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 --- .../backup-delete/Materials/BumpMetalMaterial.js | 307 --------- .../backup-delete/Materials/DeformMaterial.js | 133 ---- .../backup-delete/Materials/FlatMaterial.js | 165 ----- .../backup-delete/Materials/FlyMaterial.js | 133 ---- .../backup-delete/Materials/JuliaMaterial.js | 150 ----- .../Materials/KeleidoscopeMaterial.js | 149 ----- .../Materials/LinearGradientMaterial.js | 379 ----------- .../backup-delete/Materials/MandelMaterial.js | 151 ----- .../backup-delete/Materials/PlasmaMaterial.js | 134 ---- .../backup-delete/Materials/PulseMaterial.js | 266 -------- .../backup-delete/Materials/RadialBlurMaterial.js | 257 ------- .../Materials/RadialGradientMaterial.js | 305 --------- .../Materials/ReliefTunnelMaterial.js | 133 ---- .../Materials/SquareTunnelMaterial.js | 133 ---- .../backup-delete/Materials/StarMaterial.js | 133 ---- .../backup-delete/Materials/TaperMaterial.js | 223 ------ .../backup-delete/Materials/TunnelMaterial.js | 133 ---- .../backup-delete/Materials/TwistMaterial.js | 149 ----- .../backup-delete/Materials/TwistVertMaterial.js | 248 ------- .../backup-delete/Materials/UberMaterial.js | 744 --------------------- .../backup-delete/Materials/WaterMaterial.js | 133 ---- .../backup-delete/Materials/ZInvertMaterial.js | 133 ---- 22 files changed, 4691 deletions(-) delete mode 100755 js/helper-classes/backup-delete/Materials/BumpMetalMaterial.js delete mode 100644 js/helper-classes/backup-delete/Materials/DeformMaterial.js delete mode 100755 js/helper-classes/backup-delete/Materials/FlatMaterial.js delete mode 100644 js/helper-classes/backup-delete/Materials/FlyMaterial.js delete mode 100644 js/helper-classes/backup-delete/Materials/JuliaMaterial.js delete mode 100644 js/helper-classes/backup-delete/Materials/KeleidoscopeMaterial.js delete mode 100755 js/helper-classes/backup-delete/Materials/LinearGradientMaterial.js delete mode 100644 js/helper-classes/backup-delete/Materials/MandelMaterial.js delete mode 100644 js/helper-classes/backup-delete/Materials/PlasmaMaterial.js delete mode 100644 js/helper-classes/backup-delete/Materials/PulseMaterial.js delete mode 100644 js/helper-classes/backup-delete/Materials/RadialBlurMaterial.js delete mode 100755 js/helper-classes/backup-delete/Materials/RadialGradientMaterial.js delete mode 100644 js/helper-classes/backup-delete/Materials/ReliefTunnelMaterial.js delete mode 100644 js/helper-classes/backup-delete/Materials/SquareTunnelMaterial.js delete mode 100644 js/helper-classes/backup-delete/Materials/StarMaterial.js delete mode 100644 js/helper-classes/backup-delete/Materials/TaperMaterial.js delete mode 100644 js/helper-classes/backup-delete/Materials/TunnelMaterial.js delete mode 100644 js/helper-classes/backup-delete/Materials/TwistMaterial.js delete mode 100644 js/helper-classes/backup-delete/Materials/TwistVertMaterial.js delete mode 100755 js/helper-classes/backup-delete/Materials/UberMaterial.js delete mode 100644 js/helper-classes/backup-delete/Materials/WaterMaterial.js delete mode 100644 js/helper-classes/backup-delete/Materials/ZInvertMaterial.js (limited to 'js/helper-classes/backup-delete/Materials') diff --git a/js/helper-classes/backup-delete/Materials/BumpMetalMaterial.js b/js/helper-classes/backup-delete/Materials/BumpMetalMaterial.js deleted file mode 100755 index 52332ab8..00000000 --- a/js/helper-classes/backup-delete/Materials/BumpMetalMaterial.js +++ /dev/null @@ -1,307 +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 BumpMetalMaterial() -{ - // initialize the inherited members - this.inheritedFrom = GLMaterial; - this.inheritedFrom(); - - /////////////////////////////////////////////////////////////////////// - // Instance variables - /////////////////////////////////////////////////////////////////////// - this._name = "BumpMetalMaterial"; - this._shaderName = "bumpMetal"; - - this._lightDiff = [0.3, 0.3, 0.3, 1.0]; - this._diffuseTexture = "assets/images/metal.png"; - this._specularTexture = "assets/images/silver.png"; - this._normalTexture = "assets/images/normalMap.png"; - - /////////////////////////////////////////////////////////////////////// - // Property