From 648ee61ae84216d0236e0dbc211addc13b2cfa3a Mon Sep 17 00:00:00 2001 From: Kris Kowal Date: Fri, 6 Jul 2012 11:52:06 -0700 Subject: Expand tabs --- .../RDGE/src/core/script/run_state.js | 462 ++++++++++----------- 1 file changed, 231 insertions(+), 231 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 2bccea6a..1c6a6a8c 100755 --- a/js/helper-classes/RDGE/src/core/script/run_state.js +++ b/js/helper-classes/RDGE/src/core/script/run_state.js @@ -31,97 +31,97 @@ POSSIBILITY OF SUCH DAMAGE. var RDGE = RDGE || {}; RDGE.RunState = function (userRunState, context) { - this.name = "RunState"; + 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; + 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; + 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.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 ); + this.renderer.cameraManager().setActiveCamera( cam ); if (this.hasUserState && this.userRunState.init != undefined) { - this.userRunState.init(); - } + this.userRunState.init(); + } - if (this.hasUserState && this.userRunState && this.userRunState.onRunState) - this.userRunState.onRunState(); + 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] }); - + //////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +// 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] }); + /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// }; RDGE.RunState.prototype.ReInit = function () { if (!this.initialized) { - this.Init(); - } + this.Init(); + } else { - if (this.hasUserState && this.userRunState && this.userRunState.onRunState) - this.userRunState.onRunState(); - } + if (this.hasUserState && this.userRunState && this.userRunState.onRunState) + this.userRunState.onRunState(); + } }; RDGE.RunState.prototype.Update = function (dt) { @@ -130,105 +130,105 @@ RDGE.RunState.prototype.Update = function (dt) { RDGE.RunState.prototype.Resize = function () { if (RDGE.globals.engine.lastWindowWidth == window.innerWidth && RDGE.globals.engine.lastWindowHeight == window.innerHeight) { - this.userRunState.resize(); + 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(); - + 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 ); -// } +// 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(); - } + this.userRunState.shutdown(); + } }; RDGE.RunState.prototype.LeaveState = function () { if (this.userRunState.onComplete != undefined) { - this.userRunState.onComplete(); - } + this.userRunState.onComplete(); + } }; - + /* // These are currently unused for Ninja /////////////////////////////////////////////////////////////////////////////// @@ -242,38 +242,38 @@ 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; - // 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); + // run through master list and bind the uniforms + _bindUniforms(this.shaderProgram); - var mesh; - if(trNode.materialNode.meshNode.mesh.name!==undefined) + var mesh; + if(trNode.materialNode.meshNode.mesh.name!==undefined) mesh = RDGE.globals.meshMan.getModelByName(trNode.materialNode.meshNode.mesh.name); - else + else mesh = RDGE.globals.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(); - - 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"} ); + 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"} ); - } + } }; // render scene nodes @@ -283,108 +283,108 @@ RDGE.GenerateGlowMap = function () { RDGE.GenerateGlowMap.prototype.process = function (context, trNode, parent) { var renderer = RDGE.globals.engine.getContext().renderer; - - // apply the context - context.Apply(this.shaderProgram); + + // 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); + 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) + var mesh; + if(trNode.materialNode.meshNode.mesh.name!==undefined) mesh = RDGE.globals.meshMan.getModelByName(trNode.materialNode.meshNode.mesh.name); - else + else mesh = RDGE.globals.meshMan.getModelByName(trNode.materialNode.meshNode.mesh.attrib.name); - if(mesh==null) - return; + if(mesh==null) + return; - renderer.ctx.uniform1f(uniformEnableGlow,1.0); + renderer.ctx.uniform1f(uniformEnableGlow,1.0); - renderer.drawIndexedPrimitive(mesh.primitive, this.shaderProgram, {"vert":"vec3", "normal":"vec3", "texcoord":"vec2"} ); + renderer.drawIndexedPrimitive(mesh.primitive, this.shaderProgram, {"vert":"vec3", "normal":"vec3", "texcoord":"vec2"} ); - } + } }; RDGE.GenerateDepthMap = function () { - this.shaderProgram=g_depthMapGenShader; + this.shaderProgram=g_depthMapGenShader; }; RDGE.GenerateDepthMap.prototype.process = function (context, trNode, parent) { var renderer = RDGE.globals.engine.getContext().renderer; - // apply the context - context.Apply(false); + // apply the context + context.Apply(false); - this.shaderProgram.RDGEUniform.SetUni("u_frustumFarZ",[renderer.cameraManager().getActiveCamera().zFar()]); + 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); + 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) + if(trNode.materialNode.meshNode.mesh.name!