From 3644cb6def4f681c99959e5729e78ea353441fad Mon Sep 17 00:00:00 2001
From: Kris Kowal
Date: Fri, 6 Jul 2012 12:34:53 -0700
Subject: Normalize to unix line terminators
---
.../RDGE/src/core/script/RenderInitProcs.js | 518 ++++++++++-----------
1 file changed, 259 insertions(+), 259 deletions(-)
(limited to 'js/helper-classes/RDGE/src/core/script/RenderInitProcs.js')
diff --git a/js/helper-classes/RDGE/src/core/script/RenderInitProcs.js b/js/helper-classes/RDGE/src/core/script/RenderInitProcs.js
index 20b37abb..9f0a5e35 100755
--- a/js/helper-classes/RDGE/src/core/script/RenderInitProcs.js
+++ b/js/helper-classes/RDGE/src/core/script/RenderInitProcs.js
@@ -1,259 +1,259 @@
-/*
-Copyright (c) 2012, Motorola Mobility, Inc
-All Rights Reserved.
-BSD License.
-
-Redistribution and use in source and binary forms, with or without
-modification, are permitted provided that the following conditions are met:
-
- - Redistributions of source code must retain the above copyright notice,
- this list of conditions and the following disclaimer.
- - Redistributions in binary form must reproduce the above copyright
- notice, this list of conditions and the following disclaimer in the
- documentation and/or other materials provided with the distribution.
- - Neither the name of Motorola Mobility nor the names of its contributors
- may be used to endorse or promote products derived from this software
- without specific prior written permission.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
-AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
-IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
-ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
-LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
-CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
-SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
-INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
-CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
-ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
-POSSIBILITY OF SUCH DAMAGE.
- */
-
-// RDGE namespaces
-var RDGE = RDGE || {};
-
-RDGE.renderInitProcDefault = function (primSet, vertexData) {
- var material = primSet.material;
-
- //push envMap tex
- material.tex.env.push(arrayPeek(material.shader).envMap);
- material.tex.envDiff.push(arrayPeek(material.shader).envDiff);
-
- gl.useProgram(arrayPeek(material.shader).shaderHandle);
-
- arrayPeek(material.renderObj).addTexture("layerMap1", 0, RDGE.UNIFORMTYPE.TEXTURE2D);
- arrayPeek(material.renderObj).addTexture("layerMap2", 1, RDGE.UNIFORMTYPE.TEXTURE2D);
- arrayPeek(material.renderObj).addTexture("colorMeMap1", 2, RDGE.UNIFORMTYPE.TEXTURE2D);
- arrayPeek(material.renderObj).addTexture("colorMeMap2", 3, RDGE.UNIFORMTYPE.TEXTURE2D);
- arrayPeek(material.renderObj).addTexture("envMap", 4, RDGE.UNIFORMTYPE.TEXTURE2D);
- arrayPeek(material.renderObj).addTexture("envDiff", 5, RDGE.UNIFORMTYPE.TEXTURE2D);
-
- arrayPeek(material.renderObj).addTexture("normalMap1", 15, RDGE.UNIFORMTYPE.TEXTURE2D);
- arrayPeek(material.renderObj).addTexture("normalMap2", 6, RDGE.UNIFORMTYPE.TEXTURE2D);
-
- arrayPeek(material.renderObj).addTexture("stickerMap0", 7, RDGE.UNIFORMTYPE.TEXTURE2D);
- arrayPeek(material.renderObj).addTexture("stickerMap1", 8, RDGE.UNIFORMTYPE.TEXTURE2D);
- arrayPeek(material.renderObj).addTexture("stickerMap2", 9, RDGE.UNIFORMTYPE.TEXTURE2D);
- arrayPeek(material.renderObj).addTexture("stickerMap3", 10, RDGE.UNIFORMTYPE.TEXTURE2D);
