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/* <copyright>
Copyright (c) 2012, Motorola Mobility LLC.
All Rights Reserved.

Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:

* Redistributions of source code must retain the above copyright notice,
  this list of conditions and the following disclaimer.

* Redistributions in binary form must reproduce the above copyright notice,
  this list of conditions and the following disclaimer in the documentation
  and/or other materials provided with the distribution.

* Neither the name of Motorola Mobility LLC nor the names of its
  contributors may be used to endorse or promote products derived from this
  software without specific prior written permission.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
POSSIBILITY OF SUCH DAMAGE.
</copyright> */


// RDGE namespaces
var RDGE = RDGE || {};

/*
*	jpass geometry set - determines the category(s) of geometry that a pass will render
*	can be OR'ed together
*/
RDGE.jpassGeoSet =
{
    'BACKGROUND': 1,
    'OPAQUE': 2,
    'TRANSPARENT': 4,
    'ADDITIVE': 8,
    'TRANSLUCENT': 16,
    'FOREGROUND': 32,
    'ALL': 127,
    'SCREEN_QUAD': 128, // a screen aligned quad - for rendering a texture to screen
    'SHADOW': 256, // the opaque geometry from shadow light's point of view
    'MAXSETS': 9
};


/*
*	The abstract base class that defines a jpass
*	a jpass represents a single render pass of the scene graph
*/
RDGE._jpassBaseClass = function () {
    this.context = RDGE.globals.engine.getContext();
    this.renderer = RDGE.globals.engine.getContext().renderer;
    this.sortCats = RDGE.rdgeConstants.categoryEnumeration;
    this.bucketCount = RDGE.rdgeConstants.categoryEnumeration.MAX_CAT;

    // render order
    this.renderOrder = [];
    this.renderOrder[this.sortCats.BACKGROUND] = 0;
    this.renderOrder[this.sortCats.OPAQUE] = 1;
    this.renderOrder[this.sortCats.TRANSPARENT] = 2;
    this.renderOrder[this.sortCats.ADDITIVE] = 3
    this.renderOrder[this.sortCats.TRANSLUCENT] = 4;
    this.renderOrder[this.sortCats.FOREGROUND] = 5;

    // the name of this pass
    this.name = "renderPass_" + RDGE.nodeIdGen.getId();

    /*
    *	if 0 this pass and children are culled from rendering
    */
    this.visibility = 1;

    /*
    *	called when the pass is hidden - override for customication
    */
    this.onHide = function () {
    };

    /*
    *	Called by the system to hide the pass and its children
    */
    this.hidePass = function () {
        this.onHide();

        for (var i = 0, len = this.children.length; i < len; ++i) {
            this.children[i].hidePass();
        }
    };

    /*
    *	the default output render targets that this pass will create
    */
    this.defaultTargetOut = {};

    /*
    * All the outputs required by the pass
    */
    this.outputs =
	[
    // example
    // {'name':"u_mainRT", 'type':"target", 'width':1024, 'height':1024, 'mips':false}
	];

    /*
    *	notifies the the renderer that the viewport was modified and needs to be reset
    */
    this.dirty = false;

    /*
    *	Index of the currently selected output target
    */
    this.outputIndex = 0;

    /*
    *	outputs from the previous pass are set as inputs for this pass
    */
    this.inputs = [];

    /*
    *	other textures requested for this pass
    */
    this.textures = [];

    /*
    *	the flags that control how the pass is rendered
    */
    this.frustum_culling = "enable"; 		// disable/enable frustum culling during the pass
    this.clear = null; 						// flags to clear the output target with before rendering
    this.clearColor = null;

    /*
    *	Contains a list of geometry to be rendered, during a post process render pass this will usually by a screen quad
    */
    this.renderList =
	[
    // example
    // { 'name':'opaqeobjects', 'geo'{ 'OPAQUE':[ new renderObject(meshNode, transformNode, RenderContext)]} }
	];

    /*
    *	The passes that will render after this pass
    */
    this.children = [];

