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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> */
/**
* supported uniform types
*/
function __UNIFORMTYPE()
{
this.INT = 0x3F0;
this.FLOAT = 0x3E8;
this.FLOAT2 = 0x3E9;
this.FLOAT3 = 0x3EA;
this.FLOAT4 = 0x3EB;
this.MATRIX3 = 0x3EC;
this.MATRIX4 = 0x3ED;
this.TEXTURE2D = 0x3EE;
this.TEXTURECUBE = 0x3EF;
}
UNIFORMTYPE = new __UNIFORMTYPE();
/**
* RenderObject - contains references to all the data need to render, including vertex buffers, uniform handles, and matrices
* @param shaderHandle
*/
function RenderObject(shaderHandle)
{
this.shader = shaderHandle;
this.world = null;
this.bindings = new ShaderData();
this.initRenderProc = null;
this.renderProc = null;
this.postRenderProc = null;
}
/**
* Adds a uniform to the render object to bound during render
* @param name - name of the uniform
* @param value - reference to value that will get bound (will be referenced from now on, don't delete the ref)
* @param type - type of uniform, use UNIFORMTYPE
*/
RenderObject.prototype.addUniform = function(name, value, type)
{
var uniform = gl.getUniformLocation(this.shader, name);
if(uniform)
{
uniform.debugName = name;
this.bindings.uniforms.push( new UniformPair(uniform, value, type));
}
/*
else
{
gl.console.log("ERROR: uniform - " + name + " not found!");
}
*/
};
/**
* Adds a uniform to the render object to bound during render
* @param name - name of the uniform
* @param value - reference to value that will get bound (will be referenced from now on, don't delete the ref)
* @param type - type of uniform, use UNIFORMTYPE
*/
RenderObject.prototype.addUniformArray = function(name, value, type, size)
{
var uniform = gl.getUniformLocation(this.shader, name);
if (uniform)
{
for (var index=0; index<size; index)
{
uniform.debugName = name+index;
this.bindings.uniforms.push( new UniformPair(uniform, value[index], type));
uniform+=value[index].length;
value++;
}
}
/*
else
{
gl.console.log("ERROR: uniform - " + name + " not found!");
}*/
};
/**
* Add texture to uniform
* @param name - handle to the texture
* @param unit - texture slot to use
* @param type - UNIFORMTYPE.TEXTURE2D or TEXTURE2D.TEXTURECUBE
*/
RenderObject.prototype.addTexture = function(name, unit, type)
{
var uniform = gl.getUniformLocation(this.shader, name);
if(uniform)
{
this.bindings.textures.push( new TexUniform(uniform, unit, type));
}
/*
else
{
gl.console.log("ERROR: texture uniform - " + name + " not found!");
}
*/
};
/**
* Adds a vertex buffer to the render object
* @param buffer - buffer to use
* @param glBufferType - type of buffer i.e. gl.ARRAY_BUFFER
* @param attribSize - if using attrib the size of an element (3 for vec3)
* @param attribIndex - the index slot the attrib goes in
* @param glAttribType - type of the attrib i.e. gl.FLOAT
*/
RenderObject.prototype.addBuffers = function(buffer, glBufferType, attribSize, attribIndex, glAttribType)
{
//gl.useProgram(this.shader);
if( attribSize == undefined || attribIndex == undefined || glAttribType == undefined ||
attribSize == null || attribIndex == null || glAttribType == null )
{
this.bindings.buffers.push( new BufferAttrib(buffer, glBufferType, null, null, null));
}
else
{
this.bindings.buffers.push( new BufferAttrib(buffer, glBufferType, attribSize, attribIndex, glAttribType));
}
//gl.useProgram(null);
};
/**
* bind the matrices, vertices and floats to shader uniforms
*/
RenderObject.prototype.bindUniforms = function()
{
for(var uniIndex = 0; uniIndex < this.bindings.uniforms.length; uniIndex++)
{
var bind = this.bindings.uniforms[uniIndex];
switch(bind.type)
{
case UNIFORMTYPE.INT:
