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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> */
var RDGE = RDGE || {};
// render flags, handles, states
RDGE.g_whiteTex = null;
RDGE.g_blackTex = null;
RDGE.g_blueTex = null;
/* These objects appear to be unused so they are currently commented out
RDGE.RDGEWebTexture = function () {
this.handle; // gl handle
this.unit; // the texture slot/unit
this.type = RDGE.UNIFORMTYPE.TEXTURE2D;
};
RDGE.RDGEWebUniformPair = function (uniform, value, type) {
this.uniform = uniform;
this.value = value;
this.type = type;
};
// pass a function that takes no parameters
RDGE.defaultState = function () {
return [function () { gl.disable(gl.CULL_FACE) },
function () { gl.enable(gl.DEPTH_TEST) } ]
};
*/
// this chunk of data contains uniform storage references set the data with RDGEUniform.set (ie RDGEUniform.set("u_name", RDGE.UNIFORMTYPE.FLOAT4, myData); )
RDGE.CreateMasterList = function () {
_MasterUniformList =
[
{ 'uniform': projMatrixUniform = 0, 'name': "u_projMatrix", 'type': RDGE.UNIFORMTYPE.MATRIX4, 'value': new Float32Array(16) },
{ 'uniform': mvMatrixUniform = 0, 'name': "u_mvMatrix", 'type': RDGE.UNIFORMTYPE.MATRIX4, 'value': new Float32Array(16) },
{ 'uniform': normalMatrixUniform = 0, 'name': "u_normalMatrix", 'type': RDGE.UNIFORMTYPE.MATRIX4, 'value': new Float32Array(16) },
{ 'uniform': worldMatrixUniform = 0, 'name': "u_worldMatrix", 'type': RDGE.UNIFORMTYPE.MATRIX4, 'value': new Float32Array(16) },
{ 'uniform': lightPos = 0, 'name': "u_lightPos", 'type': RDGE.UNIFORMTYPE.FLOAT3, 'value': new Float32Array(3) },
{ 'uniform': lightDiff = 0, 'name': "u_lightDiff", 'type': RDGE.UNIFORMTYPE.FLOAT4, 'value': new Float32Array(4) },
{ 'uniform': lightAmb = 0, 'name': "u_lightAmb", 'type': RDGE.UNIFORMTYPE.FLOAT4, 'value': new Float32Array(4) },
{ 'uniform': colMap = 0, 'name': "colMap", 'type': RDGE.UNIFORMTYPE.TEXTURE2D, 'value': new Int32Array(1) },
{ 'uniform': envMap = 0, 'name': "envMap", 'type': RDGE.UNIFORMTYPE.TEXTURE2D, 'value': new Int32Array(1) },
{ 'uniform': normalMap = 0, 'name': "normalMap", 'type': RDGE.UNIFORMTYPE.TEXTURE2D, 'value': new Int32Array(1) },
{ 'uniform': glowMap = 0, 'name': "glowMap", 'type': RDGE.UNIFORMTYPE.TEXTURE2D, 'value': new Int32Array(1) },
{ 'uniform': matAmbient = 0, 'name': "u_matAmbient", 'type': RDGE.UNIFORMTYPE.FLOAT4, 'value': new Float32Array(4) },
{ 'uniform': matDiffuse = 0, 'name': "u_matDiffuse", 'type': RDGE.UNIFORMTYPE.FLOAT4, 'value': new Float32Array(4) },
{ 'uniform': matSpecular = 0, 'name': "u_matSpecular", 'type': RDGE.UNIFORMTYPE.FLOAT4, 'value': new Float32Array(4) },
{ 'uniform': matShininess = 0, 'name': "u_matShininess", 'type': RDGE.UNIFORMTYPE.FLOAT, 'value': new Float32Array(1) },
{ 'uniform': matEmission = 0, 'name': "u_matEmission", 'type': RDGE.UNIFORMTYPE.FLOAT, 'value': new Float32Array(4) },
{ 'uniform': frustumFarZ = 0, 'name': "u_frustumFarZ", 'type': RDGE.UNIFORMTYPE.FLOAT, 'value': new Float32Array(1) },
{ 'uniform': shadowLightWorld = 0, 'name': "u_shadowLightWorld", 'type': RDGE.UNIFORMTYPE.MATRIX4, 'value': new Float32Array(16) },
