diff options
author | John Mayhew | 2012-04-03 09:39:38 -0700 |
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committer | John Mayhew | 2012-04-03 09:39:38 -0700 |
commit | b4ba63045158e108356e065c1237fb72b56473a5 (patch) | |
tree | 727039d99f65713ea45957202984a52aa3d16731 /js/helper-classes/RDGE/src | |
parent | 1a3c7d0d5c4ee40af189459749a459990fd08b7e (diff) | |
download | ninja-b4ba63045158e108356e065c1237fb72b56473a5.tar.gz |
fixed remaining namespace bugs ensuring the use of the RDGE namespace everywhere it is required
Diffstat (limited to 'js/helper-classes/RDGE/src')
7 files changed, 78 insertions, 79 deletions
diff --git a/js/helper-classes/RDGE/src/core/script/engine.js b/js/helper-classes/RDGE/src/core/script/engine.js index 1777fc22..cf576702 100755 --- a/js/helper-classes/RDGE/src/core/script/engine.js +++ b/js/helper-classes/RDGE/src/core/script/engine.js | |||
@@ -426,13 +426,12 @@ RDGE.Engine.prototype.registerCanvas = function (canvas, runState) { | |||
426 | }; | 426 | }; |
427 | 427 | ||
428 | RDGE.Engine.prototype.unregisterCanvas = function (canvas) { | 428 | RDGE.Engine.prototype.unregisterCanvas = function (canvas) { |
429 | stat.closePage(canvas.rdgeid + "_fps"); | ||
430 | contextManager.removeObject(canvas.rdgeCtxHandle); | 429 | contextManager.removeObject(canvas.rdgeCtxHandle); |
431 | this.clearContext( canvas.rdgeid ); | 430 | this.clearContext( canvas.rdgeid ); |
432 | }; | 431 | }; |
433 | 432 | ||
434 | 433 | ||
435 | Engine.prototype.getCanvas = function( id ) | 434 | RDGE.Engine.prototype.getCanvas = function (id) |
436 | { | 435 | { |
437 | return this.canvasToRendererMap[id]; | 436 | return this.canvasToRendererMap[id]; |
438 | }; | 437 | }; |
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 110ea8e3..2a8c2ff1 100755 --- a/js/helper-classes/RDGE/src/core/script/fx/blur.js +++ b/js/helper-classes/RDGE/src/core/script/fx/blur.js | |||
@@ -56,7 +56,7 @@ RDGE.fx.fxBlur = function (mipSizes, enAuxTexture) { | |||
56 | 56 | ||
57 | quad.renderObj.addBuffers(quad.vertBuffer, gl.ARRAY_BUFFER, 3, 0, gl.FLOAT); | 57 | quad.renderObj.addBuffers(quad.vertBuffer, gl.ARRAY_BUFFER, 3, 0, gl.FLOAT); |
58 | quad.renderObj.addBuffers(quad.uvBuffer, gl.ARRAY_BUFFER, 2, 2, gl.FLOAT); | 58 | quad.renderObj.addBuffers(quad.uvBuffer, gl.ARRAY_BUFFER, 2, 2, gl.FLOAT); |
59 | } | 59 | }; |
60 | 60 | ||
61 | function renderInitCombine(quad) { | 61 | function renderInitCombine(quad) { |
62 | quad.shader = RDGE.createShader(gl, 'separableBlur_vshader', separableBlurCombine_fshader, ["vert", "texcoord"]); | 62 | quad.shader = RDGE.createShader(gl, 'separableBlur_vshader', separableBlurCombine_fshader, ["vert", "texcoord"]); |
@@ -73,7 +73,7 @@ RDGE.fx.fxBlur = function (mipSizes, enAuxTexture) { | |||
73 | 73 | ||
74 | quad.renderObj.addBuffers(quad.vertBuffer, gl.ARRAY_BUFFER, 3, 0, gl.FLOAT); | 74 | quad.renderObj.addBuffers(quad.vertBuffer, gl.ARRAY_BUFFER, 3, 0, gl.FLOAT); |
75 | quad.renderObj.addBuffers(quad.uvBuffer, gl.ARRAY_BUFFER, 2, 2, gl.FLOAT); | 75 | quad.renderObj.addBuffers(quad.uvBuffer, gl.ARRAY_BUFFER, 2, 2, gl.FLOAT); |
76 | } | 76 | }; |
77 | 77 | ||
78 | // Screen aligned quad geometry | 78 | // Screen aligned quad geometry |
