From 04343eda8c2f870b0da55cfdc8003c99fe1cc4de Mon Sep 17 00:00:00 2001 From: Kris Kowal Date: Fri, 6 Jul 2012 11:53:10 -0700 Subject: Remove trailing spaces --- js/helper-classes/RDGE/src/core/script/RenderInitProcs.js | 4 ++-- 1 file changed, 2 insertions(+), 2 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 a374efa6..20b37abb 100755 --- a/js/helper-classes/RDGE/src/core/script/RenderInitProcs.js +++ b/js/helper-classes/RDGE/src/core/script/RenderInitProcs.js @@ -141,7 +141,7 @@ RDGE.renderInitProcDepthMap = function (renderObj) { // 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(); @@ -227,7 +227,7 @@ RDGE.renderInitShadowProjection = function (primSet, vertexData) { arrayPeek(material.renderObj).addBuffers(vertexData.indexObject, gl.ELEMENT_ARRAY_BUFFER); - gl.useProgram(null); + gl.useProgram(null); }; RDGE.renderInitRadialBlur = function(quad, shader) { -- cgit v1.2.3 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); +}; -- cgit v1.2.3