- arrayPeek(material.renderObj).addTexture("stickerMap4", 11, RDGE.UNIFORMTYPE.TEXTURE2D);
- arrayPeek(material.renderObj).addTexture("stickerMap5", 12, RDGE.UNIFORMTYPE.TEXTURE2D);
- arrayPeek(material.renderObj).addTexture("stickerMap6", 13, RDGE.UNIFORMTYPE.TEXTURE2D);
- arrayPeek(material.renderObj).addTexture("stickerMap7", 14, RDGE.UNIFORMTYPE.TEXTURE2D);
-
- arrayPeek(material.renderObj).addUniform("u_normalMatrix", gl.normalMatrix, RDGE.UNIFORMTYPE.MATRIX4);
- arrayPeek(material.renderObj).addUniform("u_mvMatrix", gl.mvMatrix, RDGE.UNIFORMTYPE.MATRIX4);
- arrayPeek(material.renderObj).addUniform("u_invMvMatrix", gl.invMvMatrix, RDGE.UNIFORMTYPE.MATRIX4);
-
- arrayPeek(material.renderObj).addUniform("u_stickerMatrix0", primSet.parentMesh.stickers[0], RDGE.UNIFORMTYPE.MATRIX4);
- arrayPeek(material.renderObj).addUniform("u_stickerMatrix1", primSet.parentMesh.stickers[1], RDGE.UNIFORMTYPE.MATRIX4);
- arrayPeek(material.renderObj).addUniform("u_stickerMatrix2", primSet.parentMesh.stickers[2], RDGE.UNIFORMTYPE.MATRIX4);
- arrayPeek(material.renderObj).addUniform("u_stickerMatrix3", primSet.parentMesh.stickers[3], RDGE.UNIFORMTYPE.MATRIX4);
- arrayPeek(material.renderObj).addUniform("u_stickerMatrix4", primSet.parentMesh.stickers[4], RDGE.UNIFORMTYPE.MATRIX4);
- arrayPeek(material.renderObj).addUniform("u_stickerMatrix5", primSet.parentMesh.stickers[5], RDGE.UNIFORMTYPE.MATRIX4);
- arrayPeek(material.renderObj).addUniform("u_stickerMatrix6", primSet.parentMesh.stickers[6], RDGE.UNIFORMTYPE.MATRIX4);
- arrayPeek(material.renderObj).addUniform("u_stickerMatrix7", primSet.parentMesh.stickers[7], RDGE.UNIFORMTYPE.MATRIX4);
-
- arrayPeek(material.renderObj).addUniform("u_stickerPos0", primSet.parentMesh.stickersPos[0], RDGE.UNIFORMTYPE.FLOAT3);
- arrayPeek(material.renderObj).addUniform("u_stickerPos1", primSet.parentMesh.stickersPos[1], RDGE.UNIFORMTYPE.FLOAT3);
- arrayPeek(material.renderObj).addUniform("u_stickerPos2", primSet.parentMesh.stickersPos[2], RDGE.UNIFORMTYPE.FLOAT3);
- arrayPeek(material.renderObj).addUniform("u_stickerPos3", primSet.parentMesh.stickersPos[3], RDGE.UNIFORMTYPE.FLOAT3);
- arrayPeek(material.renderObj).addUniform("u_stickerPos4", primSet.parentMesh.stickersPos[4], RDGE.UNIFORMTYPE.FLOAT3);
- arrayPeek(material.renderObj).addUniform("u_stickerPos5", primSet.parentMesh.stickersPos[5], RDGE.UNIFORMTYPE.FLOAT3);
- arrayPeek(material.renderObj).addUniform("u_stickerPos6", primSet.parentMesh.stickersPos[6], RDGE.UNIFORMTYPE.FLOAT3);
- arrayPeek(material.renderObj).addUniform("u_stickerPos7", primSet.parentMesh.stickersPos[7], RDGE.UNIFORMTYPE.FLOAT3);
-
- arrayPeek(material.renderObj).addUniform("u_projMatrix", gl.perspectiveMatrix, RDGE.UNIFORMTYPE.MATRIX4);
-
- arrayPeek(material.renderObj).addUniform("u_fillColor1", material.fillColor[0], RDGE.UNIFORMTYPE.FLOAT4);
- arrayPeek(material.renderObj).addUniform("u_fillColor2", material.fillColor[1], RDGE.UNIFORMTYPE.FLOAT4);
- arrayPeek(material.renderObj).addUniform("u_skinColor", material.fillColor[2], RDGE.UNIFORMTYPE.FLOAT4);
-
- // debug---
- vertexData.vertexObject.name = "vertexObject";
- vertexData.normalObject.name = "normalObject";
- vertexData.texCoordObject.name = "texCoordObject";
- vertexData.indexObject.name = "indexObject";
- //----------
-
- arrayPeek(material.renderObj).addBuffers(vertexData.vertexObject, gl.ARRAY_BUFFER, 3, 0, gl.FLOAT);
- arrayPeek(material.renderObj).addBuffers(vertexData.normalObject, gl.ARRAY_BUFFER, 3, 1, gl.FLOAT);