{ 'uniform': shadowBiasMatrix = 0, 'name': "u_shadowBiasMatrix", 'type': RDGE.UNIFORMTYPE.MATRIX4, 'value': new Float32Array(16) },
{ 'uniform': vShadowLight = 0, 'name': "u_vShadowLight", 'type': RDGE.UNIFORMTYPE.MATRIX4, 'value': new Float32Array(16) },
{ 'uniform': depthMap = 0, 'name': "depthMap", 'type': RDGE.UNIFORMTYPE.TEXTURE2D, 'value': new Int32Array(1) }
];
return _MasterUniformList;
};
RDGE.RDGEUniformInit = function () {
this.uniformList = RDGE.CreateMasterList();
this.uniformMap = [];
for (var idx = 0; idx < this.uniformList.length; ++idx) {
this.uniformMap[this.uniformList[idx].name] = this.uniformList[idx];
}
};
RDGE.RDGEUniformInit.prototype.SetUni = function (name, _value) {
//this.uniformMap[name].value.set(_value);
this.uniformMap[name].value = _value;
};
// Globally available uniform storage
RDGE.RDGEUniform = new RDGE.RDGEUniformInit();
RDGE.RenderContext = function () {
this.shaderProg = null;
this.uniforms = [];
this.textureList = [];
this.curRenderProc = null;
this.light0Color = [1, 1, 1, 0];
this.parentID = 0;
this.world = RDGE.mat4.identity();
this.hide = false;
enableNormalMapping = true;
this.lights = [null, null, null, null];
// state settings - set functions in the array that set states or 'other' so long as it makes since
this.stateSettings = [];
};
RDGE.RenderContext.prototype.Load = function (ctx) {
this.shaderProg = ctx.shaderProg;
this.uniforms = ctx.uniforms.slice();
this.textureList = ctx.textureList.slice();
this.stateSettings = ctx.stateSettings.slice();
this.curRenderProc = ctx.curRenderProc;
this.light0Color = ctx.light0Color.slice();
this.parentID = ctx.parentID;
this.world = RDGE.mat4.copy(ctx.world);
this.lights = ctx.lights.slice();
// the camera
this.cam = this.cam;
// state settings - set functions in the array that set states or 'other' so long as it makes since
this.stateSettings = this.stateSettings.slice();
};
RDGE.__lastInited = []; // keep list of initialized shaders
RDGE._SetShader = function (program) {
gl.useProgram(program);
if (RDGE.__lastInited[program.shaderID] === undefined) {
RDGE.__lastInited[program.shaderID] = true;
// init the uniforms
gl.enableVertexAttribArray(0);
gl.enableVertexAttribArray(1);
gl.enableVertexAttribArray(2);
var deleteMe = [];
for (var uniIndex = 0; uniIndex < program.RDGEUniform.uniformList.length; uniIndex++) {
var handle = gl.getUniformLocation(program, program.RDGEUniform.uniformList[uniIndex].name);
if (handle)
program.RDGEUniform.uniformList[uniIndex].uniform = handle;
else {
program.RDGEUniform.uniformList.splice(uniIndex, 1);
uniIndex = Math.max(uniIndex - 1, 0);
}
}
}
}
// take a parameterless function
RDGE.RenderContext.prototype.AddStateSetting = function (functor) {
this.stateSettings.push(functor);
};
// take a parameterless function
RDGE.RenderContext.prototype.Apply = function () {
// set shader program to use
shaderProg = null;
if (this.shaderProg != null) {
RDGE._SetShader(this.shaderProg);
shaderProg = this.shaderProg;
}
else {
RDGE._SetShader(RDGE.globals.engine.defaultContext.shaderProg);
