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authorKris Kowal2012-07-06 12:34:53 -0700
committerKris Kowal2012-07-06 15:01:48 -0700
commit3644cb6def4f681c99959e5729e78ea353441fad (patch)
treef8a886f4829e507cc4956db37cff2580cae6003d /js/helper-classes/RDGE/src/core/script/fx
parent04343eda8c2f870b0da55cfdc8003c99fe1cc4de (diff)
downloadninja-3644cb6def4f681c99959e5729e78ea353441fad.tar.gz
Normalize to unix line terminators
Diffstat (limited to 'js/helper-classes/RDGE/src/core/script/fx')
-rwxr-xr-xjs/helper-classes/RDGE/src/core/script/fx/blur.js434
-rwxr-xr-xjs/helper-classes/RDGE/src/core/script/fx/ssao.js278
2 files changed, 356 insertions, 356 deletions
diff --git a/js/helper-classes/RDGE/src/core/script/fx/blur.js b/js/helper-classes/RDGE/src/core/script/fx/blur.js
index a8788968..aa76b9ad 100755
--- a/js/helper-classes/RDGE/src/core/script/fx/blur.js
+++ b/js/helper-classes/RDGE/src/core/script/fx/blur.js
@@ -1,217 +1,217 @@
1/* <copyright> 1/* <copyright>
2Copyright (c) 2012, Motorola Mobility, Inc 2Copyright (c) 2012, Motorola Mobility, Inc
3All Rights Reserved. 3All Rights Reserved.
4BSD License. 4BSD License.
5 5
6Redistribution and use in source and binary forms, with or without 6Redistribution and use in source and binary forms, with or without
7modification, are permitted provided that the following conditions are met: 7modification, are permitted provided that the following conditions are met:
8 8
9 - Redistributions of source code must retain the above copyright notice, 9 - Redistributions of source code must retain the above copyright notice,
10 this list of conditions and the following disclaimer. 10 this list of conditions and the following disclaimer.
11 - Redistributions in binary form must reproduce the above copyright 11 - Redistributions in binary form must reproduce the above copyright
12 notice, this list of conditions and the following disclaimer in the 12 notice, this list of conditions and the following disclaimer in the
13 documentation and/or other materials provided with the distribution. 13 documentation and/or other materials provided with the distribution.
14 - Neither the name of Motorola Mobility nor the names of its contributors 14 - Neither the name of Motorola Mobility nor the names of its contributors
15 may be used to endorse or promote products derived from this software 15 may be used to endorse or promote products derived from this software
16 without specific prior written permission. 16 without specific prior written permission.
17 17
18THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 18THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
19AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 19AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
20IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 20IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
21ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE 21ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
22LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 22LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
23CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF 23CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
24SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS 24SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
25INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN 25INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
26CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) 26CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
27ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE 27ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
28POSSIBILITY OF SUCH DAMAGE. 28POSSIBILITY OF SUCH DAMAGE.
29</copyright> */ 29</copyright> */
30 30
31 31
32// RDGE namespaces 32// RDGE namespaces
33var RDGE = RDGE || {}; 33var RDGE = RDGE || {};
34RDGE.fx = RDGE.fx || {}; 34RDGE.fx = RDGE.fx || {};
35 35
36/** 36/**
37* Implements a 5x5 blur. 37* Implements a 5x5 blur.
