aboutsummaryrefslogtreecommitdiff
path: root/js/helper-classes/RDGE/src/core/script/jshader.js
diff options
context:
space:
mode:
Diffstat (limited to 'js/helper-classes/RDGE/src/core/script/jshader.js')
-rwxr-xr-xjs/helper-classes/RDGE/src/core/script/jshader.js60
1 files changed, 30 insertions, 30 deletions
diff --git a/js/helper-classes/RDGE/src/core/script/jshader.js b/js/helper-classes/RDGE/src/core/script/jshader.js
index b9170857..f8d79580 100755
--- a/js/helper-classes/RDGE/src/core/script/jshader.js
+++ b/js/helper-classes/RDGE/src/core/script/jshader.js
@@ -31,46 +31,46 @@ POSSIBILITY OF SUCH DAMAGE.
31// RDGE namespaces 31// RDGE namespaces
32var RDGE = RDGE || {}; 32var RDGE = RDGE || {};
33 33
34/* 34/*
35this API should be familiar to anyone who has worked with HLSL effect files. 35this API should be familiar to anyone who has worked with HLSL effect files.
36*/ 36*/
37 37
38/* 38/*
39 * A map of types to uniform 'binding' functions 39 * A map of types to uniform 'binding' functions
40 */ 40 */
41RDGE.bindMap={}; 41RDGE.bindMap={};
42RDGE.bindMap['int'] = function(ctx, a,b) { ctx.uniform1iv(a,b); }; 42RDGE.bindMap['int'] = function(ctx, a,b) { ctx.uniform1iv(a,b); };
43RDGE.bindMap['float'] = function(ctx, a,b) { ctx.uniform1fv(a,b); }; 43RDGE.bindMap['float'] = function(ctx, a,b) { ctx.uniform1fv(a,b); };
44RDGE.bindMap['vec2'] = function(ctx, a,b) { ctx.uniform2fv(a,b); }; 44RDGE.bindMap['vec2'] = function(ctx, a,b) { ctx.uniform2fv(a,b); };
45RDGE.bindMap['vec3'] = function(ctx, a,b) { ctx.uniform3fv(a,b); }; 45RDGE.bindMap['vec3'] = function(ctx, a,b) { ctx.uniform3fv(a,b); };
46RDGE.bindMap['vec4'] = function(ctx, a,b) { ctx.uniform4fv(a,b); }; 46RDGE.bindMap['vec4'] = function(ctx, a,b) { ctx.uniform4fv(a,b); };
47RDGE.bindMap['mat3'] = function(ctx, a,b) { ctx.uniformMatrix3fv(a,false,b); }; 47RDGE.bindMap['mat3'] = function(ctx, a,b) { ctx.uniformMatrix3fv(a,false,b); };
48RDGE.bindMap['mat4'] = function(ctx, a,b) 48RDGE.bindMap['mat4'] = function(ctx, a,b)
49{ 49{
50 ctx.uniformMatrix4fv(a,false,b); 50 ctx.uniformMatrix4fv(a,false,b);
51 RDGE.globals.engine.getContext().debug.mat4CallCount++; 51 RDGE.globals.engine.getContext().debug.mat4CallCount++;
52}; 52};
53 53
54RDGE.bindMap['tex2d'] = function(ctx, a,b) 54RDGE.bindMap['tex2d'] = function(ctx, a,b)
55{ 55{
56 ctx.activeTexture(ctx.TEXTURE0+b[0]); 56 ctx.activeTexture(ctx.TEXTURE0+b[0]);
57 ctx.bindTexture(ctx.TEXTURE_2D, b[1]); 57 ctx.bindTexture(ctx.TEXTURE_2D, b[1]);
58 ctx.uniform1iv(a,[b[0]]); 58 ctx.uniform1iv(a,[b[0]]);
59}; 59};
60 60
61RDGE.bindMap['texCube']=function(ctx, a,b) 61RDGE.bindMap['texCube']=function(ctx, a,b)
62{ 62{
63 ctx.activeTexture(ctx.TEXTURE0+b[0]); 63 ctx.activeTexture(ctx.TEXTURE0+b[0]);
64 ctx.bindTexture(ctx.TEXTURE_CUBE_MAP, b[1]); 64 ctx.bindTexture(ctx.TEXTURE_CUBE_MAP, b[1]);
65 ctx.uniform1iv(a,[b[0]]); 65 ctx.uniform1iv(a,[b[0]]);
66}; 66};
67 67
68RDGE.lightDataMap = 68RDGE.lightDataMap =
69[ 69[
70 function(ctx, loc, lightNode) { ctx.uniform3fv(loc, lightNode.position); }, 70 function(ctx, loc, lightNode) { ctx.uniform3fv(loc, lightNode.position); },