Accessors - /////////////////////////////////////////////////////////////////////// - this.getName = function() { return this._name; }; - this.getShaderName = function() { return this._shaderName; }; - - this.getLightDiff = function() { return this._lightDiff; }; - this.setLightDiff = function(ld) { this._lightDiff = ld; - if (this._shader && this._shader.default) - this._shader.default.u_light0Diff.set( ld ); }; - - this.getDiffuseTexture = function() { return this._propValues[this._propNames[1]] ? this._propValues[this._propNames[1]].slice() : null }; - this.setDiffuseTexture = function(m) { this._propValues[this._propNames[1]] = m ? m.slice(0) : null; this.updateTexture(1); }; - - this.getNormalTexture = function() { return this._propValues[this._propNames[2]] ? this._propValues[this._propNames[2]].slice() : null }; - this.setNormalTexture = function(m) { this._propValues[this._propNames[2]] = m ? m.slice(0) : null; this.updateTexture(2); }; - - this.getSpecularTexture = function() { return this._propValues[this._propNames[3]] ? this._propValues[this._propNames[3]].slice() : null }; - this.setSpecularTexture = function(m) { this._propValues[this._propNames[3]] = m ? m.slice(0) : null; this.updateTexture(3); }; - - this.isAnimated = function() { return true; }; - - /////////////////////////////////////////////////////////////////////// - // Material Property Accessors - /////////////////////////////////////////////////////////////////////// - this._propNames = ["lightDiff", "diffuseTexture", "normalMap", "specularTexture"]; - this._propLabels = ["Diffuse Color", "Diffuse Map", "Bump Map", "Specular Map"]; - this._propTypes = ["color", "file", "file", "file"]; - this._propValues = []; - - this._propValues[ this._propNames[0] ] = this._lightDiff.slice(0); - this._propValues[ this._propNames[1] ] = this._diffuseTexture.slice(0); - this._propValues[ this._propNames[2] ] = this._normalTexture.slice(0); - this._propValues[ this._propNames[3] ] = this._specularTexture.slice(0); - - // TODO - shader techniques are not all named the same, i.e., FlatMaterial uses "colorMe" and BrickMaterial uses "default" - this.setProperty = function( prop, value ) - { - // every material should do something with the "color" property - if (prop === "color") return; //prop = "lightDiff"; - - // make sure we have legitimate imput - var ok = this.validateProperty( prop, value ); - if (!ok) - { - console.log( "invalid property in Bump Metal Materia;" + prop + " : " + value ); - return; - } - - switch (prop) - { - case "lightDiff": this.setLightDiff( value ); break; - case "diffuseTexture": this.setDiffuseTexture( value ); break; - case "specularTexture": this.setSpecularTexture( value ); break; - case "normalMap": this.setNormalTexture( value ); break; - - default: - console.log( "invalid property to Bump Metal Material: " + prop + ", value: " + value ); - break; - } - }; - - /////////////////////////////////////////////////////////////////////// - // Methods - /////////////////////////////////////////////////////////////////////// - // duplcate method requirde - this.dup = function() { return new BumpMetalMaterial(); }; - - this.init = function( world ) - { - // save the world - if (world) - { - this.setWorld( world ); - - // set up the shader - this._shader = new jshader(); - this._shader.def = bumpMetalMaterialDef; - this._shader.init(); - this._shader.default.u_light0Diff.set( this.getLightDiff() ); - - // set up the material node - this._materialNode = createMaterialNode( this.getShaderName() + "_" + world.generateUniqueNodeID() ); - this._materialNode.setShader(this._shader); - - // set some image maps - this.updateTexture(1); - this.updateTexture(2); - this.updateTexture(3); - } - else - throw new Error( "GLWorld not supplied to material initialization" ); - }; - - this.updateTexture = function( index ) - { - var material = this._materialNode; - if (material) - { - var technique = material.shaderProgram.default; - var renderer = g_Engine.getContext().renderer; - if (renderer && technique) - { - var texMapName = this._propValues[this._propNames[index]]; - var wrap = 