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]
- },
- },
- ]
- }
-};
-
-
-
-
--
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