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