'REPEAT', mips = true; - var tex = this.loadTexture( texMapName, wrap, mips ); - - if (tex) - { - switch (index) - { - case 1: technique.u_colMap.set( tex ); break; - case 2: technique.u_normalMap.set( tex ); break; - case 3: technique.u_glowMap.set( tex ); break; - default: console.log( "invalid map index in BumpMetalMaterial, " + index ); - } - } - } - } - }; - - this.export = function() - { - // every material needs the base type and instance name - var exportStr = "material: " + this.getShaderName() + "\n"; - exportStr += "name: " + this.getName() + "\n"; - - exportStr += "lightDiff: " + this.getLightDiff() + "\n"; - exportStr += "diffuseTexture: " + this.getDiffuseTexture() + "\n"; - exportStr += "specularTexture: " + this.getSpecularTexture() + "\n"; - exportStr += "normalMap: " + this.getNormalTexture() + "\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 lightDiff = eval( "[" + pu.nextValue( "lightDiff: " ) + "]" ), - dt = pu.nextValue( "diffuseTexture: " ), - st = pu.nextValue( "specularTexture: " ), - nt = pu.nextValue( "normalMap: " ); - - this.setProperty( "lightDiff", lightDiff); - this.setProperty( "diffuseTexture", dt ); - this.setProperty( "specularTexture", st ); - this.setProperty( "normalMap", nt ); - - var endKey = "endMaterial\n"; - var index = importStr.indexOf( endKey ); - index += endKey.length; - rtnStr = importStr.substr( index ); - } - 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 bumpMetalMaterialDef = -bumpMetalShaderDef = -{ - 'shaders': - { - // this shader is being referenced by file - 'defaultVShader':"assets/shaders/test_vshader.glsl", - 'defaultFShader':"assets/shaders/test_fshader.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' } - 'u_colMap': { 'type' : 'tex2d' }, - 'u_normalMap': { 'type' : 'tex2d' }, - 'u_glowMap': { 'type' : 'tex2d' } - }, - - // 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" - } - } // light pass - ] - } // techniques -}; - - - - diff --git a/js/helper-classes/backup-delete/Materials/DeformMaterial.js b/js/helper-classes/backup-delete/Materials/DeformMaterial.js deleted file mode 100644 index b7101227..00000000 --- a/js/helper-classes/backup-delete/Materials/DeformMaterial.js +++ /dev/null @@ -1,133 +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 DeformMaterial() -{ - // initialize the inherited members - this.inheritedFrom = PulseMaterial; - this.inheritedFrom(); - - /////////////////////////////////////////////////////////////////////// - // Instance variables - /////////////////////////////////////////////////////////////////////// - this._name = "DeformMaterial"; - this._shaderName = "deform"; - - this._texMap = 'assets/images/rocky-normal.jpg'; - - this._time = 0.0; - this._dTime = 0.01; - - /////////////////////////////////////////////////////////////////////// - // Properties - /////////////////////////////////////////////////////////////////////// - // all defined in parent PulseMaterial.js - // load the local default value - this._propValues[ this._propNames[0] ] = this._texMap.slice(0); - - /////////////////////////////////////////////////////////////////////// - // Material Property Accessors - /////////////////////////////////////////////////////////////////////// - - /////////////////////////////////////////////////////////////////////// - - - /////////////////////////////////////////////////////////////////////// - // Methods - /////////////////////////////////////////////////////////////////////// - // duplcate method requirde - this.dup = function( world ) - { - // allocate a new uber material - var newMat = new DeformMaterial(); - - // copy over the current values; - var propNames = [], propValues = [], propTypes = [], propLabels = []; - this.getAllProperties( propNames, propValues, propTypes, propLabels); - var n = propNames.length; - for (var i=0; i - 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 FlatMaterial() -{ - // initialize the inherited members - this.inheritedFrom = GLMaterial; - this.inheritedFrom(); - - /////////////////////////////////////////////////////////////////////// - // Instance variables - /////////////////////////////////////////////////////////////////////// - this._name = "FlatMaterial"; - this._shaderName = "flat"; - - this._color = [1,0,0,1]; - - /////////////////////////////////////////////////////////////////////// - // Property Accessors - /////////////////////////////////////////////////////////////////////// - this.getColor = function() { return this._color; }; - this.getShaderName = function() { return this._shaderName; }; - - this.isAnimated = function() { return false; }; - this.hasVertexDeformation = function() { return true; }; - this._hasVertexDeformation = true; - this._vertexDeformationTolerance = 0.2; - - //////////////////////////////////s///////////////////////////////////// - // Methods - /////////////////////////////////////////////////////////////////////// - // duplcate method requirde - this.dup = function() { return new FlatMaterial(); } ; - - this.init = function( world ) - { - // save the world - if (world) - { - this.setWorld( world ); - - // set up the shader - this._shader = new jshader(); - this._shader.def = flatShaderDef; - this._shader.init(); - - // set the defaults - this._shader.colorMe.color.set( this.getColor() ); - - // set up the material node - this._materialNode = createMaterialNode("flatMaterial_" + world.generateUniqueNodeID() ); - this._materialNode.setShader(this._shader); - } - else - throw new Error( "GLWorld not supplied to material initialization" ); - }; - - - /////////////////////////////////////////////////////////////////////// - // Material Property Accessors - /////////////////////////////////////////////////////////////////////// - this._propNames = ["color"]; - this._propLabels = ["Color"]; - this._propTypes = ["color"]; - this._propValues = []; - - this._propValues[ this._propNames[0] ] = this._color; - - this.setProperty = function( prop, value ) - { - // make sure we have legitimate input - if (this.validateProperty( prop, value )) - { - this._propValues[prop] = value; - if (this._shader && this._shader.colorMe) - this._shader.colorMe[prop].set(value); - } - }; - /////////////////////////////////////////////////////////////////////// - - this.export = function() - { - // this function should be overridden by subclasses - var exportStr = "material: " + this.getShaderName() + "\n"; - exportStr += "name: " + this.getName() + "\n"; - exportStr += "color: " + String(this._propValues["color"]) + "\n"; - 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 color = eval( "[" + pu.nextValue( "color: " ) + "]" ); - - this.setProperty( "color", color); - - var endKey = "endMaterial\n"; - var index = importStr.indexOf( endKey ); - index += endKey.length; - rtnStr = importStr.substr( index ); - } - catch (e) - { - throw new Error( "could not import material: " + importStr ); - } - - return rtnStr; - }; - - this.update = function( time ) - { - }; - -} - -/////////////////////////////////////////////////////////////////////////////////////// -// RDGE shader - -// shader spec (can also be loaded from a .JSON file, or constructed at runtime) -flatShaderDef = -{ - 'shaders': { // shader files - 'defaultVShader':"assets/shaders/Basic.vert.glsl", - 'defaultFShader':"assets/shaders/Basic.frag.glsl" - }, - 'techniques': { // rendering control - 'colorMe':[ // simple color pass - { - 'vshader' : 'defaultVShader', - 'fshader' : 'defaultFShader', - - // attributes - 'attributes' : - { - 'vert' : { 'type' : 'vec3' }, - 'normal' : { 'type' : 'vec3' }, - 'texcoord' : { 'type' : 'vec2' } - }, - // attributes - 'params' : - { - 'color' : { 'type' : 'vec4' } - } - } - ] - } -}; - diff --git a/js/helper-classes/backup-delete/Materials/FlyMaterial.js b/js/helper-classes/backup-delete/Materials/FlyMaterial.js deleted file mode 100644 index a70b53e8..00000000 --- a/js/helper-classes/backup-delete/Materials/FlyMaterial.js +++ /dev/null @@ -1,133 +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 FlyMaterial() -{ - // initialize the inherited members - this.inheritedFrom = PulseMaterial; - this.inheritedFrom(); - - /////////////////////////////////////////////////////////////////////// - // Instance variables - /////////////////////////////////////////////////////////////////////// - this._name = "FlyMaterial"; - this._shaderName = "fly"; - - this._texMap = 'assets/images/rocky-normal.jpg'; - - this._time = 0.0; - this._dTime = 0.01; - - /////////////////////////////////////////////////////////////////////// - // Properties - /////////////////////////////////////////////////////////////////////// - // all defined in parent PulseMaterial.js - // load the local default value - this._propValues[ this._propNames[0] ] = this._texMap.slice(0); - - /////////////////////////////////////////////////////////////////////// - // Material Property Accessors - /////////////////////////////////////////////////////////////////////// - - /////////////////////////////////////////////////////////////////////// - - - /////////////////////////////////////////////////////////////////////// - // Methods - /////////////////////////////////////////////////////////////////////// - // duplcate method requirde - this.dup = function( world ) - { - // allocate a new uber material - var newMat = new FlyMaterial(); - - // copy over the current values; - var propNames = [], propValues = [], propTypes = [], propLabels = []; - this.getAllProperties( propNames, propValues, propTypes, propLabels); - var n = propNames.length; - for (var i=0; i - 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 JuliaMaterial() -{ - // initialize the inherited members - this.inheritedFrom = PulseMaterial; - this.inheritedFrom(); - - /////////////////////////////////////////////////////////////////////// - // Instance variables - /////////////////////////////////////////////////////////////////////// - this._name = "JuliaMaterial"; - this._shaderName = "julia"; - - this._texMap = 'assets/images/rocky-normal.jpg'; - - this._time = 0.0; - this._dTime = 0.01; - - /////////////////////////////////////////////////////////////////////// - // Properties - /////////////////////////////////////////////////////////////////////// - // no properties - this._propNames = []; - this._propLabels = []; - this._propTypes = []; - this._propValues = []; - - /////////////////////////////////////////////////////////////////////// - // Material Property Accessors - /////////////////////////////////////////////////////////////////////// - - /////////////////////////////////////////////////////////////////////// - - - /////////////////////////////////////////////////////////////////////// - // Methods - /////////////////////////////////////////////////////////////////////// - // duplcate method requirde - this.dup = function( world ) - { - // allocate a new uber material - var newMat = new JuliaMaterial(); - - // copy over the current values; - var propNames = [], propValues = [], propTypes = [], propLabels = []; - this.getAllProperties( propNames, propValues, propTypes, propLabels); - var n = propNames.length; - for (var i=0; i - 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 KeleidoscopeMaterial() -{ - // initialize the inherited members - this.inheritedFrom = PulseMaterial; - this.inheritedFrom(); - - /////////////////////////////////////////////////////////////////////// - // Instance variables - /////////////////////////////////////////////////////////////////////// - this._name = "KeleidoscopeMaterial"; - this._shaderName = "keleidoscope"; - - this._texMap = 'assets/images/rocky-normal.jpg'; - - this._time = 0.0; - this._dTime = 0.01; - - /////////////////////////////////////////////////////////////////////// - // Properties - /////////////////////////////////////////////////////////////////////// - // all defined in parent PulseMaterial.js - // load the local default value - this._propValues[ this._propNames[0] ] = this._texMap.slice(0); - - /////////////////////////////////////////////////////////////////////// - // Material Property Accessors - /////////////////////////////////////////////////////////////////////// - - /////////////////////////////////////////////////////////////////////// - - - /////////////////////////////////////////////////////////////////////// - // Methods - /////////////////////////////////////////////////////////////////////// - // duplcate method requirde - this.dup = function( world ) - { - // allocate a new uber material - var newMat = new KeleidoscopeMaterial(); - - // copy over the current values; - var propNames = [], propValues = [], propTypes = [], propLabels = []; - this.getAllProperties( propNames, propValues, propTypes, propLabels); - var n = propNames.length; - for (var i=0; i - 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" - } - } - ] - } -}; - - - - diff --git a/js/helper-classes/backup-delete/Materials/MandelMaterial.js b/js/helper-classes/backup-delete/Materials/MandelMaterial.js deleted file mode 100644 index df732ed2..00000000 --- a/js/helper-classes/backup-delete/Materials/MandelMaterial.js +++ /dev/null @@ -1,151 +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 MandelMaterial() -{ - // initialize the inherited members - this.inheritedFrom = PulseMaterial; - this.inheritedFrom(); - - /////////////////////////////////////////////////////////////////////// - // Instance variables - /////////////////////////////////////////////////////////////////////// - this._name = "MandelMaterial"; - this._shaderName = "mandel"; - - this._texMap = 'assets/images/rocky-normal.jpg'; - - this._time = 0.0; - this._dTime = 0.01; - - /////////////////////////////////////////////////////////////////////// - // Properties - /////////////////////////////////////////////////////////////////////// - // no properties - this._propNames = []; - this._propLabels = []; - this._propTypes = []; - this._propValues = []; - - /////////////////////////////////////////////////////////////////////// - // Material Property Accessors - /////////////////////////////////////////////////////////////////////// - - /////////////////////////////////////////////////////////////////////// - - this.isAnimated = function() { return true; } - - /////////////////////////////////////////////////////////////////////// - // Methods - /////////////////////////////////////////////////////////////////////// - // duplcate method requirde - this.dup = function( world ) - { - // allocate a new uber material - var newMat = new MandelMaterial(); - - // copy over the current values; - var propNames = [], propValues = [], propTypes = [], propLabels = []; - this.getAllProperties( propNames, propValues, propTypes, propLabels); - var n = propNames.length; - for (var i=0; i - 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 PlasmaMaterial() -{ - // initialize the inherited members - this.inheritedFrom = GLMaterial; - this.inheritedFrom(); - - /////////////////////////////////////////////////////////////////////// - // Instance variables - /////////////////////////////////////////////////////////////////////// - this._name = "PlasmaMaterial"; - this._shaderName = "plasma"; - - this._time = 0.0; - this._dTime = 0.01; - this._speed = 1.0; - - this._color = [1,0,0,1]; - - - /////////////////////////////////////////////////////////////////////// - // Property Accessors - /////////////////////////////////////////////////////////////////////// - this.getShaderName = function() { return this._shaderName; } - - this.isAnimated = function() { return true; } - - /////////////////////////////////////////////////////////////////////// - // Material Property Accessors - /////////////////////////////////////////////////////////////////////// - this._propNames = ["color"]; - this._propLabels = ["Color"]; - this._propTypes = ["color"]; - this._propValues = []; - - this._propValues[ this._propNames[0] ] = this._color; - - this.setProperty = function( prop, value ) - { - // make sure we have legitimate imput - if (this.validateProperty( prop, value )) - { - this._color = value.slice(0); - this._shader.default[prop].set(value); - } - } - /////////////////////////////////////////////////////////////////////// - - /////////////////////////////////////////////////////////////////////// - // Methods - /////////////////////////////////////////////////////////////////////// - // duplcate method requirde - this.dup = function() { return new PlasmaMaterial(); } - - this.init = function() - { - // set up the shader - this._shader = new jshader(); - this._shader.def = plasmaShaderDef; - this._shader.init(); - - // set