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/rendercontext.js | 578 ++++++++++-----------
1 file changed, 289 insertions(+), 289 deletions(-)
(limited to 'js/helper-classes/RDGE/src/core/script/rendercontext.js')
diff --git a/js/helper-classes/RDGE/src/core/script/rendercontext.js b/js/helper-classes/RDGE/src/core/script/rendercontext.js
index e3cb6374..55102e49 100755
--- a/js/helper-classes/RDGE/src/core/script/rendercontext.js
+++ b/js/helper-classes/RDGE/src/core/script/rendercontext.js
@@ -1,289 +1,289 @@
-/*
-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 || {};
-
-// render flags, handles, states
-RDGE.g_whiteTex = null;
-RDGE.g_blackTex = null;
-RDGE.g_blueTex = null;
-
-/* These objects appear to be unused so they are currently commented out
-RDGE.RDGEWebTexture = function () {
- this.handle; // gl handle
- this.unit; // the texture slot/unit
- this.type = RDGE.UNIFORMTYPE.TEXTURE2D;
-};
-
-RDGE.RDGEWebUniformPair = function (uniform, value, type) {
- this.uniform = uniform;
- this.value = value;
- this.type = type;
-};
-
-
-// pass a function that takes no parameters
-RDGE.defaultState = function () {
- return [function () { gl.disable(gl.CULL_FACE) },
- function () { gl.enable(gl.DEPTH_TEST) } ]
-};
-*/
-
-// this chunk of data contains uniform storage references set the data with RDGEUniform.set (ie RDGEUniform.set("u_name", RDGE.UNIFORMTYPE.FLOAT4, myData); )
-RDGE.CreateMasterList = function () {
- _MasterUniformList =
- [
- { 'uniform': projMatrixUniform = 0, 'name': "u_projMatrix", 'type': RDGE.UNIFORMTYPE.MATRIX4, 'value': new Float32Array(16) },
- { 'uniform': mvMatrixUniform = 0, 'name': "u_mvMatrix", 'type': RDGE.UNIFORMTYPE.MATRIX4, 'value': new Float32Array(16) },
- { 'uniform': normalMatrixUniform = 0, 'name': "u_normalMatrix", 'type': RDGE.UNIFORMTYPE.MATRIX4, 'value': new Float32Array(16) },
- { 'uniform': worldMatrixUniform = 0, 'name': "u_worldMatrix", 'type': RDGE.UNIFORMTYPE.MATRIX4, 'value': new Float32Array(16) },
- { 'uniform': lightPos = 0, 'name': "u_lightPos", 'type': RDGE.UNIFORMTYPE.FLOAT3, 'value': new Float32Array(3) },
- { 'uniform': lightDiff = 0, 'name': "u_lightDiff", 'type': RDGE.UNIFORMTYPE.FLOAT4, 'value': new Float32Array(4) },
- { 'uniform': lightAmb = 0, 'name': "u_lightAmb", 'type': RDGE.UNIFORMTYPE.FLOAT4, 'value': new Float32Array(4) },
- { 'uniform': colMap = 0, 'name': "colMap", 'type': RDGE.UNIFORMTYPE.TEXTURE2D, 'value': new Int32Array(1) },
- { 'uniform': envMap = 0, 'name': "envMap", 'type': RDGE.UNIFORMTYPE.TEXTURE2D, 'value': new Int32Array(1) },
- { 'uniform': normalMap = 0, 'name': "normalMap", 'type': RDGE.UNIFORMTYPE.TEXTURE2D, 'value': new Int32Array(1) },
- { 'uniform': glowMap = 0, 'name': "glowMap", 'type': RDGE.UNIFORMTYPE.TEXTURE2D, 'value': new Int32Array(1) },
- { 'uniform': matAmbient = 0, 'name': "u_matAmbient", 'type': RDGE.UNIFORMTYPE.FLOAT4, 'value': new Float32Array(4) },