==undefined) mesh = RDGE.globals.meshMan.getModelByName(trNode.materialNode.meshNode.mesh.name); - else + else mesh = RDGE.globals.meshMan.getModelByName(trNode.materialNode.meshNode.mesh.attrib.name); - if(mesh==null) - return; + if(mesh==null) + return; - renderer.enablePolyOffsetFill(); - - renderer.drawIndexedPrimitive(mesh.primitive, this.shaderProgram, {"vert":"vec3", "normal":"vec3", "texcoord":"vec2"} ); + renderer.enablePolyOffsetFill(); + + renderer.drawIndexedPrimitive(mesh.primitive, this.shaderProgram, {"vert":"vec3", "normal":"vec3", "texcoord":"vec2"} ); - renderer.disablePolyOffsetFill(); - } + renderer.disablePolyOffsetFill(); + } }; RDGE.GenerateHighResDepthMap = function () { - this.shaderProgram=g_hrDepthMapGenShader; - this.cullFront=true; + this.shaderProgram=g_hrDepthMapGenShader; + this.cullFront=true; }; RDGE.GenerateHighResDepthMap.prototype.process = function (context, trNode, parent) { var renderer = RDGE.globals.engine.getContext().renderer; - // apply the context - context.Apply(false); + // apply the context + context.Apply(false); - this.shaderProgram.RDGEUniform.SetUni("u_frustumFarZ",[renderer.cameraManager().getActiveCamera().zFar()]); + 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); + 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) + if(trNode.materialNode.meshNode.mesh.name!==undefined) mesh = RDGE.globals.meshMan.getModelByName(trNode.materialNode.meshNode.mesh.name); - else + else mesh = RDGE.globals.meshMan.getModelByName(trNode.materialNode.meshNode.mesh.attrib.name); - if(mesh==null) - return; + if(mesh==null) + return; - renderer.disableCulling(); - renderer.enablePolyOffsetFill(); - - this.cullFront ? renderer.cullFrontFace() : renderer.cullBackFace(); + renderer.disableCulling(); + renderer.enablePolyOffsetFill(); + + this.cullFront ? renderer.cullFrontFace() : renderer.cullBackFace(); - renderer.drawIndexedPrimitive( mesh.primitive, this.shaderProgram, { "vert":"vec3", "normal":"vec3", "texcoord":"vec2" } ); + renderer.drawIndexedPrimitive( mesh.primitive, this.shaderProgram, { "vert":"vec3", "normal":"vec3", "texcoord":"vec2" } ); - renderer.disableCulling(); - renderer.cullBackFace(); - renderer.disablePolyOffsetFill(); - } + renderer.disableCulling(); + renderer.cullBackFace(); + renderer.disablePolyOffsetFill(); + } }; RDGE.SceneCreateShadowMap = function () { - //this.shaderProgram = g_depthShadowMap; + //this.shaderProgram = g_depthShadowMap; }; RDGE.SceneCreateShadowMap.prototype.process = function (context, trNode, parent) { -- cgit v1.2.3 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/run_state.js | 718 ++++++++++----------- 1 file changed, 359 insertions(+), 359 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 1c6a6a8c..bb86f72e 100755 --- a/js/helper-classes/RDGE/src/core/script/run_state.js +++ b/js/helper-classes/RDGE/src/core/script/run_state.js @@ -26,368 +26,368 @@ 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.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(); - } - + */ + +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] }); - - /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -}; - -RDGE.RunState.prototype.ReInit = function () { - if (!this.initialized) { - this.Init(); + + //////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +// 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] }); + + /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +}; + +RDGE.RunState.prototype.ReInit = function () { + if (!this.initialized) { + this.Init(); } - else { + else { if (this.hasUserState && this.userRunState && this.userRunState.onRunState) this.userRunState.onRunState(); - } -}; - -RDGE.RunState.prototype.Update = function (dt) { - this.userRunState.update(dt); -}; - -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 -RDGE.SceneRender = function () { - this.shaderProgram = RDGE.globals.engine.defaultContext.shaderProg; -}; - -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; - - // 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); - - - 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); - - if(mesh==null) - return; - - renderer.ctx.uniform1f(uniformEnableGlow,0.0); - - - 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"} ); - - } -}; - -// render scene nodes -RDGE.GenerateGlowMap = function () { - this.shaderProgram = RDGE.globals.engine.defaultContext.shaderProg; -}; - -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 = RDGE.globals.meshMan.getModelByName(trNode.materialNode.meshNode.mesh.name); - else - mesh = RDGE.globals.meshMan.getModelByName(trNode.materialNode.meshNode.mesh.attrib.name); - - if(mesh==null) - return; - - renderer.ctx.uniform1f(uniformEnableGlow,1.0); - - renderer.drawIndexedPrimitive(mesh.primitive, this.shaderProgram, {"vert":"vec3", "normal":"vec3", "texcoord":"vec2"} ); - - } -}; - - -RDGE.GenerateDepthMap = function () { - this.shaderProgram=g_depthMapGenShader; -}; - -RDGE.GenerateDepthMap.prototype.process = function (context, trNode, parent) { - var renderer = RDGE.globals.engine.getContext().renderer; - - // 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 = RDGE.globals.meshMan.getModelByName(trNode.materialNode.meshNode.mesh.name); - else - mesh = RDGE.globals.meshMan.getModelByName(trNode.materialNode.meshNode.mesh.attrib.name); - - if(mesh==null) - return; - - renderer.enablePolyOffsetFill(); - - renderer.drawIndexedPrimitive(mesh.primitive, this.shaderProgram, {"vert":"vec3", "normal":"vec3", "texcoord":"vec2"} ); - - renderer.disablePolyOffsetFill(); - } -}; - -RDGE.GenerateHighResDepthMap = function () { - this.shaderProgram=g_hrDepthMapGenShader; - this.cullFront=true; -}; - -RDGE.GenerateHighResDepthMap.prototype.process = function (context, trNode, parent) { - var renderer = RDGE.globals.engine.getContext().renderer; - - // 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 = RDGE.globals.meshMan.getModelByName(trNode.materialNode.meshNode.mesh.name); - else - mesh = RDGE.globals.meshMan.getModelByName(trNode.materialNode.meshNode.mesh.attrib.name); - - if(mesh==null) - return; - - renderer.disableCulling(); - renderer.enablePolyOffsetFill(); - - this.cullFront ? renderer.cullFrontFace() : renderer.cullBackFace(); - - 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) { -}; -////////////////////////////////////////////////////////////////// -*/ + } +}; + +RDGE.RunState.prototype.Update = function (dt) { + this.userRunState.update(dt); +}; + +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 +RDGE.SceneRender = function () { + this.shaderProgram = RDGE.globals.engine.defaultContext.shaderProg; +}; + +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; + + // 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); + + + 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); + + if(mesh==null) + return; + + renderer.ctx.uniform1f(uniformEnableGlow,0.0); + + + 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"} ); + + } +}; + +// render scene nodes +RDGE.GenerateGlowMap = function () { + this.shaderProgram = RDGE.globals.engine.defaultContext.shaderProg; +}; + +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 = RDGE.globals.meshMan.getModelByName(trNode.materialNode.meshNode.mesh.name); + else + mesh = RDGE.globals.meshMan.getModelByName(trNode.materialNode.meshNode.mesh.attrib.name); + + if(mesh==null) + return; + + renderer.ctx.uniform1f(uniformEnableGlow,1.0); + + renderer.drawIndexedPrimitive(mesh.primitive, this.shaderProgram, {"vert":"vec3", "normal":"vec3", "texcoord":"vec2"} ); + + } +}; + + +RDGE.GenerateDepthMap = function () { + this.shaderProgram=g_depthMapGenShader; +}; + +RDGE.GenerateDepthMap.prototype.process = function (context, trNode, parent) { + var renderer = RDGE.globals.engine.getContext().renderer; + + // 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 = RDGE.globals.meshMan.getModelByName(trNode.materialNode.meshNode.mesh.name); + else + mesh = RDGE.globals.meshMan.getModelByName(trNode.materialNode.meshNode.mesh.attrib.name); + + if(mesh==null) + return; + + renderer.enablePolyOffsetFill(); + + renderer.drawIndexedPrimitive(mesh.primitive, this.shaderProgram, {"vert":"vec3", "normal":"vec3", "texcoord":"vec2"} ); + + renderer.disablePolyOffsetFill(); + } +}; + +RDGE.GenerateHighResDepthMap = function () { + this.shaderProgram=g_hrDepthMapGenShader; + this.cullFront=true; +}; + +RDGE.GenerateHighResDepthMap.prototype.process = function (context, trNode, parent) { + var renderer = RDGE.globals.engine.getContext().renderer; + + // 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 = RDGE.globals.meshMan.getModelByName(trNode.materialNode.meshNode.mesh.name); + else + mesh = RDGE.globals.meshMan.getModelByName(trNode.materialNode.meshNode.mesh.attrib.name); + + if(mesh==null) + return; + + renderer.disableCulling(); + renderer.enablePolyOffsetFill(); + + this.cullFront ? renderer.cullFrontFace() : renderer.cullBackFace(); + + 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 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/run_state.js | 23 +++++++++++----------- 1 file changed, 12 insertions(+), 11 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 bb86f72e..82cf975e 100755 --- a/js/helper-classes/RDGE/src/core/script/run_state.js +++ b/js/helper-classes/RDGE/src/core/script/run_state.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