    /*
    *	This shader will override all other shaders
    */
    this.shader = null;

    /*
    *	Technique of from shader to use, if null currently set technique is used
    */
    this.technique = null;

    /*
    *	determines the geometry that will be rendered during the pass
    */
    this.geometrySet = "SCREEN_QUAD";

    /*
    *	A camera set here will override any camera active in the scene
    */
    this.camera = null;

    /*
    *	Initialize the pass
    */
    this.init = function () {
    };

    /*
    *	inserts a node into the child map using the pass name as the key
    */
    this.insertChildPass = function (jpassObj) {
        this.children[jpassObj.name] = jpassObj;
    };

    /*
    *	the scene-graph to process
    */
    this.process = function () {
        // pre-defined local variables to prevent allocation
        var context;
        var shaderProg;
        var listCount;
        var len;
        var passes;
        var pass;
        var node;
        var mesh;
        var meshCount;
        var nodeIdx = 0;
        var meshIdx = 0;
        var paramIdx = 0;
        var passIdx = 0;

        var renderer = RDGE.globals.engine.getContext().renderer;

        //this.renderer = RDGE.globals.engine.getContext().renderer;

        // bind output target for rendering
        this.bindOutput();

        // call custom pre-render step
        this.preRender();

        var activeCam = renderer.cameraManager().getActiveCamera();

        if (this.technique) {
            this.shader.setTechnique(this.technique);
        }

        renderer.projectionMatrix = activeCam.proj;

        // parameters that can be set once per pass
        RDGE.rdgeGlobalParameters.u_inv_viewport_width.set([1.0 / renderer.vpWidth]);
        RDGE.rdgeGlobalParameters.u_inv_viewport_height.set([1.0 / renderer.vpHeight]);
        RDGE.rdgeGlobalParameters.u_farZ.set([activeCam.zFar()]);
        RDGE.rdgeGlobalParameters.u_projMatrix.set(renderer.projectionMatrix);

        for (var bucketIdx = 0, bckCnt = this.renderList.length; bucketIdx < bckCnt; ++bucketIdx) {
            //var curList		= this.renderList[bucketIdx];
            listCount = this.renderList[bucketIdx].length;

            for (nodeIdx = 0; nodeIdx < listCount; ++nodeIdx) {
                node = this.renderList[bucketIdx][nodeIdx].node;

                if (node.world) {
                    context = this.renderList[bucketIdx][nodeIdx].context;
                    shaderProg = this.shader ? this.shader : context.shaderProg;

                    renderer.mvMatrix = RDGE.mat4.mul4x3(node.world, activeCam.view);
                    renderer.invMvMatrix = RDGE.mat4.inverse(renderer.mvMatrix);
                    renderer.normalMatrix = RDGE.mat4.transpose(renderer.invMvMatrix);

                    RDGE.rdgeGlobalParameters.u_mvMatrix.set(renderer.mvMatrix);
                    RDGE.rdgeGlobalParameters.u_normalMatrix.set(renderer.normalMatrix);
                    RDGE.rdgeGlobalParameters.u_worldMatrix.set(node.world);

                    RDGE.rdgeGlobalParameters.u_viewMatrix.set(activeCam.view);
                    RDGE.rdgeGlobalParameters.u_invViewMatrix.set(RDGE.mat4.inverse(activeCam.view));
                    RDGE.rdgeGlobalParameters.u_invMvMatrix.set(renderer.invMvMatrix);

                    len = context.uniforms.length;
                    for (paramIdx = 0; paramIdx < len; ++paramIdx) {
                        RDGE.rdgeGlobalParameters[context.uniforms[paramIdx].name].set(context.uniforms[paramIdx].value);
                    }

                    // augment the texture list with any post processing textures
                    this.updateTextureContext(context.textureList);

                    shaderProg.setLightContext(context.lights);
                    shaderProg.setTextureContext(context.textureList);

                    passes = shaderProg.begin();
                    pass = null;
                    for (passIdx = 0; passIdx < passes; ++passIdx) {
                        pass = shaderProg.beginPass(passIdx);

