From 805059d68087530721212a650412aefb85e98d1f Mon Sep 17 00:00:00 2001 From: Nivesh Rajbhandari Date: Thu, 9 Feb 2012 10:26:57 -0800 Subject: Removed unused materials. Signed-off-by: Nivesh Rajbhandari --- js/helper-classes/RDGE/Materials/PulseMaterial.js | 226 ---------------------- 1 file changed, 226 deletions(-) delete mode 100644 js/helper-classes/RDGE/Materials/PulseMaterial.js (limited to 'js/helper-classes/RDGE/Materials/PulseMaterial.js') diff --git a/js/helper-classes/RDGE/Materials/PulseMaterial.js b/js/helper-classes/RDGE/Materials/PulseMaterial.js deleted file mode 100644 index 5bee818e..00000000 --- a/js/helper-classes/RDGE/Materials/PulseMaterial.js +++ /dev/null @@ -1,226 +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._texMap.slice(0); } - this.setTextureMap = function(m) { this._propValues[this._propNames[0]] = m ? m.slice(0) : null; this.updateTexture(); } - - /////////////////////////////////////////////////////////////////////// - // 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 ) - { - // 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 --- js/helper-classes/RDGE/Materials/PulseMaterial.js | 253 ++++++++++++++++++++++ 1 file changed, 253 insertions(+) create mode 100644 js/helper-classes/RDGE/Materials/PulseMaterial.js (limited to 'js/helper-classes/RDGE/Materials/PulseMaterial.js') diff --git a/js/helper-classes/RDGE/Materials/PulseMaterial.js b/js/helper-classes/RDGE/Materials/PulseMaterial.js new file mode 100644 index 00000000..6f7e9fe0 --- /dev/null +++ b/js/helper-classes/RDGE/Materials/PulseMaterial.js @@ -0,0 +1,253 @@ +/* + 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 200.0) this._time = 0.0; + } + } + } + + this.setResolution = function( res ) + { + var material = this._materialNode; + if (material) + { + var technique = material.shaderProgram.default; + var renderer = g_Engine.getContext().renderer; + if (renderer && technique) + { + technique.u_resolution.set( res ); + } + } + } + + this.export = function() + { + // every material needs the base type and instance name + var exportStr = "material: " + this.getShaderName() + "\n"; + exportStr += "name: " + this.getName() + "\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; + + return rtnStr; + } +} + +/////////////////////////////////////////////////////////////////////////////////////// +// RDGE shader + +// shader spec (can also be loaded from a .JSON file, or constructed at runtime) +var pulseMaterialDef = +{'shaders': + { + 'defaultVShader':"assets/shaders/Basic.vert.glsl", + 'defaultFShader':"assets/shaders/Pulse.frag.glsl" + }, + 'techniques': + { + 'default': + [ + { + 'vshader' : 'defaultVShader', + 'fshader' : 'defaultFShader', + // attributes + 'attributes' : + { + 'vert' : { 'type' : 'vec3' }, + 'normal' : { 'type' : 'vec3' }, + 'texcoord' : { 'type' : 'vec2' } + }, + // parameters + 'params' : + { + 'u_tex0': { 'type' : 'tex2d' }, + 'u_time' : { 'type' : 'float' }, + 'u_resolution' : { 'type' : 'vec2' }, + }, + + // render states + 'states' : + { + 'depthEnable' : true, + 'offset':[1.0, 0.1] + }, + }, + ] + } +}; + + + + -- cgit v1.2.3 From f775fb752cac57a0c1f6c42c8c60f5ff329eab32 Mon Sep 17 00:00:00 2001 From: Nivesh Rajbhandari Date: Wed, 22 Feb 2012 11:36:19 -0800 Subject: Revert "Integrating canvas-2d drawing and WebGL fixes, including adding back WebGL materials." This reverts commit 96a0a8c916533eb5625816192ed38488f639326d. --- js/helper-classes/RDGE/Materials/PulseMaterial.js | 253 ---------------------- 1 file changed, 253 deletions(-) delete mode 100644 js/helper-classes/RDGE/Materials/PulseMaterial.js (limited to 'js/helper-classes/RDGE/Materials/PulseMaterial.js') diff --git a/js/helper-classes/RDGE/Materials/PulseMaterial.js b/js/helper-classes/RDGE/Materials/PulseMaterial.js deleted file mode 100644 index 6f7e9fe0..00000000 --- a/js/helper-classes/RDGE/Materials/PulseMaterial.js +++ /dev/null @@ -1,253 +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 200.0) this._time = 0.0; - } - } - } - - this.setResolution = function( res ) - { - var material = this._materialNode; - if (material) - { - var technique = material.shaderProgram.default; - var renderer = g_Engine.getContext().renderer; - if (renderer && technique) - { - technique.u_resolution.set( res ); - } - } - } - - this.export = function() - { - // every material needs the base type and instance name - var exportStr = "material: " + this.getShaderName() + "\n"; - exportStr += "name: " + this.getName() + "\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; - - return rtnStr; - } -} - -/////////////////////////////////////////////////////////////////////////////////////// -// RDGE shader - -// shader spec (can also be loaded from a .JSON file, or constructed at runtime) -var pulseMaterialDef = -{'shaders': - { - 'defaultVShader':"assets/shaders/Basic.vert.glsl", - 'defaultFShader':"assets/shaders/Pulse.frag.glsl" - }, - 'techniques': - { - 'default': - [ - { - 'vshader' : 'defaultVShader', - 'fshader' : 'defaultFShader', - // attributes - 'attributes' : - { - 'vert' : { 'type' : 'vec3' }, - 'normal' : { 'type' : 'vec3' }, - 'texcoord' : { 'type' : 'vec2' } - }, - // parameters - 'params' : - { - 'u_tex0': { 'type' : 'tex2d' }, - 'u_time' : { 'type' : 'float' }, - 'u_resolution' : { 'type' : 'vec2' }, - }, - - // render states - 'states' : - { - 'depthEnable' : true, - 'offset':[1.0, 0.1] - }, - }, - ] - } -}; - - - - -- cgit v1.2.3 From d5b216d9d6d2b8cb93106e8f8ca351089d05b41d Mon Sep 17 00:00:00 2001 From: Nivesh Rajbhandari Date: Wed, 22 Feb 2012 11:52:31 -0800 Subject: Integrating canvas-2d and WebGL drawing fixes. Also adding back WebGL materials. Signed-off-by: Nivesh Rajbhandari --- js/helper-classes/RDGE/Materials/PulseMaterial.js | 253 ++++++++++++++++++++++ 1 file changed, 253 insertions(+) create mode 100644 js/helper-classes/RDGE/Materials/PulseMaterial.js (limited to 'js/helper-classes/RDGE/Materials/PulseMaterial.js') diff --git a/js/helper-classes/RDGE/Materials/PulseMaterial.js b/js/helper-classes/RDGE/Materials/PulseMaterial.js new file mode 100644 index 00000000..6f7e9fe0 --- /dev/null +++ b/js/helper-classes/RDGE/Materials/PulseMaterial.js @@ -0,0 +1,253 @@ +/* + 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 200.0) this._time = 0.0; + } + } + } + + this.setResolution = function( res ) + { + var material = this._materialNode; + if (material) + { + var technique = material.shaderProgram.default; + var renderer = g_Engine.getContext().renderer; + if (renderer && technique) + { + technique.u_resolution.set( res ); + } + } + } + + this.export = function() + { + // every material needs the base type and instance name + var exportStr = "material: " + this.getShaderName() + "\n"; + exportStr += "name: " + this.getName() + "\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; + + return rtnStr; + } +} + +/////////////////////////////////////////////////////////////////////////////////////// +// RDGE shader + +// shader spec (can also be loaded from a .JSON file, or constructed at runtime) +var pulseMaterialDef = +{'shaders': + { + 'defaultVShader':"assets/shaders/Basic.vert.glsl", + 'defaultFShader':"assets/shaders/Pulse.frag.glsl" + }, + 'techniques': + { + 'default': + [ + { + 'vshader' : 'defaultVShader', + 'fshader' : 'defaultFShader', + // attributes + 'attributes' : + { + 'vert' : { 'type' : 'vec3' }, + 'normal' : { 'type' : 'vec3' }, + 'texcoord' : { 'type' : 'vec2' } + }, + // parameters + 'params' : + { + 'u_tex0': { 'type' : 'tex2d' }, + 'u_time' : { 'type' : 'float' }, + 'u_resolution' : { 'type' : 'vec2' }, + }, + + // render states + 'states' : + { + 'depthEnable' : true, + 'offset':[1.0, 0.1] + }, + }, + ] + } +}; + + + + -- cgit v1.2.3 From 7b9b1e6dab88875b85230fc6f4fa0fca94e8b82f Mon Sep 17 00:00:00 2001 From: Nivesh Rajbhandari Date: Wed, 22 Feb 2012 16:21:39 -0800 Subject: PulseMaterial and RadialBlurMaterial had typos in their import code. Signed-off-by: Nivesh Rajbhandari --- js/helper-classes/RDGE/Materials/PulseMaterial.js | 12 +++++++++++- 1 file changed, 11 insertions(+), 1 deletion(-) (limited to 'js/helper-classes/RDGE/Materials/PulseMaterial.js') diff --git a/js/helper-classes/RDGE/Materials/PulseMaterial.js b/js/helper-classes/RDGE/Materials/PulseMaterial.js index 6f7e9fe0..d76b9966 100644 --- a/js/helper-classes/RDGE/Materials/PulseMaterial.js +++ b/js/helper-classes/RDGE/Materials/PulseMaterial.js @@ -200,7 +200,17 @@ function PulseMaterial() this.setName( pu.nextValue( "name: ") ); var rtnStr; - + try + { + 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; } } -- cgit v1.2.3