gl.uniform1i(bind.uniform, bind.value);
break;
case UNIFORMTYPE.FLOAT:
gl.uniform1f(bind.uniform, bind.value);
break;
case UNIFORMTYPE.FLOAT2:
gl.uniform2fv(bind.uniform, bind.value);
break;
case UNIFORMTYPE.FLOAT3:
gl.uniform3fv(bind.uniform, bind.value);
break;
case UNIFORMTYPE.FLOAT4:
gl.uniform4fv(bind.uniform, bind.value);
break;
case UNIFORMTYPE.MATRIX3:
gl.uniformMatrix3fv(bind.uniform, false, bind.value);
break;
case UNIFORMTYPE.MATRIX4:
gl.uniformMatrix4fv(bind.uniform, false, bind.value);
break;
default:
// gl.console.log("RenderObject: trying to bind unknown texture type");
break;
}
}
};
/**
* binds the texture uniform to texture slots
*/
RenderObject.prototype.bindTextures = function()
{
for(var uniIndex = 0; uniIndex < this.bindings.textures.length; uniIndex++)
{
var bind = this.bindings.textures[uniIndex];
var error = 0;
switch(bind.type)
{
case UNIFORMTYPE.TEXTURE2D:
gl.activeTexture(gl.TEXTURE0 + bind.unit);
gl.uniform1i(bind.uniform, bind.unit);
break;
case UNIFORMTYPE.TEXTURECUBE:
gl.activeTexture(gl.TEXTURE0 + bind.unit);
gl.uniform1i(bind.uniform, bind.unit);
break;
default:
// gl.console.log("RenderObject: trying to bind unknown texture type");
break;
}
}
};
/**
* Binds all buffers and enables any vertexAttribs
*/
RenderObject.prototype.bindBuffers = function() {
for (var bufIndex = 0; bufIndex < this.bindings.buffers.length; bufIndex++)
{
var bind = this.bindings.buffers[bufIndex];
gl.bindBuffer(bind.glBufferType, bind.buffer);
if (bind.glAttribType != null) {
// enable the attribute and point buffer to it
gl.enableVertexAttribArray(bind.attribIndex);
gl.vertexAttribPointer(bind.attribIndex, bind.attribSize, bind.glAttribType, false, 0, 0);
}
}
};
RenderObject.prototype.unBindBuffers=function()
{
for(var bufIndex=0;bufIndex<this.bindings.buffers.length;bufIndex++)
{
var bind=this.bindings.buffers[bufIndex];
if(bind.glAttribType!=null)
{
// enable the attribute and point buffer to it
gl.disableVertexAttribArray(bind.attribIndex);
}
gl.bindBuffer(bind.glBufferType, null);
}
};
RenderObject.prototype.initialize = function(initRenderProc)
{
initRenderProc(this);
};
RenderObject.prototype.clear = function()
{
this.world = mat4.identity();
this.bindings = new ShaderData();
};
/***
* Shader data proto
*/
function ShaderData()
{
this.uniforms = [];
this.textures = [];
this.buffers = [];
}
/***
* Structure to contain reference data for binding to during render
*/
function UniformPair(uniform, value, type)
{
this.uniform = uniform;
this.value = value;
this.type = type;
}
function TexUniform(uniform, unit, type)
{
this.uniform = uniform;
this.unit = unit;
this.type = type;
}
function BufferAttrib(buffer, glBufferType, attribSize, attribIndex, glAttribType)
{
// buffer data
this.buffer = buffer;
this.glBufferType = glBufferType;
// attribute data (can be null)
this.attribSize = attribSize;
this.glAttribType = glAttribType;
this.attribIndex = attribIndex;
}
/*-------------------------------------------------------------RENDER PROC HANDLES----------------------------------------------------------------------*/
renderProcDefault = __renderProcDefault;
postRenderProcDefault = __postRenderProcDefault;
renderProcLines = __renderProcLines;
renderProcScreenQuad = __renderProcScreenQuad;
renderProcDepthMap = __renderProcDepthMap;
renderProcShadowReceiver= __renderProcShadowReceiver;
renderProcShadowProjection = __renderProcShadowProjection;
/*----------------------------------------------------------------RENDER PROCS--------------------------------------------------------------------------*/
function __setActiveTexture(id, texture)
{
gl.activeTexture(id);