- arrayPeek(material.renderObj).addBuffers(vertexData.texCoordObject, gl.ARRAY_BUFFER, 2, 2, gl.FLOAT);
- arrayPeek(material.renderObj).addBuffers(vertexData.indexObject, gl.ELEMENT_ARRAY_BUFFER);
-
- gl.useProgram(null);
- // gl.console.log("Mesh Init done!");
-};
-
-RDGE.renderInitScreenQuad = function (quad, shader) {
- if (shader == undefined) {
- quad.shader = RDGE.createShader(gl, 'screenQuad_vShader', 'screenQuad_fShader', ["vert", "texcoord"]);
- }
- else {
- quad.shader = shader;
- }
-
- quad.renderObj = new RDGE.RenderObject(quad.shader);
-
- quadBuf = getScreenAlignedQuad();
-
- quad.vertBuffer = quadBuf.vertexObject;
- quad.uvBuffer = quadBuf.texCoordObject;
-
-
- quad.renderObj.addTexture("basemap", 0, RDGE.UNIFORMTYPE.TEXTURE2D);
-
- var invWidth = (RDGE.globals.width == 0.0) ? 0.0 : 1.0 / RDGE.globals.width, invHeight = (RDGE.globals.height == 0.0) ? 0.0 : 1.0 / RDGE.globals.height;
- quad.renderObj.addUniform("u_inv_viewport_width", invWidth, RDGE.UNIFORMTYPE.FLOAT);
- quad.renderObj.addUniform("u_inv_viewport_height", invHeight, RDGE.UNIFORMTYPE.FLOAT);
-
- quad.renderObj.addBuffers(quad.vertBuffer, gl.ARRAY_BUFFER, 3, 0, gl.FLOAT);
- quad.renderObj.addBuffers(quad.uvBuffer, gl.ARRAY_BUFFER, 2, 2, gl.FLOAT);
-};
-
-RDGE.renderInitProcDepthMap = function (renderObj) {
- renderObj.shader = g_depthShader.shaderHandle; //RDGE.createShader(gl, depthMapVShader, depthMapFShader, [ "vert", "normal", "texcoord"]);
-
- gl.useProgram(renderObj.shader);
-
- renderObj.addUniform("u_mvpLightMatrix", g_mainLight.mvpMatrix, RDGE.UNIFORMTYPE.MATRIX4);
- //renderObj.addUniform("u_mvpLightMatrixWTF", g_mainLight.mvpMatrix, RDGE.UNIFORMTYPE.MATRIX4);
- // var uni = gl.getUniformLocation(renderObj.shader, "u_mvpLightMatrixWTF");
- // renderObj.addUniform("u_WTF1", g_lightMat[0], RDGE.UNIFORMTYPE.FLOAT4);
- // renderObj.addUniform("u_WTF2", g_lightMat[1], RDGE.UNIFORMTYPE.FLOAT4);
- // renderObj.addUniform("u_WTF3", g_lightMat[2], RDGE.UNIFORMTYPE.FLOAT4);
- // renderObj.addUniform("u_WTF4", g_lightMat[3], RDGE.UNIFORMTYPE.FLOAT4);
- //
- // since the uniform data references should not change we can just bind one time
- renderObj.bindUniforms();
-
- gl.useProgram(null);
-};
-
-RDGE.renderInitShadowReceiver = function (primSet, vertexData) {
- // setup passes
- primSet.shadowTarget = g_texMan.loadRenderTarget("shadowTarget", 256, 256);
- primSet.shadowTargetFinal = g_texMan.loadRenderTarget("shadowTargetFinal", 256, 256);
- primSet.screenQuad = new RDGE.ScreenQuad(primSet.shadowTargetFinal);
- primSet.screenQuad.initialize(RDGE.renderInitRadialBlur);
-
- // set the target as the shadow to get projcetd
- primSet.parentMesh.shadowToProject = primSet.shadowTarget;
-
- //mainSceneQuad = new RDGE.ScreenQuad(primSet.shadowTarget);
- //mainSceneQuad.initialize(renderInitScreenQuad);
-
- var material = primSet.material;
-
- //push envMap tex
- material.tex.env.push(arrayPeek(material.shader).envMap);
- material.tex.envDiff.push(arrayPeek(material.shader).envDiff);
-
- gl.useProgram(arrayPeek(material.shader).shaderHandle);
-
- arrayPeek(material.renderObj).addTexture("shadowMap", 0, RDGE.UNIFORMTYPE.TEXTURE2D);
- arrayPeek(material.renderObj).addUniform("u_mvMatrix", gl.mvMatrix, RDGE.UNIFORMTYPE.MATRIX4);
-
- arrayPeek(material.renderObj).addUniform("u_projMatrix", gl.perspectiveMatrix, RDGE.UNIFORMTYPE.MATRIX4);
-
- arrayPeek(material.renderObj).addUniform("u_shadowBiasMatrix", g_mainLight.shadowMatrix, RDGE.UNIFORMTYPE.MATRIX4);
