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 --- .../RDGE/src/core/script/run_state.js | 711 +++++++++------------ 1 file changed, 308 insertions(+), 403 deletions(-) (limited to 'js/helper-classes/RDGE/src/core/script/run_state.js') diff --git a/js/helper-classes/RDGE/src/core/script/run_state.js b/js/helper-classes/RDGE/src/core/script/run_state.js index acdb6797..7f08bd6c 100755 --- a/js/helper-classes/RDGE/src/core/script/run_state.js +++ b/js/helper-classes/RDGE/src/core/script/run_state.js @@ -4,461 +4,366 @@ 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.RunState = function (userRunState, context) { + this.name = "RunState"; + this.userRunState = userRunState != undefined ? userRunState : new RDGE.core.RDGEState; + this.hasUserState = userRunState != undefined ? true : false; + this.renderer = context.renderer; + this.initialized = false; +}; + +RDGE.RunState.prototype.Init = function () { + this.initialized = true; + var width = this.renderer.vpWidth; + var height = this.renderer.vpHeight; + var cam = new RDGE.camera(); + cam.setPerspective(45.0, width / height, 1.0, 100.0); + cam.setLookAt([0, 0, 20], [0, 0, 0], RDGE.vec3.up()); + + this.renderer.cameraManager().setActiveCamera(cam); + + if (this.hasUserState && this.userRunState.init != undefined) { + this.userRunState.init(); + } + + if (this.hasUserState && this.userRunState && this.userRunState.onRunState) + this.userRunState.onRunState(); + + + //////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + + // if(theScene=="Robots_rt") { + // g_enableShadowMapping=false; + // g_showSSAO=false; + // RDGE.globals.engine.defaultContext.uniforms[1]={ 'name': "u_lightAmb",'value': [0.5,0.5,0.5,1.0] }; + // RDGE.globals.engine.defaultContext.uniforms[7]={ 'name': "u_matAmbient",'value': [0.8,0.8,0.8,1] }; + // } + + + // g_hrDepthMapGenShader=createShader(this.renderer.ctx,'depthMap_vshader','depthMap_fshader',["vert","normal"]); + // g_depthMapGenShader=createShader(this.renderer.ctx,'norm_depth_vshader','norm_depth_fshader',["vert","normal"]); + + // // shadow light + // g_mainLight=new RDGE.camera(); // camera to represent our light's point of view + // g_mainLight.setPerspective(45.0,width/height,1.0,200.0); + // g_mainLight.setLookAt([-60,17,-15],[-5,-5,15],RDGE.vec3.up()); // lights position and point of view + // g_mainLight.mvMatrix=RDGE.mat4.copy(g_mainLight.view); // hold model view transform + // g_mainLight.invViewMatrix=RDGE.mat4.inverse(g_mainLight.view); + // g_mainLight.mvpMatrix=RDGE.mat4.identity(); + // g_mainLight.shadowMatrix=RDGE.mat4.identity(); // shadow matrix creates shadow bias + // g_mainLight.shadowMatrix=RDGE.mat4.scale(g_mainLight.shadowMatrix,[0.5,0.5,0.5]); + // g_mainLight.shadowMatrix=RDGE.mat4.translate(g_mainLight.shadowMatrix,[0.5,0.5,0.5]); + // //g_cameraManager.setActiveCamera( g_mainLight ); + // + // uniformEnableGlow = this.renderer.ctx.getUniformLocation(RDGE.globals.engine.defaultContext.shaderProg, "u_renderGlow"); + // + // depthRTT=createRenderTargetTexture(1024,1024); + // glowRTT=createRenderTargetTexture(512,512); + // blurFX=new RDGE.fx.fxBlur([256,128,64],true); + // mainRTT=createRenderTargetTexture(1024,1024); + // ssaoFX=new RDGE.fx.fxSSAO(true); + // ssaoRTT=createRenderTargetTexture(1024,1024); + // depthRTT=createRenderTargetTexture(1024,1024); + // hrDepthRTT=createRenderTargetTexture(1024,1024); + // hrDepthRTTSSAO=createRenderTargetTexture(1024,1024); + // mainSceneQuad=new