gl.bindTexture(gl.TEXTURE_2D, texture);
}
function __renderProcDefault(primSet)
{
//gl.disable(gl.DEPTH_TEST);
//gl.disable(gl.CULL_FACE);
var activeCam = g_cameraManager.getActiveCamera();
gl.mvMatrix = activeCam.view;
gl.mvMatrix = mat4.mul(gl.mvMatrix, primSet.parentMesh.world);
gl.invMvMatrix = mat4.inverse(gl.mvMatrix);
gl.normalMatrix = mat4.transpose( gl.invMvMatrix );
// update shadow light MV matrix
gl.useProgram(arrayPeek(primSet.material.shader).shaderHandle);
// Bind the texture
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, arrayPeek(primSet.material.tex.set1).diff );
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, arrayPeek(primSet.material.tex.set2).diff );
gl.activeTexture(gl.TEXTURE2);
gl.bindTexture(gl.TEXTURE_2D, arrayPeek(primSet.material.tex.set1).spec );
gl.activeTexture(gl.TEXTURE3);
gl.bindTexture(gl.TEXTURE_2D, arrayPeek(primSet.material.tex.set2).spec );
gl.activeTexture(gl.TEXTURE4);
gl.bindTexture(gl.TEXTURE_2D, arrayPeek(primSet.material.tex.env) );
gl.activeTexture(gl.TEXTURE5);
gl.bindTexture(gl.TEXTURE_2D, arrayPeek(primSet.material.tex.envDiff) );
// stickers
__setActiveTexture(gl.TEXTURE7, g_cam.stickerTexture[0]);
__setActiveTexture(gl.TEXTURE8, g_cam.stickerTexture[1]);
__setActiveTexture(gl.TEXTURE9, g_cam.stickerTexture[2]);
__setActiveTexture(gl.TEXTURE10, g_cam.stickerTexture[3]);
__setActiveTexture(gl.TEXTURE11, g_cam.stickerTexture[4]);
__setActiveTexture(gl.TEXTURE12, g_cam.stickerTexture[5]);
__setActiveTexture(gl.TEXTURE13, g_cam.stickerTexture[6]);
__setActiveTexture(gl.TEXTURE14, g_cam.stickerTexture[7]);
// copy current cams matrix
for (var i = 0; i < 8; i++)
{
primSet.parentMesh.stickers[i].load(g_cam.stickers[i]);
primSet.parentMesh.stickersPos[i].setvec(g_cam.stickersPos[i]);
}
__setActiveTexture(gl.TEXTURE15, arrayPeek(primSet.material.tex.set1).norm);
__setActiveTexture(gl.TEXTURE6, arrayPeek(primSet.material.tex.set2).norm);
//bind buffers and attribs
arrayPeek(primSet.material.renderObj).bindBuffers();
// bind shader uniforms
arrayPeek(primSet.material.renderObj).bindTextures();
arrayPeek(primSet.material.renderObj).bindUniforms();
gl.drawElements(gl.TRIANGLES, primSet.size, gl.UNSIGNED_SHORT, primSet.indexInBuffer*2);
}
function __renderProcLines(renderObj, r, g, b, a)
{
gl.useProgram(renderObj.shader);
renderObj.lineColor[0] = r;
renderObj.lineColor[1] = g;
renderObj.lineColor[2] = b;
renderObj.lineColor[3] = a;
//bind buffers and attribs
renderObj.bindBuffers();
// bind shader uniforms
renderObj.bindUniforms();
// draw the AABBs
gl.drawArrays(gl.LINES, 0, renderObj.numPoints/3);
gl.useProgram(null);
}
function __renderProcScreenQuad(quad)
{
gl.disable(gl.DEPTH_TEST);
gl.useProgram(quad.shader);
//bind buffers and attribs
quad.renderObj.bindBuffers();
// bind shader uniforms
quad.renderObj.bindTextures();
quad.renderObj.bindUniforms();
// render
var offset = 0;
// Bind the texture
gl.bindTexture(gl.TEXTURE_2D, quad.texture);
gl.drawArrays(gl.TRIANGLES, 0, 6);
gl.useProgram(null);
gl.enable(gl.DEPTH_TEST);
}
// post render proc
function __postRenderProcDefault(primSet) {
gl.useProgram(arrayPeek(primSet.material.renderObj).shader);
//bind buffers and attribs
//arrayPeek(primSet.material.renderObj).unBindBuffers();
gl.useProgram(null);
}
function __renderProcDepthMap(primSet)
{
gl.useProgram(g_depthMap.shader)
//bind buffers
arrayPeek(primSet.material.renderObj).bindBuffers();
g_depthMap.bindUniforms();
gl.enable(gl.DEPTH_TEST);
gl.enable(gl.CULL_FACE);
gl.enable(gl.POLYGON_OFFSET_FILL);
gl.cullFace(gl.FRONT);
gl.drawElements(gl.TRIANGLES, primSet.size, gl.UNSIGNED_SHORT, primSet.indexInBuffer*2);