- arrayPeek(material.renderObj).addUniform("u_vShadowLight", g_mainLight.view, RDGE.UNIFORMTYPE.MATRIX4);
-
-
- // debug---
- vertexData.vertexObject.name = "vertexObject";
- vertexData.normalObject.name = "normalObject";
- vertexData.texCoordObject.name = "texCoordObject";
- vertexData.indexObject.name = "indexObject";
- //----------
-
- arrayPeek(material.renderObj).addBuffers(vertexData.vertexObject, gl.ARRAY_BUFFER, 3, 0, gl.FLOAT);
- arrayPeek(material.renderObj).addBuffers(vertexData.normalObject, gl.ARRAY_BUFFER, 3, 1, gl.FLOAT);
- arrayPeek(material.renderObj).addBuffers(vertexData.texCoordObject, gl.ARRAY_BUFFER, 2, 2, gl.FLOAT);
- arrayPeek(material.renderObj).addBuffers(vertexData.indexObject, gl.ELEMENT_ARRAY_BUFFER);
-
- gl.useProgram(null);
-
- //RDGE.renderInitShadowProjection(primSet, vertexData);
-};
-
-
-RDGE.renderInitShadowProjection = function (primSet, vertexData) {
- var material = primSet.material;
-
- //push envMap tex
- //material.tex.env.push(arrayPeek(material.shader).envMap);
- //material.tex.envDiff.push(arrayPeek(material.shader).envDiff);
-
- gl.useProgram(arrayPeek(material.shader).shaderHandle);
-
- arrayPeek(material.renderObj).addTexture("shadowMap", 0, RDGE.UNIFORMTYPE.TEXTURE2D);
- arrayPeek(material.renderObj).addUniform("u_mvMatrix", gl.mvMatrix, RDGE.UNIFORMTYPE.MATRIX4);
-
- arrayPeek(material.renderObj).addUniform("u_projMatrix", gl.perspectiveMatrix, RDGE.UNIFORMTYPE.MATRIX4);
-
- arrayPeek(material.renderObj).addUniform("u_shadowBiasMatrix", g_mainLight.shadowMatrix, RDGE.UNIFORMTYPE.MATRIX4);
- arrayPeek(material.renderObj).addUniform("u_vShadowLight", g_mainLight.view, RDGE.UNIFORMTYPE.MATRIX4);
-
-
- // debug---
- vertexData.vertexObject.name = "vertexObject";
- vertexData.normalObject.name = "normalObject";
- vertexData.texCoordObject.name = "texCoordObject";
- vertexData.indexObject.name = "indexObject";
- //----------
-
- arrayPeek(material.renderObj).addBuffers(vertexData.vertexObject, gl.ARRAY_BUFFER, 3, 0, gl.FLOAT);
- arrayPeek(material.renderObj).addBuffers(vertexData.normalObject, gl.ARRAY_BUFFER, 3, 1, gl.FLOAT);
- arrayPeek(material.renderObj).addBuffers(vertexData.texCoordObject, gl.ARRAY_BUFFER, 2, 2, gl.FLOAT);
- arrayPeek(material.renderObj).addBuffers(vertexData.indexObject, gl.ELEMENT_ARRAY_BUFFER);
-
-
- gl.useProgram(null);
-};
-
-RDGE.renderInitRadialBlur = function(quad, shader) {
- if (shader == undefined) {
- quad.shader = RDGE.createShader(gl, 'radialBlur_vshader', 'radialBlur_fshader', ["vert", "texcoord"]);
- }
- else {
- quad.shader = shader;
- }
-
- quad.renderObj = new RDGE.RenderObject(quad.shader);
-
- quadBuf = getScreenAlignedQuad();
-
- quad.vertBuffer = quadBuf.vertexObject;
- quad.uvBuffer = quadBuf.texCoordObject;
-
-
- quad.renderObj.addTexture("basemap", 0, RDGE.UNIFORMTYPE.TEXTURE2D);
-
- quad.renderObj.addUniform("u_inv_viewport_width", 1.0 / RDGE.globals.width, RDGE.UNIFORMTYPE.FLOAT);
- quad.renderObj.addUniform("u_inv_viewport_height", 1.0 / RDGE.globals.height, RDGE.UNIFORMTYPE.FLOAT);
- quad.renderObj.addUniform("u_sampRadius", 5.0, RDGE.UNIFORMTYPE.FLOAT);
- quad.renderObj.addUniform("u_numSamples", 16, RDGE.UNIFORMTYPE.INT);
- quad.renderObj.addUniform("u_mapSize", 256.0, RDGE.UNIFORMTYPE.FLOAT);
-
- quad.renderObj.addBuffers(quad.vertBuffer, gl.ARRAY_BUFFER, 3, 0, gl.FLOAT);
- quad.renderObj.addBuffers(quad.uvBuffer, gl.ARRAY_BUFFER, 2, 2, gl.FLOAT);
-};
+/*
+Copyright (c) 2012, Motorola Mobility, Inc
+All Rights Reserved.