- { 'uniform': matDiffuse = 0, 'name': "u_matDiffuse", 'type': RDGE.UNIFORMTYPE.FLOAT4, 'value': new Float32Array(4) },
- { 'uniform': matSpecular = 0, 'name': "u_matSpecular", 'type': RDGE.UNIFORMTYPE.FLOAT4, 'value': new Float32Array(4) },
- { 'uniform': matShininess = 0, 'name': "u_matShininess", 'type': RDGE.UNIFORMTYPE.FLOAT, 'value': new Float32Array(1) },
- { 'uniform': matEmission = 0, 'name': "u_matEmission", 'type': RDGE.UNIFORMTYPE.FLOAT, 'value': new Float32Array(4) },
- { 'uniform': frustumFarZ = 0, 'name': "u_frustumFarZ", 'type': RDGE.UNIFORMTYPE.FLOAT, 'value': new Float32Array(1) },
- { 'uniform': shadowLightWorld = 0, 'name': "u_shadowLightWorld", 'type': RDGE.UNIFORMTYPE.MATRIX4, 'value': new Float32Array(16) },
- { 'uniform': shadowBiasMatrix = 0, 'name': "u_shadowBiasMatrix", 'type': RDGE.UNIFORMTYPE.MATRIX4, 'value': new Float32Array(16) },
- { 'uniform': vShadowLight = 0, 'name': "u_vShadowLight", 'type': RDGE.UNIFORMTYPE.MATRIX4, 'value': new Float32Array(16) },
- { 'uniform': depthMap = 0, 'name': "depthMap", 'type': RDGE.UNIFORMTYPE.TEXTURE2D, 'value': new Int32Array(1) }
- ];
-
- return _MasterUniformList;
-};
-
-RDGE.RDGEUniformInit = function () {
- this.uniformList = RDGE.CreateMasterList();
- this.uniformMap = [];
- for (var idx = 0; idx < this.uniformList.length; ++idx) {
- this.uniformMap[this.uniformList[idx].name] = this.uniformList[idx];
- }
-};
-
-RDGE.RDGEUniformInit.prototype.SetUni = function (name, _value) {
- //this.uniformMap[name].value.set(_value);
-
- this.uniformMap[name].value = _value;
-};
-
-// Globally available uniform storage
-RDGE.RDGEUniform = new RDGE.RDGEUniformInit();
-
-RDGE.RenderContext = function () {
- this.shaderProg = null;
- this.uniforms = [];
- this.textureList = [];
- this.curRenderProc = null;
- this.light0Color = [1, 1, 1, 0];
- this.parentID = 0;
- this.world = RDGE.mat4.identity();
- this.hide = false;
- enableNormalMapping = true;
- this.lights = [null, null, null, null];
-
- // state settings - set functions in the array that set states or 'other' so long as it makes since
- this.stateSettings = [];
-};
-
-RDGE.RenderContext.prototype.Load = function (ctx) {
- this.shaderProg = ctx.shaderProg;
- this.uniforms = ctx.uniforms.slice();
- this.textureList = ctx.textureList.slice();
- this.stateSettings = ctx.stateSettings.slice();
- this.curRenderProc = ctx.curRenderProc;
- this.light0Color = ctx.light0Color.slice();
- this.parentID = ctx.parentID;
- this.world = RDGE.mat4.copy(ctx.world);
- this.lights = ctx.lights.slice();
-
- // the camera
- this.cam = this.cam;
-
- // state settings - set functions in the array that set states or 'other' so long as it makes since
- this.stateSettings = this.stateSettings.slice();
-};
-
-RDGE.__lastInited = []; // keep list of initialized shaders
-
-RDGE._SetShader = function (program) {
- gl.useProgram(program);
-
- if (RDGE.__lastInited[program.shaderID] === undefined) {
- RDGE.__lastInited[program.shaderID] = true;
- // init the uniforms
- gl.enableVertexAttribArray(0);
- gl.enableVertexAttribArray(1);
- gl.enableVertexAttribArray(2);
-
- var deleteMe = [];
- for (var uniIndex = 0; uniIndex < program.RDGEUniform.uniformList.length; uniIndex++) {
-
- var handle = gl.getUniformLocation(program, program.RDGEUniform.uniformList[uniIndex].name);
- if (handle)
- program.RDGEUniform.uniformList[uniIndex].uniform = handle;
- else {
- program.RDGEUniform.uniformList.splice(uniIndex, 1);
- uniIndex = Math.max(uniIndex - 1, 0);
- }
- }
- }
-}
-
-// take a parameterless function
-RDGE.RenderContext.prototype.AddStateSetting = function (functor) {
- this.stateSettings.push(functor);
-};
-
-// take a parameterless function
-RDGE.RenderContext.prototype.Apply = function () {
-
- // set shader program to use
- shaderProg = null;
- if (this.shaderProg != null) {
- RDGE._SetShader(this.shaderProg);
- shaderProg = this.shaderProg;
- }
- else {
- RDGE._SetShader(RDGE.globals.engine.defaultContext.shaderProg);
- shaderProg = RDGE.globals.engine.defaultContext.shaderProg;
- }
-
- // set shader values (name/uniform pair must be in the master list)
-
- if (this.uniforms.length > 0) {
- for (var idx = 0; idx < this.uniforms.length; ++idx) {
- shaderProg.RDGEUniform.SetUni(this.uniforms[idx].name, this.uniforms[idx].value);
- }
- }
-
- // set the diffuse color
- shaderProg.RDGEUniform.SetUni("u_lightDiff", this.light0Color);
-
-
- for (var setIdx = 0; setIdx < this.stateSettings.length; ++setIdx) {
- // call state funcs
- this.stateSettings[setIdx]();
- }
-
- this.bindTextures();
-};
-
-RDGE.RenderContext.prototype.bindTextures = function () {
-
- var ctx = RDGE.globals.engine.getContext().renderer.ctx;
- // gl.activeTexture(gl.TEXTURE0);
- // gl.bindTexture(gl.TEXTURE_CUBE_MAP, RDGE.g_whiteTex);
- // gl.activeTexture(gl.TEXTURE0);
- // gl.bindTexture(gl.TEXTURE_2D, RDGE.g_whiteTex);
-
- // gl.activeTexture(gl.TEXTURE2);
- // gl.bindTexture(gl.TEXTURE_CUBE_MAP, RDGE.g_blueTex);
- // gl.activeTexture(gl.TEXTURE2);
- // gl.bindTexture(gl.TEXTURE_2D, RDGE.g_blueTex);
-
- // gl.activeTexture(gl.TEXTURE3);
- // gl.bindTexture(gl.TEXTURE_CUBE_MAP, RDGE.g_blackTex);
- // gl.activeTexture(gl.TEXTURE3);
- // gl.bindTexture(gl.TEXTURE_2D, RDGE.g_blackTex);
-
- for (var uniIndex = 0; uniIndex < this.textureList.length; uniIndex++) {
- var bind = this.textureList[uniIndex];
-
- switch (bind.type) {
- case RDGE.UNIFORMTYPE.TEXTURE2D:
- ctx.activeTexture(ctx.TEXTURE0 + bind.unit);
- ctx.bindTexture(ctx.TEXTURE_2D, bind.handle);
- break;
- case RDGE.UNIFORMTYPE.TEXTURECUBE:
- ctx.activeTexture(ctx.TEXTURE0 + bind.unit);
- ctx.bindTexture(ctx.TEXTURE_CUBE_MAP, bind.handle);
- break;
- default:
- // gl.console.log("!!!! - trying to bind unknown texture type");
- break;
- }
- }
-
- if (!enableNormalMapping) {
- ctx.activeTexture(ctx.TEXTURE2);
- ctx.bindTexture(ctx.TEXTURE_CUBE_MAP, RDGE.g_blueTex);
- ctx.activeTexture(ctx.TEXTURE2);
- ctx.bindTexture(ctx.TEXTURE_2D, RDGE.g_blueTex);