79 | var quadBuf = getScreenAlignedQuad(); | 79 | var quadBuf = getScreenAlignedQuad(); |
@@ -87,7 +87,7 @@ RDGE.fx.fxBlur = function (mipSizes, enAuxTexture) { | |||
87 | for (var i in mipSizes) { | 87 | for (var i in mipSizes) { |
88 | this.fboSet1.push(createRenderTargetTexture(mipSizes[i], mipSizes[i])); | 88 | this.fboSet1.push(createRenderTargetTexture(mipSizes[i], mipSizes[i])); |
89 | this.fboSet2.push(createRenderTargetTexture(mipSizes[i], mipSizes[i])); | 89 | this.fboSet2.push(createRenderTargetTexture(mipSizes[i], mipSizes[i])); |
90 | } | 90 | }; |
91 | 91 | ||
92 | // Blitter for downsampling | 92 | // Blitter for downsampling |
93 | this.blitQuad = new RDGE.ScreenQuad(null); | 93 | this.blitQuad = new RDGE.ScreenQuad(null); |
diff --git a/js/helper-classes/RDGE/src/core/script/fx/ssao.js b/js/helper-classes/RDGE/src/core/script/fx/ssao.js index 5af2859d..2f96aa5b 100755 --- a/js/helper-classes/RDGE/src/core/script/fx/ssao.js +++ b/js/helper-classes/RDGE/src/core/script/fx/ssao.js | |||
@@ -8,91 +8,91 @@ var RDGE = RDGE || {}; | |||
8 | RDGE.fx = RDGE.fx || {}; | 8 | RDGE.fx = RDGE.fx || {}; |
9 | 9 | ||
10 | /** | 10 | /** |
11 | * Implements SSAO. | 11 | * Implements SSAO. |
12 | * See http://www.gamedev.net/page/resources/_/reference/programming/140/lighting-and-shading/a-simple-and-practical-approach-to-ssao-r2753 | 12 | * See http://www.gamedev.net/page/resources/_/reference/programming/140/lighting-and-shading/a-simple-and-practical-approach-to-ssao-r2753 |
13 | * @param v2ScreenSize - size of the viewport in window coordinates | 13 | * @param v2ScreenSize - size of the viewport in window coordinates |
14 | */ | 14 | */ |
15 | RDGE.fx.fxSSAO = function (enHRDepth) { | 15 | RDGE.fx.fxSSAO = function (enHRDepth) { |
16 | function renderInitSSAO(quad) { | 16 | function renderInitSSAO(quad) { |
17 | quad.shader = RDGE.createShader(RDGE.globals.gl, 'ssao_vshader', enHRDepth ? 'ssaohr_fshader' : 'ssao_fshader', ["vert", "texcoord"]); | 17 | quad.shader = RDGE.createShader(RDGE.globals.gl, 'ssao_vshader', enHRDepth ? 'ssaohr_fshader' : 'ssao_fshader', ["vert", "texcoord"]); |
18 | quad.renderObj = new RDGE.RenderObject(quad.shader); | 18 | quad.renderObj = new RDGE.RenderObject(quad.shader); |
19 | 19 | ||
20 | var quadBuf = getScreenAlignedQuad(); | 20 | var quadBuf = getScreenAlignedQuad(); |
21 | quad.vertBuffer = quadBuf.vertexObject; | 21 | quad.vertBuffer = quadBuf.vertexObject; |
22 | quad.uvBuffer = quadBuf.texCoordObject; | 22 | quad.uvBuffer = quadBuf.texCoordObject; |
23 | 23 | ||
24 | quad.renderObj.addTexture("sColMap", 0, RDGE.UNIFORMTYPE.TEXTURE2D); | 24 | quad.renderObj.addTexture("sColMap", 0, RDGE.UNIFORMTYPE.TEXTURE2D); |
25 | quad.renderObj.addTexture("sNormDepthMap", 1, RDGE.UNIFORMTYPE.TEXTURE2D); | 25 | quad.renderObj.addTexture("sNormDepthMap", 1, RDGE.UNIFORMTYPE.TEXTURE2D); |
26 | quad.renderObj.addTexture("sRandMap", 2, RDGE.UNIFORMTYPE.TEXTURE2D); | 26 | quad.renderObj.addTexture("sRandMap", 2, RDGE.UNIFORMTYPE.TEXTURE2D); |
27 | if (enHRDepth) | 27 | if (enHRDepth) |
28 | quad.renderObj.addTexture("sHRDepthMap", 3, RDGE.UNIFORMTYPE.TEXTURE2D); | 28 | quad.renderObj.addTexture("sHRDepthMap", 3, RDGE.UNIFORMTYPE.TEXTURE2D); |
29 | 29 | ||
