From fb0a659c9ca3479fd6799325498b11f074689936 Mon Sep 17 00:00:00 2001 From: John Mayhew Date: Mon, 2 Apr 2012 14:57:31 -0700 Subject: -Namespaced all RDGE javascript. -Removed the following unused files from the build script /core/script/fx/blur.js /core/script/fx/ssao.js /core/script/animation.js - Fully removed the following from the build and from source control as they are unused or no longer needed /core/script/util/dbgpanel.js /core/script/util/fpsTracker.js /core/script/util/statTracker.js /core/script/input.js /core/script/TextureManager.js /core/script/ubershader.js --- js/lib/rdge/materials/taper-material.js | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'js/lib/rdge/materials/taper-material.js') diff --git a/js/lib/rdge/materials/taper-material.js b/js/lib/rdge/materials/taper-material.js index eeb08aec..7feea79a 100644 --- a/js/lib/rdge/materials/taper-material.js +++ b/js/lib/rdge/materials/taper-material.js @@ -45,7 +45,7 @@ function TaperMaterial() this.init = function() { // set up the shader - this._shader = new jshader(); + this._shader = new RDGE.jshader(); this._shader.def = taperShaderDef; this._shader.init(); @@ -53,7 +53,7 @@ function TaperMaterial() this._shader.colorMe.color.set( this.getColor() ); // set up the material node - this._materialNode = createMaterialNode("taperMaterial"); + this._materialNode = RDGE.createMaterialNode("taperMaterial"); this._materialNode.setShader(this._shader); // initialize the taper properties -- cgit v1.2.3 From 8d1cc709340da845d76f84220fe92c11e6217ff3 Mon Sep 17 00:00:00 2001 From: John Mayhew Date: Tue, 3 Apr 2012 09:36:14 -0700 Subject: Made use of semicolons consistent and updated new files to use the new RDGE namespace --- js/lib/rdge/materials/taper-material.js | 439 +++++++++++++++----------------- 1 file changed, 209 insertions(+), 230 deletions(-) (limited to 'js/lib/rdge/materials/taper-material.js') diff --git a/js/lib/rdge/materials/taper-material.js b/js/lib/rdge/materials/taper-material.js index e59b6112..2a70a153 100644 --- a/js/lib/rdge/materials/taper-material.js +++ b/js/lib/rdge/materials/taper-material.js @@ -1,252 +1,231 @@ /* - 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. -
*/ +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. + */ var MaterialParser = require("js/lib/rdge/materials/material-parser").MaterialParser; /////////////////////////////////////////////////////////////////////// // Class GLMaterial // RDGE representation of a material. /////////////////////////////////////////////////////////////////////// -function TaperMaterial() -{ - // initialize the inherited members - this.inheritedFrom = GLMaterial; - this.inheritedFrom(); - - /////////////////////////////////////////////////////////////////////// - // Instance variables - /////////////////////////////////////////////////////////////////////// - this._name = "TaperMaterial"; - this._shaderName = "taper"; - - this._color = [1,0,0,1]; - - this._deltaTime = 0.0; - - /////////////////////////////////////////////////////////////////////// - // Property Accessors - /////////////////////////////////////////////////////////////////////// - this.getColor = function() { return this._color; } - this.getShaderName = function() { return this._shaderName; } - - this.isAnimated = function() { return true; } - this.hasVertexDeformation = function() { return this._hasVertexDeformation; } - this._hasVertexDeformation = true; - this._vertexDeformationTolerance = 0.02; // should be a property - - /////////////////////////////////////////////////////////////////////// - // Methods - /////////////////////////////////////////////////////////////////////// - // duplcate method requirde - this.dup = function() { return new TaperMaterial(); } - - this.init = function( world ) - { - this.setWorld( world ); - - // set up the shader - this._shader = new RDGE.jshader(); - this._shader.def = taperShaderDef; - this._shader.init(); - - // set the defaults - this._shader.colorMe.color.set( this.getColor() ); - - // set up the material node - this._materialNode = RDGE.createMaterialNode("taperMaterial" + "_" + world.generateUniqueNodeID()); - this._materialNode.setShader(this._shader); - - // initialize the taper properties - this.updateShaderValues(); - } - - - /////////////////////////////////////////////////////////////////////// - // Material Property Accessors - /////////////////////////////////////////////////////////////////////// - this._propNames = ["color", "u_limit1", "u_limit2", "u_limit3", "u_minVal", "u_maxVal", "u_center", "u_taperAmount" ]; - this._propLabels = ["Color", "Minimum Parameter Value", "Center Paramater Value", "Maximum Parameter Value", "Minimum Data Bounds", "Maximum Data Bounds", "Center", "Taper Amount"]; - this._propTypes = ["color", "float", "float", "float", "float", "float", "float", "float"]; - this._propValues = []; - - // initialize the property values - this._propValues[ this._propNames[0] ] = this._color.slice(); - this._propValues[ this._propNames[1] ] = 0.25; - this._propValues[ this._propNames[2] ] = 0.50; - this._propValues[ this._propNames[3] ] = 0.75; - this._propValues[ this._propNames[4] ] = -1; - this._propValues[ this._propNames[5] ] = 1; - this._propValues[ this._propNames[6] ] = 0.0; - this._propValues[ this._propNames[7] ] = 0.9; - - this.setProperty = function( prop, value ) - { - // make sure we have legitimate