From b4ba63045158e108356e065c1237fb72b56473a5 Mon Sep 17 00:00:00 2001 From: John Mayhew Date: Tue, 3 Apr 2012 09:39:38 -0700 Subject: fixed remaining namespace bugs ensuring the use of the RDGE namespace everywhere it is required --- js/helper-classes/RDGE/src/core/script/fx/ssao.js | 90 +++++++++++------------ 1 file changed, 45 insertions(+), 45 deletions(-) (limited to 'js/helper-classes/RDGE/src/core/script/fx/ssao.js') diff --git a/js/helper-classes/RDGE/src/core/script/fx/ssao.js b/js/helper-classes/RDGE/src/core/script/fx/ssao.js index 5af2859d..2f96aa5b 100755 --- a/js/helper-classes/RDGE/src/core/script/fx/ssao.js +++ b/js/helper-classes/RDGE/src/core/script/fx/ssao.js @@ -8,91 +8,91 @@ var RDGE = RDGE || {}; RDGE.fx = RDGE.fx || {}; /** - * Implements SSAO. - * See http://www.gamedev.net/page/resources/_/reference/programming/140/lighting-and-shading/a-simple-and-practical-approach-to-ssao-r2753 - * @param v2ScreenSize - size of the viewport in window coordinates - */ +* Implements SSAO. +* See http://www.gamedev.net/page/resources/_/reference/programming/140/lighting-and-shading/a-simple-and-practical-approach-to-ssao-r2753 +* @param v2ScreenSize - size of the viewport in window coordinates +*/ RDGE.fx.fxSSAO = function (enHRDepth) { function renderInitSSAO(quad) { quad.shader = RDGE.createShader(RDGE.globals.gl, 'ssao_vshader', enHRDepth ? 'ssaohr_fshader' : 'ssao_fshader', ["vert", "texcoord"]); quad.renderObj = new RDGE.RenderObject(quad.shader); - var quadBuf = getScreenAlignedQuad(); - quad.vertBuffer = quadBuf.vertexObject; - quad.uvBuffer = quadBuf.texCoordObject; + var quadBuf = getScreenAlignedQuad(); + quad.vertBuffer = quadBuf.vertexObject; + quad.uvBuffer = quadBuf.texCoordObject; quad.renderObj.addTexture("sColMap", 0, RDGE.UNIFORMTYPE.TEXTURE2D); quad.renderObj.addTexture("sNormDepthMap", 1, RDGE.UNIFORMTYPE.TEXTURE2D); quad.renderObj.addTexture("sRandMap", 2, RDGE.UNIFORMTYPE.TEXTURE2D); - if (enHRDepth) + if (enHRDepth) quad.renderObj.addTexture("sHRDepthMap", 3, RDGE.UNIFORMTYPE.TEXTURE2D); quad.renderObj.addBuffers(quad.vertBuffer, RDGE.globals.gl.ARRAY_BUFFER, 3, 0, RDGE.globals.gl.FLOAT); quad.renderObj.addBuffers(quad.uvBuffer, RDGE.globals.gl.ARRAY_BUFFER, 2, 2, RDGE.globals.gl.FLOAT); - }; - - // Load random normal texture - this.randTexture = createTexture(RDGE.globals.gl, RDGE.globals.engine._assetPath+"images/random_normal.png"); + }; + + // Load random normal texture + this.randTexture = createTexture(RDGE.globals.gl, RDGE.globals.engine._assetPath + "images/random_normal.png"); RDGE.globals.gl.bindTexture(RDGE.globals.gl.TEXTURE_2D, this.randTexture); RDGE.globals.gl.texParameteri(RDGE.globals.gl.TEXTURE_2D, RDGE.globals.gl.TEXTURE_MIN_FILTER, RDGE.globals.gl.LINEAR); RDGE.globals.gl.texParameteri(RDGE.globals.gl.TEXTURE_2D, RDGE.globals.gl.TEXTURE_WRAP_S, RDGE.globals.gl.REPEAT); RDGE.globals.gl.texParameteri(RDGE.globals.gl.TEXTURE_2D, RDGE.globals.gl.TEXTURE_WRAP_T, RDGE.globals.gl.REPEAT); - // Whether or not to use a high res depth texture - this.enHRDepth = enHRDepth; + // Whether or not to use a high res depth texture + this.enHRDepth = enHRDepth; - // Quad for full screen pass + // Quad for full screen pass this.ssaoQuad = new RDGE.ScreenQuad(null); - this.ssaoQuad.initialize(renderInitSSAO); + this.ssaoQuad.initialize(renderInitSSAO); - // Set up uniforms - var activeCam = g_cameraManager.getActiveCamera(); - this.v3FrustumFLT = activeCam.getFTR(); + // Set up uniforms + var activeCam = g_cameraManager.getActiveCamera(); + this.v3FrustumFLT = activeCam.getFTR(); this.ssaoQuad.renderObj.addUniform("u_frustumFLT", this.v3FrustumFLT, RDGE.UNIFORMTYPE.FLOAT3); - this.v4ArtVals = [1.0, 1.0, 1.0, 1.0]; + this.v4ArtVals = [1.0, 1.0, 1.0, 