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-rwxr-xr-xjs/helper-classes/RDGE/src/core/script/run_state.js711
1 files changed, 308 insertions, 403 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 acdb6797..7f08bd6c 100755
--- a/js/helper-classes/RDGE/src/core/script/run_state.js
+++ b/js/helper-classes/RDGE/src/core/script/run_state.js
@@ -4,461 +4,366 @@ 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 || {};
8
9RDGE.RunState = function (userRunState, context) {
10 this.name = "RunState";
11 this.userRunState = userRunState != undefined ? userRunState : new RDGE.core.RDGEState;
12 this.hasUserState = userRunState != undefined ? true : false;
13 this.renderer = context.renderer;
14 this.initialized = false;
15};
16
17RDGE.RunState.prototype.Init = function () {
18 this.initialized = true;
19 var width = this.renderer.vpWidth;
20 var height = this.renderer.vpHeight;
21 var cam = new RDGE.camera();
22 cam.setPerspective(45.0, width / height, 1.0, 100.0);
23 cam.setLookAt([0, 0, 20], [0, 0, 0], RDGE.vec3.up());
24
25 this.renderer.cameraManager().setActiveCamera(cam);
26
27 if (this.hasUserState && this.userRunState.init != undefined) {
28 this.userRunState.init();
29 }
30
31 if (this.hasUserState && this.userRunState && this.userRunState.onRunState)
32 this.userRunState.onRunState();
33
34
35 ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
36
37 // if(theScene=="Robots_rt") {
38 // g_enableShadowMapping=false;
39 // g_showSSAO=false;
40 // RDGE.globals.engine.defaultContext.uniforms[1]={ 'name': "u_lightAmb",'value': [0.5,0.5,0.5,1.0] };
41 // RDGE.globals.engine.defaultContext.uniforms[7]={ 'name': "u_matAmbient",'value': [0.8,0.8,0.8,1] };
42 // }
43
44
45 // g_hrDepthMapGenShader=createShader(this.renderer.ctx,'depthMap_vshader','depthMap_fshader',["vert","normal"]);
46 // g_depthMapGenShader=createShader(this.renderer.ctx,'norm_depth_vshader','norm_depth_fshader',["vert","normal"]);
47
48 // // shadow light
49 // g_mainLight=new RDGE.camera(); // camera to represent our light's point of view
50 // g_mainLight.setPerspective(45.0,width/height,1.0,200.0);
51 // g_mainLight.setLookAt([-60,17,-15],[-5,-5,15],RDGE.vec3.up()); // lights position and point of view
52 // g_mainLight.mvMatrix=RDGE.mat4.copy(g_mainLight.view); // hold model view transform
53 // g_mainLight.invViewMatrix=RDGE.mat4.inverse(g_mainLight.view);
54 // g_mainLight.mvpMatrix=RDGE.mat4.identity();
55 // g_mainLight.shadowMatrix=RDGE.mat4.identity(); // shadow matrix creates shadow bias
56 // g_mainLight.shadowMatrix=RDGE.mat4.scale(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]);
58 // //g_cameraManager.setActiveCamera( g_mainLight );
59 //
60 // uniformEnableGlow = this.renderer.ctx.getUniformLocation(RDGE.globals.engine.defaultContext.shaderProg, "u_renderGlow");
61 //
62 // depthRTT=createRenderTargetTexture(1024,1024);
63 // glowRTT=createRenderTargetTexture(512,512);
64 // blurFX=new RDGE.fx.fxBlur([256,128,64],true);
65 // mainRTT=createRenderTargetTexture(1024,1024);
66 // ssaoFX=new RDGE.fx.fxSSAO(true);
67 // ssaoRTT=createRenderTargetTexture(1024,1024);
68 // depthRTT=createRenderTargetTexture(1024,1024);
69 // hrDepthRTT=createRenderTargetTexture(1024,1024);
70 // hrDepthRTTSSAO=createRenderTargetTexture(1024,1024);
71 // mainSceneQuad=new RDGE.ScreenQuad(mainRTT);
72 // mainSceneQuad.initialize(RDGE.renderInitScreenQuad);
73
74 // cubelight_Glow = this.renderer.createTexture("assets/images/cubelight_Glow.png");
75 // lightRack_Glow = this.renderer.createTexture("assets/images/lightRack_Glow.png");
76 // black = this.renderer.createTexture("assets/images/black.png");
77
78 // renderGlow=false;
79
80 // // depth map and normal proc
81 // renderProcDepth=new GenerateDepthMap();
82 // renderProcGlow=new GenerateGlowMap();
83 // renderProc=new RDGE.SceneRender();
84 // renderProcCreateShadowMap=new SceneCreateShadowMap();
85 // renderProcHighResDepth=new GenerateHighResDepthMap();
86
87 // RDGE.globals.engine.defaultContext.textureList.push({ 'handle': hrDepthRTT,'unit': 7,'type': RDGE.UNIFORMTYPE.TEXTURE2D });
88 // RDGE.globals.engine.defaultContext.uniforms.push({ 'name': "depthMap",'value': [hrDepthRTT] });
