/* 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.
*/ 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(); } 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) { }; ////////////////////////////////////////////////////////////////// */