RDGE.ScreenQuad(mainRTT); + // mainSceneQuad.initialize(RDGE.renderInitScreenQuad); + + // cubelight_Glow = this.renderer.createTexture("assets/images/cubelight_Glow.png"); + // lightRack_Glow = this.renderer.createTexture("assets/images/lightRack_Glow.png"); + // black = this.renderer.createTexture("assets/images/black.png"); + + // renderGlow=false; + + // // depth map and normal proc + // renderProcDepth=new GenerateDepthMap(); + // renderProcGlow=new GenerateGlowMap(); + // renderProc=new RDGE.SceneRender(); + // renderProcCreateShadowMap=new SceneCreateShadowMap(); + // renderProcHighResDepth=new GenerateHighResDepthMap(); + + // RDGE.globals.engine.defaultContext.textureList.push({ 'handle': hrDepthRTT,'unit': 7,'type': RDGE.UNIFORMTYPE.TEXTURE2D }); + // RDGE.globals.engine.defaultContext.uniforms.push({ 'name': "depthMap",'value': [hrDepthRTT] }); -function RunState(userRunState, context) -{ - this.name = "RunState"; - this.userRunState = userRunState != undefined ? userRunState : new RDGEState; - this.hasUserState = userRunState != undefined ? true : false; - this.renderer = context.renderer; - this.initialized = false; -} - -RunState.prototype.Init = function() -{ - this.initialized = true; - var width = this.renderer.vpWidth; - var height = this.renderer.vpHeight; - var cam = new camera(); - cam.setPerspective(45.0, width / height, 1.0, 100.0); - cam.setLookAt([0, 0, 20], [0, 0, 0], vec3.up()); - - this.renderer.cameraManager().setActiveCamera( cam ); - - if(this.hasUserState && this.userRunState.init != undefined) - { - this.userRunState.init(); - } - - if (this.hasUserState && this.userRunState && this.userRunState.onRunState) - this.userRunState.onRunState(); - - - //////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -// if(theScene=="Robots_rt") { -// g_enableShadowMapping=false; -// g_showSSAO=false; -// g_Engine.defaultContext.uniforms[1]={ 'name': "u_lightAmb",'value': [0.5,0.5,0.5,1.0] }; -// g_Engine.defaultContext.uniforms[7]={ 'name': "u_matAmbient",'value': [0.8,0.8,0.8,1] }; -// } - - -// g_hrDepthMapGenShader=createShader(this.renderer.ctx,'depthMap_vshader','depthMap_fshader',["vert","normal"]); -// g_depthMapGenShader=createShader(this.renderer.ctx,'norm_depth_vshader','norm_depth_fshader',["vert","normal"]); - -// // shadow light -// g_mainLight=new camera(); // camera to represent our light's point of view -// g_mainLight.setPerspective(45.0,width/height,1.0,200.0); -// g_mainLight.setLookAt([-60,17,-15],[-5,-5,15],vec3.up()); // lights position and point of view -// g_mainLight.mvMatrix=mat4.copy(g_mainLight.view); // hold model view transform -// g_mainLight.invViewMatrix=mat4.inverse(g_mainLight.view); -// g_mainLight.mvpMatrix=mat4.identity(); -// g_mainLight.shadowMatrix=mat4.identity(); // shadow matrix creates shadow bias -// g_mainLight.shadowMatrix=mat4.scale(g_mainLight.shadowMatrix,[0.5,0.5,0.5]); -// g_mainLight.shadowMatrix=mat4.translate(g_mainLight.shadowMatrix,[0.5,0.5,0.5]); -// //g_cameraManager.setActiveCamera( g_mainLight ); -// -// uniformEnableGlow = this.renderer.ctx.getUniformLocation(g_Engine.defaultContext.shaderProg, "u_renderGlow"); -// -// depthRTT=createRenderTargetTexture(1024,1024); -// glowRTT=createRenderTargetTexture(512,512); -// blurFX=new