30 | quad.renderObj.addBuffers(quad.vertBuffer, RDGE.globals.gl.ARRAY_BUFFER, 3, 0, RDGE.globals.gl.FLOAT); | 30 | quad.renderObj.addBuffers(quad.vertBuffer, RDGE.globals.gl.ARRAY_BUFFER, 3, 0, RDGE.globals.gl.FLOAT); |
31 | quad.renderObj.addBuffers(quad.uvBuffer, RDGE.globals.gl.ARRAY_BUFFER, 2, 2, RDGE.globals.gl.FLOAT); | 31 | quad.renderObj.addBuffers(quad.uvBuffer, RDGE.globals.gl.ARRAY_BUFFER, 2, 2, RDGE.globals.gl.FLOAT); |
32 | }; | 32 | }; |
33 | 33 | ||
34 | // Load random normal texture | 34 | // Load random normal texture |
35 | this.randTexture = createTexture(RDGE.globals.gl, RDGE.globals.engine._assetPath+"images/random_normal.png"); | 35 | this.randTexture = createTexture(RDGE.globals.gl, RDGE.globals.engine._assetPath + "images/random_normal.png"); |
36 | RDGE.globals.gl.bindTexture(RDGE.globals.gl.TEXTURE_2D, this.randTexture); | 36 | RDGE.globals.gl.bindTexture(RDGE.globals.gl.TEXTURE_2D, this.randTexture); |
37 | RDGE.globals.gl.texParameteri(RDGE.globals.gl.TEXTURE_2D, RDGE.globals.gl.TEXTURE_MIN_FILTER, RDGE.globals.gl.LINEAR); | 37 | RDGE.globals.gl.texParameteri(RDGE.globals.gl.TEXTURE_2D, RDGE.globals.gl.TEXTURE_MIN_FILTER, RDGE.globals.gl.LINEAR); |
38 | RDGE.globals.gl.texParameteri(RDGE.globals.gl.TEXTURE_2D, RDGE.globals.gl.TEXTURE_WRAP_S, RDGE.globals.gl.REPEAT); | 38 | RDGE.globals.gl.texParameteri(RDGE.globals.gl.TEXTURE_2D, RDGE.globals.gl.TEXTURE_WRAP_S, RDGE.globals.gl.REPEAT); |
39 | RDGE.globals.gl.texParameteri(RDGE.globals.gl.TEXTURE_2D, RDGE.globals.gl.TEXTURE_WRAP_T, RDGE.globals.gl.REPEAT); | 39 | RDGE.globals.gl.texParameteri(RDGE.globals.gl.TEXTURE_2D, RDGE.globals.gl.TEXTURE_WRAP_T, RDGE.globals.gl.REPEAT); |
40 | 40 | ||
41 | // Whether or not to use a high res depth texture | 41 | // Whether or not to use a high res depth texture |
42 | this.enHRDepth = enHRDepth; | 42 | this.enHRDepth = enHRDepth; |
43 | 43 | ||
44 | // Quad for full screen pass | 44 | // Quad for full screen pass |
45 | this.ssaoQuad = new RDGE.ScreenQuad(null); | 45 | this.ssaoQuad = new RDGE.ScreenQuad(null); |
46 | this.ssaoQuad.initialize(renderInitSSAO); | 46 | this.ssaoQuad.initialize(renderInitSSAO); |
47 | 47 | ||
48 | // Set up uniforms | 48 | // Set up uniforms |
49 | var activeCam = g_cameraManager.getActiveCamera(); | 49 | var activeCam = g_cameraManager.getActiveCamera(); |
50 | this.v3FrustumFLT = activeCam.getFTR(); | 50 | this.v3FrustumFLT = activeCam.getFTR(); |
51 | this.ssaoQuad.renderObj.addUniform("u_frustumFLT", this.v3FrustumFLT, RDGE.UNIFORMTYPE.FLOAT3); | 51 | this.ssaoQuad.renderObj.addUniform("u_frustumFLT", this.v3FrustumFLT, RDGE.UNIFORMTYPE.FLOAT3); |
52 | 52 | ||
53 | this.v4ArtVals = [1.0, 1.0, 1.0, 1.0]; | 53 | this.v4ArtVals = [1.0, 1.0, 1.0, 1.0]; |
54 | this.ssaoQuad.renderObj.addUniform("u_artVals", this.v4ArtVals, RDGE.UNIFORMTYPE.FLOAT4); | 54 | this.ssaoQuad.renderObj.addUniform("u_artVals", this.v4ArtVals, RDGE.UNIFORMTYPE.FLOAT4); |
55 | 55 | ||
56 | this.fRandMapSize = 64.0; | 56 | this.fRandMapSize = 64.0; |
57 | this.ssaoQuad.renderObj.addUniform("u_randMapSize", this.fRandMapSize, RDGE.UNIFORMTYPE.FLOAT); | 57 | this.ssaoQuad.renderObj.addUniform("u_randMapSize", this.fRandMapSize, RDGE.UNIFORMTYPE.FLOAT); |
58 | 58 | ||
59 | this.v2ScreenSize = [1024, 1024]; | 59 | this.v2ScreenSize = [1024, 1024]; |