+BSD License.
+
+Redistribution and use in source and binary forms, with or without
+modification, are permitted provided that the following conditions are met:
+
+ - Redistributions of source code must retain the above copyright notice,
+ this list of conditions and the following disclaimer.
+ - Redistributions in binary form must reproduce the above copyright
+ notice, this list of conditions and the following disclaimer in the
+ documentation and/or other materials provided with the distribution.
+ - Neither the name of Motorola Mobility nor the names of its contributors
+ may be used to endorse or promote products derived from this software
+ without specific prior written permission.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
+AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
+ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
+LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
+SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
+INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
+CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
+POSSIBILITY OF SUCH DAMAGE.
+ */
+
+// RDGE namespaces
+var RDGE = RDGE || {};
+
+RDGE.renderInitProcDefault = function (primSet, vertexData) {
+ var material = primSet.material;
+
+ //push envMap tex
+ material.tex.env.push(arrayPeek(material.shader).envMap);
+ material.tex.envDiff.push(arrayPeek(material.shader).envDiff);
+
+ gl.useProgram(arrayPeek(material.shader).shaderHandle);
+
+ arrayPeek(material.renderObj).addTexture("layerMap1", 0, RDGE.UNIFORMTYPE.TEXTURE2D);
+ arrayPeek(material.renderObj).addTexture("layerMap2", 1, RDGE.UNIFORMTYPE.TEXTURE2D);
+ arrayPeek(material.renderObj).addTexture("colorMeMap1", 2, RDGE.UNIFORMTYPE.TEXTURE2D);
+ arrayPeek(material.renderObj).addTexture("colorMeMap2", 3, RDGE.UNIFORMTYPE.TEXTURE2D);
+ arrayPeek(material.renderObj).addTexture("envMap", 4, RDGE.UNIFORMTYPE.TEXTURE2D);
+ arrayPeek(material.renderObj).addTexture("envDiff", 5, RDGE.UNIFORMTYPE.TEXTURE2D);
+
+ arrayPeek(material.renderObj).addTexture("normalMap1", 15, RDGE.UNIFORMTYPE.TEXTURE2D);
+ arrayPeek(material.renderObj).addTexture("normalMap2", 6, RDGE.UNIFORMTYPE.TEXTURE2D);
+
+ arrayPeek(material.renderObj).addTexture("stickerMap0", 7, RDGE.UNIFORMTYPE.TEXTURE2D);
+ arrayPeek(material.renderObj).addTexture("stickerMap1", 8, RDGE.UNIFORMTYPE.TEXTURE2D);
+ arrayPeek(material.renderObj).addTexture("stickerMap2", 9, RDGE.UNIFORMTYPE.TEXTURE2D);
+ arrayPeek(material.renderObj).addTexture("stickerMap3", 10, RDGE.UNIFORMTYPE.TEXTURE2D);
+ arrayPeek(material.renderObj).addTexture("stickerMap4", 11, RDGE.UNIFORMTYPE.TEXTURE2D);
+ arrayPeek(material.renderObj).addTexture("stickerMap5", 12, RDGE.UNIFORMTYPE.TEXTURE2D);
+ arrayPeek(material.renderObj).addTexture("stickerMap6", 13, RDGE.UNIFORMTYPE.TEXTURE2D);
+ arrayPeek(material.renderObj).addTexture("stickerMap7", 14, RDGE.UNIFORMTYPE.TEXTURE2D);
+
+ arrayPeek(material.renderObj).addUniform("u_normalMatrix", gl.normalMatrix, RDGE.UNIFORMTYPE.MATRIX4);
+ arrayPeek(material.renderObj).addUniform("u_mvMatrix", gl.mvMatrix, RDGE.UNIFORMTYPE.MATRIX4);
+ arrayPeek(material.renderObj).addUniform("u_invMvMatrix", gl.invMvMatrix, RDGE.UNIFORMTYPE.MATRIX4);
+