fxBlur([256,128,64],true); -// mainRTT=createRenderTargetTexture(1024,1024); -// ssaoFX=new fxSSAO(true); -// ssaoRTT=createRenderTargetTexture(1024,1024); -// depthRTT=createRenderTargetTexture(1024,1024); -// hrDepthRTT=createRenderTargetTexture(1024,1024); -// hrDepthRTTSSAO=createRenderTargetTexture(1024,1024); -// mainSceneQuad=new ScreenQuad(mainRTT); -// mainSceneQuad.initialize(renderInitScreenQuad); - -// cubelight_Glow = this.renderer.createTexture("assets/images/cubelight_Glow.png"); -// lightRack_Glow = this.renderer.createTexture("assets/images/lightRack_Glow.png"); -// black = this.renderer.createTexture("assets/images/black.png"); - -// renderGlow=false; - -// // depth map and normal proc -// renderProcDepth=new GenerateDepthMap(); -// renderProcGlow=new GenerateGlowMap(); -// renderProc=new SceneRender(); -// renderProcCreateShadowMap=new SceneCreateShadowMap(); -// renderProcHighResDepth=new GenerateHighResDepthMap(); - -// g_Engine.defaultContext.textureList.push({ 'handle': hrDepthRTT,'unit': 7,'type': UNIFORMTYPE.TEXTURE2D }); -// g_Engine.defaultContext.uniforms.push({ 'name': "depthMap",'value': [hrDepthRTT] }); - /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -} - -RunState.prototype.ReInit = function() -{ - if(!this.initialized) - { - this.Init(); - } - else - { - if (this.hasUserState && this.userRunState && this.userRunState.onRunState) - this.userRunState.onRunState(); - } -} - -RunState.prototype.Update = function(dt) -{ +}; + +RDGE.RunState.prototype.ReInit = function () { + if (!this.initialized) { + this.Init(); + } + else { + if (this.hasUserState && this.userRunState && this.userRunState.onRunState) + this.userRunState.onRunState(); + } +}; + +RDGE.RunState.prototype.Update = function (dt) { this.userRunState.update(dt); -} - -RunState.prototype.Resize = function() -{ - if(g_Engine.lastWindowWidth == window.innerWidth && g_Engine.lastWindowHeight == window.innerHeight) - { - this.userRunState.resize(); - g_Engine.lastWindowWidth = window.innerWidth; - g_Engine.lastWindowHeight = window.innerHeight; - } -} - -RunState.prototype.Draw = function () -{ - var width = this.renderer.vpWidth; - var height = this.renderer.vpHeight; - -// this.renderer._clear(); - - this.userRunState.draw(); - -// ~~~~ removing post process till multi-context and post process system is in place -// if(this.currentScene==null) -// return; - -// this.renderer.setClearColor([1.0,1.0,1.0,1.0]); - -// // post process will eventually be wrapped in -// this.renderer.ctx.bindFramebuffer(renderer.ctx.FRAMEBUFFER, depthRTT.frameBuffer); -// this.renderer.setViewPort(0,0,1024,1024); -// this.renderer.clear(this.renderer.colorBuffer | this.renderer.depthBuffer); -// this.currentScene.render(renderProcDepth); - -// this.renderer.ctx.bindFramebuffer(this.renderer.ctx.FRAMEBUFFER,hrDepthRTTSSAO.frameBuffer); -// this.renderer.setViewPort(0, 0, 1024, 1024); -// this.renderer.clear( this.renderer.colorBuffer | this.renderer.depthBuffer ); -// renderProcHighResDepth.cullFront=false; -// this.currentScene.render(renderProcHighResDepth); - -// if(g_enableShadowMapping) -// { -// this.renderer.cameraManager().pushCamera(g_mainLight); - -// this.renderer.ctx.bindFramebuffer( this.renderer.ctx.FRAMEBUFFER, hrDepthRTT.frameBuffer ); -// this.renderer.setViewPort(0, 0, 1024, 1024); -// this.renderer.clear( this.renderer.colorBuffer | this.renderer.depthBuffer ); -// renderProcHighResDepth.cullFront=true; -// this.currentScene.render(renderProcHighResDepth); - -// this.renderer.cameraManager().popCamera(); -// } - -// this.renderer.ctx.bindFramebuffer(this.renderer.ctx.FRAMEBUFFER, mainRTT.frameBuffer); -// this.renderer.setViewPort(0,0,1024,1024); - -// if(g_showScene) -// { -// this.renderer.clear( this.renderer.colorBuffer | this.renderer.depthBuffer ); -// this.currentScene.render(renderProc); -// } else -// { -// this.renderer.clear( this.renderer.ctx.colorBuffer | this.renderer.ctx.depthBuffer ); -// } - -// if(g_showSSAO) -// { -// ssaoFX.doSSAO(mainRTT, depthRTT, hrDepthRTTSSAO, ssaoRTT, g_sampleRadius, g_intensity, g_distScale, g_bias); -// } - -// if(g_showBloom) { -// // render glow map -// this.renderer.ctx.bindFramebuffer(this.renderer.ctx.FRAMEBUFFER,glowRTT.frameBuffer); -// this.renderer.setViewPort(0,0,512,512); -// this.renderer.clear( this.renderer.colorBuffer | this.renderer.depthBuffer ); -// this.currentScene.render(renderProcGlow); - -// // Combine -// blurFX.doBlur(glowRTT,null,[g_bloomIntensity1,g_bloomIntensity2,g_bloomIntensity3,g_bloomIntensity4],g_showSSAO?ssaoRTT:mainRTT); -// } -// else if(g_showScene||g_showSSAO) -// { -// this.renderer.bindFramebuffer(this.renderer.ctx.FRAMEBUFFER,null); -// this.renderer.setViewPort(0, 0, width, height); -// this.renderer.clear( this.renderer.colorBuffer | this.renderer.depthBuffer ); - -// mainSceneQuad.texture=g_showSSAO?ssaoRTT:mainRTT; -// renderProcScreenQuad(mainSceneQuad); -// } -// else -// { -// this.renderer.clear( this.renderer.colorBuffer | this.renderer.depthBuffer ); -// } - - -} - -RunState.prototype.Shutdown = function() -{ - if(this.userRunState.shutdown != undefined) - { - this.userRunState.shutdown(); - } -} - -RunState.prototype.LeaveState = function() -{ - if(this.userRunState.onComplete != undefined) - { - this.userRunState.onComplete(); - } -} - - -debugCamHandler=function() -{ - this.pos=vec2.zero(); - this.lastPos=vec2.zero(); - this.vel=vec2.zero(); - this.mouseDown=false; - - this.onMouseDown=function(ev) - { - if(!g_enableFlyCam) - { - return false; - } - this.mouseDown=true; - this.pos=[ev.pageX,g_height-ev.pageY]; - this.lastPos=this.pos; - return true; - } - - this.onMouseUp=function(ev) - { - if(!g_enableFlyCam) - { - return false; - } - this.mouseDown=false; - this.lastPos=this.pos; - return true; - } - - this.onMouseMove=function(ev) - { - if(!g_enableFlyCam) - { - return false; - } - - this.pos=[ev.pageX,g_height-ev.pageY]; - return true; - } - - this.update=function() - { - if(this.mouseDown) - { - var camera=this.renderer.cameraManager().getActiveCamera(); - var d=vec2.sub(this.pos,this.lastPos); - - d[0]/=g_width; - d[1]/=g_height; - - var sensitivity=5.0; - - var pitch=mat4.rotateX(mat4.identity(),d[1]*sensitivity); - var yaw=mat4.rotateY(mat4.identity(),-d[0]*sensitivity); -// var yp = mat4.mul(yaw, pitch); - - var newworld=mat4.mul(yaw, camera.world); -// newworld=mat4.mul(yaw, newworld); -/* - mat4.setRow(newworld, 1, [0,1,0]); - mat4.setRow(newworld, 0, vec3.normalize( vec3.cross( vec3.basisY(newworld), vec3.basisZ(newworld) ) ) ); - mat4.setRow(newworld, 1, vec3.normalize( vec3.cross( vec3.basisZ(newworld), vec3.basisX(newworld) ) ) ); -*/ - camera.setWorld(newworld); - } - } - var self=this; - var fr=function() { self.update(); }; - setInterval(fr,16); -} +}; + +RDGE.RunState.prototype.Resize = function () { + if (RDGE.globals.engine.lastWindowWidth == window.innerWidth && RDGE.globals.engine.lastWindowHeight == window.innerHeight) { + this.userRunState.resize(); + RDGE.globals.engine.lastWindowWidth = window.innerWidth; + RDGE.globals.engine.lastWindowHeight = window.innerHeight; + } +}; + +RDGE.RunState.prototype.Draw = function () { + var width = this.renderer.vpWidth; + var height = this.renderer.vpHeight; + + // this.renderer._clear(); + + this.userRunState.draw(); + + // ~~~~ removing post process till multi-context and post process system is in place + // if(this.currentScene==null) + // return; + + // this.renderer.setClearColor([1.0,1.0,1.0,1.0]); + + // // post process will eventually be wrapped in + // this.renderer.ctx.bindFramebuffer(renderer.ctx.FRAMEBUFFER, depthRTT.frameBuffer); + // this.renderer.setViewPort(0,0,1024,1024); + // this.renderer.clear(this.renderer.colorBuffer | this.renderer.depthBuffer); + // this.currentScene.render(renderProcDepth); + + // this.renderer.ctx.bindFramebuffer(this.renderer.ctx.FRAMEBUFFER,hrDepthRTTSSAO.frameBuffer); + // this.renderer.setViewPort(0, 0, 1024, 1024); + // this.renderer.clear( this.renderer.colorBuffer | this.renderer.depthBuffer ); + // renderProcHighResDepth.cullFront=false; + // this.currentScene.render(renderProcHighResDepth); + + // if(g_enableShadowMapping) + // { + // this.renderer.cameraManager().pushCamera(g_mainLight); + + // this.renderer.ctx.bindFramebuffer( this.renderer.ctx.FRAMEBUFFER, hrDepthRTT.frameBuffer ); + // this.renderer.setViewPort(0, 0, 1024, 1024); + // this.renderer.clear( this.renderer.colorBuffer | this.renderer.depthBuffer ); + // renderProcHighResDepth.cullFront=true; + // this.currentScene.render(renderProcHighResDepth); + + // this.renderer.cameraManager().popCamera(); + // } + + // this.renderer.ctx.bindFramebuffer(this.renderer.ctx.FRAMEBUFFER, mainRTT.frameBuffer); + // this.renderer.setViewPort(0,0,1024,1024); + + // if(g_showScene) + // { + // this.renderer.clear( this.renderer.colorBuffer | this.renderer.depthBuffer ); + // this.currentScene.render(renderProc); + // } else + // { + // this.renderer.clear( this.renderer.ctx.colorBuffer | this.renderer.ctx.depthBuffer ); + // } + + // if(g_showSSAO) + // { + // ssaoFX.doSSAO(mainRTT, depthRTT, hrDepthRTTSSAO, ssaoRTT, g_sampleRadius, g_intensity, g_distScale, g_bias); + // } + + // if(g_showBloom) { + // // render glow map + // this.renderer.ctx.bindFramebuffer(this.renderer.ctx.FRAMEBUFFER,glowRTT.frameBuffer); + // this.renderer.setViewPort(0,0,512,512); + // this.renderer.clear( this.renderer.colorBuffer | this.renderer.depthBuffer ); + // this.currentScene.render(renderProcGlow); + + // // Combine + // blurFX.doBlur(glowRTT,null,[g_bloomIntensity1,g_bloomIntensity2,g_bloomIntensity3,g_bloomIntensity4],g_showSSAO?ssaoRTT:mainRTT); + // } + // else if(g_showScene||g_showSSAO) + // { + // this.renderer.bindFramebuffer(this.renderer.ctx.FRAMEBUFFER,null); + // this.renderer.setViewPort(0, 0, width, height); + // this.renderer.clear( this.renderer.colorBuffer | this.renderer.depthBuffer ); + + // mainSceneQuad.texture=g_showSSAO?ssaoRTT:mainRTT; + // RDGE.renderProcScreenQuad(mainSceneQuad); + // } + // else + // { + // this.renderer.clear( this.renderer.colorBuffer | this.renderer.depthBuffer ); + // } +}; + +RDGE.RunState.prototype.Shutdown = function () { + if (this.userRunState.shutdown != undefined) { + this.userRunState.shutdown(); + } +}; + +RDGE.RunState.prototype.LeaveState = function () { + if (this.userRunState.onComplete != undefined) { + this.userRunState.onComplete(); + } +}; +/* +// These are currently unused for Ninja /////////////////////////////////////////////////////////////////////////////// // render scene nodes -function SceneRender() -{ - this.shaderProgram=g_Engine.defaultContext.shaderProg; -} +RDGE.SceneRender = function () { + this.shaderProgram = RDGE.globals.engine.defaultContext.shaderProg; +}; + +String.prototype.contains = function (it) { return this.indexOf(it) != -1; }; -String.prototype.contains=function(it) { return this.indexOf(it)!= -1; }; +RDGE.SceneRender.prototype.process = function (context, trNode, parent) { + var renderer = RDGE.globals.engine.getContext().renderer; -SceneRender.prototype.process=function(context, trNode, parent) -{ - var renderer = g_Engine.getContext().renderer; + // apply the context + context.Apply(this.shaderProgram); - // apply the context - context.Apply(this.shaderProgram); + this.shaderProgram.RDGEUniform.SetUni("u_shadowLightWorld", g_mainLight.world); + this.shaderProgram.RDGEUniform.SetUni("u_shadowBiasMatrix", g_mainLight.shadowMatrix); + this.shaderProgram.RDGEUniform.SetUni("u_vShadowLight", g_mainLight.view); - this.shaderProgram.RDGEUniform.SetUni("u_shadowLightWorld",g_mainLight.world); - this.shaderProgram.RDGEUniform.SetUni("u_shadowBiasMatrix",g_mainLight.shadowMatrix); - this.shaderProgram.RDGEUniform.SetUni("u_vShadowLight",g_mainLight.view); + if (((trNode.materialNode || {}).meshNode || {}) !== undefined && trNode.materialNode !== undefined) { + // run through master list and bind the uniforms + _bindUniforms(this.shaderProgram); - if(((trNode.materialNode||{}).meshNode||{})!==undefined&&trNode.materialNode!==undefined) - { - // run through master list and bind the uniforms - _bindUniforms(this.shaderProgram); + var mesh; + if (trNode.materialNode.meshNode.mesh.name !== undefined) + mesh = RDGE.globals.meshMan.getModelByName(trNode.materialNode.meshNode.mesh.name); + else + mesh = RDGE.globals.meshMan.getModelByName(trNode.materialNode.meshNode.mesh.attrib.name); - var mesh; - if(trNode.materialNode.meshNode.mesh.name!==undefined) - mesh=g_meshMan.getModelByName(trNode.materialNode.meshNode.mesh.name); - else - mesh=g_meshMan.getModelByName(trNode.materialNode.meshNode.mesh.attrib.name); + if (mesh == null) + return; - if(mesh==null) - return; + renderer.ctx.uniform1f(uniformEnableGlow, 0.0); - renderer.ctx.uniform1f(uniformEnableGlow,0.0); + renderer.disableCulling(); - renderer.disableCulling(); - - if(!g_wireframe) - renderer.drawIndexedPrimitive(mesh.primitive, this.shaderProgram, {"vert":"vec3", "normal":"vec3", "texcoord":"vec2"} ); - else - renderer.drawIndexedPrimitiveWireFrame(mesh.primitive, this.shaderProgram, {"vert":"vec3", "normal":"vec3", "texcoord":"vec2"} ); + if (!g_wireframe) + renderer.drawIndexedPrimitive(mesh.primitive, this.shaderProgram, { "vert": "vec3", "normal": "vec3", "texcoord": "vec2" }); + else + renderer.drawIndexedPrimitiveWireFrame(mesh.primitive, this.shaderProgram, { "vert": "vec3", "normal": "vec3", "texcoord": "vec2" }); - } -} + } +}; // render scene nodes -function GenerateGlowMap() -{ - this.shaderProgram=g_Engine.defaultContext.shaderProg; -} +RDGE.GenerateGlowMap = function () { + this.shaderProgram = RDGE.globals.engine.defaultContext.shaderProg; +}; -GenerateGlowMap.prototype.process=function(context,trNode,parent) -{ - var renderer = g_Engine.getContext().renderer; - - // apply the context - context.Apply(this.shaderProgram); +RDGE.GenerateGlowMap.prototype.process = function (context, trNode, parent) { + var renderer = RDGE.globals.engine.getContext().renderer; + // apply the context + context.Apply(this.shaderProgram); - if(((trNode.materialNode||{}).meshNode||{})!