/* This file contains proprietary software owned by Motorola Mobility, Inc.
No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.
(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
*/ renderInitProcDefault = __renderInitProcDefault; renderInitScreenQuad = __renderInitScreenQuad; renderInitProcDepthMap = __renderInitProcDepthMap; renderInitShadowReceiver= __renderInitShadowReceiver; renderInitShadowProjection = __renderInitShadowProjection; function __renderInitProcDefault(primSet, vertexData) { var material = primSet.material; //push envMap tex material.tex.env.push(arrayPeek(material.shader).envMap); material.tex.envDiff.push(arrayPeek(material.shader).envDiff); gl.useProgram(arrayPeek(material.shader).shaderHandle); arrayPeek(material.renderObj).addTexture("layerMap1", 0, UNIFORMTYPE.TEXTURE2D); arrayPeek(material.renderObj).addTexture("layerMap2", 1, UNIFORMTYPE.TEXTURE2D); arrayPeek(material.renderObj).addTexture("colorMeMap1", 2, UNIFORMTYPE.TEXTURE2D); arrayPeek(material.renderObj).addTexture("colorMeMap2", 3, UNIFORMTYPE.TEXTURE2D); arrayPeek(material.renderObj).addTexture("envMap", 4, UNIFORMTYPE.TEXTURE2D); arrayPeek(material.renderObj).addTexture("envDiff", 5, UNIFORMTYPE.TEXTURE2D); arrayPeek(material.renderObj).addTexture("normalMap1", 15, UNIFORMTYPE.TEXTURE2D); arrayPeek(material.renderObj).addTexture("normalMap2", 6, UNIFORMTYPE.TEXTURE2D); arrayPeek(material.renderObj).addTexture("stickerMap0", 7, UNIFORMTYPE.TEXTURE2D); arrayPeek(material.renderObj).addTexture("stickerMap1", 8, UNIFORMTYPE.TEXTURE2D); arrayPeek(material.renderObj).addTexture("stickerMap2", 9, UNIFORMTYPE.TEXTURE2D); arrayPeek(material.renderObj).addTexture("stickerMap3", 10, UNIFORMTYPE.TEXTURE2D); arrayPeek(material.renderObj).addTexture("stickerMap4", 11, UNIFORMTYPE.TEXTURE2D); arrayPeek(material.renderObj).addTexture("stickerMap5", 12, UNIFORMTYPE.TEXTURE2D); arrayPeek(material.renderObj).addTexture("stickerMap6", 13, UNIFORMTYPE.TEXTURE2D); arrayPeek(material.renderObj).addTexture("stickerMap7", 14, UNIFORMTYPE.TEXTURE2D); arrayPeek(material.renderObj).addUniform("u_normalMatrix", gl.normalMatrix, UNIFORMTYPE.MATRIX4); arrayPeek(material.renderObj).addUniform("u_mvMatrix", gl.mvMatrix, UNIFORMTYPE.MATRIX4); arrayPeek(material.renderObj).addUniform("u_invMvMatrix", gl.invMvMatrix, UNIFORMTYPE.MATRIX4); arrayPeek(material.renderObj).addUniform("u_stickerMatrix0", primSet.parentMesh.stickers[0], UNIFORMTYPE.MATRIX4); arrayPeek(material.renderObj).addUniform("u_stickerMatrix1", primSet.parentMesh.stickers[1], UNIFORMTYPE.MATRIX4); arrayPeek(material.renderObj).addUniform("u_stickerMatrix2", primSet.parentMesh.stickers[2], UNIFORMTYPE.MATRIX4); arrayPeek(material.renderObj).addUniform("u_stickerMatrix3", primSet.parentMesh.stickers[3], UNIFORMTYPE.MATRIX4); arrayPeek(material.renderObj).addUniform("u_stickerMatrix4", primSet.parentMesh.stickers[4], UNIFORMTYPE.MATRIX4); arrayPeek(material.renderObj).addUniform("u_stickerMatrix5", primSet.parentMesh.stickers[5], UNIFORMTYPE.MATRIX4); arrayPeek(material.renderObj).addUniform("u_stickerMatrix6", primSet.parentMesh.stickers[6], UNIFORMTYPE.MATRIX4); arrayPeek(material.renderObj).addUniform("u_stickerMatrix7", primSet.parentMesh.stickers[7], UNIFORMTYPE.MATRIX4); arrayPeek(material.renderObj).addUniform("u_stickerPos0", primSet.parentMesh.stickersPos[0], UNIFORMTYPE.FLOAT3); arrayPeek(material.renderObj).addUniform("u_stickerPos1", primSet.parentMesh.stickersPos[1], UNIFORMTYPE.FLOAT3); arrayPeek(material.renderObj).addUniform("u_stickerPos2", primSet.parentMesh.stickersPos[2], UNIFORMTYPE.FLOAT3); arrayPeek(material.renderObj).addUniform("u_stickerPos3", primSet.parentMesh.stickersPos[3], UNIFORMTYPE.FLOAT3); arrayPeek(material.renderObj).addUniform("u_stickerPos4", primSet.parentMesh.stickersPos[4], UNIFORMTYPE.FLOAT3); arrayPeek(material.renderObj).addUniform("u_stickerPos5", primSet.parentMesh.stickersPos[5], UNIFORMTYPE.FLOAT3); arrayPeek(material.renderObj).addUniform("u_stickerPos6", primSet.parentMesh.stickersPos[6], UNIFORMTYPE.FLOAT3); arrayPeek(material.renderObj).addUniform("u_stickerPos7", primSet.parentMesh.stickersPos[7], UNIFORMTYPE.FLOAT3); arrayPeek(material.renderObj).addUniform("u_projMatrix", gl.perspectiveMatrix, UNIFORMTYPE.MATRIX4); arrayPeek(material.renderObj).addUniform("u_fillColor1", material.fillColor[0], UNIFORMTYPE.FLOAT4); arrayPeek(material.renderObj).addUniform("u_fillColor2", material.fillColor[1], UNIFORMTYPE.FLOAT4); arrayPeek(material.renderObj).addUniform("u_skinColor", material.fillColor[2], UNIFORMTYPE.FLOAT4); // debug--- vertexData.vertexObject.name = "vertexObject"; vertexData.normalObject.name = "normalObject"; vertexData.texCoordObject.name = "texCoordObject"; vertexData.indexObject.name = "indexObject"; //---------- arrayPeek(material.renderObj).addBuffers(vertexData.vertexObject, gl.ARRAY_BUFFER, 3, 0, gl.FLOAT); arrayPeek(material.renderObj).addBuffers(vertexData.normalObject, gl.ARRAY_BUFFER, 3, 1, gl.FLOAT); arrayPeek(material.renderObj).addBuffers(vertexData.texCoordObject, gl.ARRAY_BUFFER, 2, 2, gl.FLOAT); arrayPeek(material.renderObj).addBuffers(vertexData.indexObject, gl.ELEMENT_ARRAY_BUFFER); //} gl.useProgram(null); // gl.console.log("Mesh Init done!"); } function __renderInitScreenQuad(quad, shader) { if(shader == undefined) { quad.shader = createShader(gl, 'screenQuad_vShader', 'screenQuad_fShader', [ "vert", "texcoord"]); } else { quad.shader = shader; } quad.renderObj = new RenderObject(quad.shader); quadBuf = getScreenAlignedQuad(); quad.vertBuffer = quadBuf.vertexObject; quad.uvBuffer = quadBuf.texCoordObject; quad.renderObj.addTexture("basemap", 0, UNIFORMTYPE.TEXTURE2D); var invWidth = (g_width == 0.0) ? 0.0 : 1.0/g_width, invHeight = (g_height == 0.0) ? 0.0 : 1.0/g_height; quad.renderObj.addUniform("u_inv_viewport_width", invWidth, UNIFORMTYPE.FLOAT); quad.renderObj.addUniform("u_inv_viewport_height", invHeight, UNIFORMTYPE.FLOAT); quad.renderObj.addBuffers(quad.vertBuffer, gl.ARRAY_BUFFER, 3, 0, gl.FLOAT); quad.renderObj.addBuffers(quad.uvBuffer, gl.ARRAY_BUFFER, 2, 2, gl.FLOAT); } function __renderInitProcDepthMap(renderObj) { renderObj.shader = g_depthShader.shaderHandle;//createShader(gl, depthMapVShader, depthMapFShader, [ "vert", "normal", "texcoord"]); gl.useProgram(renderObj.shader); renderObj.addUniform("u_mvpLightMatrix", g_mainLight.mvpMatrix, UNIFORMTYPE.MATRIX4); //renderObj.addUniform("u_mvpLightMatrixWTF", g_mainLight.mvpMatrix, UNIFORMTYPE.MATRIX4); // var uni = gl.getUniformLocation(renderObj.shader, "u_mvpLightMatrixWTF"); // renderObj.addUniform("u_WTF1", g_lightMat[0], UNIFORMTYPE.FLOAT4); // renderObj.addUniform("u_WTF2", g_lightMat[1], UNIFORMTYPE.FLOAT4); // renderObj.addUniform("u_WTF3", g_lightMat[2], UNIFORMTYPE.FLOAT4); // renderObj.addUniform("u_WTF4", g_lightMat[3], UNIFORMTYPE.FLOAT4); // // since the uniform data references should not change we can just bind one time renderObj.bindUniforms(); gl.useProgram(null); } function __renderInitShadowReceiver(primSet, vertexData) { // setup passes primSet.shadowTarget = g_texMan.loadRenderTarget("shadowTarget", 256, 256); primSet.shadowTargetFinal = g_texMan.loadRenderTarget("shadowTargetFinal", 256, 256); primSet.screenQuad = new ScreenQuad(primSet.shadowTargetFinal); primSet.screenQuad.initialize(__renderInitRadialBlur); // set the target as the shadow to get projcetd primSet.parentMesh.shadowToProject = primSet.shadowTarget; //mainSceneQuad = new ScreenQuad(primSet.shadowTarget); //mainSceneQuad.initialize(renderInitScreenQuad); var material = primSet.material; //push