                        meshCount = node.meshes.length;
                        for (meshIdx = 0; meshIdx < meshCount; ++meshIdx) {
                            mesh = RDGE.globals.meshMan.getModelByName(node.meshes[meshIdx].mesh.name);

                            if (mesh)
                                renderer.drawPrimitive(mesh.primitive, pass.program, pass.attributes);

                        }

                        shaderProg.endPass();

                        this.onPassEnd();
                    }

                    shaderProg.end();
                }
            }

        }

        // call custom post render step
        this.postRender();

        // remove the bound render target if applicable
        this.unbindOutput();
    };

    /*
    *	handle any setup 'before' processing the geo/scenegraph
    *	the first step in the pass
    */
    this.preRender = function () {
    };

    /*
    *	handle any setup 'after' processing the geo/scenegraph
    *	the last step in the pass
    */
    this.postRender = function () {
    };


    /*
    *	Custom function to handle any processing in between jshader passes
    */
    this.onPassEnd = function () {
        if (this.outputIndex + 1 < this.outputs.length)
            ++this.outputIndex;
    };

    /*
    *	Set the list of objects to render
    */
    this.setRenderList = function (contextList) {
        this.renderList = contextList;
    };

    /*
    *	Set the render targets to use as input for the next pass
    */
    this.setInputs = function (inputsArr) {
        this.inputs = inputsArr.slice();
    };

    /*
    *	Augment the textureList passed in with the input textures
    *	this will cause the textures to be bound to the jshader
    */
    this.updateTextureContext = function (textureList) {
        var inputs = this.inputs.slice();
        for (var i = 0; i < this.inputs.length; ++i) {
            textureList.push(inputs[i]);
        }

        for (var i = 0; i < this.textures.length; ++i) {
            if (this.textures[i].enabled)
                textureList.push(this.textures[i]);
        }
    };

    /*
    *	If there is an output surface this will bind it
    */
    this.bindOutput = function () {
        this.outputIndex = 0;
        if (this.outputs[this.outputIndex]) {
            this.dirty = true;
            var oldClear = null;
            var fb = this.outputs[this.outputIndex].data[0].frameBuffer;
            this.renderer.ctx.bindFramebuffer(this.renderer.ctx.FRAMEBUFFER, fb);
            this.renderer.ctx.viewport(0, 0, fb.width, fb.height);
            if (this.clearColor) {
                oldClear = this.renderer.clearColor;
                this.renderer.setClearColor(this.clearColor);
            }

            if (this.clear)
                this.renderer.clear(this.clear);
            else
                this.renderer._clear();

            if (this.clearColor) {
                this.renderer.setClearColor(oldClear);
            }
        }
    };

    /*
    *	If an output surface was bound this will unbind it
    */
    this.unbindOutput = function () {
        if (this.dirty) {
            this.dirty = false;
            this.renderer.ctx.bindFramebuffer(this.renderer.ctx.FRAMEBUFFER, null);
            this.renderer.setViewPort(0, 0, this.renderer.vpWidth, this.renderer.vpHeight);
        }
    };
};

/*
*	The concrete class to be used when creating a scene pass
*/
RDGE.jpass = function (def) {
    // inherit from the base class
    this.inheritedFrom = RDGE._jpassBaseClass;
    this.inheritedFrom();

    // setup the jpass as defined, recursively instantiated the children as they are encountered
    for (var obj in def) {
        this[obj] = def[obj];

        if (obj == "children") {
            var childCount = this[obj].length;
            for (var i = 0; i < childCount; ++i) {
                this[obj][i] = new RDGE.jpass(this[obj][i]);
            }
        }
        // validate array and create the texture/render-target
        else if (obj == "inputs" || obj == "outputs") {
            // this makes sure the data type was passed as an array and converts it to an array if needed
            if (!this[obj].slice()) {
                this[obj] = [this[obj]];
            }