38* See http://prideout.net/archive/bloom/ 38* See http://prideout.net/archive/bloom/
39* @param mipSizes - up to three pow2 mip sizes to be separately blurred 39* @param mipSizes - up to three pow2 mip sizes to be separately blurred
40* and combined with the src image, e.g. [256,128,64] 40* and combined with the src image, e.g. [256,128,64]
41* @param enAuxTexture - true to enable an extra texture to be added to 41* @param enAuxTexture - true to enable an extra texture to be added to
42* the weighted blur mips (see doBlur) 42* the weighted blur mips (see doBlur)
43*/ 43*/
44RDGE.fx.fxBlur = function (mipSizes, enAuxTexture) { 44RDGE.fx.fxBlur = function (mipSizes, enAuxTexture) {
45 var separableBlurCombine_fshader = [ 45 var separableBlurCombine_fshader = [
46 "#ifdef GL_ES", 46 "#ifdef GL_ES",
47 "precision highp float;", 47 "precision highp float;",
48 "#endif", 48 "#endif",
49 49
50 "varying vec2 vTexcoord;", // base tex coord 50 "varying vec2 vTexcoord;", // base tex coord
51 "uniform vec4 vWeights;", // blend weights 51 "uniform vec4 vWeights;", // blend weights
52 52
53 enAuxTexture ? "uniform sampler2D sTextureAux;" : "", // aux image (unweighted) 53 enAuxTexture ? "uniform sampler2D sTextureAux;" : "", // aux image (unweighted)
54 "uniform sampler2D sTexture1;", // source texture #1 54 "uniform sampler2D sTexture1;", // source texture #1
55 mipSizes[0] ? "uniform sampler2D sTexture2;" : "", // source texture #2 55 mipSizes[0] ? "uniform sampler2D sTexture2;" : "", // source texture #2
56 mipSizes[1] ? "uniform sampler2D sTexture3;" : "", // source texture #3 56 mipSizes[1] ? "uniform sampler2D sTexture3;" : "", // source texture #3
57 mipSizes[2] ? "uniform sampler2D sTexture4;" : "", // source texture #4 57 mipSizes[2] ? "uniform sampler2D sTexture4;" : "", // source texture #4
58 58
59 "void main()", 59 "void main()",
60 "{", 60 "{",
61 "vec4 blurCol = vWeights.x * texture2D(sTexture1, vTexcoord, -32.0);", 61 "vec4 blurCol = vWeights.x * texture2D(sTexture1, vTexcoord, -32.0);",
62 mipSizes[0] ? "blurCol += vWeights.y * texture2D(sTexture2, vTexcoord, -32.0);" : "", 62 mipSizes[0] ? "blurCol += vWeights.y * texture2D(sTexture2, vTexcoord, -32.0);" : "",
63 mipSizes[1] ? "blurCol += vWeights.z * texture2D(sTexture3, vTexcoord, -32.0);" : "", 63 mipSizes[1] ? "blurCol += vWeights.z * texture2D(sTexture3, vTexcoord, -32.0);" : "",
64 mipSizes[2] ? "blurCol += vWeights.w * texture2D(sTexture4, vTexcoord, -32.0);" : "", 64 mipSizes[2] ? "blurCol += vWeights.w * texture2D(sTexture4, vTexcoord, -32.0);" : "",
65 65
66 enAuxTexture ? "gl_FragColor = texture2D(sTextureAux, vTexcoord, -32.0) + blurCol;" : "gl_FragColor = blurCol;", 66 enAuxTexture ? "gl_FragColor = texture2D(sTextureAux, vTexcoord, -32.0) + blurCol;" : "gl_FragColor = blurCol;",
67 "}" 67 "}"
68 68
69 ].join("\n"); 69 ].join("\n");
70 70
71 71
72 function renderInitBlur(quad) { 72 function renderInitBlur(quad) {
73 quad.shader = RDGE.createShader(gl, 'separableBlur_vshader', 'separableBlur_fshader', ["vert", "texcoord"]); 73 quad.shader = RDGE.createShader(gl, 'separableBlur_vshader', 'separableBlur_fshader', ["vert", "texcoord"]);
74 quad.renderObj = new RDGE.RenderObject(quad.shader); 74 quad.renderObj = new RDGE.RenderObject(quad.shader);
75 75
76 quad.vertBuffer = quadBuf.vertexObject; 76 quad.vertBuffer = quadBuf.vertexObject;
77 quad.uvBuffer = quadBuf.texCoordObject; 77 quad.uvBuffer = quadBuf.texCoordObject;
78 78
