aboutsummaryrefslogtreecommitdiff
path: root/js/helper-classes/RDGE/src/core/script/scenegraph.js
diff options
context:
space:
mode:
Diffstat (limited to 'js/helper-classes/RDGE/src/core/script/scenegraph.js')
-rwxr-xr-xjs/helper-classes/RDGE/src/core/script/scenegraph.js2007
1 files changed, 1004 insertions, 1003 deletions
diff --git a/js/helper-classes/RDGE/src/core/script/scenegraph.js b/js/helper-classes/RDGE/src/core/script/scenegraph.js
index 44f1212f..580f9c84 100755
--- a/js/helper-classes/RDGE/src/core/script/scenegraph.js
+++ b/js/helper-classes/RDGE/src/core/script/scenegraph.js
@@ -1,1003 +1,1004 @@
1/* <copyright> 1/* <copyright>
2Copyright (c) 2012, Motorola Mobility, Inc 2Copyright (c) 2012, Motorola Mobility LLC.
3All Rights Reserved. 3All Rights Reserved.
4BSD License. 4
5 5Redistribution and use in source and binary forms, with or without
6Redistribution and use in source and binary forms, with or without 6modification, are permitted provided that the following conditions are met:
7modification, are permitted provided that the following conditions are met: 7
8 8* Redistributions of source code must retain the above copyright notice,
9 - Redistributions of source code must retain the above copyright notice, 9 this list of conditions and the following disclaimer.
10 this list of conditions and the following disclaimer. 10
11 - Redistributions in binary form must reproduce the above copyright 11* Redistributions in binary form must reproduce the above copyright notice,
12 notice, this list of conditions and the following disclaimer in the 12 this list of conditions and the following disclaimer in the documentation
13 documentation and/or other materials provided with the distribution. 13 and/or other materials provided with the distribution.
14 - Neither the name of Motorola Mobility nor the names of its contributors 14
15 may be used to endorse or promote products derived from this software 15* Neither the name of Motorola Mobility LLC nor the names of its
16 without specific prior written permission. 16 contributors may be used to endorse or promote products derived from this
17 17 software without specific prior written permission.
18THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 18
19AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 19THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
20IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 20AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
21ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE 21IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
22LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 22ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
23CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF 23LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
24SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS 24CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
25INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN 25SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
26CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) 26INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
27ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE 27CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
28POSSIBILITY OF SUCH DAMAGE. 28ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
29</copyright> */ 29POSSIBILITY OF SUCH DAMAGE.
30 30</copyright> */
31// RDGE namespaces 31
32var RDGE = RDGE || {}; 32// RDGE namespaces
33 33var RDGE = RDGE || {};
34// default render proc 34
35// render scene nodes 35// default render proc
36RDGE.DefaultRender = function () { 36// render scene nodes
37 // setup the default shader 37RDGE.DefaultRender = function () {
38 this.renderer = RDGE.globals.engine.getContext().renderer; 38 // setup the default shader
39 //this.shaderProgram = this.renderer.defaultShader; 39 this.renderer = RDGE.globals.engine.getContext().renderer;
40 this.jshaderProgram = new RDGE.jshader(); 40 //this.shaderProgram = this.renderer.defaultShader;
41 this.jshaderProgram.def = this.renderer.defaultShaderDefintion; 41 this.jshaderProgram = new RDGE.jshader();
42 this.jshaderProgram.init(); 42 this.jshaderProgram.def = this.renderer.defaultShaderDefintion;
43}; 43 this.jshaderProgram.init();
44 44};
45RDGE.DefaultRender.prototype.process = function (context, trNode, parent) { 45
46}; 46RDGE.DefaultRender.prototype.process = function (context, trNode, parent) {
47 47};
48function renderObject(trNode, renderCtx, parent) { 48
49 this.node = trNode ? trNode : RDGE.createTransformNode(); 49function renderObject(trNode, renderCtx, parent) {
50 this.context = renderCtx ? renderCtx : new RDGE.RenderContext(); 50 this.node = trNode ? trNode : RDGE.createTransformNode();
51 this.parent = parent ? parent : null; 51 this.context = renderCtx ? renderCtx : new RDGE.RenderContext();
52}; 52 this.parent = parent ? parent : null;
53 53};
54 54
55// Scene graph contains set of tools for manipulating the graph 55
56RDGE.SceneGraph = function (scene) { 56// Scene graph contains set of tools for manipulating the graph
57 if (scene == undefined || scene == null) 57RDGE.SceneGraph = function (scene) {
58 scene = {}; 58 if (scene == undefined || scene == null)
