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authorJohn Mayhew2012-04-02 14:57:31 -0700
committerJohn Mayhew2012-04-02 14:57:31 -0700
commitfb0a659c9ca3479fd6799325498b11f074689936 (patch)
tree46342298281aa93e48756e040715f42770ccc526 /js/helper-classes/RDGE/src/core/script/ShaderManager.js
parentc24f58c10231c30d3a8a4c9fb9a4f395dd746180 (diff)
downloadninja-fb0a659c9ca3479fd6799325498b11f074689936.tar.gz
-Namespaced all RDGE javascript.
-Removed the following unused files from the build script /core/script/fx/blur.js /core/script/fx/ssao.js /core/script/animation.js - Fully removed the following from the build and from source control as they are unused or no longer needed /core/script/util/dbgpanel.js /core/script/util/fpsTracker.js /core/script/util/statTracker.js /core/script/input.js /core/script/TextureManager.js /core/script/ubershader.js
Diffstat (limited to 'js/helper-classes/RDGE/src/core/script/ShaderManager.js')
-rwxr-xr-xjs/helper-classes/RDGE/src/core/script/ShaderManager.js124
1 files changed, 57 insertions, 67 deletions
diff --git a/js/helper-classes/RDGE/src/core/script/ShaderManager.js b/js/helper-classes/RDGE/src/core/script/ShaderManager.js
index f253d3c7..c5ee0c3f 100755
--- a/js/helper-classes/RDGE/src/core/script/ShaderManager.js
+++ b/js/helper-classes/RDGE/src/core/script/ShaderManager.js
@@ -4,93 +4,83 @@ No rights, expressed or implied, whatsoever to this software are provided by Mot
4(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. 4(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
5</copyright> */ 5</copyright> */
6 6
7function Shader(name, shaderHandle, renderProc, initRenderProc, envMap) 7// RDGE namespaces
8{ 8var RDGE = RDGE || {};
9 this.name = name; 9
10 this.shaderHandle = shaderHandle; 10RDGE.Shader = function (name, shaderHandle, renderProc, initRenderProc, envMap) {
11 this.name = name;
12 this.shaderHandle = shaderHandle;
11 this.initRenderProc = initRenderProc; 13 this.initRenderProc = initRenderProc;
12 this.renderProc = renderProc; 14 this.renderProc = renderProc;
13 this.postRenderProc = postRenderProcDefault; 15 this.postRenderProc = RDGE.postRenderProcDefault;
14 this.envMap = envMap; 16 this.envMap = envMap;
15 this.envDiff = envMap; 17 this.envDiff = envMap;
16} 18};
17 19
18function ShaderManager() 20RDGE.ShaderManager = function () {
19{
20 this.shaderMap = []; 21 this.shaderMap = [];
21} 22};
22 23
23ShaderManager.prototype.addShader = function(name, vShader, fShader, attribs, renderProc, initRenderProc, envMapName, envDiffMapName) 24RDGE.ShaderManager.prototype.addShader = function (name, vShader, fShader, attribs, renderProc, initRenderProc, envMapName, envDiffMapName) {
24{
25 var shader = this.shaderMap[name]; 25 var shader = this.shaderMap[name];
26 if(shader == undefined) 26 if (shader == undefined) {
27 { 27
28 28 var handle = RDGE.createShader(RDGE.globals.engine.getContext().renderer.ctx, vShader, fShader, attribs);
29 var handle = createShader(g_Engine.getContext().renderer.ctx, vShader, fShader, attribs); 29 if (envMapName != undefined || envDiffMapName != undefined) {
30 if (envMapName != undefined || envDiffMapName != undefined) 30 var envMap = g_texMan.loadMaterial(envMapName);
31 { 31 var envDiff = g_texMan.loadMaterial(envDiffMapName);
32 var envMap = g_texMan.loadMaterial(envMapName); 32 this.shaderMap[name] = new RDGE.Shader(name, handle, renderProc, initRenderProc, envMap);
33 var envDiff = g_texMan.loadMaterial(envDiffMapName); 33 this.shaderMap[name].envDiff = envDiff;
34 this.shaderMap[name] = new Shader(name, handle, renderProc, initRenderProc, envMap); 34 }
35 this.shaderMap[name].envDiff = envDiff; 35 else {
36 } 36 this.shaderMap[name] = new RDGE.Shader(name, handle, renderProc, initRenderProc, null);
37 else 37 this.shaderMap[name].envDiff = null;
38 { 38 }
39 this.shaderMap[name] = new Shader(name, handle, renderProc, initRenderProc, null); 39
40 this.shaderMap[name].envDiff = null; 40 this.shaderMap[name].name = name;
41 } 41
42
43 this.shaderMap[name].name = name;
44
45 return this.shaderMap[name]; 42 return this.shaderMap[name];
46 } 43 }
47 44
48 return shader; 45 return shader;
49} 46};
50 47
51ShaderManager.prototype.getShaderNames = function() 48RDGE.ShaderManager.prototype.getShaderNames = function () {
52{
53 var names = []; 49 var names = [];
54 for(var index in this.shaderMap) 50 for (var index in this.shaderMap) {
55 {
56 names.push(this.shaderMap[index].name); 51 names.push(this.shaderMap[index].name);
57 } 52 }
58 53
59 return names; 54 return names;
60} 55};
61 56
62ShaderManager.prototype.getShaderByName = function(name) 57RDGE.ShaderManager.prototype.getShaderByName = function (name) {
63{
64 var shader = this.shaderMap[name]; 58 var shader = this.shaderMap[name];
65 59
66 if(shader != undefined && shader != null) 60 if (shader != undefined && shader != null)
67 return shader; 61 return shader;
