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 --- js/helper-classes/RDGE/src/core/script/fx/blur.js | 434 +++++++++++----------- js/helper-classes/RDGE/src/core/script/fx/ssao.js | 278 +++++++------- 2 files changed, 356 insertions(+), 356 deletions(-) (limited to 'js/helper-classes/RDGE/src/core/script/fx') diff --git a/js/helper-classes/RDGE/src/core/script/fx/blur.js b/js/helper-classes/RDGE/src/core/script/fx/blur.js index a8788968..aa76b9ad 100755 --- a/js/helper-classes/RDGE/src/core/script/fx/blur.js +++ b/js/helper-classes/RDGE/src/core/script/fx/blur.js @@ -1,217 +1,217 @@ -/* -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.fx = RDGE.fx || {}; - -/** -* Implements a 5x5 blur. -* See http://prideout.net/archive/bloom/ -* @param mipSizes - up to three pow2 mip sizes to be separately blurred -* and combined with the src image, e.g. [256,128,64] -* @param enAuxTexture - true to enable an extra texture to be added to -* the weighted blur mips (see doBlur) -*/ -RDGE.fx.fxBlur = function (mipSizes, enAuxTexture) { - var separableBlurCombine_fshader = [ - "#ifdef GL_ES", - "precision highp float;", - "#endif", - - "varying vec2 vTexcoord;", // base tex coord - "uniform vec4 vWeights;", // blend weights - - enAuxTexture ? "uniform sampler2D sTextureAux;" : "", // aux image (unweighted) - "uniform sampler2D sTexture1;", // source texture #1 - mipSizes[0] ? "uniform sampler2D sTexture2;" : "", // source texture #2 - mipSizes[1] ? "uniform sampler2D sTexture3;" : "", // source texture #3 - mipSizes[2] ? "uniform sampler2D sTexture4;" : "", // source texture #4 - - "void main()", - "{", - "vec4 blurCol = vWeights.x * texture2D(sTexture1, vTexcoord, -32.0);", - mipSizes[0] ? "blurCol += vWeights.y * texture2D(sTexture2, vTexcoord, -32.0);" : "", - mipSizes[1] ? "blurCol += vWeights.z * texture2D(sTexture3, vTexcoord, -32.0);" : "", - mipSizes[2] ? "blurCol += vWeights.w * texture2D(sTexture4, vTexcoord, -32.0);" : "", - - enAuxTexture ? "gl_FragColor = texture2D(sTextureAux, vTexcoord, -32.0) + blurCol;" : "gl_FragColor = blurCol;", - "}" - - ].join("\n"); - - - function renderInitBlur(quad) { - quad.shader = RDGE.createShader(gl, 'separableBlur_vshader', 'separableBlur_fshader', ["vert", "texcoord"]); - quad.renderObj = new RDGE.RenderObject(quad.shader); - - quad.vertBuffer = quadBuf.vertexObject; - quad.uvBuffer = quadBuf.texCoordObject; - - quad.renderObj.addTexture("sTexture", 0, RDGE.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); - }; - - function renderInitCombine(quad) { - quad.shader = RDGE.createShader(gl, 'separableBlur_vshader', separableBlurCombine_fshader, ["vert", "texcoord"]); - quad.renderObj = new RDGE.RenderObject(quad.shader); - - quad.vertBuffer = quadBuf.vertexObject; - quad.uvBuffer = quadBuf.texCoordObject; - - quad.renderObj.addTexture("sTexture1", 0, RDGE.UNIFORMTYPE.TEXTURE2D); - quad.renderObj.addTexture("sTexture2", 1, RDGE.UNIFORMTYPE.TEXTURE2D); - quad.renderObj.addTexture("sTexture3", 2, RDGE.UNIFORMTYPE.TEXTURE2D); - quad.renderObj.addTexture("sTexture4", 3, RDGE.UNIFORMTYPE.TEXTURE2D); - quad.renderObj.addTexture("sTextureAux", 4, RDGE.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); - }; - - // Screen aligned quad geometry - var quadBuf = getScreenAlignedQuad(); - - // Fbos for each mip level; two sets are used to pingpong horizontal and vertical blur - mipSizes = mipSizes || [128, 64, 32]; - - this.fboSet1 = []; - this.fboSet2 = []; - - for (var i in mipSizes) { - this.fboSet1.push(createRenderTargetTexture(mipSizes[i], mipSizes[i])); - this.fboSet2.push(createRenderTargetTexture(mipSizes[i], mipSizes[i])); - }; - - // Blitter for downsampling - this.blitQuad = new