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-rwxr-xr-xjs/helper-classes/RDGE/src/core/script/run_state.js275
1 files changed, 90 insertions, 185 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 a5981caa..d2f05fad 100755
--- a/js/helper-classes/RDGE/src/core/script/run_state.js
+++ b/js/helper-classes/RDGE/src/core/script/run_state.js
@@ -4,43 +4,41 @@ 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 || {};
7 8
8function RunState(userRunState, context) 9RDGE.RunState = function (userRunState, context) {
9{
10 this.name = "RunState"; 10 this.name = "RunState";
11 this.userRunState = userRunState != undefined ? userRunState : new RDGEState; 11 this.userRunState = userRunState != undefined ? userRunState : new RDGE.core.RDGEState;
12 this.hasUserState = userRunState != undefined ? true : false; 12 this.hasUserState = userRunState != undefined ? true : false;
13 this.renderer = context.renderer; 13 this.renderer = context.renderer;
14 this.initialized = false; 14 this.initialized = false;
15} 15};
16 16
17RunState.prototype.Init = function() 17RDGE.RunState.prototype.Init = function () {
18{
19 this.initialized = true; 18 this.initialized = true;
20 var width = this.renderer.vpWidth; 19 var width = this.renderer.vpWidth;
21 var height = this.renderer.vpHeight; 20 var height = this.renderer.vpHeight;
22 var cam = new camera(); 21 var cam = new RDGE.camera();
23 cam.setPerspective(45.0, width / height, 1.0, 100.0); 22 cam.setPerspective(45.0, width / height, 1.0, 100.0);
24 cam.setLookAt([0, 0, 20], [0, 0, 0], vec3.up()); 23 cam.setLookAt([0, 0, 20], [0, 0, 0], RDGE.vec3.up());
25 24
26 this.renderer.cameraManager().setActiveCamera( cam ); 25 this.renderer.cameraManager().setActiveCamera( cam );
27 26
28 if(this.hasUserState && this.userRunState.init != undefined) 27 if (this.hasUserState && this.userRunState.init != undefined) {
29 {
30 this.userRunState.init(); 28 this.userRunState.init();
31 } 29 }
32 30
33 if (this.hasUserState && this.userRunState && this.userRunState.onRunState) 31 if (this.hasUserState && this.userRunState && this.userRunState.onRunState)
34 this.userRunState.onRunState(); 32 this.userRunState.onRunState();
35 33
36 34
37 //////////////////////////////////////////////////////////////////////////////////////////////////////////////////// 35 ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
38 36
39// if(theScene=="Robots_rt") { 37// if(theScene=="Robots_rt") {
40// g_enableShadowMapping=false; 38// g_enableShadowMapping=false;
41// g_showSSAO=false; 39// g_showSSAO=false;
42// g_Engine.defaultContext.uniforms[1]={ 'name': "u_lightAmb",'value': [0.5,0.5,0.5,1.0] }; 40 // RDGE.globals.engine.defaultContext.uniforms[1]={ 'name': "u_lightAmb",'value': [0.5,0.5,0.5,1.0] };
43// g_Engine.defaultContext.uniforms[7]={ 'name': "u_matAmbient",'value': [0.8,0.8,0.8,1] }; 41 // RDGE.globals.engine.defaultContext.uniforms[7]={ 'name': "u_matAmbient",'value': [0.8,0.8,0.8,1] };
44// } 42// }
45 43
46 44
@@ -48,30 +46,30 @@ RunState.prototype.Init = function()
48// g_depthMapGenShader=createShader(this.renderer.ctx,'norm_depth_vshader','norm_depth_fshader',["vert","normal"]); 46// g_depthMapGenShader=createShader(this.renderer.ctx,'norm_depth_vshader','norm_depth_fshader',["vert","normal"]);
49 47
50// // shadow light 48// // shadow light