envMap tex material.tex.env.push(arrayPeek(material.shader).envMap); material.tex.envDiff.push(arrayPeek(material.shader).envDiff); gl.useProgram(arrayPeek(material.shader).shaderHandle); arrayPeek(material.renderObj).addTexture("shadowMap", 0, UNIFORMTYPE.TEXTURE2D); arrayPeek(material.renderObj).addUniform("u_mvMatrix", gl.mvMatrix, UNIFORMTYPE.MATRIX4); arrayPeek(material.renderObj).addUniform("u_projMatrix", gl.perspectiveMatrix, UNIFORMTYPE.MATRIX4); arrayPeek(material.renderObj).addUniform("u_shadowBiasMatrix", g_mainLight.shadowMatrix, UNIFORMTYPE.MATRIX4); arrayPeek(material.renderObj).addUniform("u_vShadowLight", g_mainLight.view, UNIFORMTYPE.MATRIX4); // debug--- vertexData.vertexObject.name = "vertexObject"; vertexData.normalObject.name = "normalObject"; vertexData.texCoordObject.name = "texCoordObject"; vertexData.indexObject.name = "indexObject"; //---------- arrayPeek(material.renderObj).addBuffers(vertexData.vertexObject, gl.ARRAY_BUFFER, 3, 0, gl.FLOAT); arrayPeek(material.renderObj).addBuffers(vertexData.normalObject, gl.ARRAY_BUFFER, 3, 1, gl.FLOAT); arrayPeek(material.renderObj).addBuffers(vertexData.texCoordObject, gl.ARRAY_BUFFER, 2, 2, gl.FLOAT); arrayPeek(material.renderObj).addBuffers(vertexData.indexObject, gl.ELEMENT_ARRAY_BUFFER); //} gl.useProgram(null); // gl.console.log("Mesh Init done!"); //__renderInitShadowProjection(primSet, vertexData); } function __renderInitShadowProjection(primSet, vertexData) { var material = primSet.material; //push envMap tex //material.tex.env.push(arrayPeek(material.shader).envMap); //material.tex.envDiff.push(arrayPeek(material.shader).envDiff); gl.useProgram(arrayPeek(material.shader).shaderHandle); arrayPeek(material.renderObj).addTexture("shadowMap", 0, UNIFORMTYPE.TEXTURE2D); arrayPeek(material.renderObj).addUniform("u_mvMatrix", gl.mvMatrix, UNIFORMTYPE.MATRIX4); arrayPeek(material.renderObj).addUniform("u_projMatrix", gl.perspectiveMatrix, UNIFORMTYPE.MATRIX4); arrayPeek(material.renderObj).addUniform("u_shadowBiasMatrix", g_mainLight.shadowMatrix, UNIFORMTYPE.MATRIX4); arrayPeek(material.renderObj).addUniform("u_vShadowLight", g_mainLight.view, UNIFORMTYPE.MATRIX4); // debug--- vertexData.vertexObject.name = "vertexObject"; vertexData.normalObject.name = "normalObject"; vertexData.texCoordObject.name = "texCoordObject"; vertexData.indexObject.name = "indexObject"; //---------- arrayPeek(material.renderObj).addBuffers(vertexData.vertexObject, gl.ARRAY_BUFFER, 3, 0, gl.FLOAT); arrayPeek(material.renderObj).addBuffers(vertexData.normalObject, gl.ARRAY_BUFFER, 3, 1, gl.FLOAT); arrayPeek(material.renderObj).addBuffers(vertexData.texCoordObject, gl.ARRAY_BUFFER, 2, 2, gl.FLOAT); arrayPeek(material.renderObj).addBuffers(vertexData.indexObject, gl.ELEMENT_ARRAY_BUFFER); //} gl.useProgram(null); // gl.console.log("Mesh Init done!"); } function __renderInitRadialBlur(quad, shader) { if(shader == undefined) { quad.shader = createShader(gl, 'radialBlur_vshader', 'radialBlur_fshader', [ "vert", "texcoord"]); } else { quad.shader = shader; } quad.renderObj = new RenderObject(quad.shader); quadBuf = getScreenAlignedQuad(); quad.vertBuffer = quadBuf.vertexObject; quad.uvBuffer = quadBuf.texCoordObject; quad.renderObj.addTexture("basemap", 0, UNIFORMTYPE.TEXTURE2D); quad.renderObj.addUniform("u_inv_viewport_width", 1.0/g_width, UNIFORMTYPE.FLOAT); quad.renderObj.addUniform("u_inv_viewport_height", 1.0/g_height, UNIFORMTYPE.FLOAT); quad.renderObj.addUniform("u_sampRadius", 5.0, UNIFORMTYPE.FLOAT); quad.renderObj.addUniform("u_numSamples", 16, UNIFORMTYPE.INT); quad.renderObj.addUniform("u_mapSize", 256.0, UNIFORMTYPE.FLOAT); quad.renderObj.addBuffers(quad.vertBuffer, gl.ARRAY_BUFFER, 3, 0, gl.FLOAT); quad.renderObj.addBuffers(quad.uvBuffer, gl.ARRAY_BUFFER, 2, 2, gl.FLOAT); }