60 | this.ssaoQuad.renderObj.addUniform("u_screenSize", this.v2ScreenSize, RDGE.UNIFORMTYPE.FLOAT2); | 60 | this.ssaoQuad.renderObj.addUniform("u_screenSize", this.v2ScreenSize, RDGE.UNIFORMTYPE.FLOAT2); |
61 | }; | 61 | }; |
62 | 62 | ||
63 | /** | 63 | /** |
64 | * Contributes SSAO to the passed offscreen surface, rendering to another surface. | 64 | * Contributes SSAO to the passed offscreen surface, rendering to another surface. |
65 | * See http://www.gamedev.net/page/resources/_/reference/programming/140/lighting-and-shading/a-simple-and-practical-approach-to-ssao-r2753 | 65 | * See http://www.gamedev.net/page/resources/_/reference/programming/140/lighting-and-shading/a-simple-and-practical-approach-to-ssao-r2753 |
66 | * @param srcTexColor - color surface of rendered scene | 66 | * @param srcTexColor - color surface of rendered scene |
67 | * @param srcTexNormDepth - screenspace normal+depth surface for scene; {nx, ny, nz, depth} | 67 | * @param srcTexNormDepth - screenspace normal+depth surface for scene; {nx, ny, nz, depth} |
68 | * @param dstRenderTarget - where to put the result of SSAO | 68 | * @param dstRenderTarget - where to put the result of SSAO |
69 | * @param sampleRadius - | 69 | * @param sampleRadius - |
70 | * @param intensity - | 70 | * @param intensity - |
71 | * @param distScale - | 71 | * @param distScale - |
72 | * @param bias - | 72 | * @param bias - |
73 | */ | 73 | */ |
74 | RDGE.fx.fxSSAO.prototype.doSSAO = function (srcTexColor, srcTexNormDepth, srcTexHRDepth, dstRenderTarget, sampleRadius, intensity, distScale, bias) { | 74 | RDGE.fx.fxSSAO.prototype.doSSAO = function (srcTexColor, srcTexNormDepth, srcTexHRDepth, dstRenderTarget, sampleRadius, intensity, distScale, bias) { |
75 | // Set art params and other uniforms | 75 | // Set art params and other uniforms |
76 | this.v4ArtVals[0] = sampleRadius; | 76 | this.v4ArtVals[0] = sampleRadius; |
77 | this.v4ArtVals[1] = intensity; | 77 | this.v4ArtVals[1] = intensity; |
78 | this.v4ArtVals[2] = distScale; | 78 | this.v4ArtVals[2] = distScale; |
79 | this.v4ArtVals[3] = bias; | 79 | this.v4ArtVals[3] = bias; |
80 | 80 | ||
81 | this.v2ScreenSize[0] = dstRenderTarget ? dstRenderTarget.frameBuffer.width : RDGE.globals.width; | 81 | this.v2ScreenSize[0] = dstRenderTarget ? dstRenderTarget.frameBuffer.width : RDGE.globals.width; |
82 | this.v2ScreenSize[1] = dstRenderTarget ? dstRenderTarget.frameBuffer.height : RDGE.globals.height; | 82 | this.v2ScreenSize[1] = dstRenderTarget ? dstRenderTarget.frameBuffer.height : RDGE.globals.height; |
83 | 83 | ||
84 | // Do ssao | 84 | // Do ssao |
85 | RDGE.globals.gl.bindFramebuffer(RDGE.globals.gl.FRAMEBUFFER, dstRenderTarget ? dstRenderTarget.frameBuffer : null); | 85 | RDGE.globals.gl.bindFramebuffer(RDGE.globals.gl.FRAMEBUFFER, dstRenderTarget ? dstRenderTarget.frameBuffer : null); |
86 | // gl.viewport(0, 0, 99999, 99999); | 86 | // gl.viewport(0, 0, 99999, 99999); |
87 | RDGE.globals.gl.clear(RDGE.globals.gl.COLOR_BUFFER_BIT); | 87 | RDGE.globals.gl.clear(RDGE.globals.gl.COLOR_BUFFER_BIT); |
88 | 88 | ||
89 | RDGE.globals.gl.disable(RDGE.globals.gl.DEPTH_TEST); | 89 | RDGE.globals.gl.disable(RDGE.globals.gl.DEPTH_TEST); |
90 | 90 | ||