the default value - this._time = 0; - this._shader.default.u_time = this._time; - this.setProperty( "color", [this._time, 0, 0, 1] ); - - // set up the material node - this._materialNode = createMaterialNode("plasmaMaterial_" + world.generateUniqueNodeID()); - this._materialNode.setShader(this._shader); - } - - this.update = function( time ) - { - this._shader.default.u_time = this._time; - var color = this.getProperty( "color" ); - color[0] = this._time; - this.setProperty( "color", color ); - //console.log( "update color to: " + color ); - this._time += this._dTime; - } - -} - -/////////////////////////////////////////////////////////////////////////////////////// -// RDGE shader - -// shader spec (can also be loaded from a .JSON file, or constructed at runtime) -var plasmaShaderDef = -{'shaders': - { - 'defaultVShader':"assets/shaders/plasma.vert.glsl", - 'defaultFShader':"assets/shaders/plasma.frag.glsl", - }, - 'techniques': - { - 'default': - [ - { - 'vshader' : 'defaultVShader', - 'fshader' : 'defaultFShader', - // attributes - 'attributes' : - { - 'vert' : { 'type' : 'vec3' }, - 'normal' : { 'type' : 'vec3' }, - 'texcoord' : { 'type' : 'vec2' }, - }, - // parameters - 'params' : - { - 'u_time' : { 'type' : 'float' }, - 'color' : { 'type' : 'vec4' } - }, - - // render states - 'states' : - { - 'depthEnable' : true, - 'offset':[1.0, 0.1] - }, - }, - ] - } -}; - diff --git a/js/helper-classes/backup-delete/Materials/PulseMaterial.js b/js/helper-classes/backup-delete/Materials/PulseMaterial.js deleted file mode 100644 index e55798b7..00000000 --- a/js/helper-classes/backup-delete/Materials/PulseMaterial.js +++ /dev/null @@ -1,266 +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 PulseMaterial() -{ - // initialize the inherited members - this.inheritedFrom = GLMaterial; - this.inheritedFrom(); - - /////////////////////////////////////////////////////////////////////// - // Instance variables - /////////////////////////////////////////////////////////////////////// - this._name = "PulseMaterial"; - this._shaderName = "pulse"; - - this._texMap = 'assets/images/cubelight.png'; - - this._time = 0.0; - this._dTime = 0.01; - - /////////////////////////////////////////////////////////////////////// - // Property Accessors - /////////////////////////////////////////////////////////////////////// - this.getName = function() { return this._name; } - this.getShaderName = function() { return this._shaderName; } - - this.getTextureMap = function() { return this._propValues[this._propNames[0]] ? this._propValues[this._propNames[0]].slice() : null } - this.setTextureMap = function(m) { this._propValues[this._propNames[0]] = m ? m.slice(0) : null; this.updateTexture(); } - - this.isAnimated = function() { return true; } - - /////////////////////////////////////////////////////////////////////// - // Material Property Accessors - /////////////////////////////////////////////////////////////////////// - this._propNames = ["texmap"]; - this._propLabels = ["Texture map"]; - this._propTypes = ["file"]; - this._propValues = []; - - this._propValues[ this._propNames[0] ] = this._texMap.slice(0); - - this.setProperty = function( prop, value ) - { - // make sure we have legitimate imput - var ok = this.validateProperty( prop, value ); - if (!ok) - console.log( "invalid property in Radial Gradient Material:" + prop + " : " + value ); - - switch (prop) - { - case "texmap": - this.setTextureMap(value); - break; - - case "color": - break; - } - } - /////////////////////////////////////////////////////////////////////// - - - /////////////////////////////////////////////////////////////////////// - // Methods - /////////////////////////////////////////////////////////////////////// - // duplcate method requirde - this.dup = function( world ) - { - // save the world - if (world) this.setWorld( world ); - - // allocate a new uber material - var newMat = new PulseMaterial(); - - // copy over the current values; - var propNames = [], propValues = [], propTypes = [], propLabels = []; - this.getAllProperties( propNames, propValues, propTypes, propLabels); - var n = propNames.length; - for (var i=0; i