RDGE.ScreenQuad(null); - this.blitQuad.initialize(RDGE.renderInitScreenQuad); - - // Blur shader - this.blurQuad = new RDGE.ScreenQuad(null); - this.blurQuad.initialize(renderInitBlur); - - this.v3Kernel = [5.0 / 16.0, 6.0 / 16.0, 5.0 / 16.0]; - this.blurQuad.renderObj.addUniform("vCoeffs", this.v3Kernel, RDGE.UNIFORMTYPE.FLOAT3); - - this.v2Offset = RDGE.vec2.zero(); - this.blurQuad.renderObj.addUniform("vOffset", this.v2Offset, RDGE.UNIFORMTYPE.FLOAT2); - - // Combine/blend shader - this.combineQuad = new RDGE.ScreenQuad(null); - this.combineQuad.initialize(renderInitCombine); - - this.v4Weights = [0.25, 0.25, 0.25, 0.25]; - this.combineQuad.renderObj.addUniform("vWeights", this.v4Weights, RDGE.UNIFORMTYPE.FLOAT4); -}; - -/** -* Blurs the passed render target. -* See http://prideout.net/archive/bloom/ -* @param srcTexture - source image to blur -* @param dstRenderTarget - where to put the result of the blur -* @param weights - array of 4 blend weights for the blurred mip levels -* levels in the form [srcTexture-weight, mip0-weight, -* mip1-weight, mip2-weight] -* @param auxTexture - null, else an extra texture to be added to the -* weighted blur mips -*/ -RDGE.fx.fxBlur.prototype.doBlur = function (srcTexture, dstRenderTarget, weights, auxTexture) { - // Set weights - this.v4Weights[0] = (weights == undefined) ? 0.25 : weights[0]; - this.v4Weights[1] = (weights == undefined) ? 0.25 : weights[1]; - this.v4Weights[2] = (weights == undefined) ? 0.25 : weights[2]; - this.v4Weights[3] = (weights == undefined) ? 0.25 : weights[3]; - - // Do horizontal blur of fbo set 1 into fbo set 2 - for (var i = 0, fboSrc, fboDst; (fboSrc = srcTexture) && (fboDst = this.fboSet2[i]); i++) { - gl.bindFramebuffer(gl.FRAMEBUFFER, fboDst.frameBuffer); - gl.viewport(0, 0, fboDst.frameBuffer.width, fboDst.frameBuffer.height); - gl.clear(gl.COLOR_BUFFER_BIT); - gl.disable(gl.DEPTH_TEST); - - this.v2Offset[0] = 0.0; - this.v2Offset[1] = 1.2 / fboDst.frameBuffer.width; - - this.blurQuad.texture = fboSrc; - - RDGE.renderProcScreenQuad(this.blurQuad); - } - - // Do vertical blur of fbo set 2 into fbo set 1 - for (var i = 0, fboSrc, fboDst; (fboSrc = this.fboSet2[i]) && (fboDst = this.fboSet1[i]); i++) { - gl.bindFramebuffer(gl.FRAMEBUFFER, fboDst.frameBuffer); - gl.viewport(0, 0, fboDst.frameBuffer.width, fboDst.frameBuffer.height); - gl.clear(gl.COLOR_BUFFER_BIT); - gl.disable(gl.DEPTH_TEST); - - this.v2Offset[0] = 1.2 / fboDst.frameBuffer.width; - this.v2Offset[1] = 0.0; - - this.blurQuad.texture = fboSrc; - - RDGE.renderProcScreenQuad(this.blurQuad); - } - - // Do a weighted combine of the textures in fbo set 1 - gl.bindFramebuffer(gl.FRAMEBUFFER, dstRenderTarget ? dstRenderTarget.frameBuffer : null); - gl.viewport(0, 0, RDGE.globals.width, RDGE.globals.height); - gl.clear(gl.COLOR_BUFFER_BIT); - - gl.disable(gl.DEPTH_TEST); - - gl.useProgram(this.combineQuad.shader); - - this.combineQuad.renderObj.bindBuffers(); - this.combineQuad.renderObj.bindTextures(); - this.combineQuad.renderObj.bindUniforms(); - - gl.activeTexture(gl.TEXTURE0); - gl.bindTexture(gl.TEXTURE_2D, srcTexture); - gl.activeTexture(gl.TEXTURE1); - gl.bindTexture(gl.TEXTURE_2D, this.fboSet1[0]); - gl.activeTexture(gl.TEXTURE2); - gl.bindTexture(gl.TEXTURE_2D, this.fboSet1[1]); - gl.activeTexture(gl.TEXTURE3); - gl.bindTexture(gl.TEXTURE_2D, this.fboSet1[2]); - gl.activeTexture(gl.TEXTURE4); - gl.bindTexture(gl.TEXTURE_2D, auxTexture); - gl.activeTexture(gl.TEXTURE0); - - gl.drawArrays(gl.TRIANGLES, 0, 6); - - gl.enable(gl.DEPTH_TEST); - gl.useProgram(null); - - return dstRenderTarget; -}; +/* +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.fx = RDGE.fx || {}; + +/** +* Implements a 5x5 blur. +* See http://prideout.net/archive/bloom/ +* @param