shaderProg = RDGE.globals.engine.defaultContext.shaderProg;
}
// set shader values (name/uniform pair must be in the master list)
if (this.uniforms.length > 0) {
for (var idx = 0; idx < this.uniforms.length; ++idx) {
shaderProg.RDGEUniform.SetUni(this.uniforms[idx].name, this.uniforms[idx].value);
}
}
// set the diffuse color
shaderProg.RDGEUniform.SetUni("u_lightDiff", this.light0Color);
for (var setIdx = 0; setIdx < this.stateSettings.length; ++setIdx) {
// call state funcs
this.stateSettings[setIdx]();
}
this.bindTextures();
};
RDGE.RenderContext.prototype.bindTextures = function () {
var ctx = RDGE.globals.engine.getContext().renderer.ctx;
// gl.activeTexture(gl.TEXTURE0);
// gl.bindTexture(gl.TEXTURE_CUBE_MAP, RDGE.g_whiteTex);
// gl.activeTexture(gl.TEXTURE0);
// gl.bindTexture(gl.TEXTURE_2D, RDGE.g_whiteTex);
// gl.activeTexture(gl.TEXTURE2);
// gl.bindTexture(gl.TEXTURE_CUBE_MAP, RDGE.g_blueTex);
// gl.activeTexture(gl.TEXTURE2);
// gl.bindTexture(gl.TEXTURE_2D, RDGE.g_blueTex);
// gl.activeTexture(gl.TEXTURE3);
// gl.bindTexture(gl.TEXTURE_CUBE_MAP, RDGE.g_blackTex);
// gl.activeTexture(gl.TEXTURE3);
// gl.bindTexture(gl.TEXTURE_2D, RDGE.g_blackTex);
for (var uniIndex = 0; uniIndex < this.textureList.length; uniIndex++) {
var bind = this.textureList[uniIndex];
switch (bind.type) {
case RDGE.UNIFORMTYPE.TEXTURE2D:
ctx.activeTexture(ctx.TEXTURE0 + bind.unit);
ctx.bindTexture(ctx.TEXTURE_2D, bind.handle);
break;
case RDGE.UNIFORMTYPE.TEXTURECUBE:
ctx.activeTexture(ctx.TEXTURE0 + bind.unit);
ctx.bindTexture(ctx.TEXTURE_CUBE_MAP, bind.handle);
break;
default:
// gl.console.log("!!!! - trying to bind unknown texture type");
break;
}
}
if (!enableNormalMapping) {
ctx.activeTexture(ctx.TEXTURE2);
ctx.bindTexture(ctx.TEXTURE_CUBE_MAP, RDGE.g_blueTex);
ctx.activeTexture(ctx.TEXTURE2);
ctx.bindTexture(ctx.TEXTURE_2D, RDGE.g_blueTex);
}
};
RDGE.funcmap = {};
RDGE.funcmap[RDGE.UNIFORMTYPE.INT] = function (a, b) {
gl.uniform1iv(a, b);
};
RDGE.funcmap[RDGE.UNIFORMTYPE.FLOAT] = function (a, b) {
gl.uniform1fv(a, b);
};
RDGE.funcmap[RDGE.UNIFORMTYPE.FLOAT2] = function (a, b) {
gl.uniform2fv(a, b);
};
RDGE.funcmap[RDGE.UNIFORMTYPE.FLOAT3] = function (a, b) {
gl.uniform3fv(a, b);
};
RDGE.funcmap[RDGE.UNIFORMTYPE.FLOAT4] = function (a, b) {
gl.uniform4fv(a, b);
};
RDGE.funcmap[RDGE.UNIFORMTYPE.MATRIX3] = function (a, b) {
gl.uniformMatrix3fv(a, false, b);
};
RDGE.funcmap[RDGE.UNIFORMTYPE.MATRIX4] = function (a, b) {
gl.uniformMatrix4fv(a, false, b);
};
RDGE.funcmap[RDGE.UNIFORMTYPE.TEXTURE2D] = function (a, b) {
gl.activeTexture(gl.TEXTURE0 + b);
gl.uniform1iv(a, b);
};
RDGE.funcmap[RDGE.UNIFORMTYPE.TEXTURECUBE] = function (a, b) {
gl.activeTexture(gl.TEXTURE0 + b);
gl.uniform1iv(a, b);
};
RDGE._bindUniforms = function (shaderProg) {
var len = shaderProg.RDGEUniform.uniformList.length;
var uniforms = shaderProg.RDGEUniform.uniformList;
for (var uniIndex = 0; uniIndex < len; uniIndex++) {
var bind = uniforms[uniIndex];
RDGE.funcmap[bind.type](bind.uniform, bind.value);
}
};
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