input - if (this.validateProperty( prop, value )) +function TaperMaterial() { + // initialize the inherited members + this.inheritedFrom = GLMaterial; + this.inheritedFrom(); + + /////////////////////////////////////////////////////////////////////// + // Instance variables + /////////////////////////////////////////////////////////////////////// + this._name = "TaperMaterial"; + this._shaderName = "taper"; + + this._color = [1, 0, 0, 1]; + + this._deltaTime = 0.0; + + /////////////////////////////////////////////////////////////////////// + // Property Accessors + /////////////////////////////////////////////////////////////////////// + this.getColor = function () { return this._color; }; + this.getShaderName = function () { return this._shaderName; }; + + this.isAnimated = function () { return true; }; + this.hasVertexDeformation = function () { return this._hasVertexDeformation; }; + this._hasVertexDeformation = true; + this._vertexDeformationTolerance = 0.02; // should be a property + + /////////////////////////////////////////////////////////////////////// + // Methods + /////////////////////////////////////////////////////////////////////// + // duplcate method requirde + this.dup = function () { return new TaperMaterial(); }; + + this.init = function (world) { + this.setWorld(world); + + // set up the shader + this._shader = new RDGE.jshader(); + this._shader.def = taperShaderDef; + this._shader.init(); + + // set the defaults + this._shader.colorMe.color.set(this.getColor()); + + // set up the material node + this._materialNode = RDGE.createMaterialNode("taperMaterial" + "_" + world.generateUniqueNodeID()); + this._materialNode.setShader(this._shader); + + // initialize the taper properties + this.updateShaderValues(); + }; + + + /////////////////////////////////////////////////////////////////////// + // Material Property Accessors + /////////////////////////////////////////////////////////////////////// + this._propNames = ["color", "u_limit1", "u_limit2", "u_limit3", "u_minVal", "u_maxVal", "u_center", "u_taperAmount"]; + this._propLabels = ["Color", "Minimum Parameter Value", "Center Paramater Value", "Maximum Parameter Value", "Minimum Data Bounds", "Maximum Data Bounds", "Center", "Taper Amount"]; + this._propTypes = ["color", "float", "float", "float", "float", "float", "float", "float"]; + this._propValues = []; + + // initialize the property values + this._propValues[this._propNames[0]] = this._color.slice(); + this._propValues[this._propNames[1]] = 0.25; + this._propValues[this._propNames[2]] = 0.50; + this._propValues[this._propNames[3]] = 0.75; + this._propValues[this._propNames[4]] = -1; + this._propValues[this._propNames[5]] = 1; + this._propValues[this._propNames[6]] = 0.0; + this._propValues[this._propNames[7]] = 0.9; + + this.setProperty = function (prop, value) { + // make sure we have legitimate input + if (this.validateProperty(prop, value)) { + switch (prop) { + case "color": this._propValues[prop] = value.slice(); break; + default: this._propValues[prop] = value; break; + } + + this.updateShaderValues(); + } + }; + /////////////////////////////////////////////////////////////////////// + this.exportJSON = function () { + var jObj = { - switch (prop) - { - case "color": this._propValues[prop] = value.slice(); break; - default: this._propValues[prop] = value; break; - } - - this.updateShaderValues(); - } - } - /////////////////////////////////////////////////////////////////////// - this.exportJSON = function() - { - var jObj = - { - 'material' : this.getShaderName(), - 'name' : this.getName(), - 'color' : this._propValues["color"] + 'material': this.getShaderName(), + 'name': this.getName(), + 'color': this._propValues["color"] }; - return jObj; - } - - this.importJSON = function( jObj ) - { - if (this.getShaderName() != jObj.material) throw new Error( "ill-formed material" ); - this.setName( jObj.name ); - - try - { - var color = jObj.color; - this.setProperty( "color", color); - } - catch (e) - { - throw new Error( "could not import material: " + jObj ); - } - } - - this.export = function() - { - // this function should be overridden by subclasses - var exportStr = "material: " + this.getShaderName() + "\n"; - exportStr += "name: " + this.getName() + "\n"; - - if (this._shader) - exportStr += "color: " + this._shader.colorMe.color + "\n"; - else - exportStr += "color: " + this.getColor() + "\n"; - exportStr += "endMaterial\n"; - - return exportStr; - } - - this.import = function( importStr ) - { - var pu = new MaterialParser( 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 ) - { - //var speed = 0.01; - //time *= speed; - this._deltaTime += 0.01; - - if (this._shader && this._shader.colorMe) - { - var t3 = this._propValues[ this._propNames[3] ] - this._deltaTime; - if (t3 < 0) - { - this._deltaTime = this._propValues[ this._propNames[1] ] - 1.0; - t3 = this._propValues[ this._propNames[3] ] - this._deltaTime; - } - var t1 = this._propValues[ this._propNames[1] ] - this._deltaTime, - t2 = this._propValues[ this._propNames[2] ] - this._deltaTime; - - - this._shader.colorMe[this._propNames[1]].set( [t1] ); - this._shader.colorMe[this._propNames[2]].set( [t2] ); - this._shader.colorMe[this._propNames[3]].set( [t3] ); - } - } - - this.updateShaderValues = function() - { - if (this._shader && this._shader.colorMe) - { - var nProps = this._propNames.length; - for (var i=0; i