mipSizes - up to three pow2 mip sizes to be separately blurred +* and combined with the src image, e.g. [256,128,64] +* @param enAuxTexture - true to enable an extra texture to be added to +* the weighted blur mips (see doBlur) +*/ +RDGE.fx.fxBlur = function (mipSizes, enAuxTexture) { + var separableBlurCombine_fshader = [ + "#ifdef GL_ES", + "precision highp float;", + "#endif", + + "varying vec2 vTexcoord;", // base tex coord + "uniform vec4 vWeights;", // blend weights + + enAuxTexture ? "uniform sampler2D sTextureAux;" : "", // aux image (unweighted) + "uniform sampler2D sTexture1;", // source texture #1 + mipSizes[0] ? "uniform sampler2D sTexture2;" : "", // source texture #2 + mipSizes[1] ? "uniform sampler2D sTexture3;" : "", // source texture #3 + mipSizes[2] ? "uniform sampler2D sTexture4;" : "", // source texture #4 + + "void main()", + "{", + "vec4 blurCol = vWeights.x * texture2D(sTexture1, vTexcoord, -32.0);", + mipSizes[0] ? "blurCol += vWeights.y * texture2D(sTexture2, vTexcoord, -32.0);" : "", + mipSizes[1] ? "blurCol += vWeights.z * texture2D(sTexture3, vTexcoord, -32.0);" : "", + mipSizes[2] ? "blurCol += vWeights.w * texture2D(sTexture4, vTexcoord, -32.0);" : "", + + enAuxTexture ? "gl_FragColor = texture2D(sTextureAux, vTexcoord, -32.0) + blurCol;" : "gl_FragColor = blurCol;", + "}" + + ].join("\n"); + + + function renderInitBlur(quad) { + quad.shader = RDGE.createShader(gl, 'separableBlur_vshader', 'separableBlur_fshader', ["vert", "texcoord"]); + quad.renderObj = new RDGE.RenderObject(quad.shader); + + quad.vertBuffer = quadBuf.vertexObject; + quad.uvBuffer = quadBuf.texCoordObject; + + quad.renderObj.addTexture("sTexture", 0, RDGE.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); + }; + + function renderInitCombine(quad) { + quad.shader = RDGE.createShader(gl, 'separableBlur_vshader', separableBlurCombine_fshader, ["vert", "texcoord"]); + quad.renderObj = new RDGE.RenderObject(quad.shader); + + quad.vertBuffer = quadBuf.vertexObject; + quad.uvBuffer = quadBuf.texCoordObject; + + quad.renderObj.addTexture("sTexture1", 0, RDGE.UNIFORMTYPE.TEXTURE2D); + quad.renderObj.addTexture("sTexture2", 1, RDGE.UNIFORMTYPE.TEXTURE2D); + quad.renderObj.addTexture("sTexture3", 2, RDGE.UNIFORMTYPE.TEXTURE2D); + quad.renderObj.addTexture("sTexture4", 3, RDGE.UNIFORMTYPE.TEXTURE2D); + quad.renderObj.addTexture("sTextureAux", 4, RDGE.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); + }; + + // Screen aligned quad geometry + var quadBuf = getScreenAlignedQuad(); + + // Fbos for each mip level; two sets are used to pingpong horizontal and vertical blur + mipSizes = mipSizes || [128, 64, 32]; + + this.fboSet1 = []; + this.fboSet2 = []; + + for (var i in mipSizes) { + this.fboSet1.push(createRenderTargetTexture(mipSizes[i], mipSizes[i])); + this.fboSet2.push(createRenderTargetTexture(mipSizes[i], mipSizes[i])); + }; + + // Blitter for downsampling + this.blitQuad = new RDGE.ScreenQuad(null); + this.blitQuad.initialize(RDGE.renderInitScreenQuad); + + // Blur shader + this.blurQuad = new RDGE.ScreenQuad(null); + this.blurQuad.initialize(renderInitBlur); + + this.v3Kernel = [5.0 / 16.0, 6.0 / 16.0, 5.0 / 16.0]; + this.blurQuad.renderObj.addUniform("vCoeffs", this.v3Kernel, RDGE.UNIFORMTYPE.FLOAT3); + + this.v2Offset = RDGE.vec2.zero(); + this.blurQuad.renderObj.addUniform("vOffset", this.v2Offset, RDGE.UNIFORMTYPE.FLOAT2); + + // Combine/blend shader + this.combineQuad = new RDGE.ScreenQuad(null); + this.combineQuad.initialize(renderInitCombine); + + this.v4Weights = [0.25, 0.25, 0.25, 0.25]; + this.combineQuad.renderObj.addUniform("vWeights", this.v4Weights, RDGE.UNIFORMTYPE.FLOAT4); +}; + +/** +* Blurs the passed render target. +* See http://prideout.net/archive/bloom/ +* @param srcTexture - source image to blur +* @param dstRenderTarget - where to put the result of the blur +* @param weights - array of 4 blend weights for the blurred mip levels +* levels in the form [srcTexture-weight, mip0-weight, +* mip1-weight, mip2-weight] +* @param auxTexture - null, else an extra texture to be added to the +* weighted blur mips +*/ +RDGE.fx.fxBlur.prototype.doBlur = function (srcTexture, dstRenderTarget, weights, auxTexture) { + // Set weights + this.v4Weights[0] = (weights == undefined) ? 