51// g_mainLight=new camera(); // camera to represent our light's point of view 49 // g_mainLight=new RDGE.camera(); // camera to represent our light's point of view
52// g_mainLight.setPerspective(45.0,width/height,1.0,200.0); 50// g_mainLight.setPerspective(45.0,width/height,1.0,200.0);
53// g_mainLight.setLookAt([-60,17,-15],[-5,-5,15],vec3.up()); // lights position and point of view 51 // g_mainLight.setLookAt([-60,17,-15],[-5,-5,15],RDGE.vec3.up()); // lights position and point of view
54// g_mainLight.mvMatrix=mat4.copy(g_mainLight.view); // hold model view transform 52 // g_mainLight.mvMatrix=RDGE.mat4.copy(g_mainLight.view); // hold model view transform
55// g_mainLight.invViewMatrix=mat4.inverse(g_mainLight.view); 53 // g_mainLight.invViewMatrix=RDGE.mat4.inverse(g_mainLight.view);
56// g_mainLight.mvpMatrix=mat4.identity(); 54 // g_mainLight.mvpMatrix=RDGE.mat4.identity();
57// g_mainLight.shadowMatrix=mat4.identity(); // shadow matrix creates shadow bias 55 // g_mainLight.shadowMatrix=RDGE.mat4.identity(); // shadow matrix creates shadow bias
58// g_mainLight.shadowMatrix=mat4.scale(g_mainLight.shadowMatrix,[0.5,0.5,0.5]); 56 // g_mainLight.shadowMatrix=RDGE.mat4.scale(g_mainLight.shadowMatrix,[0.5,0.5,0.5]);
59// g_mainLight.shadowMatrix=mat4.translate(g_mainLight.shadowMatrix,[0.5,0.5,0.5]); 57 // g_mainLight.shadowMatrix=RDGE.mat4.translate(g_mainLight.shadowMatrix,[0.5,0.5,0.5]);
60// //g_cameraManager.setActiveCamera( g_mainLight ); 58// //g_cameraManager.setActiveCamera( g_mainLight );
61// 59//
62// uniformEnableGlow = this.renderer.ctx.getUniformLocation(g_Engine.defaultContext.shaderProg, "u_renderGlow"); 60 // uniformEnableGlow = this.renderer.ctx.getUniformLocation(RDGE.globals.engine.defaultContext.shaderProg, "u_renderGlow");
63// 61//
64// depthRTT=createRenderTargetTexture(1024,1024); 62// depthRTT=createRenderTargetTexture(1024,1024);
65// glowRTT=createRenderTargetTexture(512,512); 63// glowRTT=createRenderTargetTexture(512,512);
66// blurFX=new fxBlur([256,128,64],true); 64 // blurFX=new RDGE.fx.fxBlur([256,128,64],true);
67// mainRTT=createRenderTargetTexture(1024,1024); 65// mainRTT=createRenderTargetTexture(1024,1024);
68// ssaoFX=new fxSSAO(true); 66 // ssaoFX=new RDGE.fx.fxSSAO(true);
69// ssaoRTT=createRenderTargetTexture(1024,1024); 67// ssaoRTT=createRenderTargetTexture(1024,1024);
70// depthRTT=createRenderTargetTexture(1024,1024); 68// depthRTT=createRenderTargetTexture(1024,1024);
71// hrDepthRTT=createRenderTargetTexture(1024,1024); 69// hrDepthRTT=createRenderTargetTexture(1024,1024);
72// hrDepthRTTSSAO=createRenderTargetTexture(1024,1024); 70// hrDepthRTTSSAO=createRenderTargetTexture(1024,1024);
73// mainSceneQuad=new ScreenQuad(mainRTT); 71 // mainSceneQuad=new RDGE.ScreenQuad(mainRTT);
74// mainSceneQuad.initialize(renderInitScreenQuad); 72 // mainSceneQuad.initialize(RDGE.renderInitScreenQuad);
75 73
76// cubelight_Glow = this.renderer.createTexture("assets/images/cubelight_Glow.png"); 74// cubelight_Glow = this.renderer.createTexture("assets/images/cubelight_Glow.png");
77// lightRack_Glow = this.renderer.createTexture("assets/images/lightRack_Glow.png"); 75// lightRack_Glow = this.renderer.createTexture("assets/images/lightRack_Glow.png");
@@ -82,46 +80,39 @@ RunState.prototype.Init = function()
82// // depth map and normal proc 80// // depth map and normal proc