gl.cullFace(gl.BACK);
gl.disable(gl.POLYGON_OFFSET_FILL);
gl.disable(gl.CULL_FACE);
//gl.disable(gl.DEPTH_TEST);
gl.useProgram(null);
}
function __renderProcShadowReceiver(primSet)
{
// ---- initial pass, render shadow to target
gl.bindFramebuffer(gl.FRAMEBUFFER, primSet.shadowTarget.frameBuffer);
gl.viewport(0, 0, primSet.shadowTarget.frameBuffer.width, primSet.shadowTarget.frameBuffer.height);
gl.clearDepth(g_farZ);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.useProgram(arrayPeek(primSet.material.shader).shaderHandle);
// Bind the texture
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, g_depthMap.depthRT);
// bind shader uniforms
arrayPeek(primSet.material.renderObj).bindTextures();
//gl.disable(gl.DEPTH_TEST);
//gl.enable(gl.CULL_FACE);
gl.mvMatrix = mat4.mul( g_defaultView, primSet.parentMesh.world );
arrayPeek(primSet.material.renderObj).bindUniforms();
error = gl.getError();
//bind buffers and attribs
arrayPeek(primSet.material.renderObj).bindBuffers();
gl.drawElements(gl.TRIANGLES, primSet.size, gl.UNSIGNED_SHORT, primSet.indexInBuffer*2);
//gl.enable(gl.DEPTH_TEST);
//gl.disable(gl.CULL_FACE);
gl.useProgram(null);
gl.bindTexture(gl.TEXTURE_2D, primSet.shadowTarget);
gl.generateMipmap(gl.TEXTURE_2D);
gl.bindTexture(gl.TEXTURE_2D, null);
gl.bindFramebuffer(gl.FRAMEBUFFER, theSceneRTT.frameBuffer);
gl.viewport(0, 0, theSceneRTT.frameBuffer.width, theSceneRTT.frameBuffer.height);
//----------change buffers render blur pass to quad
gl.bindFramebuffer(gl.FRAMEBUFFER, primSet.shadowTargetFinal.frameBuffer);
gl.viewport(0, 0, primSet.shadowTargetFinal.frameBuffer.width, primSet.shadowTargetFinal.frameBuffer.height);
gl.clearDepth(g_farZ);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
primSet.screenQuad.setTexture(primSet.shadowTarget);
primSet.screenQuad.render(renderProcScreenQuad);
gl.bindTexture(gl.TEXTURE_2D, primSet.shadowTargetFinal);
gl.generateMipmap(gl.TEXTURE_2D);
gl.bindTexture(gl.TEXTURE_2D, null);
gl.bindFramebuffer(gl.FRAMEBUFFER, theSceneRTT.frameBuffer);
gl.viewport(0, 0, theSceneRTT.frameBuffer.width, theSceneRTT.frameBuffer.height);
//----------change buffers render blur pass to quad again
gl.bindFramebuffer(gl.FRAMEBUFFER, primSet.shadowTarget.frameBuffer);
gl.viewport(0, 0, primSet.shadowTarget.frameBuffer.width, primSet.shadowTarget.frameBuffer.height);
gl.clearDepth(g_farZ);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
primSet.screenQuad.setTexture(primSet.shadowTargetFinal);
primSet.screenQuad.render(renderProcScreenQuad);
gl.bindTexture(gl.TEXTURE_2D, primSet.shadowTarget);
gl.generateMipmap(gl.TEXTURE_2D);
gl.bindTexture(gl.TEXTURE_2D, null);
gl.bindFramebuffer(gl.FRAMEBUFFER, theSceneRTT.frameBuffer);
gl.viewport(0, 0, theSceneRTT.frameBuffer.width, theSceneRTT.frameBuffer.height);
}
function __renderProcShadowProjection(primSet)
{
gl.useProgram(arrayPeek(primSet.material.shader).shaderHandle);
// Bind the texture
var error = gl.getError();
gl.activeTexture(gl.TEXTURE0);
error=gl.getError(gl.bindTexture(gl.TEXTURE_2D, g_depthMap.shadowTarget));
gl.bindTexture(gl.TEXTURE_2D, g_meshMan.getModelByName("backdropReceiver").mesh.shadowToProject);
// bind shader uniforms
arrayPeek(primSet.material.renderObj).bindTextures();
gl.mvMatrix = mat4.mul( g_defaultView, primSet.parentMesh.world );
arrayPeek(primSet.material.renderObj).bindUniforms();
//bind buffers and attribs
arrayPeek(primSet.material.renderObj).bindBuffers();
gl.drawElements(gl.TRIANGLES, primSet.size, gl.UNSIGNED_SHORT, primSet.indexInBuffer*2);
gl.useProgram(null);
}
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