- }
-};
-
-RDGE.funcmap = {};
-
-RDGE.funcmap[RDGE.UNIFORMTYPE.INT] = function (a, b) {
- gl.uniform1iv(a, b);
-};
-RDGE.funcmap[RDGE.UNIFORMTYPE.FLOAT] = function (a, b) {
- gl.uniform1fv(a, b);
-};
-RDGE.funcmap[RDGE.UNIFORMTYPE.FLOAT2] = function (a, b) {
- gl.uniform2fv(a, b);
-};
-RDGE.funcmap[RDGE.UNIFORMTYPE.FLOAT3] = function (a, b) {
- gl.uniform3fv(a, b);
-};
-RDGE.funcmap[RDGE.UNIFORMTYPE.FLOAT4] = function (a, b) {
- gl.uniform4fv(a, b);
-};
-RDGE.funcmap[RDGE.UNIFORMTYPE.MATRIX3] = function (a, b) {
- gl.uniformMatrix3fv(a, false, b);
-};
-RDGE.funcmap[RDGE.UNIFORMTYPE.MATRIX4] = function (a, b) {
- gl.uniformMatrix4fv(a, false, b);
-};
-RDGE.funcmap[RDGE.UNIFORMTYPE.TEXTURE2D] = function (a, b) {
- gl.activeTexture(gl.TEXTURE0 + b);
- gl.uniform1iv(a, b);
-};
-RDGE.funcmap[RDGE.UNIFORMTYPE.TEXTURECUBE] = function (a, b) {
- gl.activeTexture(gl.TEXTURE0 + b);
- gl.uniform1iv(a, b);
-};
-
-RDGE._bindUniforms = function (shaderProg) {
- var len = shaderProg.RDGEUniform.uniformList.length;
- var uniforms = shaderProg.RDGEUniform.uniformList;
-
- for (var uniIndex = 0; uniIndex < len; uniIndex++) {
- var bind = uniforms[uniIndex];
- RDGE.funcmap[bind.type](bind.uniform, bind.value);
- }
-};
+/*
+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 || {};
+
+// render flags, handles, states
+RDGE.g_whiteTex = null;
+RDGE.g_blackTex = null;
+RDGE.g_blueTex = null;
+
+/* These objects appear to be unused so they are currently commented out
+RDGE.RDGEWebTexture = function () {
+ this.handle; // gl handle
+ this.unit; // the texture slot/unit
+ this.type = RDGE.UNIFORMTYPE.TEXTURE2D;
+};
+
+RDGE.RDGEWebUniformPair = function (uniform, value, type) {
+ this.uniform = uniform;
+ this.value = value;
+ this.type = type;
+};
+
+
+// pass a function that takes no parameters
+RDGE.defaultState = function () {
+ return [function () { gl.disable(gl.CULL_FACE) },
+ function () { gl.enable(gl.DEPTH_TEST) } ]
+};
+*/
+
+// this chunk of data contains uniform storage references set the data with RDGEUniform.set (ie RDGEUniform.set("u_name", RDGE.UNIFORMTYPE.FLOAT4, myData); )
+RDGE.CreateMasterList = function () {
+ _MasterUniformList =
+ [
+ { 'uniform': projMatrixUniform = 0, 'name': "u_projMatrix", 'type': RDGE.UNIFORMTYPE.MATRIX4, 'value': new Float32Array(16) },
+ { 'uniform': mvMatrixUniform = 0, 'name': "u_mvMatrix", 'type': RDGE.UNIFORMTYPE.MATRIX4, 'value': new Float32Array(16) },
+ { 'uniform': normalMatrixUniform = 0, 'name': "u_normalMatrix", 'type': RDGE.UNIFORMTYPE.MATRIX4, 'value': new Float32Array(16) },
+ { 'uniform': worldMatrixUniform = 0, 'name': "u_worldMatrix", 'type': RDGE.UNIFORMTYPE.MATRIX4, 'value': new Float32Array(16) },
+ { 'uniform': lightPos = 0, 'name': "u_lightPos", 'type': RDGE.UNIFORMTYPE.FLOAT3, 'value': new Float32Array(3) },
+ { 'uniform': lightDiff = 0, 'name': "u_lightDiff", 'type': RDGE.UNIFORMTYPE.FLOAT4, 'value': new Float32Array(4) },
