From b89a7ee8b956c96a1dcee995ea840feddc5d4b27 Mon Sep 17 00:00:00 2001 From: Pierre Frisch Date: Thu, 22 Dec 2011 07:25:50 -0800 Subject: First commit of Ninja to ninja-internal Signed-off-by: Valerio Virgillito --- .../RDGE/src/core/script/RenderInitProcs.js | 263 +++++++++++++++++++++ 1 file changed, 263 insertions(+) create mode 100644 js/helper-classes/RDGE/src/core/script/RenderInitProcs.js (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 new file mode 100644 index 00000000..9d4e0d63 --- /dev/null +++ b/js/helper-classes/RDGE/src/core/script/RenderInitProcs.js @@ -0,0 +1,263 @@ +/* +This file contains proprietary software owned by Motorola Mobility, Inc.
+No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.
+(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. +
*/ + +renderInitProcDefault = __renderInitProcDefault; +renderInitScreenQuad = __renderInitScreenQuad; +renderInitProcDepthMap = __renderInitProcDepthMap; +renderInitShadowReceiver= __renderInitShadowReceiver; +renderInitShadowProjection = __renderInitShadowProjection; + +function __renderInitProcDefault(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, UNIFORMTYPE.TEXTURE2D); + arrayPeek(material.renderObj).addTexture("layerMap2", 1, UNIFORMTYPE.TEXTURE2D); + arrayPeek(material.renderObj).addTexture("colorMeMap1", 2, UNIFORMTYPE.TEXTURE2D); + arrayPeek(material.renderObj).addTexture("colorMeMap2", 3, UNIFORMTYPE.TEXTURE2D); + arrayPeek(material.renderObj).addTexture("envMap", 4, UNIFORMTYPE.TEXTURE2D); + arrayPeek(material.renderObj).addTexture("envDiff", 5, UNIFORMTYPE.TEXTURE2D); + + arrayPeek(material.renderObj).addTexture("normalMap1", 15, UNIFORMTYPE.TEXTURE2D); + arrayPeek(material.renderObj).addTexture("normalMap2", 6, UNIFORMTYPE.TEXTURE2D); + + arrayPeek(material.renderObj).addTexture("stickerMap0", 7, UNIFORMTYPE.TEXTURE2D); + arrayPeek(material.renderObj).addTexture("stickerMap1", 8, UNIFORMTYPE.TEXTURE2D); + arrayPeek(material.renderObj).addTexture("stickerMap2", 9, UNIFORMTYPE.TEXTURE2D); + arrayPeek(material.renderObj).addTexture("stickerMap3", 10, UNIFORMTYPE.TEXTURE2D); + arrayPeek(material.renderObj).addTexture("stickerMap4", 11, UNIFORMTYPE.TEXTURE2D); + arrayPeek(material.renderObj).addTexture("stickerMap5", 12, UNIFORMTYPE.TEXTURE2D); + arrayPeek(material.renderObj).addTexture("stickerMap6", 13, UNIFORMTYPE.TEXTURE2D); + arrayPeek(material.renderObj).addTexture("stickerMap7", 14, UNIFORMTYPE.TEXTURE2D); + + arrayPeek(material.renderObj).addUniform("u_normalMatrix", gl.normalMatrix, UNIFORMTYPE.MATRIX4); + arrayPeek(material.renderObj).addUniform("u_mvMatrix", gl.mvMatrix, UNIFORMTYPE.MATRIX4); + arrayPeek(material.renderObj).addUniform("u_invMvMatrix", gl.invMvMatrix, UNIFORMTYPE.MATRIX4); + + arrayPeek(material.renderObj).addUniform("u_stickerMatrix0", primSet.parentMesh.stickers[0], UNIFORMTYPE.MATRIX4); + arrayPeek(material.renderObj).addUniform("u_stickerMatrix1", primSet.parentMesh.stickers[1], UNIFORMTYPE.MATRIX4); + arrayPeek(material.renderObj).addUniform("u_stickerMatrix2", primSet.parentMesh.stickers[2], UNIFORMTYPE.MATRIX4); + arrayPeek(material.renderObj).addUniform