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-rwxr-xr-xjs/helper-classes/RDGE/src/core/script/jpass.js102
1 files changed, 51 insertions, 51 deletions
diff --git a/js/helper-classes/RDGE/src/core/script/jpass.js b/js/helper-classes/RDGE/src/core/script/jpass.js
index e3c5a342..934f0268 100755
--- a/js/helper-classes/RDGE/src/core/script/jpass.js
+++ b/js/helper-classes/RDGE/src/core/script/jpass.js
@@ -33,8 +33,8 @@ POSSIBILITY OF SUCH DAMAGE.
33var RDGE = RDGE || {}; 33var RDGE = RDGE || {};
34 34
35/* 35/*
36* jpass geometry set - determines the category(s) of geometry that a pass will render 36* jpass geometry set - determines the category(s) of geometry that a pass will render
37* can be OR'ed together 37* can be OR'ed together
38*/ 38*/
39RDGE.jpassGeoSet = 39RDGE.jpassGeoSet =
40{ 40{
@@ -52,8 +52,8 @@ RDGE.jpassGeoSet =
52 52
53 53
54/* 54/*
55* The abstract base class that defines a jpass 55* The abstract base class that defines a jpass
56* a jpass represents a single render pass of the scene graph 56* a jpass represents a single render pass of the scene graph
57*/ 57*/
58RDGE._jpassBaseClass = function () { 58RDGE._jpassBaseClass = function () {
59 this.context = RDGE.globals.engine.getContext(); 59 this.context = RDGE.globals.engine.getContext();
@@ -74,18 +74,18 @@ RDGE._jpassBaseClass = function () {
74 this.name = "renderPass_" + RDGE.nodeIdGen.getId(); 74 this.name = "renderPass_" + RDGE.nodeIdGen.getId();
75 75
76 /* 76 /*
77 * if 0 this pass and children are culled from rendering 77 * if 0 this pass and children are culled from rendering
78 */ 78 */
79 this.visibility = 1; 79 this.visibility = 1;
80 80
81 /* 81 /*
82 * called when the pass is hidden - override for customication 82 * called when the pass is hidden - override for customication
83 */ 83 */
84 this.onHide = function () { 84 this.onHide = function () {
85 }; 85 };
86 86
87 /* 87 /*
88 * Called by the system to hide the pass and its children 88 * Called by the system to hide the pass and its children
89 */ 89 */
90 this.hidePass = function () { 90 this.hidePass = function () {
91 this.onHide(); 91 this.onHide();
@@ -96,7 +96,7 @@ RDGE._jpassBaseClass = function () {
96 }; 96 };
97 97
98 /* 98 /*
99 * the default output render targets that this pass will create 99 * the default output render targets that this pass will create
100 */ 100 */
101 this.defaultTargetOut = {}; 101 this.defaultTargetOut = {};
102 102
@@ -104,87 +104,87 @@ RDGE._jpassBaseClass = function () {
104 * All the outputs required by the pass 104 * All the outputs required by the pass
105 */ 105 */
106 this.outputs = 106 this.outputs =
107 [ 107 [
108 // example 108 // example
109 // {'name':"u_mainRT", 'type':"target", 'width':1024, 'height':1024, 'mips':false} 109 // {'name':"u_mainRT", 'type':"target", 'width':1024, 'height':1024, 'mips':false}
110 ]; 110 ];
111 111
112 /* 112 /*
113 * notifies the the renderer that the viewport was modified and needs to be reset 113 * notifies the the renderer that the viewport was modified and needs to be reset
114 */ 114 */
115 this.dirty = false; 115 this.dirty = false;
116 116
117 /* 117 /*
118 * Index of the currently selected output target 118 * Index of the currently selected output target
119 */ 119 */
120 this.outputIndex = 0; 120 this.outputIndex = 0;
121 121
122 /* 122 /*
123 * outputs from the previous pass are set as inputs for this pass 123 * outputs from the previous pass are set as inputs for this pass
124 */ 124 */
125 this.inputs = []; 125 this.inputs = [];
126 126
127 /* 127 /*
128 * other textures requested for this pass 128 * other textures requested for this pass
129 */ 129 */
130 this.textures = []; 130 this.textures = [];
131 131
132 /* 132 /*
133 * the flags that control how the pass is rendered 133 * the flags that control how the pass is rendered
134 */ 134 */