59 59 scene = {};
60 this.scene = scene; 60
61 61 this.scene = scene;
62 if (this.scene.root != undefined) 62
63 this.scene = this.scene.root; 63 if (this.scene.root != undefined)
64 else 64 this.scene = this.scene.root;
65 this.scene = { 'children': [] }; 65 else
66 66 this.scene = { 'children': [] };
67 this.tick = 0; 67
68 this.lastTick = -1; 68 this.tick = 0;
69 this.frustumCulling = true; 69 this.lastTick = -1;
70 70 this.frustumCulling = true;
71 // the main light for the scene - also casts shadows 71
72 this.mainLight = new RDGE.shadowLight(); 72 // the main light for the scene - also casts shadows
73 73 this.mainLight = new RDGE.shadowLight();
74 this.bckTypes = RDGE.rdgeConstants.categoryEnumeration; 74
75 75 this.bckTypes = RDGE.rdgeConstants.categoryEnumeration;
76 this.renderList = new Array(this.bckTypes.MAX_CAT); 76
77 this.renderList[this.bckTypes.BACKGROUND] = []; //BACKGROUND 77 this.renderList = new Array(this.bckTypes.MAX_CAT);
78 this.renderList[this.bckTypes.OPAQUE] = []; //OPAQUE 78 this.renderList[this.bckTypes.BACKGROUND] = []; //BACKGROUND
79 this.renderList[this.bckTypes.TRANSPARENT] = []; //TRANSPARENT 79 this.renderList[this.bckTypes.OPAQUE] = []; //OPAQUE
80 this.renderList[this.bckTypes.ADDITIVE] = []; //ADDITIVE 80 this.renderList[this.bckTypes.TRANSPARENT] = []; //TRANSPARENT
81 this.renderList[this.bckTypes.TRANSLUCENT] = []; //TRANSLUCENT 81 this.renderList[this.bckTypes.ADDITIVE] = []; //ADDITIVE
82 this.renderList[this.bckTypes.FOREGROUND] = []; //FOREGROUND 82 this.renderList[this.bckTypes.TRANSLUCENT] = []; //TRANSLUCENT
83 83 this.renderList[this.bckTypes.FOREGROUND] = []; //FOREGROUND
84 // a list of shadow geometry 84
85 this.shadowRenderList = []; 85 // a list of shadow geometry
86 86 this.shadowRenderList = [];
87 // scene traversal functor for creating a culled list of shadow geometry 87
88 this.shadowCuller = null; 88 // scene traversal functor for creating a culled list of shadow geometry
89 89 this.shadowCuller = null;
90 // define passes to render geometry and handle post-processing 90
91 this.defaultPassDef = 91 // define passes to render geometry and handle post-processing
92 { 92 this.defaultPassDef =
93 // a pass can have children that will receive their parents output as input 93 {
94 94 // a pass can have children that will receive their parents output as input
95 // this pass renders the depth map to an off-screen target - from the shadow lights view 95
96 // you can specify what your output should be 96 // this pass renders the depth map to an off-screen target - from the shadow lights view
97 // @param name - this tells jshader's of child passes (which receive the parents output as input) 97 // you can specify what your output should be
98 // what the sampler2d uniform name will be for this output texture 98 // @param name - this tells jshader's of child passes (which receive the parents output as input)
99 // @param type - the type of output could be tex2d or target 99 // what the sampler2d uniform name will be for this output texture
100 // @param width - optional width of the render target 100 // @param type - the type of output could be tex2d or target
101 // @param height - optional height of the render target 101 // @param width - optional width of the render target
102 // @param mips - optional flag indicating whether the render target will support mip-mapping 102 // @param height - optional height of the render target
103 103 // @param mips - optional flag indicating whether the render target will support mip-mapping
104 // the geometry pass 104
105 'name': "geoPass", 105 // the geometry pass
106 'geometrySet': "ALL" 106 'name': "geoPass",
107 // 'outputs':[{ 'name':"u_mainRT", 'type':"target", 'width':1024, 'height':1024, 'mips':false }], 107 'geometrySet': "ALL"
108 // 'children': 108 // 'outputs':[{ 'name':"u_mainRT", 'type':"target", 'width':1024, 'height':1024, 'mips':false }],
109 // [ 109 // 'children':
110 // // shadow pass 110 // [
111 // { 111 // // shadow pass
112 // 'outputs':[{ 'name':"u_shadowDepthMap", 'type':"target", 'width':1024, 'height':1024, 'mips':false }], 112 // {
113 // // custom parameter 113 // 'outputs':[{ 'name':"u_shadowDepthMap", 'type':"target", 'width':1024, 'height':1024, 'mips':false }],
114 // 'name':"shadowDepthMap", 114 // // custom parameter
115 // 'shader': RDGE.rdgeDepthMapShaderDef, 115 // 'name':"shadowDepthMap",
116 // 'technique':"shadowDepthMap", 116 // 'shader': RDGE.rdgeDepthMapShaderDef,
117 // 'geometrySet':"SHADOW", 117 // 'technique':"shadowDepthMap",
118 // 'children': 118 // 'geometrySet':"SHADOW",
119 // [ 119 // 'children':
120 // // create shadow rt 120 // [
121 // { 121 // // create shadow rt
122 // 'outputs':[{ 'name':"u_shadowMap", 'type':"target", 'width':1024, 'height':1024, 'mips':false }], 122 // {
123 // 'name':"shadowMap", 123 // 'outputs':[{ 'name':"u_shadowMap", 'type':"target", 'width':1024, 'height':1024, 'mips':false }],
124 // 'shader': RDGE.rdgeShadowMapShader, 124 // 'name':"shadowMap",
125 // 'clearColor' : [1.0,1.0,1.0,1.0], 125 // 'shader': RDGE.rdgeShadowMapShader,
126 // 'geometrySet':"SHADOW", 126 // 'clearColor' : [1.0,1.0,1.0,1.0],
127 // } 127 // 'geometrySet':"SHADOW",
128 // ] 128 // }
129 // },