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path: root/js/helper-classes/RDGE/src/core/script/RenderInitProcs.js
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/* <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);
};