Fix JavaScript error after Rendering API clean-up 81/66981/1
authorRichard Huang <r.huang@samsung.com>
Fri, 22 Apr 2016 10:11:07 +0000 (11:11 +0100)
committerRichard Huang <r.huang@samsung.com>
Fri, 22 Apr 2016 10:11:07 +0000 (11:11 +0100)
Change-Id: Iec708cdbfe6d760a85e8039703e55ad6233e88ce

node-addon/binding.gyp
node-addon/examples/line-mesh.js
node-addon/examples/mesh-morph.js
node-addon/examples/point-mesh.js
node-addon/examples/texture-mesh.js
plugins/dali-script-v8/src/rendering/texture-set-api.cpp

index ac3b428..da23da5 100644 (file)
       '<(DALI_JS_DIR)/render-tasks/render-task-wrapper.cpp',
       '<(DALI_JS_DIR)/rendering/geometry-api.cpp',
       '<(DALI_JS_DIR)/rendering/geometry-wrapper.cpp',
       '<(DALI_JS_DIR)/render-tasks/render-task-wrapper.cpp',
       '<(DALI_JS_DIR)/rendering/geometry-api.cpp',
       '<(DALI_JS_DIR)/rendering/geometry-wrapper.cpp',
-      '<(DALI_JS_DIR)/rendering/material-api.cpp',
-      '<(DALI_JS_DIR)/rendering/material-wrapper.cpp',
       '<(DALI_JS_DIR)/rendering/renderer-api.cpp',
       '<(DALI_JS_DIR)/rendering/renderer-wrapper.cpp',
       '<(DALI_JS_DIR)/rendering/sampler-api.cpp',
       '<(DALI_JS_DIR)/rendering/sampler-wrapper.cpp',
       '<(DALI_JS_DIR)/rendering/shader-api.cpp',
       '<(DALI_JS_DIR)/rendering/shader-wrapper.cpp',
       '<(DALI_JS_DIR)/rendering/renderer-api.cpp',
       '<(DALI_JS_DIR)/rendering/renderer-wrapper.cpp',
       '<(DALI_JS_DIR)/rendering/sampler-api.cpp',
       '<(DALI_JS_DIR)/rendering/sampler-wrapper.cpp',
       '<(DALI_JS_DIR)/rendering/shader-api.cpp',
       '<(DALI_JS_DIR)/rendering/shader-wrapper.cpp',
+      '<(DALI_JS_DIR)/rendering/texture-set-api.cpp',
+      '<(DALI_JS_DIR)/rendering/texture-set-wrapper.cpp',
       '<(DALI_JS_DIR)/toolkit/builder/builder-api.cpp',
       '<(DALI_JS_DIR)/toolkit/builder/builder-wrapper.cpp',
       '<(DALI_JS_DIR)/toolkit/focus-manager/keyboard-focus-manager-api.cpp',
       '<(DALI_JS_DIR)/toolkit/builder/builder-api.cpp',
       '<(DALI_JS_DIR)/toolkit/builder/builder-wrapper.cpp',
       '<(DALI_JS_DIR)/toolkit/focus-manager/keyboard-focus-manager-api.cpp',
index b68df19..63bf20a 100644 (file)
@@ -58,8 +58,6 @@ daliApp.createMeshActor = function() {
 
       var shader = new dali.Shader(shaderOptions);
 
 
       var shader = new dali.Shader(shaderOptions);
 
-      var material = new dali.Material( shader );
-
       // Create vertex buffer
       var pentagonVertexFormat ={ "aPosition1" : dali.PROPERTY_VECTOR2 };
 
       // Create vertex buffer
       var pentagonVertexFormat ={ "aPosition1" : dali.PROPERTY_VECTOR2 };
 
@@ -103,7 +101,7 @@ daliApp.createMeshActor = function() {
       geometry.setIndexBuffer( indices );
       geometry.setGeometryType( dali.GEOMETRY_LINES );
 
       geometry.setIndexBuffer( indices );
       geometry.setGeometryType( dali.GEOMETRY_LINES );
 
-      var renderer = new dali.Renderer(geometry, material);
+      var renderer = new dali.Renderer(geometry, shader);
       renderer.depthIndex = 0;
 
       // Create mesh actor
       renderer.depthIndex = 0;
 
       // Create mesh actor
index 7d6bc49..1f59d36 100644 (file)
@@ -60,8 +60,6 @@ daliApp.createMeshActor = function() {
 
       var shader = new dali.Shader(shaderOptions);
 
 
       var shader = new dali.Shader(shaderOptions);
 
-      var material = new dali.Material( shader );
-
       // Create vertex buffer for initial positions
       var initialPositionVertexFormat = { "aInitPos" : dali.PROPERTY_VECTOR2 };
 
       // Create vertex buffer for initial positions
       var initialPositionVertexFormat = { "aInitPos" : dali.PROPERTY_VECTOR2 };
 
@@ -224,7 +222,7 @@ daliApp.createMeshActor = function() {
       geometry.addVertexBuffer( finalPositionVertices );
       geometry.addVertexBuffer( colorVertices );
 
       geometry.addVertexBuffer( finalPositionVertices );
       geometry.addVertexBuffer( colorVertices );
 