71 function(ctx, loc, lightNode) { ctx.uniform4fv(loc, lightNode.lightDiffuse); }, 71 function(ctx, loc, lightNode) { ctx.uniform4fv(loc, lightNode.lightDiffuse); },
72 function(ctx, loc, lightNode) { ctx.uniform4fv(loc, lightNode.lightAmbient); }, 72 function(ctx, loc, lightNode) { ctx.uniform4fv(loc, lightNode.lightAmbient); },
73 function(ctx, loc, lightNode) { ctx.uniform4fv(loc, lightNode.lightSpecular); } 73 function(ctx, loc, lightNode) { ctx.uniform4fv(loc, lightNode.lightSpecular); }
74]; 74];
75 75
76RDGE.paramTypeNameMapping = null; 76RDGE.paramTypeNameMapping = null;
@@ -120,7 +120,7 @@ RDGE.jshader = function (addr) {
120 } 120 }
121 121
122 /* 122 /*
123 * private helper functions 123 * private helper functions
124 */ 124 */
125 this.bindParameters = function (pass) { 125 this.bindParameters = function (pass) {
126 var params = pass.defParamsList; // global parameters to start with 126 var params = pass.defParamsList; // global parameters to start with
@@ -177,7 +177,7 @@ RDGE.jshader = function (addr) {
177 }; 177 };
178 178
179 /* 179 /*
180 * helper function for setting up a texture 180 * helper function for setting up a texture
181 */ 181 */
182 createJShaderTexture = function (ctx, param) { 182 createJShaderTexture = function (ctx, param) {
183 var texHandle = null; 183 var texHandle = null;
@@ -310,9 +310,9 @@ RDGE.jshader = function (addr) {
310 defaultTech = t; 310 defaultTech = t;
311 var curTechnique = techniques[t]; 311 var curTechnique = techniques[t];
312 this[t] = 312 this[t] =
313 { 313 {
314 'passes': [] 314 'passes': []
315 }; 315 };
316 var numPasses = curTechnique.length; 316 var numPasses = curTechnique.length;
317 var i = 0; 317 var i = 0;
318 while (i < numPasses) { 318 while (i < numPasses) {
@@ -445,7 +445,7 @@ RDGE.jshader = function (addr) {
445 }; 445 };
446 446
447 /* 447 /*
448 * Init a local parameter at any time during the life of the jshader. 448 * Init a local parameter at any time during the life of the jshader.
449 * This will add the parameter to the list of parameters to be bound 449 * This will add the parameter to the list of parameters to be bound
450 * before rendering 450 * before rendering
451 */ 451 */
@@ -587,7 +587,7 @@ RDGE.jshader = function (addr) {
587 }; 587 };
588 588
589 /* 589 /*
590 * Set the light nodes used by this jshader 590 * Set the light nodes used by this jshader
591 * array item 0 corresponds to light 0, item 1 tp light 1 and so on 591 * array item 0 corresponds to light 0, item 1 tp light 1 and so on
592 * place null for lights that are not there 592 * place null for lights that are not there
593 */ 593 */
@@ -601,7 +601,7 @@ RDGE.jshader = function (addr) {
601 }; 601 };
602 602
603 /* 603 /*
604 * Called by the system to add material textures settings to the jshader 604 * Called by the system to add material textures settings to the jshader
605 */ 605 */
606 this.setTextureContext = function (textureList) { 606 this.setTextureContext = function (textureList) {
607 var passCount = this.technique.passes.length; 607 var passCount = this.technique.passes.length;