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