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-rwxr-xr-xjs/helper-classes/RDGE/src/core/script/fx/ssao.js89
1 files changed, 44 insertions, 45 deletions
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 9761b02d..5af2859d 100755
--- a/js/helper-classes/RDGE/src/core/script/fx/ssao.js
+++ b/js/helper-classes/RDGE/src/core/script/fx/ssao.js
@@ -4,61 +4,61 @@ No rights, expressed or implied, whatsoever to this software are provided by Mot
4(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. 4(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
5</copyright> */ 5</copyright> */
6 6
7var RDGE = RDGE || {};
8RDGE.fx = RDGE.fx || {};
7 9
8/** 10/**
9 * Implements SSAO. 11 * Implements SSAO.
10 * 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
11 * @param v2ScreenSize - size of the viewport in window coordinates 13 * @param v2ScreenSize - size of the viewport in window coordinates
12 */ 14 */
13function fxSSAO(enHRDepth) 15RDGE.fx.fxSSAO = function (enHRDepth) {
14{ 16 function renderInitSSAO(quad) {
15 function renderInitSSAO(quad) 17 quad.shader = RDGE.createShader(RDGE.globals.gl, 'ssao_vshader', enHRDepth ? 'ssaohr_fshader' : 'ssao_fshader', ["vert", "texcoord"]);
16 { 18 quad.renderObj = new RDGE.RenderObject(quad.shader);
17 quad.shader = createShader(gl, 'ssao_vshader', enHRDepth ? 'ssaohr_fshader' : 'ssao_fshader', [ "vert", "texcoord"]);
18 quad.renderObj = new 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, UNIFORMTYPE.TEXTURE2D); 24 quad.renderObj.addTexture("sColMap", 0, RDGE.UNIFORMTYPE.TEXTURE2D);
25 quad.renderObj.addTexture("sNormDepthMap", 1, UNIFORMTYPE.TEXTURE2D); 25 quad.renderObj.addTexture("sNormDepthMap", 1, RDGE.UNIFORMTYPE.TEXTURE2D);
26 quad.renderObj.addTexture("sRandMap", 2, UNIFORMTYPE.TEXTURE2D); 26 quad.renderObj.addTexture("sRandMap", 2, RDGE.UNIFORMTYPE.TEXTURE2D);
27 if (enHRDepth) 27 if (enHRDepth)
28 quad.renderObj.addTexture("sHRDepthMap", 3, UNIFORMTYPE.TEXTURE2D); 28 quad.renderObj.addTexture("sHRDepthMap", 3, RDGE.UNIFORMTYPE.TEXTURE2D);
29 29
30 quad.renderObj.addBuffers(quad.vertBuffer, gl.ARRAY_BUFFER, 3, 0, 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, gl.ARRAY_BUFFER, 2, 2, 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(gl, g_Engine._assetPath+"images/random_normal.png"); 35 this.randTexture = createTexture(RDGE.globals.gl, RDGE.globals.engine._assetPath+"images/random_normal.png");
36 gl.bindTexture(gl.TEXTURE_2D, this.randTexture); 36 RDGE.globals.gl.bindTexture(RDGE.globals.gl.TEXTURE_2D, this.randTexture);
37 gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_MIN_FILTER,gl.LINEAR); 37 RDGE.globals.gl.texParameteri(RDGE.globals.gl.TEXTURE_2D, RDGE.globals.gl.TEXTURE_MIN_FILTER, RDGE.globals.gl.LINEAR);
38 gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_S,gl.REPEAT); 38 RDGE.globals.gl.texParameteri(RDGE.globals.gl.TEXTURE_2D, RDGE.globals.gl.TEXTURE_WRAP_S, RDGE.globals.gl.REPEAT);
39 gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_T,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 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, 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, 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, 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, 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.