1.0]; this.ssaoQuad.renderObj.addUniform("u_artVals", this.v4ArtVals, RDGE.UNIFORMTYPE.FLOAT4); - this.fRandMapSize = 64.0; + this.fRandMapSize = 64.0; this.ssaoQuad.renderObj.addUniform("u_randMapSize", this.fRandMapSize, RDGE.UNIFORMTYPE.FLOAT); - this.v2ScreenSize = [1024, 1024]; + this.v2ScreenSize = [1024, 1024]; this.ssaoQuad.renderObj.addUniform("u_screenSize", this.v2ScreenSize, RDGE.UNIFORMTYPE.FLOAT2); }; /** - * Contributes SSAO to the passed offscreen surface, rendering to another surface. - * See http://www.gamedev.net/page/resources/_/reference/programming/140/lighting-and-shading/a-simple-and-practical-approach-to-ssao-r2753 - * @param srcTexColor - color surface of rendered scene - * @param srcTexNormDepth - screenspace normal+depth surface for scene; {nx, ny, nz, depth} - * @param dstRenderTarget - where to put the result of SSAO - * @param sampleRadius - - * @param intensity - - * @param distScale - - * @param bias - - */ +* Contributes SSAO to the passed offscreen surface, rendering to another surface. +* See http://www.gamedev.net/page/resources/_/reference/programming/140/lighting-and-shading/a-simple-and-practical-approach-to-ssao-r2753 +* @param srcTexColor - color surface of rendered scene +* @param srcTexNormDepth - screenspace normal+depth surface for scene; {nx, ny, nz, depth} +* @param dstRenderTarget - where to put the result of SSAO +* @param sampleRadius - +* @param intensity - +* @param distScale - +* @param bias - +*/ RDGE.fx.fxSSAO.prototype.doSSAO = function (srcTexColor, srcTexNormDepth, srcTexHRDepth, dstRenderTarget, sampleRadius, intensity, distScale, bias) { - // Set art params and other uniforms - this.v4ArtVals[0] = sampleRadius; - this.v4ArtVals[1] = intensity; - this.v4ArtVals[2] = distScale; - this.v4ArtVals[3] = bias; + // Set art params and other uniforms + this.v4ArtVals[0] = sampleRadius; + this.v4ArtVals[1] = intensity; + this.v4ArtVals[2] = distScale; + this.v4ArtVals[3] = bias; this.v2ScreenSize[0] = dstRenderTarget ? dstRenderTarget.frameBuffer.width : RDGE.globals.width; this.v2ScreenSize[1] = dstRenderTarget ? dstRenderTarget.frameBuffer.height : RDGE.globals.height; - // Do ssao + // Do ssao RDGE.globals.gl.bindFramebuffer(RDGE.globals.gl.FRAMEBUFFER, dstRenderTarget ? dstRenderTarget.frameBuffer : null); - // gl.viewport(0, 0, 99999, 99999); + // gl.viewport(0, 0, 99999, 99999); RDGE.globals.gl.clear(RDGE.globals.gl.COLOR_BUFFER_BIT); RDGE.globals.gl.disable(RDGE.globals.gl.DEPTH_TEST); RDGE.globals.gl.useProgram(this.ssaoQuad.shader); - this.ssaoQuad.renderObj.bindBuffers(); - this.ssaoQuad.renderObj.bindTextures(); - this.ssaoQuad.renderObj.bindUniforms(); + this.ssaoQuad.renderObj.bindBuffers(); + this.ssaoQuad.renderObj.bindTextures(); + this.ssaoQuad.renderObj.bindUniforms(); RDGE.globals.gl.activeTexture(RDGE.globals.gl.TEXTURE0); RDGE.globals.gl.bindTexture(RDGE.globals.gl.TEXTURE_2D, srcTexColor); @@ -100,10 +100,10 @@ RDGE.fx.fxSSAO.prototype.doSSAO = function (srcTexColor, srcTexNormDepth, srcTex RDGE.globals.gl.bindTexture(RDGE.globals.gl.TEXTURE_2D, srcTexNormDepth); RDGE.globals.gl.activeTexture(RDGE.globals.gl.TEXTURE2); RDGE.globals.gl.bindTexture(RDGE.globals.gl.TEXTURE_2D, this.randTexture); - if (this.enHRDepth) { + if (this.enHRDepth) { RDGE.globals.gl.activeTexture(RDGE.globals.gl.TEXTURE3); RDGE.globals.gl.bindTexture(RDGE.globals.gl.TEXTURE_2D, srcTexHRDepth); - } + } RDGE.globals.gl.activeTexture(RDGE.globals.gl.TEXTURE0); RDGE.globals.gl.drawArrays(RDGE.globals.gl.TRIANGLES, 0, 6); @@ -111,5 +111,5 @@ RDGE.fx.fxSSAO.prototype.doSSAO = function (srcTexColor, srcTexNormDepth, srcTex RDGE.globals.gl.enable(RDGE.globals.gl.DEPTH_TEST); RDGE.globals.gl.useProgram(null); - return dstRenderTarget; + return dstRenderTarget; }; -- cgit v1.2.3