From fb0a659c9ca3479fd6799325498b11f074689936 Mon Sep 17 00:00:00 2001 From: John Mayhew Date: Mon, 2 Apr 2012 14:57:31 -0700 Subject: -Namespaced all RDGE javascript. -Removed the following unused files from the build script /core/script/fx/blur.js /core/script/fx/ssao.js /core/script/animation.js - Fully removed the following from the build and from source control as they are unused or no longer needed /core/script/util/dbgpanel.js /core/script/util/fpsTracker.js /core/script/util/statTracker.js /core/script/input.js /core/script/TextureManager.js /core/script/ubershader.js --- js/helper-classes/RDGE/src/core/script/fx/ssao.js | 211 +++++++++++----------- 1 file changed, 105 insertions(+), 106 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 05793594..24a3c94b 100755 --- a/js/helper-classes/RDGE/src/core/script/fx/ssao.js +++ b/js/helper-classes/RDGE/src/core/script/fx/ssao.js @@ -4,113 +4,112 @@ No rights, expressed or implied, whatsoever to this software are provided by Mot (c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. */ +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 - */ -function fxSSAO(enHRDepth) -{ - function renderInitSSAO(quad) - { - quad.shader = createShader(gl, 'ssao_vshader', enHRDepth ? 'ssaohr_fshader' : 'ssao_fshader', [ "vert", "texcoord"]); - quad.renderObj = new RenderObject(quad.shader); - - var quadBuf = getScreenAlignedQuad(); - quad.vertBuffer = quadBuf.vertexObject; - quad.uvBuffer = quadBuf.texCoordObject; - - quad.renderObj.addTexture("sColMap", 0, UNIFORMTYPE.TEXTURE2D); - quad.renderObj.addTexture("sNormDepthMap", 1, UNIFORMTYPE.TEXTURE2D); - quad.renderObj.addTexture("sRandMap", 2, UNIFORMTYPE.TEXTURE2D); - if (enHRDepth) - quad.renderObj.addTexture("sHRDepthMap", 3, UNIFORMTYPE.TEXTURE2D); - - quad.renderObj.addBuffers(quad.vertBuffer, gl.ARRAY_BUFFER, 3, 0, gl.FLOAT); - quad.renderObj.addBuffers(quad.uvBuffer, gl.ARRAY_BUFFER, 2, 2, gl.FLOAT); - } - - // Load random normal texture - this.randTexture = createTexture(gl, "assets/images/random_normal.png"); - gl.bindTexture(gl.TEXTURE_2D, this.randTexture); - gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_MIN_FILTER,gl.LINEAR); - gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_S,gl.REPEAT); - gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_T,gl.REPEAT); - - // Whether or not to use a high res depth texture - this.enHRDepth = enHRDepth; - - // Quad for full screen pass - this.ssaoQuad = new ScreenQuad(null); - this.ssaoQuad.initialize(renderInitSSAO); - - // Set up uniforms - var activeCam = g_cameraManager.getActiveCamera(); - this.v3FrustumFLT = activeCam.getFTR(); - this.ssaoQuad.renderObj.addUniform("u_frustumFLT", this.v3FrustumFLT, UNIFORMTYPE.FLOAT3); - - this.v4ArtVals = [1.0, 1.0, 1.0, 1.0]; - this.ssaoQuad.renderObj.addUniform("u_artVals", this.v4ArtVals, UNIFORMTYPE.FLOAT4); - - this.fRandMapSize = 64.0; - this.ssaoQuad.renderObj.addUniform("u_randMapSize", this.fRandMapSize, UNIFORMTYPE.FLOAT); - - this.v2ScreenSize = [1024, 1024]; - this.ssaoQuad.renderObj.addUniform("u_screenSize", this.v2ScreenSize, UNIFORMTYPE.FLOAT2); -} +* 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; + + 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) + 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, "assets/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; + + // Quad for full screen pass + this.ssaoQuad = new RDGE.ScreenQuad(null); + this.ssaoQuad.initialize(renderInitSSAO); + + // 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.ssaoQuad.renderObj.addUniform("u_artVals", this.v4ArtVals, RDGE.UNIFORMTYPE.FLOAT4); + + this.fRandMapSize = 64.0; + this.ssaoQuad.renderObj.addUniform("u_randMapSize", this.fRandMapSize, RDGE.UNIFORMTYPE.FLOAT); + + 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 - - */ -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; - - this.v2ScreenSize[0] = dstRenderTarget ? dstRenderTarget.frameBuffer.width : g_width; - this.v2ScreenSize[1] = dstRenderTarget ? dstRenderTarget.frameBuffer.height : g_height; - - // Do ssao - gl.bindFramebuffer(gl.FRAMEBUFFER, dstRenderTarget ? dstRenderTarget.frameBuffer : null); - // gl.viewport(0, 0, 99999, 99999); - gl.clear(gl.COLOR_BUFFER_BIT); - - gl.disable(gl.DEPTH_TEST); - - gl.useProgram(this.ssaoQuad.shader); - - this.ssaoQuad.renderObj.bindBuffers(); - this.ssaoQuad.renderObj.bindTextures(); - this.ssaoQuad.renderObj.bindUniforms(); - - gl.activeTexture(gl.TEXTURE0); - gl.bindTexture(gl.TEXTURE_2D, srcTexColor); - gl.activeTexture(gl.TEXTURE1); - gl.bindTexture(gl.TEXTURE_2D, srcTexNormDepth); - gl.activeTexture(gl.TEXTURE2); - gl.bindTexture(gl.TEXTURE_2D, this.randTexture); - if (this.enHRDepth) { - gl.activeTexture(gl.TEXTURE3); - gl.bindTexture(gl.TEXTURE_2D, srcTexHRDepth); - } - gl.activeTexture(gl.TEXTURE0); - - gl.drawArrays(gl.TRIANGLES, 0, 6); - - gl.enable(gl.DEPTH_TEST); - gl.useProgram(null); - - return dstRenderTarget; -} +* 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; + + this.v2ScreenSize[0] = dstRenderTarget ? dstRenderTarget.frameBuffer.width : RDGE.globals.width; + this.v2ScreenSize[1] = dstRenderTarget ? dstRenderTarget.frameBuffer.height : RDGE.globals.height; + + // Do ssao + RDGE.globals.gl.bindFramebuffer(RDGE.globals.gl.FRAMEBUFFER, dstRenderTarget ? dstRenderTarget.frameBuffer : null); + // 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(); + + RDGE.globals.gl.activeTexture(RDGE.globals.gl.TEXTURE0); + RDGE.globals.gl.bindTexture(RDGE.globals.gl.TEXTURE_2D, srcTexColor); + RDGE.globals.gl.activeTexture(RDGE.globals.gl.TEXTURE1); + 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) { + 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); + + RDGE.globals.gl.enable(RDGE.globals.gl.DEPTH_TEST); + RDGE.globals.gl.useProgram(null); + + return dstRenderTarget; +}; -- cgit v1.2.3