79 quad.renderObj.addTexture("sTexture", 0, RDGE.UNIFORMTYPE.TEXTURE2D); 79 quad.renderObj.addTexture("sTexture", 0, RDGE.UNIFORMTYPE.TEXTURE2D);
80 80
81 quad.renderObj.addBuffers(quad.vertBuffer, gl.ARRAY_BUFFER, 3, 0, gl.FLOAT); 81 quad.renderObj.addBuffers(quad.vertBuffer, gl.ARRAY_BUFFER, 3, 0, gl.FLOAT);
82 quad.renderObj.addBuffers(quad.uvBuffer, gl.ARRAY_BUFFER, 2, 2, gl.FLOAT); 82 quad.renderObj.addBuffers(quad.uvBuffer, gl.ARRAY_BUFFER, 2, 2, gl.FLOAT);
83 }; 83 };
84 84
85 function renderInitCombine(quad) { 85 function renderInitCombine(quad) {
86 quad.shader = RDGE.createShader(gl, 'separableBlur_vshader', separableBlurCombine_fshader, ["vert", "texcoord"]); 86 quad.shader = RDGE.createShader(gl, 'separableBlur_vshader', separableBlurCombine_fshader, ["vert", "texcoord"]);
87 quad.renderObj = new RDGE.RenderObject(quad.shader); 87 quad.renderObj = new RDGE.RenderObject(quad.shader);
88 88
89 quad.vertBuffer = quadBuf.vertexObject; 89 quad.vertBuffer = quadBuf.vertexObject;
90 quad.uvBuffer = quadBuf.texCoordObject; 90 quad.uvBuffer = quadBuf.texCoordObject;
91 91
92 quad.renderObj.addTexture("sTexture1", 0, RDGE.UNIFORMTYPE.TEXTURE2D); 92 quad.renderObj.addTexture("sTexture1", 0, RDGE.UNIFORMTYPE.TEXTURE2D);
93 quad.renderObj.addTexture("sTexture2", 1, RDGE.UNIFORMTYPE.TEXTURE2D); 93 quad.renderObj.addTexture("sTexture2", 1, RDGE.UNIFORMTYPE.TEXTURE2D);
94 quad.renderObj.addTexture("sTexture3", 2, RDGE.UNIFORMTYPE.TEXTURE2D); 94 quad.renderObj.addTexture("sTexture3", 2, RDGE.UNIFORMTYPE.TEXTURE2D);
95 quad.renderObj.addTexture("sTexture4", 3, RDGE.UNIFORMTYPE.TEXTURE2D); 95 quad.renderObj.addTexture("sTexture4", 3, RDGE.UNIFORMTYPE.TEXTURE2D);
96 quad.renderObj.addTexture("sTextureAux", 4, RDGE.UNIFORMTYPE.TEXTURE2D); 96 quad.renderObj.addTexture("sTextureAux", 4, RDGE.UNIFORMTYPE.TEXTURE2D);
97 97
98 quad.renderObj.addBuffers(quad.vertBuffer, gl.ARRAY_BUFFER, 3, 0, gl.FLOAT); 98 quad.renderObj.addBuffers(quad.vertBuffer, gl.ARRAY_BUFFER, 3, 0, gl.FLOAT);
99 quad.renderObj.addBuffers(quad.uvBuffer, gl.ARRAY_BUFFER, 2, 2, gl.FLOAT); 99 quad.renderObj.addBuffers(quad.uvBuffer, gl.ARRAY_BUFFER, 2, 2, gl.FLOAT);
100 }; 100 };
101 101
102 // Screen aligned quad geometry 102 // Screen aligned quad geometry
103 var quadBuf = getScreenAlignedQuad(); 103 var quadBuf = getScreenAlignedQuad();
104 104
105 // Fbos for each mip level; two sets are used to pingpong horizontal and vertical blur 105 // Fbos for each mip level; two sets are used to pingpong horizontal and vertical blur
106 mipSizes = mipSizes || [128, 64, 32]; 106 mipSizes = mipSizes || [128, 64, 32];
107 107
108 this.fboSet1 = []; 108 this.fboSet1 = [];
109 this.fboSet2 = []; 109 this.fboSet2 = [];
110 110
111 for (var i in mipSizes) { 111 for (var i in mipSizes) {
112 this.fboSet1.push(createRenderTargetTexture(mipSizes[i], mipSizes[i])); 112 this.fboSet1.push(createRenderTargetTexture(mipSizes[i], mipSizes[i]));
113 this.fboSet2.push(createRenderTargetTexture(mipSizes[i], mipSizes[i])); 113 this.fboSet2.push(createRenderTargetTexture(mipSizes[i], mipSizes[i]));
114 }; 114 };
115 115
116 // Blitter for downsampling 116 // Blitter for downsampling
117 this.blitQuad = new RDGE.ScreenQuad(null); 117 this.blitQuad = new RDGE.ScreenQuad(null);
118 this.blitQuad.initialize(RDGE.renderInitScreenQuad); 118 this.blitQuad.initialize(RDGE.renderInitScreenQuad);
119 119
120 // Blur shader 120 // Blur shader
121 this.blurQuad = new RDGE.ScreenQuad(null); 121 this.blurQuad = new RDGE.ScreenQuad(null);