/* 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.
*/ // 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); };