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authorKris Kowal2012-07-06 11:52:06 -0700
committerKris Kowal2012-07-06 15:01:48 -0700
commit648ee61ae84216d0236e0dbc211addc13b2cfa3a (patch)
tree8f0f55557bd0c47a84e49c1977c950645d284607 /js/helper-classes/RDGE/src/core/script/scenegraph.js
parentaedd14b18695d031f695d27dfbd94df5614495bb (diff)
downloadninja-648ee61ae84216d0236e0dbc211addc13b2cfa3a.tar.gz
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Diffstat (limited to 'js/helper-classes/RDGE/src/core/script/scenegraph.js')
-rwxr-xr-xjs/helper-classes/RDGE/src/core/script/scenegraph.js306
1 files changed, 153 insertions, 153 deletions
diff --git a/js/helper-classes/RDGE/src/core/script/scenegraph.js b/js/helper-classes/RDGE/src/core/script/scenegraph.js
index 44f1212f..92fe98c8 100755
--- a/js/helper-classes/RDGE/src/core/script/scenegraph.js
+++ b/js/helper-classes/RDGE/src/core/script/scenegraph.js
@@ -74,8 +74,8 @@ RDGE.SceneGraph = function (scene) {
74 this.bckTypes = RDGE.rdgeConstants.categoryEnumeration; 74 this.bckTypes = RDGE.rdgeConstants.categoryEnumeration;
75 75
76 this.renderList = new Array(this.bckTypes.MAX_CAT); 76 this.renderList = new Array(this.bckTypes.MAX_CAT);
77 this.renderList[this.bckTypes.BACKGROUND] = []; //BACKGROUND 77 this.renderList[this.bckTypes.BACKGROUND] = []; //BACKGROUND
78 this.renderList[this.bckTypes.OPAQUE] = []; //OPAQUE 78 this.renderList[this.bckTypes.OPAQUE] = []; //OPAQUE
79 this.renderList[this.bckTypes.TRANSPARENT] = []; //TRANSPARENT 79 this.renderList[this.bckTypes.TRANSPARENT] = []; //TRANSPARENT
80 this.renderList[this.bckTypes.ADDITIVE] = []; //ADDITIVE 80 this.renderList[this.bckTypes.ADDITIVE] = []; //ADDITIVE
81 this.renderList[this.bckTypes.TRANSLUCENT] = []; //TRANSLUCENT 81 this.renderList[this.bckTypes.TRANSLUCENT] = []; //TRANSLUCENT
@@ -89,127 +89,127 @@ RDGE.SceneGraph = function (scene) {
89 89
90 // define passes to render geometry and handle post-processing 90 // define passes to render geometry and handle post-processing
91 this.defaultPassDef = 91 this.defaultPassDef =
92 { 92 {
93 // a pass can have children that will receive their parents output as input 93 // a pass can have children that will receive their parents output as input
94 94
95 // this pass renders the depth map to an off-screen target - from the shadow lights view 95 // this pass renders the depth map to an off-screen target - from the shadow lights view
96 // you can specify what your output should be 96 // you can specify what your output should be
97 // @param name - this tells jshader's of child passes (which receive the parents output as input) 97 // @param name - this tells jshader's of child passes (which receive the parents output as input)
98 // what the sampler2d uniform name will be for this output texture 98 // what the sampler2d uniform name will be for this output texture
99 // @param type - the type of output could be tex2d or target 99 // @param type - the type of output could be tex2d or target
100 // @param width - optional width of the render target 100 // @param width - optional width of the render target
101 // @param height - optional height of the render target 101 // @param height - optional height of the render target
102 // @param mips - optional flag indicating whether the render target will support mip-mapping 102 // @param mips - optional flag indicating whether the render target will support mip-mapping
103 103
104 // the geometry pass 104 // the geometry pass
105 'name': "geoPass", 105 'name': "geoPass",
106 'geometrySet': "ALL" 106 'geometrySet': "ALL"
107 // 'outputs':[{ 'name':"u_mainRT", 'type':"target", 'width':1024, 'height':1024, 'mips':false }], 107 // 'outputs':[{ 'name':"u_mainRT", 'type':"target", 'width':1024, 'height':1024, 'mips':false }],
108 // 'children': 108 // 'children':
109 // [ 109 // [
110 // // shadow pass 110 // // shadow pass
111 // { 111 // {
112 // 'outputs':[{ 'name':"u_shadowDepthMap", 'type':"target", 'width':1024, 'height':1024, 'mips':false }], 112 // 'outputs':[{ 'name':"u_shadowDepthMap", 'type':"target", 'width':1024, 'height':1024, 'mips':false }],
113 // // custom parameter 113 // // custom parameter
114 // 'name':"shadowDepthMap", 114 // 'name':"shadowDepthMap",
115 // 'shader': RDGE.rdgeDepthMapShaderDef, 115 // 'shader': RDGE.rdgeDepthMapShaderDef,
116 // 'technique':"shadowDepthMap", 116 // 'technique':"shadowDepthMap",
117 // 'geometrySet':"SHADOW", 117 // 'geometrySet':"SHADOW",
118 // 'children': 118 // 'children':
