aboutsummaryrefslogtreecommitdiff
path: root/js/helper-classes/RDGE/src/core/script/run_state.js
diff options
context:
space:
mode:
Diffstat (limited to 'js/helper-classes/RDGE/src/core/script/run_state.js')
-rwxr-xr-xjs/helper-classes/RDGE/src/core/script/run_state.js462
1 files changed, 231 insertions, 231 deletions
diff --git a/js/helper-classes/RDGE/src/core/script/run_state.js b/js/helper-classes/RDGE/src/core/script/run_state.js
index 2bccea6a..1c6a6a8c 100755
--- a/js/helper-classes/RDGE/src/core/script/run_state.js
+++ b/js/helper-classes/RDGE/src/core/script/run_state.js
@@ -31,97 +31,97 @@ POSSIBILITY OF SUCH DAMAGE.
31var RDGE = RDGE || {}; 31var RDGE = RDGE || {};
32 32
33RDGE.RunState = function (userRunState, context) { 33RDGE.RunState = function (userRunState, context) {
34 this.name = "RunState"; 34 this.name = "RunState";
35 this.userRunState = userRunState != undefined ? userRunState : new RDGE.core.RDGEState; 35 this.userRunState = userRunState != undefined ? userRunState : new RDGE.core.RDGEState;
36 this.hasUserState = userRunState != undefined ? true : false; 36 this.hasUserState = userRunState != undefined ? true : false;
37 this.renderer = context.renderer; 37 this.renderer = context.renderer;
38 this.initialized = false; 38 this.initialized = false;
39}; 39};
40 40
41RDGE.RunState.prototype.Init = function () { 41RDGE.RunState.prototype.Init = function () {
42 this.initialized = true; 42 this.initialized = true;
43 var width = this.renderer.vpWidth; 43 var width = this.renderer.vpWidth;
44 var height = this.renderer.vpHeight; 44 var height = this.renderer.vpHeight;
45 var cam = new RDGE.camera(); 45 var cam = new RDGE.camera();
46 cam.setPerspective(45.0, width / height, 1.0, 100.0); 46 cam.setPerspective(45.0, width / height, 1.0, 100.0);
47 cam.setLookAt([0, 0, 20], [0, 0, 0], RDGE.vec3.up()); 47 cam.setLookAt([0, 0, 20], [0, 0, 0], RDGE.vec3.up());
48 48
49 this.renderer.cameraManager().setActiveCamera( cam ); 49 this.renderer.cameraManager().setActiveCamera( cam );
50 50
51 if (this.hasUserState && this.userRunState.init != undefined) { 51 if (this.hasUserState && this.userRunState.init != undefined) {
52 this.userRunState.init(); 52 this.userRunState.init();
53 } 53 }
54 54
55 if (this.hasUserState && this.userRunState && this.userRunState.onRunState) 55 if (this.hasUserState && this.userRunState && this.userRunState.onRunState)
56 this.userRunState.onRunState(); 56 this.userRunState.onRunState();
57 57
58 58
59 //////////////////////////////////////////////////////////////////////////////////////////////////////////////////// 59 ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
60 60
61// if(theScene=="Robots_rt") { 61// if(theScene=="Robots_rt") {
62// g_enableShadowMapping=false; 62// g_enableShadowMapping=false;
63// g_showSSAO=false; 63// g_showSSAO=false;
64 // RDGE.globals.engine.defaultContext.uniforms[1]={ 'name': "u_lightAmb",'value': [0.5,0.5,0.5,1.0] }; 64 // RDGE.globals.engine.defaultContext.uniforms[1]={ 'name': "u_lightAmb",'value': [0.5,0.5,0.5,1.0] };
65 // RDGE.globals.engine.defaultContext.uniforms[7]={ 'name': "u_matAmbient",'value': [0.8,0.8,0.8,1] }; 65 // RDGE.globals.engine.defaultContext.uniforms[7]={ 'name': "u_matAmbient",'value': [0.8,0.8,0.8,1] };
66// } 66// }
67 67
68 68
69// g_hrDepthMapGenShader=createShader(this.renderer.ctx,'depthMap_vshader','depthMap_fshader',["vert","normal"]); 69// g_hrDepthMapGenShader=createShader(this.renderer.ctx,'depthMap_vshader','depthMap_fshader',["vert","normal"]);
70// g_depthMapGenShader=createShader(this.renderer.ctx,'norm_depth_vshader','norm_depth_fshader',["vert","normal"]); 70// g_depthMapGenShader=createShader(this.renderer.ctx,'norm_depth_vshader','norm_depth_fshader',["vert","normal"]);
71 71
