/* <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> */ // RDGE namespaces var RDGE = RDGE || {}; RDGE.Shader = function (name, shaderHandle, renderProc, initRenderProc, envMap) { this.name = name; this.shaderHandle = shaderHandle; this.initRenderProc = initRenderProc; this.renderProc = renderProc; this.postRenderProc = RDGE.postRenderProcDefault; this.envMap = envMap; this.envDiff = envMap; }; RDGE.ShaderManager = function () { this.shaderMap = []; }; RDGE.ShaderManager.prototype.addShader = function (name, vShader, fShader, attribs, renderProc, initRenderProc, envMapName, envDiffMapName) { var shader = this.shaderMap[name]; if (shader == undefined) { var handle = RDGE.createShader(RDGE.globals.engine.getContext().renderer.ctx, vShader, fShader, attribs); if (envMapName != undefined || envDiffMapName != undefined) { var envMap = g_texMan.loadMaterial(envMapName); var envDiff = g_texMan.loadMaterial(envDiffMapName); this.shaderMap[name] = new RDGE.Shader(name, handle, renderProc, initRenderProc, envMap); this.shaderMap[name].envDiff = envDiff; } else { this.shaderMap[name] = new RDGE.Shader(name, handle, renderProc, initRenderProc, null); this.shaderMap[name].envDiff = null; } this.shaderMap[name].name = name; return this.shaderMap[name]; } return shader; }; RDGE.ShaderManager.prototype.getShaderNames = function () { var names = []; for (var index in this.shaderMap) { names.push(this.shaderMap[index].name); } return names; }; RDGE.ShaderManager.prototype.getShaderByName = function (name) { var shader = this.shaderMap[name]; if (shader != undefined && shader != null) return shader; return null; }; /** * Setup shader names **/ RDGE.ShaderManager.prototype.init = function () { // create shaders for each look this.addShader("default", vortexVShader, vortexFShader, ["vert", "normal", "texcoord"], RDGE.renderProcDefault, RDGE.renderInitProcDefault, "material_DullPlastic.png", "material_DullPlastic.png"); this.addShader("barlights", vortexVShader, vortexFShader, ["vert", "normal", "texcoord"], RDGE.renderProcDefault, RDGE.renderInitProcDefault, "material_barlights.png", "material_barlightsDull.png"); this.addShader("gloss", vortexVShader, vortexFShader, ["vert", "normal", "texcoord"], RDGE.renderProcDefault, RDGE.renderInitProcDefault, "material_gloss.png", "material_glossDull.png"); this.addShader("inGlass", vortexVShader, vortexFShader, ["vert", "normal", "texcoord"], RDGE.renderProcDefault, RDGE.renderInitProcDefault, "material_inGlass.png", "material_inGlassDull.png"); this.addShader("normals", vortexVShader, vortexFShader, ["vert", "normal", "texcoord"], RDGE.renderProcDefault, RDGE.renderInitProcDefault, "material_normal.png", "material_normalDull.png"); this.addShader("paint", vortexVShader, vortexFShader, ["vert", "normal", "texcoord"], RDGE.renderProcDefault, RDGE.renderInitProcDefault, "material_paint.png", "material_paintDull.png"); this.addShader("plastic", vortexVShader, vortexFShader, ["vert", "normal", "texcoord"], RDGE.renderProcDefault, RDGE.renderInitProcDefault, "material_plastic.png", "material_plasticDull.png"); this.addShader("shadows", vortexVShader, vortexFShader, ["vert", "normal", "texcoord"], RDGE.renderProcDefault, RDGE.renderInitProcDefault, "material_shadows.png", "material_shadowsDull.png"); this.addShader("skin", vortexVShader, vortexFShader, ["vert", "normal", "texcoord"], RDGE.renderProcDefault, RDGE.renderInitProcDefault, "material_skin.png", "material_skinDull.png"); this.addShader("wax", vortexVShader, vortexFShader, ["vert", "normal", "texcoord"], RDGE.renderProcDefault, RDGE.renderInitProcDefault, "material_wax.png", "material_waxDull.png"); // used by backdrop this.addShader("shadowReceiver", shadow_vshader, shadow_fshader, ["vert", "normal", "texcoord"], RDGE.renderProcShadowReceiver, RDGE.renderInitShadowReceiver); this.addShader("shadowProj", shadowProj_vshader, shadowProj_fshader, ["vert", "normal", "texcoord"], RDGE.renderProcShadowProjection, RDGE.renderInitShadowProjection); };