135 this.frustum_culling = "enable"; // disable/enable frustum culling during the pass 135 this.frustum_culling = "enable"; // disable/enable frustum culling during the pass
136 this.clear = null; // flags to clear the output target with before rendering 136 this.clear = null; // flags to clear the output target with before rendering
137 this.clearColor = null; 137 this.clearColor = null;
138 138
139 /* 139 /*
140 * Contains a list of geometry to be rendered, during a post process render pass this will usually by a screen quad 140 * Contains a list of geometry to be rendered, during a post process render pass this will usually by a screen quad
141 */ 141 */
142 this.renderList = 142 this.renderList =
143 [ 143 [
144 // example 144 // example
145 // { 'name':'opaqeobjects', 'geo'{ 'OPAQUE':[ new renderObject(meshNode, transformNode, RenderContext)]} } 145 // { 'name':'opaqeobjects', 'geo'{ 'OPAQUE':[ new renderObject(meshNode, transformNode, RenderContext)]} }
146 ]; 146 ];
147 147
148 /* 148 /*
149 * The passes that will render after this pass 149 * The passes that will render after this pass
150 */ 150 */
151 this.children = []; 151 this.children = [];
152 152
153 /* 153 /*
154 * This shader will override all other shaders 154 * This shader will override all other shaders
155 */ 155 */
156 this.shader = null; 156 this.shader = null;
157 157
158 /* 158 /*
159 * Technique of from shader to use, if null currently set technique is used 159 * Technique of from shader to use, if null currently set technique is used
160 */ 160 */
161 this.technique = null; 161 this.technique = null;
162 162
163 /* 163 /*
164 * determines the geometry that will be rendered during the pass 164 * determines the geometry that will be rendered during the pass
165 */ 165 */
166 this.geometrySet = "SCREEN_QUAD"; 166 this.geometrySet = "SCREEN_QUAD";
167 167
168 /* 168 /*
169 * A camera set here will override any camera active in the scene 169 * A camera set here will override any camera active in the scene
170 */ 170 */
171 this.camera = null; 171 this.camera = null;
172 172
173 /* 173 /*
174 * Initialize the pass 174 * Initialize the pass
175 */ 175 */
176 this.init = function () { 176 this.init = function () {
177 }; 177 };
178 178
179 /* 179 /*
180 * inserts a node into the child map using the pass name as the key 180 * inserts a node into the child map using the pass name as the key
181 */ 181 */
182 this.insertChildPass = function (jpassObj) { 182 this.insertChildPass = function (jpassObj) {
183 this.children[jpassObj.name] = jpassObj; 183 this.children[jpassObj.name] = jpassObj;
184 }; 184 };
185 185
186 /* 186 /*
187 * the scene-graph to process 187 * the scene-graph to process
188 */ 188 */
189 this.process = function () { 189 this.process = function () {
190 // pre-defined local variables to prevent allocation 190 // pre-defined local variables to prevent allocation
@@ -227,7 +227,7 @@ RDGE._jpassBaseClass = function () {
227 RDGE.rdgeGlobalParameters.u_projMatrix.set(renderer.projectionMatrix); 227 RDGE.rdgeGlobalParameters.u_projMatrix.set(renderer.projectionMatrix);
228 228
229 for (var bucketIdx = 0, bckCnt = this.renderList.length; bucketIdx < bckCnt; ++bucketIdx) { 229 for (var bucketIdx = 0, bckCnt = this.renderList.length; bucketIdx < bckCnt; ++bucketIdx) {
230 //var curList = this.renderList[bucketIdx]; 230 //var curList = this.renderList[bucketIdx];
231 listCount = this.renderList[bucketIdx].length; 231 listCount = this.renderList[bucketIdx].length;
232 232
233 for (nodeIdx = 0; nodeIdx < listCount; ++nodeIdx) { 233 for (nodeIdx = 0; nodeIdx < listCount; ++nodeIdx) {
@@ -293,22 +293,22 @@ RDGE._jpassBaseClass = function () {
293 }; 293 };
294 294
295 /* 295 /*
296 * handle any setup 'before' processing the geo/scenegraph 296 * handle any setup 'before' processing the geo/scenegraph
297 * the first step in the pass 297 * the first step in the pass
298 */ 298 */
299 this.preRender = function () { 299 this.preRender = function () {
300 }; 300 };
301