7 89
8function RunState(userRunState, context)
9{
10 this.name = "RunState";
11 this.userRunState = userRunState != undefined ? userRunState : new RDGEState;
12 this.hasUserState = userRunState != undefined ? true : false;
13 this.renderer = context.renderer;
14 this.initialized = false;
15}
16
17RunState.prototype.Init = function()
18{
19 this.initialized = true;
20 var width = this.renderer.vpWidth;
21 var height = this.renderer.vpHeight;
22 var cam = new camera();
23 cam.setPerspective(45.0, width / height, 1.0, 100.0);
24 cam.setLookAt([0, 0, 20], [0, 0, 0], vec3.up());
25
26 this.renderer.cameraManager().setActiveCamera( cam );
27
28 if(this.hasUserState && this.userRunState.init != undefined)
29 {
30 this.userRunState.init();
31 }
32
33 if (this.hasUserState && this.userRunState && this.userRunState.onRunState)
34 this.userRunState.onRunState();
35
36
37 ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
38
39// if(theScene=="Robots_rt") {
40// g_enableShadowMapping=false;
41// g_showSSAO=false;
42// g_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] };
44// }
45
46
47// g_hrDepthMapGenShader=createShader(this.renderer.ctx,'depthMap_vshader','depthMap_fshader',["vert","normal"]);
48// g_depthMapGenShader=createShader(this.renderer.ctx,'norm_depth_vshader','norm_depth_fshader',["vert","normal"]);
49
50// // shadow light
51// g_mainLight=new camera(); // camera to represent our light's point of view
52// 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
54// g_mainLight.mvMatrix=mat4.copy(g_mainLight.view); // hold model view transform
55// g_mainLight.invViewMatrix=mat4.inverse(g_mainLight.view);
56// g_mainLight.mvpMatrix=mat4.identity();
57// g_mainLight.shadowMatrix=mat4.identity(); // shadow matrix creates shadow bias
58// g_mainLight.shadowMatrix=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]);
60// //g_cameraManager.setActiveCamera( g_mainLight );
61//
62// uniformEnableGlow = this.renderer.ctx.getUniformLocation(g_Engine.defaultContext.shaderProg, "u_renderGlow");
63//
64// depthRTT=createRenderTargetTexture(1024,1024);
65// glowRTT=createRenderTargetTexture(512,512);
66// blurFX=new fxBlur([256,128,64],true);
67// mainRTT=createRenderTargetTexture(1024,1024);
68// ssaoFX=new fxSSAO(true);
69// ssaoRTT=createRenderTargetTexture(1024,1024);
70// depthRTT=createRenderTargetTexture(1024,1024);
71// hrDepthRTT=createRenderTargetTexture(1024,1024);
72// hrDepthRTTSSAO=createRenderTargetTexture(1024,1024);
73// mainSceneQuad=new ScreenQuad(mainRTT);
74// mainSceneQuad.initialize(renderInitScreenQuad);
75
76// cubelight_Glow = this.renderer.createTexture("assets/images/cubelight_Glow.png");
77// lightRack_Glow = this.renderer.createTexture("assets/images/lightRack_Glow.png");
78// black = this.renderer.createTexture("assets/images/black.png");
79
80// renderGlow=false;
81
82// // depth map and normal proc
83// renderProcDepth=new GenerateDepthMap();
84// renderProcGlow=new GenerateGlowMap();
85// renderProc=new SceneRender();
86// renderProcCreateShadowMap=new SceneCreateShadowMap();
87// renderProcHighResDepth=new GenerateHighResDepthMap();
88
89// g_Engine.defaultContext.textureList.push({ 'handle': hrDepthRTT,'unit': 7,'type': UNIFORMTYPE.TEXTURE2D });
90// g_Engine.defaultContext.uniforms.push({ 'name': "depthMap",'value': [hrDepthRTT] });
91
92 /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// 90 ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
93} 91};
94 92
95RunState.prototype.ReInit = function() 93RDGE.RunState.prototype.ReInit = function () {
96{ 94 if (!this.initialized) {
97 if(!this.initialized) 95 this.Init();
98 { 96 }
99 this.Init(); 97 else {
100 } 98 if (this.hasUserState && this.userRunState && this.userRunState.onRunState)
101 else 99 this.userRunState.onRunState();
102 { 100 }
103 if (this.hasUserState && this.userRunState && this.userRunState.onRunState) 101};
104 this.userRunState.onRunState(); 102
105 } 103RDGE.RunState.prototype.Update = function (dt) {
106}
107
108RunState.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) 109 this.userRunState.resize();
116 { 110 RDGE.globals.engine.lastWindowWidth = window.innerWidth;
117 this.userRunState.resize(); 111