From fb0a659c9ca3479fd6799325498b11f074689936 Mon Sep 17 00:00:00 2001 From: John Mayhew Date: Mon, 2 Apr 2012 14:57:31 -0700 Subject: -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 --- .../RDGE/src/core/script/ShaderManager.js | 124 ++++++++++----------- 1 file changed, 57 insertions(+), 67 deletions(-) (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 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 (c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. */ -function Shader(name, shaderHandle, renderProc, initRenderProc, envMap) -{ - this.name = name; - this.shaderHandle = shaderHandle; +// 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 = postRenderProcDefault; - this.envMap = envMap; - this.envDiff = envMap; -} - -function ShaderManager() -{ + this.renderProc = renderProc; + this.postRenderProc = RDGE.postRenderProcDefault; + this.envMap = envMap; + this.envDiff = envMap; +}; + +RDGE.ShaderManager = function () { this.shaderMap = []; -} +}; -ShaderManager.prototype.addShader = function(name, vShader, fShader, attribs, renderProc, initRenderProc, envMapName, envDiffMapName) -{ +RDGE.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; - + 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; -} +}; -ShaderManager.prototype.getShaderNames = function() -{ +RDGE.ShaderManager.prototype.getShaderNames = function () { var names = []; - for(var index in this.shaderMap) - { + for (var index in this.shaderMap) { names.push(this.shaderMap[index].name); } - + return names; -} +}; -ShaderManager.prototype.getShaderByName = function(name) -{ +RDGE.ShaderManager.prototype.getShaderByName = function (name) { var shader = this.shaderMap[name]; - - if(shader != undefined && shader != null) + + 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() -{ +RDGE.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" ); - + 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"], renderProcShadowReceiver, renderInitShadowReceiver); - this.addShader("shadowProj", shadowProj_vshader, shadowProj_fshader, [ "vert", "normal", "texcoord"], renderProcShadowProjection, renderInitShadowProjection); - -} + 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); +}; -- cgit v1.2.3