            var count = this[obj].length;
            for (var i = 0; i < count; ++i) {
                // if the texture/render-target is not created yet do so now
                if (!this[obj][i].data) {
                    if (this[obj][i].type == "target") {
                        // setup the render target
                        this[obj][i].data = [this.renderer.createRenderTargetTexture(this[obj][i].name, this[obj][i].width, this[obj][i].height, this[obj][i].mips)];
                    }
                    else {
                        // make sure data is defined
                        this[obj][i].data = [null]
                    }
                }

                if (!this[obj][i].handle) {
                    this[obj][i].handle = this[obj][i].data[0];
                }
            }
        }
        else if ("renderList" == obj) {
            // put the items listed into their  buckets
            var renderList = new Array(RDGE.rdgeConstants.categoryEnumeration.MAX_CAT);
            renderList[RDGE.rdgeConstants.categoryEnumeration.BACKGROUND] = []; //BACKGROUND
            renderList[RDGE.rdgeConstants.categoryEnumeration.OPAQUE] = []; //OPAQUE
            renderList[RDGE.rdgeConstants.categoryEnumeration.TRANSPARENT] = []; //TRANSPARENT
            renderList[RDGE.rdgeConstants.categoryEnumeration.ADDITIVE] = []; //ADDITIVE
            renderList[RDGE.rdgeConstants.categoryEnumeration.TRANSLUCENT] = []; //TRANSLUCENT
            renderList[RDGE.rdgeConstants.categoryEnumeration.FOREGROUND] = []; //FOREGROUND

            for (var buckets in this[obj]) {
                // get the enumeration value (ie RDGE.rdgeConstants.categoryEnumeration.OPAQUE)
                var bucket = RDGE.rdgeConstants.categoryEnumeration[buckets];

                // create the list for this bucket

                var len = this[obj][buckets].length;
                for (var i = 0; i < len; ++i) {
                    // add the corresponding objects to the bucket
                    renderList[bucket].push(this[obj][buckets][i]);
                }

            }

            // overwrite with the new list
            this[obj] = renderList;
        }
        else if ("shader" == obj) {
            // setup the shader
            if (typeof this[obj] == "string") {
                this.shader = new RDGE.jshader(this[obj]);
            }
            else {
                var finalShader = new RDGE.jshader();
                finalShader.def = this[obj];
                finalShader.init();
                this[obj] = finalShader;
            }
        }
        else if ("geometrySet" == obj) {
            if (typeof this[obj] == "string") {
                var sets = this[obj].split("|");

                var setValue = 0;
                for (var i = 0; i < sets.length; ++i) {
                    setValue |= RDGE.jpassGeoSet[sets[i]];
                    if (sets[i] === "SCREEN_QUAD") {
                        this[obj] = RDGE.jpassGeoSet[sets[i]];
                        this.renderList[0] = [new renderObject(RDGE.createScreenQuadNode())];
                        break;
                    }
                }

                this[obj] = setValue;
            }
        }
        else if ("textures" == obj) {
            for (var i = 0, len = this[obj].length; i < len; ++i) {
                if (typeof this[obj][i].data == "string") {
                    this[obj][i].name = this[obj][i].data;
                    this[obj][i].data = [this[obj][i].data];
                    this[obj][i].enabled = true;
                }
                else {
                    this[obj][i].name = this.renderer.getTextureByName(this[obj][i].data[0].lookUpName);
                }
            }
        }

    }

    // call initialize code
    this.init();
};

/*
*	a graph describing the hierarchy of scene pass objects to create the final composition
*/
RDGE.jpassGraph = function (def) {
    // the root pass
    this.root = null;

    // going through steps to build the pass graph
    if (def && typeof def == "string") {
        // make ajax request
    }
    else if (def) {
        this.root = new RDGE.jpass(def);
    }
    else {
        this.root = new RDGE.jpass({});
    }

    this.find = null;
    this.insert = null;

    // an index to the opaque bucket
    this.OPAQUE = RDGE.rdgeConstants.categoryEnumeration.OPAQUE;

    this.setPassRoot = function (jpassObj) {
        this.root = jpassObj;
    };

