, 15 Mar 2012 01:09:01 -0700 Subject: Removing the backup-delete folder and the RDGE tools directory. Signed-off-by: Valerio Virgillito --- .../Materials/LinearGradientMaterial.js | 379 --------------------- 1 file changed, 379 deletions(-) delete mode 100755 js/helper-classes/backup-delete/Materials/LinearGradientMaterial.js (limited to 'js/helper-classes/backup-delete/Materials/LinearGradientMaterial.js') diff --git a/js/helper-classes/backup-delete/Materials/LinearGradientMaterial.js b/js/helper-classes/backup-delete/Materials/LinearGradientMaterial.js deleted file mode 100755 index 2f900894..00000000 --- a/js/helper-classes/backup-delete/Materials/LinearGradientMaterial.js +++ /dev/null @@ -1,379 +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 LinearGradientMaterial() -{ - // initialize the inherited members - this.inheritedFrom = GLMaterial; - this.inheritedFrom(); - - /////////////////////////////////////////////////////////////////////// - // Instance variables - /////////////////////////////////////////////////////////////////////// - this._name = "LinearGradientMaterial"; - this._shaderName = "linearGradient"; - - this._color1 = [1,0,0,1]; - this._color2 = [0,1,0,1]; - this._color3 = [0,0,1,1]; - this._color4 = [0,1,1,1]; - this._colorStop1 = 0.0; - this._colorStop2 = 0.3; - this._colorStop3 = 0.6; - this._colorStop4 = 1.0; -// this._colorCount = 4; - this._angle = 0.0; // the shader takes [cos(a), sin(a)] - - /////////////////////////////////////////////////////////////////////// - // Property Accessors - /////////////////////////////////////////////////////////////////////// - this.getShaderName = function() { return this._shaderName; }; - this.getName = function() { return this._name; }; - - this.getColor1 = function() { return this._color1; }; - this.setColor1 = function(c) { this._color1 = c.slice(); - if (this._shader && this._shader.default) - this._shader.default.u_color1.set(c); - }; - - this.getColor2 = function() { return this._color2; }; - this.setColor2 = function(c) { this._color2 = c.slice(); - if (this._shader && this._shader.default) - this._shader.default.u_color2.set(c); - }; - - this.getColor3 = function() { return this._color3; }; - this.setColor3 = function(c) { this._color3 = c.slice(); - if (this._shader && this._shader.default) - this._shader.default.u_color3.set(c); - }; - - this.getColor4 = function() { return this._color4; }; - this.setColor4 = function(c) { this._color4 = c.slice(); - if (this._shader && this._shader.default) - this._shader.default.u_color4.set(c); - }; - - this.getColorStop1 = function() { return this._colorStop1; }; - this.setColorStop1 = function(s) { this._colorStop1 = s; - if (this._shader && this._shader.default) - this._shader.default.u_colorStop1.set([s]); - }; - - this.getColorStop2 = function() { return this._colorStop2; }; - this.setColorStop2 = function(s) { this._colorStop2 = s; - if (this._shader && this._shader.default) - this._shader.default.u_colorStop2.set([s]); - }; - - this.getColorStop3 = function() { return this._colorStop3; } - this.setColorStop3 = function(s) { this._colorStop3 = s; - if (this._shader && this._shader.default) - this._shader.default.u_colorStop3.set([s]); - } - - this.getColorStop4 = function() { return this._colorStop4; }; - this.setColorStop4 = function(s) { this._colorStop4 = s; - if (this._shader && this._shader.default) - this._shader.default.u_colorStop4.set([s]); - }; - -// this.getColorCount = function() { return this._colorCount; }; -// this.setColorCount = function(c) { this._colorCount = c; -// if (this._shader && this._shader.default) -// this._shader.default.u_colorCount.set([c]); -// }; - - this.getAngle = function() { return this._angle; }; - this.setAngle = function(a) { this._angle = a; - if (this._shader && this._shader.default) - this._shader.default.u_cos_sin_angle.set([Math.cos(a), Math.sin(a)]); - }; - - this.isAnimated = function() { return false; }; - - /////////////////////////////////////////////////////////////////////// - // Material Property Accessors - /////////////////////////////////////////////////////////////////////// - this._propNames = ["color1", "color2", "color3", "color4", "colorStop1", "colorStop2", "colorStop3", "colorStop4", "angle"]; - this._propLabels = ["Color 1", "Color 2", "Color 3", "Color 4", "Color Stop 1", "Color Stop 2", "Color Stop 3", "Color Stop 4", "Angle"]; - this._propTypes = ["color", "color", "color", "color", "float", "float", "float", "float", "float"]; - this._propValues = []; - - this._propValues[ this._propNames[0] ] = this._color1.slice(0); - this._propValues[ this._propNames[1] ] = this._color2.slice(0); - this._propValues[ this._propNames[2] ] = this._color3.slice(0); - this._propValues[ this._propNames[3] ] = this._color4.slice(0); - - this._propValues[ this._propNames[4] ] = this._colorStop1; - this._propValues[ this._propNames[5] ] = this._colorStop2; - this._propValues[ this._propNames[6] ] = this._colorStop3; - this._propValues[ this._propNames[7] ] = this._colorStop4; - - this._propValues[ this._propNames[8] ] = this._angle; - - this.setProperty = function( prop, value ) - { - if (prop === "color") prop = "color1"; - - // make sure we have legitimate imput - var ok = this.validateProperty( prop, value ); - if (!ok) - console.log( "invalid property in Linear Gradient Material" + prop + " : " + value ); - - switch (prop) - { - case "color1": this.setColor1( value ); break; - case "color2": this.setColor2( value ); break; - case "color3": this.setColor3( value ); break; - case "color4": this.setColor4( value ); break; - case "colorStop1": this.setColorStop1( value ); break; - case "colorStop2": this.setColorStop2( value ); break; - case "colorStop3": this.setColorStop3( value ); break; - case "colorStop4": this.setColorStop4( value ); break; - case "angle": this.setAngle( value ); break; - } - }; - - /////////////////////////////////////////////////////////////////////// - // Methods - /////////////////////////////////////////////////////////////////////// - // duplcate method requirde - this.dup = function() { return new LinearGradientMaterial(); }; - - this.init = function( world ) - { - this.setWorld( world ); - - // set up the shader - this._shader = new jshader(); - this._shader.def = linearGradientMaterialDef; - this._shader.init(); - - // set up the material node - this._materialNode = createMaterialNode( this.getShaderName() + world.generateUniqueNodeID() ); - this._materialNode.setShader(this._shader); - - // send the current values to the shader - this.updateShaderValues(); - - //console.log( "**** LinearGradientMaterial initialized" ); - }; - - this.updateShaderValues= function() - { - if (this._shader && this._shader.default) - { - //this._shader.default.u_colorCount.set( [4] ); - - var c; - c = this.getColor1(); - this._shader.default.u_color1.set( c ); - c = this.getColor2(); - this._shader.default.u_color2.set( c ); - c = this.getColor3(); - this._shader.default.u_color3.set( c ); - c = this.getColor4(); - this._shader.default.u_color4.set( c ); - - var s; - s = this.getColorStop1(); - this._shader.default.u_colorStop1.set( [s] ); - s = this.getColorStop2(); - this._shader.default.u_colorStop2.set( [s] ); - s = this.getColorStop3(); - this._shader.default.u_colorStop3.set( [s] ); - s = this.getColorStop4(); - this._shader.default.u_colorStop4.set( [s] ); - - this.setAngle( this.getAngle() ); - } - }; - - this.export = function() - { - // every material needs the base type and instance name - var exportStr = "material: " + this.getShaderName() + "\n"; - exportStr += "name: " + this.getName() + "\n"; - - exportStr += "color1: " + this.getColor1() + "\n"; - exportStr += "color2: " + this.getColor2() + "\n"; - exportStr += "color3: " + this.getColor3() + "\n"; - exportStr += "color4: " + this.getColor4() + "\n"; - - exportStr += "colorStop1: " + this.getColorStop1() + "\n"; - exportStr += "colorStop2: " + this.getColorStop2() + "\n"; - exportStr += "colorStop3: " + this.getColorStop3() + "\n"; - exportStr += "colorStop4: " + this.getColorStop4() + "\n"; - - exportStr += "angle: " + this.getAngle() + "\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 rtnStr; - try - { - var color1 = eval( "[" + pu.nextValue( "color1: " ) + "]" ), - color2 = eval( "[" + pu.nextValue( "color2: " ) + "]" ), - color3 = eval( "[" + pu.nextValue( "color3: " ) + "]" ), - color4 = eval( "[" + pu.nextValue( "color4: " ) + "]" ), - colorStop1 = Number(pu.nextValue( "colorStop1: " )), - colorStop2 = Number(pu.nextValue( "colorStop2: " )), - colorStop3 = Number(pu.nextValue( "colorStop3: " )), - colorStop4 = Number(pu.nextValue( "colorStop4: " )), - angle = Number(pu.nextValue( "angle: " ) ); - - var endKey = "endMaterial\n"; - var index = importStr.indexOf( endKey ); - index += endKey.length; - rtnStr = importStr.substr( index ); - - this.setProperty( "color1", color1 ); - this.setProperty( "color2", color2 ); - this.setProperty( "color3", color3 ); - this.setProperty( "color4", color4 ); - this.setProperty( "colorStop1", colorStop1 ); - this.setProperty( "colorStop2", colorStop2 ); - this.setProperty( "colorStop3", colorStop3 ); - this.setProperty( "colorStop4", colorStop4 ); - this.setProperty( "angle", angle ); - } - catch (e) - { - throw new Error( "could not import material: " + importStr ); - } - - return rtnStr; - }; -} - -/////////////////////////////////////////////////////////////////////////////////////// -// RDGE shader - -// shader spec (can also be loaded from a .JSON file, or constructed at runtime) -var linearGradientMaterialDef = -{'shaders': - { - // shader file - 'defaultVShader':"assets/shaders/linearGradient.vert.glsl", - 'defaultFShader':"assets/shaders/linearGradient.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_color1' : { 'type' : 'vec4' }, - 'u_color2' : { 'type' : 'vec4' }, - 'u_color3' : { 'type' : 'vec4' }, - 'u_color4' : { 'type' : 'vec4' }, - 'u_colorStop1': { 'type' : 'float' }, - 'u_colorStop2': { 'type' : 'float' }, - 'u_colorStop3': { 'type' : 'float' }, - 'u_colorStop4': { 'type' : 'float' }, - 'u_cos_sin_angle' : { 'type' : 'vec2' } - //'u_colorCount': {'type' : 'int' } - - }, - - // 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" - } - } - ] - } -}; - - - - -- cgit v1.2.3