+ { 'uniform': lightAmb = 0, 'name': "u_lightAmb", 'type': RDGE.UNIFORMTYPE.FLOAT4, 'value': new Float32Array(4) },
+ { 'uniform': colMap = 0, 'name': "colMap", 'type': RDGE.UNIFORMTYPE.TEXTURE2D, 'value': new Int32Array(1) },
+ { 'uniform': envMap = 0, 'name': "envMap", 'type': RDGE.UNIFORMTYPE.TEXTURE2D, 'value': new Int32Array(1) },
+ { 'uniform': normalMap = 0, 'name': "normalMap", 'type': RDGE.UNIFORMTYPE.TEXTURE2D, 'value': new Int32Array(1) },
+ { 'uniform': glowMap = 0, 'name': "glowMap", 'type': RDGE.UNIFORMTYPE.TEXTURE2D, 'value': new Int32Array(1) },
+ { 'uniform': matAmbient = 0, 'name': "u_matAmbient", 'type': RDGE.UNIFORMTYPE.FLOAT4, 'value': new Float32Array(4) },
+ { 'uniform': matDiffuse = 0, 'name': "u_matDiffuse", 'type': RDGE.UNIFORMTYPE.FLOAT4, 'value': new Float32Array(4) },
+ { 'uniform': matSpecular = 0, 'name': "u_matSpecular", 'type': RDGE.UNIFORMTYPE.FLOAT4, 'value': new Float32Array(4) },
+ { 'uniform': matShininess = 0, 'name': "u_matShininess", 'type': RDGE.UNIFORMTYPE.FLOAT, 'value': new Float32Array(1) },
+ { 'uniform': matEmission = 0, 'name': "u_matEmission", 'type': RDGE.UNIFORMTYPE.FLOAT, 'value': new Float32Array(4) },
+ { 'uniform': frustumFarZ = 0, 'name': "u_frustumFarZ", 'type': RDGE.UNIFORMTYPE.FLOAT, 'value': new Float32Array(1) },
+ { 'uniform': shadowLightWorld = 0, 'name': "u_shadowLightWorld", 'type': RDGE.UNIFORMTYPE.MATRIX4, 'value': new Float32Array(16) },
+ { 'uniform': shadowBiasMatrix = 0, 'name': "u_shadowBiasMatrix", 'type': RDGE.UNIFORMTYPE.MATRIX4, 'value': new Float32Array(16) },
+ { 'uniform': vShadowLight = 0, 'name': "u_vShadowLight", 'type': RDGE.UNIFORMTYPE.MATRIX4, 'value': new Float32Array(16) },
+ { 'uniform': depthMap = 0, 'name': "depthMap", 'type': RDGE.UNIFORMTYPE.TEXTURE2D, 'value': new Int32Array(1) }
+ ];
+
+ return _MasterUniformList;
+};
+
+RDGE.RDGEUniformInit = function () {
+ this.uniformList = RDGE.CreateMasterList();
+ this.uniformMap = [];
+ for (var idx = 0; idx < this.uniformList.length; ++idx) {
+ this.uniformMap[this.uniformList[idx].name] = this.uniformList[idx];
+ }
+};
+
+RDGE.RDGEUniformInit.prototype.SetUni = function (name, _value) {
+ //this.uniformMap[name].value.set(_value);
+
+ this.uniformMap[name].value = _value;
+};
+
+// Globally available uniform storage
+RDGE.RDGEUniform = new RDGE.RDGEUniformInit();
+
+RDGE.RenderContext = function () {
+ this.shaderProg = null;
+ this.uniforms = [];
+ this.textureList = [];
+ this.curRenderProc = null;
+ this.light0Color = [1, 1, 1, 0];
+ this.parentID = 0;
+ this.world = RDGE.mat4.identity();
+ this.hide = false;
+ enableNormalMapping = true;
+ this.lights = [null, null, null, null];
+
+ // state settings - set functions in the array that set states or 'other' so long as it makes since
+ this.stateSettings = [];
+};
+
+RDGE.RenderContext.prototype.Load = function (ctx) {
+ this.shaderProg = ctx.shaderProg;
+ this.uniforms = ctx.uniforms.slice();
+ this.textureList = ctx.textureList.slice();