("u_stickerMatrix3", primSet.parentMesh.stickers[3], UNIFORMTYPE.MATRIX4); + arrayPeek(material.renderObj).addUniform("u_stickerMatrix4", primSet.parentMesh.stickers[4], UNIFORMTYPE.MATRIX4); + arrayPeek(material.renderObj).addUniform("u_stickerMatrix5", primSet.parentMesh.stickers[5], UNIFORMTYPE.MATRIX4); + arrayPeek(material.renderObj).addUniform("u_stickerMatrix6", primSet.parentMesh.stickers[6], UNIFORMTYPE.MATRIX4); + arrayPeek(material.renderObj).addUniform("u_stickerMatrix7", primSet.parentMesh.stickers[7], UNIFORMTYPE.MATRIX4); + + arrayPeek(material.renderObj).addUniform("u_stickerPos0", primSet.parentMesh.stickersPos[0], UNIFORMTYPE.FLOAT3); + arrayPeek(material.renderObj).addUniform("u_stickerPos1", primSet.parentMesh.stickersPos[1], UNIFORMTYPE.FLOAT3); + arrayPeek(material.renderObj).addUniform("u_stickerPos2", primSet.parentMesh.stickersPos[2], UNIFORMTYPE.FLOAT3); + arrayPeek(material.renderObj).addUniform("u_stickerPos3", primSet.parentMesh.stickersPos[3], UNIFORMTYPE.FLOAT3); + arrayPeek(material.renderObj).addUniform("u_stickerPos4", primSet.parentMesh.stickersPos[4], UNIFORMTYPE.FLOAT3); + arrayPeek(material.renderObj).addUniform("u_stickerPos5", primSet.parentMesh.stickersPos[5], UNIFORMTYPE.FLOAT3); + arrayPeek(material.renderObj).addUniform("u_stickerPos6", primSet.parentMesh.stickersPos[6], UNIFORMTYPE.FLOAT3); + arrayPeek(material.renderObj).addUniform("u_stickerPos7", primSet.parentMesh.stickersPos[7], UNIFORMTYPE.FLOAT3); + + + arrayPeek(material.renderObj).addUniform("u_projMatrix", gl.perspectiveMatrix, UNIFORMTYPE.MATRIX4); + + arrayPeek(material.renderObj).addUniform("u_fillColor1", material.fillColor[0], UNIFORMTYPE.FLOAT4); + arrayPeek(material.renderObj).addUniform("u_fillColor2", material.fillColor[1], UNIFORMTYPE.FLOAT4); + arrayPeek(material.renderObj).addUniform("u_skinColor", material.fillColor[2], 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!"); + +} + +function __renderInitScreenQuad(quad, shader) +{ + if(shader == undefined) + { + quad.shader = createShader(gl, 'screenQuad_vShader', 'screenQuad_fShader', [ "vert", "texcoord"]); + } + else + { + quad.shader = shader; + } + + quad.renderObj = new RenderObject(quad.shader); + + quadBuf = getScreenAlignedQuad(); + + quad.vertBuffer = quadBuf.vertexObject; + quad.uvBuffer = quadBuf.texCoordObject; + + + quad.renderObj.addTexture("basemap", 0, UNIFORMTYPE.TEXTURE2D); + + var invWidth = (g_width == 0.0) ? 0.0 : 1.0/g_width, invHeight = (g_height == 0.0) ? 0.0 : 1.0/g_height; + quad.renderObj.addUniform("u_inv_viewport_width", invWidth, UNIFORMTYPE.FLOAT); + quad.renderObj.addUniform("u_inv_viewport_height", invHeight, 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); +} + +function __renderInitProcDepthMap(renderObj) +{ + renderObj.shader = g_depthShader.shaderHandle;//createShader(gl, depthMapVShader, depthMapFShader, [ "vert", "normal", "texcoord"]); + + gl.useProgram(renderObj.shader); + + renderObj.addUniform("u_mvpLightMatrix", g_mainLight.mvpMatrix, UNIFORMTYPE.MATRIX4); + //renderObj.addUniform("u_mvpLightMatrixWTF", g_mainLight.mvpMatrix, UNIFORMTYPE.MATRIX4); + // var