-      var renderer = new dali.Renderer(geometry, material);
+      var renderer = new dali.Renderer(geometry, shader);
       renderer.depthIndex = 0;
 
       // Create mesh actor
       renderer.depthIndex = 0;
 
       // Create mesh actor
index eb1c830..c5f539e 100644 (file)
@@ -79,9 +79,9 @@ daliApp.createMeshActor = function() {
 
       var shader = new dali.Shader(shaderOptions);
 
 
       var shader = new dali.Shader(shaderOptions);
 
-      var material = new dali.Material( shader );
       var image = new dali.ResourceImage( {url: imageDir + "image-1.jpg"} );
       var image = new dali.ResourceImage( {url: imageDir + "image-1.jpg"} );
-      material.addTexture(image, "sTexture");
+      var textureSet = new dali.TextureSet;
+      textureSet.setImage(0, image);
 
       // Create vertex buffer
       var polyhedraVertexFormat ={ "aPosition" : dali.PROPERTY_VECTOR2,
 
       // Create vertex buffer
       var polyhedraVertexFormat ={ "aPosition" : dali.PROPERTY_VECTOR2,
@@ -115,7 +115,8 @@ daliApp.createMeshActor = function() {
       geometry.addVertexBuffer( polyhedraVertices );
       geometry.setGeometryType( dali.GEOMETRY_POINTS );
 
       geometry.addVertexBuffer( polyhedraVertices );
       geometry.setGeometryType( dali.GEOMETRY_POINTS );
 
-      var renderer = new dali.Renderer(geometry, material);
+      var renderer = new dali.Renderer(geometry, shader);
+      renderer.setTextures(textureSet);
       renderer.registerAnimatableProperty("uFadeColor", [1.0, 0.0, 1.0, 1.0]); // Green
       renderer.registerAnimatableProperty("uPointSize", 80.0);
       renderer.depthIndex = 0;
       renderer.registerAnimatableProperty("uFadeColor", [1.0, 0.0, 1.0, 1.0]); // Green
       renderer.registerAnimatableProperty("uPointSize", 80.0);
       renderer.depthIndex = 0;
index bacde6b..f37fd67 100644 (file)
@@ -64,13 +64,13 @@ daliApp.createMeshActor = function() {
 
       var shader = new dali.Shader(shaderOptions);
 
 
       var shader = new dali.Shader(shaderOptions);
 
-      var material = new dali.Material( shader );
+      var textureSet = new dali.TextureSet;
       var image = new dali.ResourceImage( {url: imageDir + "image-1.jpg"} );
       var image = new dali.ResourceImage( {url: imageDir + "image-1.jpg"} );
-      material.addTexture(image, "sTexture");
+      textureSet.setImage(0, image);
 
 
-      var material2 = new dali.Material( shader );
+      var textureSet2 = new dali.TextureSet;
       var image2 = new dali.ResourceImage( {url: imageDir + "image-2.jpg"} );
       var image2 = new dali.ResourceImage( {url: imageDir + "image-2.jpg"} );
-      material2.addTexture(image2, "sTexture");
+      textureSet2.setImage(0, image2);
 
       // Create vertex buffer
       var texturedQuadVertexFormat ={ "aPosition" : dali.PROPERTY_VECTOR2,
 
       // Create vertex buffer
       var texturedQuadVertexFormat ={ "aPosition" : dali.PROPERTY_VECTOR2,
@@ -101,7 +101,8 @@ daliApp.createMeshActor = function() {
       geometry.addVertexBuffer( texturedQuadVertices );
       geometry.setIndexBuffer( indices );
 
       geometry.addVertexBuffer( texturedQuadVertices );
       geometry.setIndexBuffer( indices );
 
-      var renderer = new dali.Renderer(geometry, material);
+      var renderer = new dali.Renderer(geometry, shader);
+      renderer.setTextures(textureSet);
       renderer.depthIndex = 0;
 
       var meshActor = new dali.Actor();
       renderer.depthIndex = 0;
 
       var meshActor = new dali.Actor();
@@ -113,7 +114,8 @@ daliApp.createMeshActor = function() {
 
       dali.stage.add( meshActor );
 
 
       dali.stage.add( meshActor );
 
-      var renderer2 = new dali.Renderer(geometry, material2);
+      var renderer2 = new dali.Renderer(geometry, shader);
+      renderer2.setTextures(textureSet2);
       renderer2.depthIndex = 0;
 
       var meshActor2 = new dali.Actor();
       renderer2.depthIndex = 0;
 
       var meshActor2 = new dali.Actor();
index 30d8d47..1c5ad39 100644 (file)
@@ -89,9 +89,7 @@ TextureSet TextureSetApi::GetTextureSetFromParams( int paramIndex,
  */
 TextureSet TextureSetApi::New( const v8::FunctionCallbackInfo< v8::Value >& args )
 {
  */
 TextureSet TextureSetApi::New( const v8::FunctionCallbackInfo< v8::Value >& args )
 {
-  v8::Isolate* isolate = args.GetIsolate();
-  v8::HandleScope handleScope( isolate );
-  return TextureSet();
+  return TextureSet::New();
 }
 
 
 }