==undefined&&trNode.materialNode!==undefined) { - // run through master list and bind the uniforms - _bindUniforms(this.shaderProgram); - var mesh; - if(trNode.materialNode.meshNode.mesh.name!==undefined) - mesh=g_meshMan.getModelByName(trNode.materialNode.meshNode.mesh.name); - else - mesh=g_meshMan.getModelByName(trNode.materialNode.meshNode.mesh.attrib.name); + if (((trNode.materialNode || {}).meshNode || {}) !== undefined && trNode.materialNode !== undefined) { + // run through master list and bind the uniforms + _bindUniforms(this.shaderProgram); - if(mesh==null) - return; + var mesh; + if (trNode.materialNode.meshNode.mesh.name !== undefined) + mesh = RDGE.globals.meshMan.getModelByName(trNode.materialNode.meshNode.mesh.name); + else + mesh = RDGE.globals.meshMan.getModelByName(trNode.materialNode.meshNode.mesh.attrib.name); - renderer.ctx.uniform1f(uniformEnableGlow,1.0); + if (mesh == null) + return; - renderer.drawIndexedPrimitive(mesh.primitive, this.shaderProgram, {"vert":"vec3", "normal":"vec3", "texcoord":"vec2"} ); + renderer.ctx.uniform1f(uniformEnableGlow, 1.0); - } -} + renderer.drawIndexedPrimitive(mesh.primitive, this.shaderProgram, { "vert": "vec3", "normal": "vec3", "texcoord": "vec2" }); + } +}; -function GenerateDepthMap() { - this.shaderProgram=g_depthMapGenShader; -} -GenerateDepthMap.prototype.process=function(context,trNode,parent) -{ - var renderer = g_Engine.getContext().renderer; +RDGE.GenerateDepthMap = function () { + this.shaderProgram = g_depthMapGenShader; +}; - // apply the context - context.Apply(false); +RDGE.GenerateDepthMap.prototype.process = function (context, trNode, parent) { + var renderer = RDGE.globals.engine.getContext().renderer; - this.shaderProgram.RDGEUniform.SetUni("u_frustumFarZ",[renderer.cameraManager().getActiveCamera().zFar()]); + // apply the context + context.Apply(false); + this.shaderProgram.RDGEUniform.SetUni("u_frustumFarZ", [renderer.cameraManager().getActiveCamera().zFar()]); - var mesh=null; - if(((trNode.materialNode||{}).meshNode||{})!==undefined&&trNode.materialNode!==undefined) { - // run through master list and bind the uniforms - _bindUniforms(this.shaderProgram); - if(trNode.materialNode.meshNode.mesh.name!==undefined) - mesh=g_meshMan.getModelByName(trNode.materialNode.meshNode.mesh.name); - else - mesh=g_meshMan.getModelByName(trNode.materialNode.meshNode.mesh.attrib.name); + var mesh = null; + if (((trNode.materialNode || {}).meshNode || {}) !== undefined && trNode.materialNode !== undefined) { + // run through master list and bind the uniforms + _bindUniforms(this.shaderProgram); - if(mesh==null) - return; + if (trNode.materialNode.meshNode.mesh.name !