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path: root/js/helper-classes/RDGE/src/core/script/rendercontext.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> */

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);
    }
};