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/PulseMaterial.js | 266 --------------------- 1 file changed, 266 deletions(-) delete mode 100644 js/helper-classes/backup-delete/Materials/PulseMaterial.js (limited to 'js/helper-classes/backup-delete/Materials/PulseMaterial.js') 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 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"; - - var texMapName = this._propValues[this._propNames[0]]; - exportStr += "texture: " + texMapName + "\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 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 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