+ arrayPeek(material.renderObj).addUniform("u_stickerMatrix0", primSet.parentMesh.stickers[0], RDGE.UNIFORMTYPE.MATRIX4);
+ arrayPeek(material.renderObj).addUniform("u_stickerMatrix1", primSet.parentMesh.stickers[1], RDGE.UNIFORMTYPE.MATRIX4);
+ arrayPeek(material.renderObj).addUniform("u_stickerMatrix2", primSet.parentMesh.stickers[2], RDGE.UNIFORMTYPE.MATRIX4);
+ arrayPeek(material.renderObj).addUniform("u_stickerMatrix3", primSet.parentMesh.stickers[3], RDGE.UNIFORMTYPE.MATRIX4);
+ arrayPeek(material.renderObj).addUniform("u_stickerMatrix4", primSet.parentMesh.stickers[4], RDGE.UNIFORMTYPE.MATRIX4);
+ arrayPeek(material.renderObj).addUniform("u_stickerMatrix5", primSet.parentMesh.stickers[5], RDGE.UNIFORMTYPE.MATRIX4);
+ arrayPeek(material.renderObj).addUniform("u_stickerMatrix6", primSet.parentMesh.stickers[6], RDGE.UNIFORMTYPE.MATRIX4);
+ arrayPeek(material.renderObj).addUniform("u_stickerMatrix7", primSet.parentMesh.stickers[7], RDGE.UNIFORMTYPE.MATRIX4);
+
+ arrayPeek(material.renderObj).addUniform("u_stickerPos0", primSet.parentMesh.stickersPos[0], RDGE.UNIFORMTYPE.FLOAT3);
+ arrayPeek(material.renderObj).addUniform("u_stickerPos1", primSet.parentMesh.stickersPos[1], RDGE.UNIFORMTYPE.FLOAT3);
+ arrayPeek(material.renderObj).addUniform("u_stickerPos2", primSet.parentMesh.stickersPos[2], RDGE.UNIFORMTYPE.FLOAT3);
+ arrayPeek(material.renderObj).addUniform("u_stickerPos3", primSet.parentMesh.stickersPos[3], RDGE.UNIFORMTYPE.FLOAT3);
+ arrayPeek(material.renderObj).addUniform("u_stickerPos4", primSet.parentMesh.stickersPos[4], RDGE.UNIFORMTYPE.FLOAT3);
+ arrayPeek(material.renderObj).addUniform("u_stickerPos5", primSet.parentMesh.stickersPos[5], RDGE.UNIFORMTYPE.FLOAT3);
+ arrayPeek(material.renderObj).addUniform("u_stickerPos6", primSet.parentMesh.stickersPos[6], RDGE.UNIFORMTYPE.FLOAT3);
+ arrayPeek(material.renderObj).addUniform("u_stickerPos7", primSet.parentMesh.stickersPos[7], RDGE.UNIFORMTYPE.FLOAT3);
+
+ arrayPeek(material.renderObj).addUniform("u_projMatrix", gl.perspectiveMatrix, RDGE.UNIFORMTYPE.MATRIX4);
+
+ arrayPeek(material.renderObj).addUniform("u_fillColor1", material.fillColor[0], RDGE.UNIFORMTYPE.FLOAT4);
+ arrayPeek(material.renderObj).addUniform("u_fillColor2", material.fillColor[1], RDGE.UNIFORMTYPE.FLOAT4);
+ arrayPeek(material.renderObj).addUniform("u_skinColor", material.fillColor[2], RDGE.UNIFORMTYPE.FLOAT4);
+
+ // debug---
+ vertexData.vertexObject.name = "vertexObject";
+ vertexData.normalObject.name = "normalObject";
+ vertexData.texCoordObject.name = "texCoordObject";
+ vertexData.indexObject.name = "indexObject";
+ //----------
+
+ arrayPeek(material.renderObj).addBuffers(vertexData.vertexObject, gl.ARRAY_BUFFER, 3, 0, gl.FLOAT);
+ arrayPeek(material.renderObj).addBuffers(vertexData.normalObject, gl.ARRAY_BUFFER, 3, 1, gl.FLOAT);
+ arrayPeek(material.renderObj).addBuffers(vertexData.texCoordObject, gl.ARRAY_BUFFER, 2, 2, gl.FLOAT);
+ arrayPeek(material.renderObj).addBuffers(vertexData.indexObject, gl.ELEMENT_ARRAY_BUFFER);
+
+ gl.useProgram(null);
+ // gl.console.log("Mesh Init done!");
+};
+
+RDGE.renderInitScreenQuad = function (quad, shader) {
+ if (shader == undefined) {
+ quad.shader = RDGE.createShader(gl, 'screenQuad_vShader', 'screenQuad_fShader', ["vert", "texcoord"]);