uni = gl.getUniformLocation(renderObj.shader, "u_mvpLightMatrixWTF"); +// renderObj.addUniform("u_WTF1", g_lightMat[0], UNIFORMTYPE.FLOAT4); +// renderObj.addUniform("u_WTF2", g_lightMat[1], UNIFORMTYPE.FLOAT4); +// renderObj.addUniform("u_WTF3", g_lightMat[2], UNIFORMTYPE.FLOAT4); +// renderObj.addUniform("u_WTF4", g_lightMat[3], UNIFORMTYPE.FLOAT4); +// + // since the uniform data references should not change we can just bind one time + renderObj.bindUniforms(); + + gl.useProgram(null); +} + +function __renderInitShadowReceiver(primSet, vertexData) +{ + // setup passes + primSet.shadowTarget = g_texMan.loadRenderTarget("shadowTarget", 256, 256); + primSet.shadowTargetFinal = g_texMan.loadRenderTarget("shadowTargetFinal", 256, 256); + primSet.screenQuad = new ScreenQuad(primSet.shadowTargetFinal); + primSet.screenQuad.initialize(__renderInitRadialBlur); + + // set the target as the shadow to get projcetd + primSet.parentMesh.shadowToProject = primSet.shadowTarget; + + //mainSceneQuad = new 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, UNIFORMTYPE.TEXTURE2D); + arrayPeek(material.renderObj).addUniform("u_mvMatrix", gl.mvMatrix, UNIFORMTYPE.MATRIX4); + + arrayPeek(material.renderObj).addUniform("u_projMatrix", gl.perspectiveMatrix, UNIFORMTYPE.MATRIX4); + + arrayPeek(material.renderObj).addUniform("u_shadowBiasMatrix", g_mainLight.shadowMatrix, UNIFORMTYPE.MATRIX4); + arrayPeek(material.renderObj).addUniform("u_vShadowLight", g_mainLight.view, 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); +// gl.console.log("Mesh Init done!"); + + //__renderInitShadowProjection(primSet, vertexData); + +} + + +function __renderInitShadowProjection(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, UNIFORMTYPE.TEXTURE2D); + arrayPeek(material.renderObj).addUniform("u_mvMatrix", gl.mvMatrix, UNIFORMTYPE.MATRIX4); + + arrayPeek(material.renderObj).addUniform("u_projMatrix", gl.perspectiveMatrix, UNIFORMTYPE.MATRIX4); + + arrayPeek(material.renderObj).addUniform("u_shadowBiasMatrix", g_mainLight.shadowMatrix, UNIFORMTYPE.MATRIX4); + arrayPeek(material.renderObj).addUniform("u_vShadowLight", g_mainLight.view, 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); +// gl.console.log("Mesh Init done!"); + +} + +function __renderInitRadialBlur(quad, shader) +{ + if(shader == undefined) + { + quad.shader = createShader(gl, 'radialBlur_vshader', 'radialBlur_fshader', [ "vert", "texcoord"]); + } + else + { + quad.shader = shader; + } + + quad.renderObj = new RenderObject(quad.shader); + + quadBuf = getScreenAlignedQuad(); + + quad.vertBuffer = quadBuf.vertexObject; + quad.uvBuffer = quadBuf.texCoordObject; + + + quad.renderObj.addTexture("basemap", 0, UNIFORMTYPE.TEXTURE2D); + + quad.renderObj.addUniform("u_inv_viewport_width", 1.0/g_width, UNIFORMTYPE.FLOAT); + quad.renderObj.addUniform("u_inv_viewport_height", 1.0/g_height, UNIFORMTYPE.FLOAT); + quad.renderObj.addUniform("u_sampRadius", 5.0, UNIFORMTYPE.FLOAT); + quad.renderObj.addUniform("u_numSamples", 16, UNIFORMTYPE.INT); + quad.renderObj.addUniform("u_mapSize", 256.0, 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