68 62
69// gl.console.log("No shader by the name of: \"" + name + "\"");
70
71 return null; 63 return null;
72} 64};
73 65
74 66
75/** 67/**
76* Setup shader names 68* Setup shader names
77**/ 69**/
78ShaderManager.prototype.init = function() 70RDGE.ShaderManager.prototype.init = function () {
79{
80 // create shaders for each look 71 // create shaders for each look
81 this.addShader( "default", vortexVShader, vortexFShader, ["vert", "normal", "texcoord"], renderProcDefault, renderInitProcDefault, "material_DullPlastic.png", "material_DullPlastic.png" ); 72 this.addShader("default", vortexVShader, vortexFShader, ["vert", "normal", "texcoord"], RDGE.renderProcDefault, RDGE.renderInitProcDefault, "material_DullPlastic.png", "material_DullPlastic.png");
82 this.addShader( "barlights",vortexVShader, vortexFShader, ["vert", "normal", "texcoord"], renderProcDefault, renderInitProcDefault, "material_barlights.png", "material_barlightsDull.png"); 73 this.addShader("barlights", vortexVShader, vortexFShader, ["vert", "normal", "texcoord"], RDGE.renderProcDefault, RDGE.renderInitProcDefault, "material_barlights.png", "material_barlightsDull.png");
83 this.addShader( "gloss", vortexVShader, vortexFShader, ["vert", "normal", "texcoord"], renderProcDefault, renderInitProcDefault, "material_gloss.png", "material_glossDull.png" ); 74 this.addShader("gloss", vortexVShader, vortexFShader, ["vert", "normal", "texcoord"], RDGE.renderProcDefault, RDGE.renderInitProcDefault, "material_gloss.png", "material_glossDull.png");
84 this.addShader( "inGlass", vortexVShader, vortexFShader, ["vert", "normal", "texcoord"], renderProcDefault, renderInitProcDefault, "material_inGlass.png", "material_inGlassDull.png"); 75 this.addShader("inGlass", vortexVShader, vortexFShader, ["vert", "normal", "texcoord"], RDGE.renderProcDefault, RDGE.renderInitProcDefault, "material_inGlass.png", "material_inGlassDull.png");
85 this.addShader( "normals", vortexVShader, vortexFShader, ["vert", "normal", "texcoord"], renderProcDefault, renderInitProcDefault, "material_normal.png", "material_normalDull.png" ); 76 this.addShader("normals", vortexVShader, vortexFShader, ["vert", "normal", "texcoord"], RDGE.renderProcDefault, RDGE.renderInitProcDefault, "material_normal.png", "material_normalDull.png");
86 this.addShader( "paint", vortexVShader, vortexFShader, ["vert", "normal", "texcoord"], renderProcDefault, renderInitProcDefault, "material_paint.png", "material_paintDull.png" ); 77 this.addShader("paint", vortexVShader, vortexFShader, ["vert", "normal", "texcoord"], RDGE.renderProcDefault, RDGE.renderInitProcDefault, "material_paint.png", "material_paintDull.png");
87 this.addShader( "plastic", vortexVShader, vortexFShader, ["vert", "normal", "texcoord"], renderProcDefault, renderInitProcDefault, "material_plastic.png", "material_plasticDull.png" ); 78 this.addShader("plastic", vortexVShader, vortexFShader, ["vert", "normal", "texcoord"], RDGE.renderProcDefault, RDGE.renderInitProcDefault, "material_plastic.png", "material_plasticDull.png");
88 this.addShader( "shadows", vortexVShader, vortexFShader, ["vert", "normal", "texcoord"], renderProcDefault, renderInitProcDefault, "material_shadows.png", "material_shadowsDull.png" ); 79 this.addShader("shadows", vortexVShader, vortexFShader, ["vert", "normal", "texcoord"], RDGE.renderProcDefault, RDGE.renderInitProcDefault, "material_shadows.png", "material_shadowsDull.png");
89 this.addShader( "skin", vortexVShader, vortexFShader, ["vert", "normal", "texcoord"], renderProcDefault, renderInitProcDefault, "material_skin.png", "material_skinDull.png" ); 80 this.addShader("skin", vortexVShader, vortexFShader, ["vert", "normal", "texcoord"], RDGE.renderProcDefault, RDGE.renderInitProcDefault, "material_skin.png", "material_skinDull.png");
90 this.addShader( "wax", vortexVShader, vortexFShader, ["vert", "normal", "texcoord"], renderProcDefault, renderInitProcDefault, "material_wax.png", "material_waxDull.png" ); 81 this.addShader("wax", vortexVShader, vortexFShader, ["vert", "normal", "texcoord"], RDGE.renderProcDefault, RDGE.renderInitProcDefault, "material_wax.png", "material_waxDull.png");
91 82
92 // used by backdrop 83 // used by backdrop
93 this.addShader("shadowReceiver",shadow_vshader, shadow_fshader, ["vert", "normal", "texcoord"], renderProcShadowReceiver, renderInitShadowReceiver); 84 this.addShader("shadowReceiver", shadow_vshader, shadow_fshader, ["vert", "normal", "texcoord"], RDGE.renderProcShadowReceiver, RDGE.renderInitShadowReceiver);
94 this.addShader("shadowProj", shadowProj_vshader, shadowProj_fshader, [ "vert", "normal", "texcoord"], renderProcShadowProjection, renderInitShadowProjection); 85 this.addShader("shadowProj", shadowProj_vshader, shadowProj_fshader, ["vert", "normal", "texcoord"], RDGE.renderProcShadowProjection, RDGE.renderInitShadowProjection);
95 86};
96}