+ this.stateSettings = ctx.stateSettings.slice();
+ this.curRenderProc = ctx.curRenderProc;
+ this.light0Color = ctx.light0Color.slice();
+ this.parentID = ctx.parentID;
+ this.world = RDGE.mat4.copy(ctx.world);
+ this.lights = ctx.lights.slice();
+
+ // the camera
+ this.cam = this.cam;
+
+ // state settings - set functions in the array that set states or 'other' so long as it makes since
+ this.stateSettings = this.stateSettings.slice();
+};
+
+RDGE.__lastInited = []; // keep list of initialized shaders
+
+RDGE._SetShader = function (program) {
+ gl.useProgram(program);
+
+ if (RDGE.__lastInited[program.shaderID] === undefined) {
+ RDGE.__lastInited[program.shaderID] = true;
+ // init the uniforms
+ gl.enableVertexAttribArray(0);
+ gl.enableVertexAttribArray(1);
+ gl.enableVertexAttribArray(2);
+
+ var deleteMe = [];
+ for (var uniIndex = 0; uniIndex < program.RDGEUniform.uniformList.length; uniIndex++) {
+
+ var handle = gl.getUniformLocation(program, program.RDGEUniform.uniformList[uniIndex].name);
+ if (handle)
+ program.RDGEUniform.uniformList[uniIndex].uniform = handle;
+ else {
+ program.RDGEUniform.uniformList.splice(uniIndex, 1);
+ uniIndex = Math.max(uniIndex - 1, 0);
+ }
+ }
+ }
+}
+
+// take a parameterless function
+RDGE.RenderContext.prototype.AddStateSetting = function (functor) {
+ this.stateSettings.push(functor);
+};
+
+// take a parameterless function
+RDGE.RenderContext.prototype.Apply = function () {
+
+ // set shader program to use
+ shaderProg = null;
+ if (this.shaderProg != null) {
+ RDGE._SetShader(this.shaderProg);
+ shaderProg = this.shaderProg;
+ }
+ else {
+ RDGE._SetShader(RDGE.globals.engine.defaultContext.shaderProg);
+ shaderProg = RDGE.globals.engine.defaultContext.shaderProg;
+ }
+
+ // set shader values (name/uniform pair must be in the master list)
+
+ if (this.uniforms.length > 0) {
+ for (var idx = 0; idx < this.uniforms.length; ++idx) {
+ shaderProg.RDGEUniform.SetUni(this.uniforms[idx].name, this.uniforms[idx].value);
+ }
+ }
+
+ // set the diffuse color
+ shaderProg.RDGEUniform.SetUni("u_lightDiff", this.light0Color);
+
+
+ for (var setIdx = 0; setIdx < this.stateSettings.length; ++setIdx) {
+ // call state funcs
+ this.stateSettings[setIdx]();
+ }
+
+ this.bindTextures();
+};
+
+RDGE.RenderContext.prototype.bindTextures = function () {
+
+ var ctx = RDGE.globals.engine.getContext().renderer.ctx;
+ // gl.activeTexture(gl.TEXTURE0);
+ // gl.bindTexture(gl.TEXTURE_CUBE_MAP, RDGE.g_whiteTex);
+ // gl.activeTexture(gl.TEXTURE0);
+ // gl.bindTexture(gl.TEXTURE_2D, RDGE.g_whiteTex);
+
+ // gl.activeTexture(gl.TEXTURE2);
+ // gl.bindTexture(gl.TEXTURE_CUBE_MAP, RDGE.g_blueTex);
+ // gl.activeTexture(gl.TEXTURE2);
+ // gl.bindTexture(gl.TEXTURE_2D, RDGE.g_blueTex);
+
+ // gl.activeTexture(gl.TEXTURE3);
+ // gl.bindTexture(gl.TEXTURE_CUBE_MAP, RDGE.g_blackTex);
+ // gl.activeTexture(gl.TEXTURE3);
+ // gl.bindTexture(gl.TEXTURE_2D, RDGE.g_blackTex);
+
