/* <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> */ 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); }