72// // shadow light 72// // shadow light
73 // g_mainLight=new RDGE.camera(); // camera to represent our light's point of view 73 // g_mainLight=new RDGE.camera(); // camera to represent our light's point of view
74// g_mainLight.setPerspective(45.0,width/height,1.0,200.0); 74// g_mainLight.setPerspective(45.0,width/height,1.0,200.0);
75 // g_mainLight.setLookAt([-60,17,-15],[-5,-5,15],RDGE.vec3.up()); // lights position and point of view 75 // g_mainLight.setLookAt([-60,17,-15],[-5,-5,15],RDGE.vec3.up()); // lights position and point of view
76 // g_mainLight.mvMatrix=RDGE.mat4.copy(g_mainLight.view); // hold model view transform 76 // g_mainLight.mvMatrix=RDGE.mat4.copy(g_mainLight.view); // hold model view transform
77 // g_mainLight.invViewMatrix=RDGE.mat4.inverse(g_mainLight.view); 77 // g_mainLight.invViewMatrix=RDGE.mat4.inverse(g_mainLight.view);
78 // g_mainLight.mvpMatrix=RDGE.mat4.identity(); 78 // g_mainLight.mvpMatrix=RDGE.mat4.identity();
79 // g_mainLight.shadowMatrix=RDGE.mat4.identity(); // shadow matrix creates shadow bias 79 // g_mainLight.shadowMatrix=RDGE.mat4.identity(); // shadow matrix creates shadow bias
80 // g_mainLight.shadowMatrix=RDGE.mat4.scale(g_mainLight.shadowMatrix,[0.5,0.5,0.5]); 80 // g_mainLight.shadowMatrix=RDGE.mat4.scale(g_mainLight.shadowMatrix,[0.5,0.5,0.5]);
81 // g_mainLight.shadowMatrix=RDGE.mat4.translate(g_mainLight.shadowMatrix,[0.5,0.5,0.5]); 81 // g_mainLight.shadowMatrix=RDGE.mat4.translate(g_mainLight.shadowMatrix,[0.5,0.5,0.5]);
82// //g_cameraManager.setActiveCamera( g_mainLight ); 82// //g_cameraManager.setActiveCamera( g_mainLight );
83// 83//
84 // uniformEnableGlow = this.renderer.ctx.getUniformLocation(RDGE.globals.engine.defaultContext.shaderProg, "u_renderGlow"); 84 // uniformEnableGlow = this.renderer.ctx.getUniformLocation(RDGE.globals.engine.defaultContext.shaderProg, "u_renderGlow");
85// 85//
86// depthRTT=createRenderTargetTexture(1024,1024); 86// depthRTT=createRenderTargetTexture(1024,1024);
87// glowRTT=createRenderTargetTexture(512,512); 87// glowRTT=createRenderTargetTexture(512,512);
88 // blurFX=new RDGE.fx.fxBlur([256,128,64],true); 88 // blurFX=new RDGE.fx.fxBlur([256,128,64],true);
89// mainRTT=createRenderTargetTexture(1024,1024); 89// mainRTT=createRenderTargetTexture(1024,1024);
90 // ssaoFX=new RDGE.fx.fxSSAO(true); 90 // ssaoFX=new RDGE.fx.fxSSAO(true);
91// ssaoRTT=createRenderTargetTexture(1024,1024); 91// ssaoRTT=createRenderTargetTexture(1024,1024);
92// depthRTT=createRenderTargetTexture(1024,1024); 92// depthRTT=createRenderTargetTexture(1024,1024);
93// hrDepthRTT=createRenderTargetTexture(1024,1024); 93// hrDepthRTT=createRenderTargetTexture(1024,1024);
94// hrDepthRTTSSAO=createRenderTargetTexture(1024,1024); 94// hrDepthRTTSSAO=createRenderTargetTexture(1024,1024);
95 // mainSceneQuad=new RDGE.ScreenQuad(mainRTT); 95 // mainSceneQuad=new RDGE.ScreenQuad(mainRTT);
96 // mainSceneQuad.initialize(RDGE.renderInitScreenQuad); 96 // mainSceneQuad.initialize(RDGE.renderInitScreenQuad);
97 97
98// cubelight_Glow = this.renderer.createTexture("assets/images/cubelight_Glow.png"); 98// cubelight_Glow = this.renderer.createTexture("assets/images/cubelight_Glow.png");
99// lightRack_Glow = this.renderer.createTexture("assets/images/lightRack_Glow.png"); 99// lightRack_Glow = this.renderer.createTexture("assets/images/lightRack_Glow.png");
100// black = this.renderer.createTexture("assets/images/black.png"); 100// black = this.renderer.createTexture("assets/images/black.png");
101 101
102// renderGlow=false; 102// renderGlow=false;
103 103
104// // depth map and normal proc 104// // depth map and normal proc
105// renderProcDepth=new GenerateDepthMap(); 105// renderProcDepth=new GenerateDepthMap();
106// renderProcGlow=new GenerateGlowMap(); 106// renderProcGlow=new GenerateGlowMap();