119 // [ 119 // [
120 // // create shadow rt 120 // // create shadow rt
121 // { 121 // {
122 // 'outputs':[{ 'name':"u_shadowMap", 'type':"target", 'width':1024, 'height':1024, 'mips':false }], 122 // 'outputs':[{ 'name':"u_shadowMap", 'type':"target", 'width':1024, 'height':1024, 'mips':false }],
123 // 'name':"shadowMap", 123 // 'name':"shadowMap",
124 // 'shader': RDGE.rdgeShadowMapShader, 124 // 'shader': RDGE.rdgeShadowMapShader,
125 // 'clearColor' : [1.0,1.0,1.0,1.0], 125 // 'clearColor' : [1.0,1.0,1.0,1.0],
126 // 'geometrySet':"SHADOW", 126 // 'geometrySet':"SHADOW",
127 // } 127 // }
128 // ] 128 // ]
129 // }, 129 // },
130 // // glow pass 130 // // glow pass
131 // { 131 // {
132 // 'outputs':[{ 'name':"sTexture", 'type':"target", 'width':1024, 'height':1024, 'mips':false }], 132 // 'outputs':[{ 'name':"sTexture", 'type':"target", 'width':1024, 'height':1024, 'mips':false }],
133 // 'name':"glowMap", 133 // 'name':"glowMap",
134 // 'shader': RDGE.rdgeGlowMapShader, 134 // 'shader': RDGE.rdgeGlowMapShader,
135 // 'clearColor' : [0.0,0.0,0.0,1.0], 135 // 'clearColor' : [0.0,0.0,0.0,1.0],
136 // 'technique':"createGlowMap", 136 // 'technique':"createGlowMap",
137 // 'geometrySet':"ALL", 137 // 'geometrySet':"ALL",
138 // 'children': 138 // 'children':
139 // [ 139 // [
140 // { // the blur pass at half resolution 140 // { // the blur pass at half resolution
141 // 'name':"blurQuarter", 141 // 'name':"blurQuarter",
142 // 'geometrySet':"SCREEN_QUAD", 142 // 'geometrySet':"SCREEN_QUAD",
143 // 'shader': RDGE.rdgeGaussianBlurShader, 143 // 'shader': RDGE.rdgeGaussianBlurShader,
144 // 'outputs':[{ 'name':"sTexture", 'type':"target", 'width':256, 'height':256, 'mips':false }], 144 // 'outputs':[{ 'name':"sTexture", 'type':"target", 'width':256, 'height':256, 'mips':false }],
145 // 'children': 145 // 'children':
146 // [ 146 // [
147 // { // the blur pass at half resolution 147 // { // the blur pass at half resolution
148 // 'name':"blurThreeQuarter", 148 // 'name':"blurThreeQuarter",
149 // 'geometrySet':"SCREEN_QUAD", 149 // 'geometrySet':"SCREEN_QUAD",
150 // 'shader': RDGE.rdgeGaussianBlurShader, 150 // 'shader': RDGE.rdgeGaussianBlurShader,
151 // 'outputs':[{ 'name':"sTexture", 'type':"target", 'width':128, 'height':128, 'mips':false }], 151 // 'outputs':[{ 'name':"sTexture", 'type':"target", 'width':128, 'height':128, 'mips':false }],
152 // 'children': 152 // 'children':
153 // [ 153 // [
154 // { // the blur pass at quarter resolution 154 // { // the blur pass at quarter resolution
155 // 'name':"blurFull", 155 // 'name':"blurFull",
156 // 'geometrySet':"SCREEN_QUAD", 156 // 'geometrySet':"SCREEN_QUAD",
157 // 'shader': RDGE.rdgeGaussianBlurShader, 157 // 'shader': RDGE.rdgeGaussianBlurShader,
158 // 'outputs':[{ 'name':"u_glowFinal", 'type':"target", 'width':1024, 'height':1024, 'mips':false }] 158 // 'outputs':[{ 'name':"u_glowFinal", 'type':"target", 'width':1024, 'height':1024, 'mips':false }]
159 // } 159 // }
160 // ] 160 // ]
161 // } 161 // }
162 // ] 162 // ]
163 // } 163 // }
164 // ] 164 // ]
165 // }, 165 // },
166 // // depth map in view space 166 // // depth map in view space
167 // { 167 // {
168 // 'name':"depth_map", 168 // 'name':"depth_map",
169 // 'shader': RDGE.rdgeDepthMapShaderDef, 169 // 'shader': RDGE.rdgeDepthMapShaderDef,
170 // 'technique': "depthMap", 170 // 'technique': "depthMap",
171 // 'outputs':[{ 'name':"u_depthMap", 'type':"target", 'width':1024, 'height':1024, 'mips':false }], 171 // 'outputs':[{ 'name':"u_depthMap", 'type':"target", 'width':1024, 'height':1024, 'mips':false }],
172 // 'geometrySet':"ALL", 172 // 'geometrySet':"ALL",
173 // 'children' : 173 // 'children' :
174 // [ 174 // [
175 // // get the normals in view space 175 // // get the normals in view space
176 // { 176 // {
177 // 'name':"normals", 177 // 'name':"normals",
178 // 'shader': RDGE.rdgeViewSpaceNormalsShader, 178 // 'shader': RDGE.rdgeViewSpaceNormalsShader,
179 // 'outputs':[{ 'name':"u_normalsRT", 'type':"target", 'width':1024, 'height':1024, 'mips':false }], 179 // 'outputs':[{ 'name':"u_normalsRT", 'type':"target", 'width':1024, 'height':1024, 'mips':false }],
180 // 'geometrySet':"ALL", 180 // 'geometrySet':"ALL",
181 // 'children' : 181 // 'children' :
182 // [ 182 // [
183 // // techniques requiring depth and normals in view space go here 183 // // techniques requiring depth and normals in view space go here
184 // 184 //
185 // // SSAO map 185 // // SSAO map
186 // { 186 // {
187 //