From b89a7ee8b956c96a1dcee995ea840feddc5d4b27 Mon Sep 17 00:00:00 2001 From: Pierre Frisch Date: Thu, 22 Dec 2011 07:25:50 -0800 Subject: First commit of Ninja to ninja-internal Signed-off-by: Valerio Virgillito --- .../RDGE/src/core/script/ShaderManager.js | 96 ++++++++++++++++++++++ 1 file changed, 96 insertions(+) create mode 100644 js/helper-classes/RDGE/src/core/script/ShaderManager.js (limited to 'js/helper-classes/RDGE/src/core/script/ShaderManager.js') diff --git a/js/helper-classes/RDGE/src/core/script/ShaderManager.js b/js/helper-classes/RDGE/src/core/script/ShaderManager.js new file mode 100644 index 00000000..f253d3c7 --- /dev/null +++ b/js/helper-classes/RDGE/src/core/script/ShaderManager.js @@ -0,0 +1,96 @@ +/* +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. +
*/ + +function Shader(name, shaderHandle, renderProc, initRenderProc, envMap) +{ + this.name = name; + this.shaderHandle = shaderHandle; + this.initRenderProc = initRenderProc; + this.renderProc = renderProc; + this.postRenderProc = postRenderProcDefault; + this.envMap = envMap; + this.envDiff = envMap; +} + +function ShaderManager() +{ + this.shaderMap = []; +} + +ShaderManager.prototype.addShader = function(name, vShader, fShader, attribs, renderProc, initRenderProc, envMapName, envDiffMapName) +{ + var shader = this.shaderMap[name]; + if(shader == undefined) + { + + var handle = createShader(g_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 Shader(name, handle, renderProc, initRenderProc, envMap); + this.shaderMap[name].envDiff = envDiff; + } + else + { + this.shaderMap[name] = new Shader(name, handle, renderProc, initRenderProc, null); + this.shaderMap[name].envDiff = null; + } + + this.shaderMap[name].name = name; + + return this.shaderMap[name]; + } + + return shader; +} + +ShaderManager.prototype.getShaderNames = function() +{ + var names = []; + for(var index in this.shaderMap) + { + names.push(this.shaderMap[index].name); + } + + return names; +} + +ShaderManager.prototype.getShaderByName = function(name) +{ + var shader = this.shaderMap[name]; + + if(shader != undefined && shader != null) + return shader; + +// gl.console.log("No shader by the name of: \"" + name + "\""); + + return null; +} + + +/** +* Setup shader names +**/ +ShaderManager.prototype.init = function() +{ + // create shaders for each look + this.addShader( "default", vortexVShader, vortexFShader, ["vert", "normal", "texcoord"], renderProcDefault, renderInitProcDefault, "material_DullPlastic.png", "material_DullPlastic.png" ); + this.addShader( "barlights",vortexVShader, vortexFShader, ["vert", "normal", "texcoord"], renderProcDefault, renderInitProcDefault, "material_barlights.png", "material_barlightsDull.png"); + this.addShader( "gloss", vortexVShader, vortexFShader, ["vert", "normal", "texcoord"], renderProcDefault, renderInitProcDefault, "material_gloss.png", "material_glossDull.png" ); + this.addShader( "inGlass", vortexVShader, vortexFShader, ["vert", "normal", "texcoord"], renderProcDefault, renderInitProcDefault, "material_inGlass.png", "material_inGlassDull.png"); + this.addShader( "normals", vortexVShader, vortexFShader, ["vert", "normal", "texcoord"], renderProcDefault, renderInitProcDefault, "material_normal.png", "material_normalDull.png" ); + this.addShader( "paint", vortexVShader, vortexFShader, ["vert", "normal", "texcoord"], renderProcDefault, renderInitProcDefault, "material_paint.png", "material_paintDull.png" ); + this.addShader( "plastic", vortexVShader, vortexFShader, ["vert", "normal", "texcoord"], renderProcDefault, renderInitProcDefault, "material_plastic.png", "material_plasticDull.png" ); + this.addShader( "shadows", vortexVShader, vortexFShader, ["vert", "normal", "texcoord"], renderProcDefault, renderInitProcDefault, "material_shadows.png", "material_shadowsDull.png" ); + this.addShader( "skin", vortexVShader, vortexFShader, ["vert", "normal", "texcoord"], renderProcDefault, renderInitProcDefault, "material_skin.png", "material_skinDull.png" ); + this.addShader( "wax", vortexVShader, vortexFShader, ["vert", "normal", "texcoord"], renderProcDefault, renderInitProcDefault, "material_wax.png", "material_waxDull.png" ); + + // used by backdrop + this.addShader("shadowReceiver",shadow_vshader, shadow_fshader, ["vert", "normal", "texcoord"], renderProcShadowReceiver, renderInitShadowReceiver); + this.addShader("shadowProj", shadowProj_vshader, shadowProj_fshader, [ "vert", "normal", "texcoord"], renderProcShadowProjection, renderInitShadowProjection); + +} -- cgit v1.2.3