+ }
+ else {
+ quad.shader = shader;
+ }
+
+ quad.renderObj = new RDGE.RenderObject(quad.shader);
+
+ quadBuf = getScreenAlignedQuad();
+
+ quad.vertBuffer = quadBuf.vertexObject;
+ quad.uvBuffer = quadBuf.texCoordObject;
+
+
+ quad.renderObj.addTexture("basemap", 0, RDGE.UNIFORMTYPE.TEXTURE2D);
+
+ var invWidth = (RDGE.globals.width == 0.0) ? 0.0 : 1.0 / RDGE.globals.width, invHeight = (RDGE.globals.height == 0.0) ? 0.0 : 1.0 / RDGE.globals.height;
+ quad.renderObj.addUniform("u_inv_viewport_width", invWidth, RDGE.UNIFORMTYPE.FLOAT);
+ quad.renderObj.addUniform("u_inv_viewport_height", invHeight, RDGE.UNIFORMTYPE.FLOAT);
+
+ quad.renderObj.addBuffers(quad.vertBuffer, gl.ARRAY_BUFFER, 3, 0, gl.FLOAT);
+ quad.renderObj.addBuffers(quad.uvBuffer, gl.ARRAY_BUFFER, 2, 2, gl.FLOAT);
+};
+
+RDGE.renderInitProcDepthMap = function (renderObj) {
+ renderObj.shader = g_depthShader.shaderHandle; //RDGE.createShader(gl, depthMapVShader, depthMapFShader, [ "vert", "normal", "texcoord"]);
+
+ gl.useProgram(renderObj.shader);
+
+ renderObj.addUniform("u_mvpLightMatrix", g_mainLight.mvpMatrix, RDGE.UNIFORMTYPE.MATRIX4);
+ //renderObj.addUniform("u_mvpLightMatrixWTF", g_mainLight.mvpMatrix, RDGE.UNIFORMTYPE.MATRIX4);
+ // var uni = gl.getUniformLocation(renderObj.shader, "u_mvpLightMatrixWTF");
+ // renderObj.addUniform("u_WTF1", g_lightMat[0], RDGE.UNIFORMTYPE.FLOAT4);
+ // renderObj.addUniform("u_WTF2", g_lightMat[1], RDGE.UNIFORMTYPE.FLOAT4);
+ // renderObj.addUniform("u_WTF3", g_lightMat[2], RDGE.UNIFORMTYPE.FLOAT4);
+ // renderObj.addUniform("u_WTF4", g_lightMat[3], RDGE.UNIFORMTYPE.FLOAT4);
+ //
+ // since the uniform data references should not change we can just bind one time
+ renderObj.bindUniforms();
+
+ gl.useProgram(null);
+};
+
+RDGE.renderInitShadowReceiver = function (primSet, vertexData) {
+ // setup passes
+ primSet.shadowTarget = g_texMan.loadRenderTarget("shadowTarget", 256, 256);
+ primSet.shadowTargetFinal = g_texMan.loadRenderTarget("shadowTargetFinal", 256, 256);
+ primSet.screenQuad = new RDGE.ScreenQuad(primSet.shadowTargetFinal);
+ primSet.screenQuad.initialize(RDGE.renderInitRadialBlur);
+
+ // set the target as the shadow to get projcetd
+ primSet.parentMesh.shadowToProject = primSet.shadowTarget;
+
+ //mainSceneQuad = new RDGE.ScreenQuad(primSet.shadowTarget);
+ //mainSceneQuad.initialize(renderInitScreenQuad);
+
+ var material = primSet.material;
+
+ //push envMap tex
+ material.tex.env.push(arrayPeek(material.shader).envMap);
+ material.tex.envDiff.push(arrayPeek(material.shader).envDiff);
+
+ gl.useProgram(arrayPeek(material.shader).shaderHandle);
+
+ arrayPeek(material.renderObj).addTexture("shadowMap", 0, RDGE.UNIFORMTYPE.TEXTURE2D);
+ arrayPeek(material.renderObj).addUniform("u_mvMatrix", gl.mvMatrix, RDGE.UNIFORMTYPE.MATRIX4);
+
+ arrayPeek(material.renderObj).addUniform("u_projMatrix", gl.perspectiveMatrix, RDGE.UNIFORMTYPE.MATRIX4);
+
+ arrayPeek(material.renderObj).addUniform("u_shadowBiasMatrix", g_mainLight.shadowMatrix, RDGE.UNIFORMTYPE.MATRIX4);
+ arrayPeek(material.renderObj).addUniform("u_vShadowLight", g_mainLight.view, RDGE.UNIFORMTYPE.MATRIX4);
+
+
+ // debug---
+ vertexData.vertexObject.name = "vertexObject";
+ vertexData.normalObject.name = "normalObject";
