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 <valerio@motorola.com>
---
 .../backup-delete/Materials/BumpMetalMaterial.js   | 307 ---------------------
 1 file changed, 307 deletions(-)
 delete mode 100755 js/helper-classes/backup-delete/Materials/BumpMetalMaterial.js

(limited to 'js/helper-classes/backup-delete/Materials/BumpMetalMaterial.js')

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 @@
-/* <copyright>
- This file contains proprietary software owned by Motorola Mobility, Inc.<br/>
- No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.<br/>
- (c) Copyright 2011 Motorola Mobility, Inc.  All Rights Reserved.
- </copyright> */
-
-
-///////////////////////////////////////////////////////////////////////
-// 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
-};
-
-
-
-
-- 
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