0.25 : weights[0]; + this.v4Weights[1] = (weights == undefined) ? 0.25 : weights[1]; + this.v4Weights[2] = (weights == undefined) ? 0.25 : weights[2]; + this.v4Weights[3] = (weights == undefined) ? 0.25 : weights[3]; + + // Do horizontal blur of fbo set 1 into fbo set 2 + for (var i = 0, fboSrc, fboDst; (fboSrc = srcTexture) && (fboDst = this.fboSet2[i]); i++) { + gl.bindFramebuffer(gl.FRAMEBUFFER, fboDst.frameBuffer); + gl.viewport(0, 0, fboDst.frameBuffer.width, fboDst.frameBuffer.height); + gl.clear(gl.COLOR_BUFFER_BIT); + gl.disable(gl.DEPTH_TEST); + + this.v2Offset[0] = 0.0; + this.v2Offset[1] = 1.2 / fboDst.frameBuffer.width; + + this.blurQuad.texture = fboSrc; + + RDGE.renderProcScreenQuad(this.blurQuad); + } + + // Do vertical blur of fbo set 2 into fbo set 1 + for (var i = 0, fboSrc, fboDst; (fboSrc = this.fboSet2[i]) && (fboDst = this.fboSet1[i]); i++) { + gl.bindFramebuffer(gl.FRAMEBUFFER, fboDst.frameBuffer); + gl.viewport(0, 0, fboDst.frameBuffer.width, fboDst.frameBuffer.height); + gl.clear(gl.COLOR_BUFFER_BIT); + gl.disable(gl.DEPTH_TEST); + + this.v2Offset[0] = 1.2 / fboDst.frameBuffer.width; + this.v2Offset[1] = 0.0; + + this.blurQuad.texture = fboSrc; + + RDGE.renderProcScreenQuad(this.blurQuad); + } + + // Do a weighted combine of the textures in fbo set 1 + gl.bindFramebuffer(gl.FRAMEBUFFER, dstRenderTarget ? dstRenderTarget.frameBuffer : null); + gl.viewport(0, 0, RDGE.globals.width, RDGE.globals.height); + gl.clear(gl.COLOR_BUFFER_BIT); + + gl.disable(gl.DEPTH_TEST); + + gl.useProgram(this.combineQuad.shader); + + this.combineQuad.renderObj.bindBuffers(); + this.combineQuad.renderObj.bindTextures(); + this.combineQuad.renderObj.bindUniforms(); + + gl.activeTexture(gl.TEXTURE0); + gl.bindTexture(gl.TEXTURE_2D, srcTexture); + gl.activeTexture(gl.TEXTURE1); + gl.bindTexture(gl.TEXTURE_2D, this.fboSet1[0]); + gl.activeTexture(gl.TEXTURE2); + gl.bindTexture(gl.TEXTURE_2D, this.fboSet1[1]); + gl.activeTexture(gl.TEXTURE3); + gl.bindTexture(gl.TEXTURE_2D, this.fboSet1[2]); + gl.activeTexture(gl.TEXTURE4); + gl.bindTexture(gl.TEXTURE_2D, auxTexture); + gl.activeTexture(gl.TEXTURE0); + + gl.drawArrays(gl.TRIANGLES, 0, 6); + + gl.enable(gl.DEPTH_TEST); + gl.useProgram(null); + + return dstRenderTarget; +}; 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 39abf523..fc72c817 100755 --- a/js/helper-classes/RDGE/src/core/script/fx/ssao.js +++ b/js/helper-classes/RDGE/src/core/script/fx/ssao.js @@ -1,139 +1,139 @@ -/* -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. - */ - -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 -*/ -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, 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; - - // 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 - -*/ -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; -}; +/* +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. + */ + +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 +*/ +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, 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; + + // 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 - +*/ +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