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/* <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);
}
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