@@ -71,46 +71,45 @@ function fxSSAO(enHRDepth)
71 * @param distScale - 71 * @param distScale -
72 * @param bias - 72 * @param bias -
73 */ 73 */
74fxSSAO.prototype.doSSAO = function(srcTexColor, srcTexNormDepth, srcTexHRDepth, dstRenderTarget, sampleRadius, intensity, distScale, bias) 74RDGE.fx.fxSSAO.prototype.doSSAO = function (srcTexColor, srcTexNormDepth, srcTexHRDepth, dstRenderTarget, sampleRadius, intensity, distScale, bias) {
75{
76 // Set art params and other uniforms 75 // Set art params and other uniforms
77 this.v4ArtVals[0] = sampleRadius; 76 this.v4ArtVals[0] = sampleRadius;
78 this.v4ArtVals[1] = intensity; 77 this.v4ArtVals[1] = intensity;
79 this.v4ArtVals[2] = distScale; 78 this.v4ArtVals[2] = distScale;
80 this.v4ArtVals[3] = bias; 79 this.v4ArtVals[3] = bias;
81 80
82 this.v2ScreenSize[0] = dstRenderTarget ? dstRenderTarget.frameBuffer.width : g_width; 81 this.v2ScreenSize[0] = dstRenderTarget ? dstRenderTarget.frameBuffer.width : RDGE.globals.width;
83 this.v2ScreenSize[1] = dstRenderTarget ? dstRenderTarget.frameBuffer.height : g_height; 82 this.v2ScreenSize[1] = dstRenderTarget ? dstRenderTarget.frameBuffer.height : RDGE.globals.height;
84 83
85 // Do ssao 84 // Do ssao
86 gl.bindFramebuffer(gl.FRAMEBUFFER, dstRenderTarget ? dstRenderTarget.frameBuffer : null); 85 RDGE.globals.gl.bindFramebuffer(RDGE.globals.gl.FRAMEBUFFER, dstRenderTarget ? dstRenderTarget.frameBuffer : null);
87 // gl.viewport(0, 0, 99999, 99999); 86 // gl.viewport(0, 0, 99999, 99999);
88 gl.clear(gl.COLOR_BUFFER_BIT); 87 RDGE.globals.gl.clear(RDGE.globals.gl.COLOR_BUFFER_BIT);
89 88
90 gl.disable(gl.DEPTH_TEST); 89 RDGE.globals.gl.disable(RDGE.globals.gl.DEPTH_TEST);
91 90
92 gl.useProgram(this.ssaoQuad.shader); 91 RDGE.globals.gl.useProgram(this.ssaoQuad.shader);
93 92
94 this.ssaoQuad.renderObj.bindBuffers(); 93 this.ssaoQuad.renderObj.bindBuffers();
95 this.ssaoQuad.renderObj.bindTextures(); 94 this.ssaoQuad.renderObj.bindTextures();
96 this.ssaoQuad.renderObj.bindUniforms(); 95 this.ssaoQuad.renderObj.bindUniforms();
97 96
98 gl.activeTexture(gl.TEXTURE0); 97 RDGE.globals.gl.activeTexture(RDGE.globals.gl.TEXTURE0);
99 gl.bindTexture(gl.TEXTURE_2D, srcTexColor); 98 RDGE.globals.gl.bindTexture(RDGE.globals.gl.TEXTURE_2D, srcTexColor);
100 gl.activeTexture(gl.TEXTURE1); 99 RDGE.globals.gl.activeTexture(RDGE.globals.gl.TEXTURE1);
101 gl.bindTexture(gl.TEXTURE_2D, srcTexNormDepth); 100 RDGE.globals.gl.bindTexture(RDGE.globals.gl.TEXTURE_2D, srcTexNormDepth);
102 gl.activeTexture(gl.TEXTURE2); 101 RDGE.globals.gl.activeTexture(RDGE.globals.gl.TEXTURE2);
103 gl.bindTexture(gl.TEXTURE_2D, this.randTexture); 102 RDGE.globals.gl.bindTexture(RDGE.globals.gl.TEXTURE_2D, this.randTexture);
104 if (this.enHRDepth) { 103 if (this.enHRDepth) {
105 gl.activeTexture(gl.TEXTURE3); 104 RDGE.globals.gl.activeTexture(RDGE.globals.gl.TEXTURE3);
106 gl.bindTexture(gl.TEXTURE_2D, srcTexHRDepth); 105 RDGE.globals.gl.bindTexture(RDGE.globals.gl.TEXTURE_2D, srcTexHRDepth);
107 } 106 }
108 gl.activeTexture(gl.TEXTURE0); 107 RDGE.globals.gl.activeTexture(RDGE.globals.gl.TEXTURE0);
109 108
110 gl.drawArrays(gl.TRIANGLES, 0, 6); 109 RDGE.globals.gl.drawArrays(RDGE.globals.gl.TRIANGLES, 0, 6);
111 110
112 gl.enable(gl.DEPTH_TEST); 111 RDGE.globals.gl.enable(RDGE.globals.gl.DEPTH_TEST);
113 gl.useProgram(null); 112 RDGE.globals.gl.useProgram(null);
114 113
115 return dstRenderTarget; 114 return dstRenderTarget;
116} 115};