107 // renderProc=new RDGE.SceneRender(); 107 // renderProc=new RDGE.SceneRender();
108// renderProcCreateShadowMap=new SceneCreateShadowMap(); 108// renderProcCreateShadowMap=new SceneCreateShadowMap();
109// renderProcHighResDepth=new GenerateHighResDepthMap(); 109// renderProcHighResDepth=new GenerateHighResDepthMap();
110 110
111 // RDGE.globals.engine.defaultContext.textureList.push({ 'handle': hrDepthRTT,'unit': 7,'type': RDGE.UNIFORMTYPE.TEXTURE2D }); 111 // RDGE.globals.engine.defaultContext.textureList.push({ 'handle': hrDepthRTT,'unit': 7,'type': RDGE.UNIFORMTYPE.TEXTURE2D });
112 // RDGE.globals.engine.defaultContext.uniforms.push({ 'name': "depthMap",'value': [hrDepthRTT] }); 112 // RDGE.globals.engine.defaultContext.uniforms.push({ 'name': "depthMap",'value': [hrDepthRTT] });
113 113
114 /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// 114 ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
115}; 115};
116 116
117RDGE.RunState.prototype.ReInit = function () { 117RDGE.RunState.prototype.ReInit = function () {
118 if (!this.initialized) { 118 if (!this.initialized) {
119 this.Init(); 119 this.Init();
120 } 120 }
121 else { 121 else {
122 if (this.hasUserState && this.userRunState && this.userRunState.onRunState) 122 if (this.hasUserState && this.userRunState && this.userRunState.onRunState)
123 this.userRunState.onRunState(); 123 this.userRunState.onRunState();
124 } 124 }
125}; 125};
126 126
127RDGE.RunState.prototype.Update = function (dt) { 127RDGE.RunState.prototype.Update = function (dt) {
@@ -130,105 +130,105 @@ RDGE.RunState.prototype.Update = function (dt) {
130 130
131RDGE.RunState.prototype.Resize = function () { 131RDGE.RunState.prototype.Resize = function () {
132 if (RDGE.globals.engine.lastWindowWidth == window.innerWidth && RDGE.globals.engine.lastWindowHeight == window.innerHeight) { 132 if (RDGE.globals.engine.lastWindowWidth == window.innerWidth && RDGE.globals.engine.lastWindowHeight == window.innerHeight) {
133 this.userRunState.resize(); 133 this.userRunState.resize();
134 RDGE.globals.engine.lastWindowWidth = window.innerWidth; 134 RDGE.globals.engine.lastWindowWidth = window.innerWidth;
135 RDGE.globals.engine.lastWindowHeight = window.innerHeight; 135 RDGE.globals.engine.lastWindowHeight = window.innerHeight;
136} 136}
137}; 137};
138 138
139RDGE.RunState.prototype.Draw = function () { 139RDGE.RunState.prototype.Draw = function () {
140 var width = this.renderer.vpWidth; 140 var width = this.renderer.vpWidth;
141 var height = this.renderer.vpHeight; 141 var height = this.renderer.vpHeight;
142 142
143// this.renderer._clear(); 143// this.renderer._clear();
144 144
145 this.userRunState.draw(); 145 this.userRunState.draw();
146 146
147// ~~~~ removing post process till multi-context and post process system is in place 147// ~~~~ removing post process till multi-context and post process system is in place
148// if(this.currentScene==null) 148// if(this.currentScene==null)
149// return; 149// return;
150 150
151// this.renderer.setClearColor([1.0,1.0,1.0,1.0]); 151// this.renderer.setClearColor([1.0,1.0,1.0,1.0]);
152 152
153// // post process will eventually be wrapped in 153// // post process will eventually be wrapped in
154// this.renderer.ctx.bindFramebuffer(renderer.ctx.FRAMEBUFFER, depthRTT.frameBuffer); 154// this.renderer.ctx.bindFramebuffer(renderer.ctx.FRAMEBUFFER, depthRTT.frameBuffer);
155// this.renderer.setViewPort(0,0,1024,1024); 155// this.renderer.setViewPort(0,0,1024,1024);
156// this.renderer.clear(this.renderer.colorBuffer | this.renderer.depthBuffer); 156// this.renderer.clear(this.renderer.colorBuffer | this.renderer.depthBuffer);
157// this.currentScene.render(renderProcDepth); 157// this.currentScene.render(renderProcDepth);