    /*
    *	Helper function to generate the references to passes available as passGraph."passName"
    */
    this._initHelper = function (node) {
        if (!node)
            return;

        this[node.name] = node;

        for (var child in node.children) {
            this._initHelper(node.children[child]);
        }
    };
    this._initHelper(this.root);

    /*
    *	@param parentName - the name of the parent object to insert under
    *	@param jpassObj - the jpass object to insert
    */
    this.insertAsChild = function (parentName, jpassObj) {
        this.find = parentName;
        this.insert = jpassObj;

        // create ref for this object
        this[jpassObj.name] = jpassObj;

        this._insertHelper(this.root);

        this.find = null;
        this.insert = null;
    };

    /*
    *	Recursive helper function for traversing the graph and insterting the node
    */
    this._insertHelper = function (node) {
        if (!node)
            return false;

        if (node.name == this.find) {
            node.insertChildPass(this.insert);
            return true;
        }

        for (var child in node.children) {
            if (this._insertHelper(node.children[child])) {
                break;
            }
        }

        return true;
    };

    // maps jpassGeoSet values to indices
    this.geoSetMap = [];
    var geoSetIdx = 0;
    for (var geoSet in RDGE.jpassGeoSet) {
        this.geoSetMap[geoSetIdx++] = RDGE.jpassGeoSet[geoSet];
    }

    /*
    *	Traverse the render graph, breadth first to produce the final render output
    *	note: breadth first is used to allow generation of an entire level at once,
    *	the peers in one level could, in theory, be processed in parallel
    */
    this.render = function (sceneGraph) {

        var renderList = sceneGraph.renderList;
        var renderer = RDGE.globals.engine.getContext().renderer;

        // set the first pass with scene geometry
        this.root.setRenderList(renderList);

        var curRenderList = null;

        var queue = [{ 'parent': this.root}];

        var parent = null;
        var setCount = this.geoSetMap.length;
        var maxCats = RDGE.rdgeConstants.categoryEnumeration.MAX_CAT;
        var idx = 0;
        var renderListIdx = 0;

        while (queue.length) {
            var parent = queue.shift().parent;

            // pull out the shadow geometry
            if (sceneGraph.shadowsEnabled && parent.geometrySet === RDGE.jpassGeoSet.SHADOW) {
                parent.setRenderList([sceneGraph.shadowRenderList]);
            }
            // screen quad needs special prep since geometry is never re-assigned, lists needs to be cleaned up
            else if (parent.geometrySet === RDGE.jpassGeoSet.SCREEN_QUAD) {
                parent.renderList[0][0].context.textureList = [];
            }
            // pull out all the sort categories that the pass requested
            else {
                curRenderList = [];
                renderListIdx = 0;

                // create the pass's render list
                for (idx = 0; idx < setCount; ++idx) {
                    // assign the render list, checking to make sure the index is less than the total number of material categories
                    if (parent.geometrySet & this.geoSetMap[idx]) {
                        if (renderList[idx]) {
                            curRenderList[renderListIdx++] = renderList[idx];
                        }
                    }
                }

                parent.setRenderList(curRenderList);
            }

            // if this pass has a camera push it on the stack
            if (parent.camera) {
                renderer.cameraManager().pushCamera(parent.camera);
            }

            // process the geometry - all rendering occurs here
            parent.process();

            // if this pass had a camera pop it off the stack
            if (parent.camera) {
                renderer.cameraManager().popCamera();
            }

            // push on the children
            for (idx = parent.children.length - 1; idx >= 0; --idx) {
                if (parent.children[idx].visibility === 1) {
                    parent.children[idx].setInputs(parent.outputs);
                    queue.unshift({ 'parent': parent.children[idx] });
                }
                else if (parent.children[idx].visibility === 0) {
                    parent.children[idx].hidePass();
                    parent.children[idx].visibility = 2;
                }
            }
        }
    }
};