+ for (var uniIndex = 0; uniIndex < this.textureList.length; uniIndex++) {
+ var bind = this.textureList[uniIndex];
+
+ switch (bind.type) {
+ case RDGE.UNIFORMTYPE.TEXTURE2D:
+ ctx.activeTexture(ctx.TEXTURE0 + bind.unit);
+ ctx.bindTexture(ctx.TEXTURE_2D, bind.handle);
+ break;
+ case RDGE.UNIFORMTYPE.TEXTURECUBE:
+ ctx.activeTexture(ctx.TEXTURE0 + bind.unit);
+ ctx.bindTexture(ctx.TEXTURE_CUBE_MAP, bind.handle);
+ break;
+ default:
+ // gl.console.log("!!!! - trying to bind unknown texture type");
+ break;
+ }
+ }
+
+ if (!enableNormalMapping) {
+ ctx.activeTexture(ctx.TEXTURE2);
+ ctx.bindTexture(ctx.TEXTURE_CUBE_MAP, RDGE.g_blueTex);
+ ctx.activeTexture(ctx.TEXTURE2);
+ ctx.bindTexture(ctx.TEXTURE_2D, RDGE.g_blueTex);
+ }
+};
+
+RDGE.funcmap = {};
+
+RDGE.funcmap[RDGE.UNIFORMTYPE.INT] = function (a, b) {
+ gl.uniform1iv(a, b);
+};
+RDGE.funcmap[RDGE.UNIFORMTYPE.FLOAT] = function (a, b) {
+ gl.uniform1fv(a, b);
+};
+RDGE.funcmap[RDGE.UNIFORMTYPE.FLOAT2] = function (a, b) {
+ gl.uniform2fv(a, b);
+};
+RDGE.funcmap[RDGE.UNIFORMTYPE.FLOAT3] = function (a, b) {
+ gl.uniform3fv(a, b);
+};
+RDGE.funcmap[RDGE.UNIFORMTYPE.FLOAT4] = function (a, b) {
+ gl.uniform4fv(a, b);
+};
+RDGE.funcmap[RDGE.UNIFORMTYPE.MATRIX3] = function (a, b) {
+ gl.uniformMatrix3fv(a, false, b);
+};
+RDGE.funcmap[RDGE.UNIFORMTYPE.MATRIX4] = function (a, b) {
+ gl.uniformMatrix4fv(a, false, b);
+};
+RDGE.funcmap[RDGE.UNIFORMTYPE.TEXTURE2D] = function (a, b) {
+ gl.activeTexture(gl.TEXTURE0 + b);
+ gl.uniform1iv(a, b);
+};
+RDGE.funcmap[RDGE.UNIFORMTYPE.TEXTURECUBE] = function (a, b) {
+ gl.activeTexture(gl.TEXTURE0 + b);
+ gl.uniform1iv(a, b);
+};
+
+RDGE._bindUniforms = function (shaderProg) {
+ var len = shaderProg.RDGEUniform.uniformList.length;
+ var uniforms = shaderProg.RDGEUniform.uniformList;
+
+ for (var uniIndex = 0; uniIndex < len; uniIndex++) {
+ var bind = uniforms[uniIndex];
+ RDGE.funcmap[bind.type](bind.uniform, bind.value);
+ }
+};
--
cgit v1.2.3
From fdbec324dad4ab33d97282ab021d2c1661bc097c Mon Sep 17 00:00:00 2001
From: Kris Kowal
Date: Mon, 9 Jul 2012 16:27:52 -0700
Subject: BSD License
---
.../RDGE/src/core/script/rendercontext.js | 23 +++++++++++-----------
1 file changed, 12 insertions(+), 11 deletions(-)
(limited to 'js/helper-classes/RDGE/src/core/script/rendercontext.js')
diff --git a/js/helper-classes/RDGE/src/core/script/rendercontext.js b/js/helper-classes/RDGE/src/core/script/rendercontext.js
index 55102e49..17d3f8cb 100755
--- a/js/helper-classes/RDGE/src/core/script/rendercontext.js
+++ b/js/helper-classes/RDGE/src/core/script/rendercontext.js
@@ -1,24 +1,25 @@
/*
-Copyright (c) 2012, Motorola Mobility, Inc
+Copyright (c) 2012, Motorola Mobility LLC.
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.
+* 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 LLC 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
+ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER 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
--
cgit v1.2.3