== undefined) + mesh = RDGE.globals.meshMan.getModelByName(trNode.materialNode.meshNode.mesh.name); + else + mesh = RDGE.globals.meshMan.getModelByName(trNode.materialNode.meshNode.mesh.attrib.name); - renderer.enablePolyOffsetFill(); - - renderer.drawIndexedPrimitive(mesh.primitive, this.shaderProgram, {"vert":"vec3", "normal":"vec3", "texcoord":"vec2"} ); + if (mesh == null) + return; - renderer.disablePolyOffsetFill(); - } -} + renderer.enablePolyOffsetFill(); -function GenerateHighResDepthMap() { - this.shaderProgram=g_hrDepthMapGenShader; - this.cullFront=true; -} + renderer.drawIndexedPrimitive(mesh.primitive, this.shaderProgram, { "vert": "vec3", "normal": "vec3", "texcoord": "vec2" }); -GenerateHighResDepthMap.prototype.process=function(context,trNode,parent) -{ - var renderer = g_Engine.getContext().renderer; + renderer.disablePolyOffsetFill(); + } +}; - // apply the context - context.Apply(false); +RDGE.GenerateHighResDepthMap = function () { + this.shaderProgram = g_hrDepthMapGenShader; + this.cullFront = true; +}; - this.shaderProgram.RDGEUniform.SetUni("u_frustumFarZ",[renderer.cameraManager().getActiveCamera().zFar()]); +RDGE.GenerateHighResDepthMap.prototype.process = function (context, trNode, parent) { + var renderer = RDGE.globals.engine.getContext().renderer; + // apply the context + context.Apply(false); - var mesh=null; - if(((trNode.materialNode||{}).meshNode||{})!==undefined&&trNode.materialNode!==undefined) { - // run through master list and bind the uniforms - _bindUniforms(this.shaderProgram); + this.shaderProgram.RDGEUniform.SetUni("u_frustumFarZ", [renderer.cameraManager().getActiveCamera().zFar()]); - if(trNode.materialNode.meshNode.mesh.name!==undefined) - mesh=g_meshMan.getModelByName(trNode.materialNode.meshNode.mesh.name); - else - mesh=g_meshMan.getModelByName(trNode.materialNode.meshNode.mesh.attrib.name); - if(mesh==null) - return; + var mesh = null; + if (((trNode.materialNode || {}).meshNode || {}) !== undefined && trNode.materialNode !== undefined) { + // run through master list and bind the uniforms + _bindUniforms(this.shaderProgram); - renderer.disableCulling(); - renderer.enablePolyOffsetFill(); - - this.cullFront ? renderer.cullFrontFace() : renderer.cullBackFace(); + if (trNode.materialNode.meshNode.mesh.name !== undefined) + mesh = RDGE.globals.meshMan.getModelByName(trNode.materialNode.meshNode.mesh.name); + else + mesh = RDGE.globals.meshMan.getModelByName(trNode.materialNode.meshNode.mesh.attrib.name); - renderer.drawIndexedPrimitive( mesh.primitive, this.shaderProgram, { "vert":"vec3", "normal":"vec3", "texcoord":"vec2" } ); + if (mesh == null) + return; - renderer.disableCulling(); - renderer.cullBackFace(); - renderer.disablePolyOffsetFill(); - } -} + renderer.disableCulling(); + renderer.enablePolyOffsetFill(); -function SceneCreateShadowMap() { - //this.shaderProgram = g_depthShadowMap; -} + this.cullFront ? renderer.cullFrontFace() : renderer.cullBackFace(); -SceneCreateShadowMap.prototype.process=function(context,trNode,parent) { + renderer.drawIndexedPrimitive(mesh.primitive, this.shaderProgram, { "vert": "vec3", "normal": "vec3", "texcoord": "vec2" }); + renderer.disableCulling(); + renderer.cullBackFace(); + renderer.disablePolyOffsetFill(); + } +}; -} -////////////////////////////////////////////////////////////////// +RDGE.SceneCreateShadowMap = function () { + //this.shaderProgram = g_depthShadowMap; +}; +RDGE.SceneCreateShadowMap.prototype.process = function (context, trNode, parent) { +}; +////////////////////////////////////////////////////////////////// +*/ -- cgit v1.2.3