83// renderProcDepth=new GenerateDepthMap(); 81// renderProcDepth=new GenerateDepthMap();
84// renderProcGlow=new GenerateGlowMap(); 82// renderProcGlow=new GenerateGlowMap();
85// renderProc=new SceneRender(); 83 // renderProc=new RDGE.SceneRender();
86// renderProcCreateShadowMap=new SceneCreateShadowMap(); 84// renderProcCreateShadowMap=new SceneCreateShadowMap();
87// renderProcHighResDepth=new GenerateHighResDepthMap(); 85// renderProcHighResDepth=new GenerateHighResDepthMap();
88 86
89// g_Engine.defaultContext.textureList.push({ 'handle': hrDepthRTT,'unit': 7,'type': UNIFORMTYPE.TEXTURE2D }); 87 // RDGE.globals.engine.defaultContext.textureList.push({ 'handle': hrDepthRTT,'unit': 7,'type': RDGE.UNIFORMTYPE.TEXTURE2D });
90// g_Engine.defaultContext.uniforms.push({ 'name': "depthMap",'value': [hrDepthRTT] }); 88 // RDGE.globals.engine.defaultContext.uniforms.push({ 'name': "depthMap",'value': [hrDepthRTT] });
91 89
92 /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// 90 ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
93} 91};
94 92
95RunState.prototype.ReInit = function() 93RDGE.RunState.prototype.ReInit = function () {
96{ 94 if (!this.initialized) {
97 if(!this.initialized)
98 {
99 this.Init(); 95 this.Init();
96 }
97 else {
98 if (this.hasUserState && this.userRunState && this.userRunState.onRunState)
99 this.userRunState.onRunState();
100 } 100 }
101 else 101};
102 {
103 if (this.hasUserState && this.userRunState && this.userRunState.onRunState)
104 this.userRunState.onRunState();
105 }
106}
107 102
108RunState.prototype.Update = function(dt) 103RDGE.RunState.prototype.Update = function (dt) {
109{
110 this.userRunState.update(dt); 104 this.userRunState.update(dt);
111} 105};
112 106
113RunState.prototype.Resize = function() 107RDGE.RunState.prototype.Resize = function () {
114{ 108 if (RDGE.globals.engine.lastWindowWidth == window.innerWidth && RDGE.globals.engine.lastWindowHeight == window.innerHeight) {
115 if(g_Engine.lastWindowWidth == window.innerWidth && g_Engine.lastWindowHeight == window.innerHeight)
116 {
117 this.userRunState.resize(); 109 this.userRunState.resize();
118 g_Engine.lastWindowWidth = window.innerWidth; 110 RDGE.globals.engine.lastWindowWidth = window.innerWidth;
119 g_Engine.lastWindowHeight = window.innerHeight; 111 RDGE.globals.engine.lastWindowHeight = window.innerHeight;
120 }
121} 112}
113};
122 114
123RunState.prototype.Draw = function () 115RDGE.RunState.prototype.Draw = function () {
124{
125 var width = this.renderer.vpWidth; 116 var width = this.renderer.vpWidth;
126 var height = this.renderer.vpHeight; 117 var height = this.renderer.vpHeight;
127 118
@@ -194,117 +185,38 @@ RunState.prototype.Draw = function ()
194// this.renderer.clear( this.renderer.colorBuffer | this.renderer.depthBuffer ); 185// this.renderer.clear( this.renderer.colorBuffer | this.renderer.depthBuffer );
195 186
196// mainSceneQuad.texture=g_showSSAO?ssaoRTT:mainRTT; 187// mainSceneQuad.texture=g_showSSAO?ssaoRTT:mainRTT;
197// renderProcScreenQuad(mainSceneQuad); 188 // RDGE.renderProcScreenQuad(mainSceneQuad);
198// } 189// }
199// else 190// else
200// { 191// {
201// this.renderer.clear( this.renderer.colorBuffer | this.renderer.depthBuffer ); 192// this.renderer.clear( this.renderer.colorBuffer | this.renderer.depthBuffer );
202// } 193// }
194};
203