+ vertexData.texCoordObject.name = "texCoordObject";
+ vertexData.indexObject.name = "indexObject";
+ //----------
+
+ arrayPeek(material.renderObj).addBuffers(vertexData.vertexObject, gl.ARRAY_BUFFER, 3, 0, gl.FLOAT);
+ arrayPeek(material.renderObj).addBuffers(vertexData.normalObject, gl.ARRAY_BUFFER, 3, 1, gl.FLOAT);
+ arrayPeek(material.renderObj).addBuffers(vertexData.texCoordObject, gl.ARRAY_BUFFER, 2, 2, gl.FLOAT);
+ arrayPeek(material.renderObj).addBuffers(vertexData.indexObject, gl.ELEMENT_ARRAY_BUFFER);
+
+ gl.useProgram(null);
+
+ //RDGE.renderInitShadowProjection(primSet, vertexData);
+};
+
+
+RDGE.renderInitShadowProjection = function (primSet, vertexData) {
+ var material = primSet.material;
+
+ //push envMap tex
+ //material.tex.env.push(arrayPeek(material.shader).envMap);
+ //material.tex.envDiff.push(arrayPeek(material.shader).envDiff);
+
+ gl.useProgram(arrayPeek(material.shader).shaderHandle);
+
+ arrayPeek(material.renderObj).addTexture("shadowMap", 0, RDGE.UNIFORMTYPE.TEXTURE2D);
+ arrayPeek(material.renderObj).addUniform("u_mvMatrix", gl.mvMatrix, RDGE.UNIFORMTYPE.MATRIX4);
+
+ arrayPeek(material.renderObj).addUniform("u_projMatrix", gl.perspectiveMatrix, RDGE.UNIFORMTYPE.MATRIX4);
+
+ arrayPeek(material.renderObj).addUniform("u_shadowBiasMatrix", g_mainLight.shadowMatrix, RDGE.UNIFORMTYPE.MATRIX4);
+ arrayPeek(material.renderObj).addUniform("u_vShadowLight", g_mainLight.view, RDGE.UNIFORMTYPE.MATRIX4);
+
+
+ // debug---
+ vertexData.vertexObject.name = "vertexObject";
+ vertexData.normalObject.name = "normalObject";
+ vertexData.texCoordObject.name = "texCoordObject";
+ vertexData.indexObject.name = "indexObject";
+ //----------
+
+ arrayPeek(material.renderObj).addBuffers(vertexData.vertexObject, gl.ARRAY_BUFFER, 3, 0, gl.FLOAT);
+ arrayPeek(material.renderObj).addBuffers(vertexData.normalObject, gl.ARRAY_BUFFER, 3, 1, gl.FLOAT);
+ arrayPeek(material.renderObj).addBuffers(vertexData.texCoordObject, gl.ARRAY_BUFFER, 2, 2, gl.FLOAT);
+ arrayPeek(material.renderObj).addBuffers(vertexData.indexObject, gl.ELEMENT_ARRAY_BUFFER);
+
+
+ gl.useProgram(null);
+};
+
+RDGE.renderInitRadialBlur = function(quad, shader) {
+ if (shader == undefined) {
+ quad.shader = RDGE.createShader(gl, 'radialBlur_vshader', 'radialBlur_fshader', ["vert", "texcoord"]);
+ }
+ else {
+ quad.shader = shader;
+ }
+
+ quad.renderObj = new RDGE.RenderObject(quad.shader);
+
+ quadBuf = getScreenAlignedQuad();
+
+ quad.vertBuffer = quadBuf.vertexObject;
+ quad.uvBuffer = quadBuf.texCoordObject;
+
+
+ quad.renderObj.addTexture("basemap", 0, RDGE.UNIFORMTYPE.TEXTURE2D);
+
+ quad.renderObj.addUniform("u_inv_viewport_width", 1.0 / RDGE.globals.width, RDGE.UNIFORMTYPE.FLOAT);
+ quad.renderObj.addUniform("u_inv_viewport_height", 1.0 / RDGE.globals.height, RDGE.UNIFORMTYPE.FLOAT);
+ quad.renderObj.addUniform("u_sampRadius", 5.0, RDGE.UNIFORMTYPE.FLOAT);
+ quad.renderObj.addUniform("u_numSamples", 16, RDGE.UNIFORMTYPE.INT);
+ quad.renderObj.addUniform("u_mapSize", 256.0, RDGE.UNIFORMTYPE.FLOAT);
+
+ quad.renderObj.addBuffers(quad.vertBuffer, gl.ARRAY_BUFFER, 3, 0, gl.FLOAT);
+ quad.renderObj.addBuffers(quad.uvBuffer, gl.ARRAY_BUFFER, 2, 2, gl.FLOAT);
+};
--
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