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/* <copyright>
Copyright (c) 2012, Motorola Mobility, Inc
All Rights Reserved.
BSD License.
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 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 OWNER 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 || {};
// default render proc
// render scene nodes
RDGE.DefaultRender = function () {
// setup the default shader
this.renderer = RDGE.globals.engine.getContext().renderer;
//this.shaderProgram = this.renderer.defaultShader;
this.jshaderProgram = new RDGE.jshader();
this.jshaderProgram.def = this.renderer.defaultShaderDefintion;
this.jshaderProgram.init();
};
RDGE.DefaultRender.prototype.process = function (context, trNode, parent) {
};
function renderObject(trNode, renderCtx, parent) {
this.node = trNode ? trNode : RDGE.createTransformNode();
this.context = renderCtx ? renderCtx : new RDGE.RenderContext();
this.parent = parent ? parent : null;
};
// Scene graph contains set of tools for manipulating the graph
RDGE.SceneGraph = function (scene) {
if (scene == undefined || scene == null)
scene = {};
this.scene = scene;
if (this.scene.root != undefined)
this.scene = this.scene.root;
else
this.scene = { 'children': [] };
this.tick = 0;
this.lastTick = -1;
this.frustumCulling = true;
// the main light for the scene - also casts shadows
this.mainLight = new RDGE.shadowLight();
this.bckTypes = RDGE.rdgeConstants.categoryEnumeration;
this.renderList = new Array(this.bckTypes.MAX_CAT);
this.renderList[this.bckTypes.BACKGROUND] = []; //BACKGROUND
this.renderList[this.bckTypes.OPAQUE] = []; //OPAQUE
this.renderList[this.bckTypes.TRANSPARENT] = []; //TRANSPARENT
this.renderList[this.bckTypes.ADDITIVE] = []; //ADDITIVE
this.renderList[this.bckTypes.TRANSLUCENT] = []; //TRANSLUCENT
this.renderList[this.bckTypes.FOREGROUND] = []; //FOREGROUND
// a list of shadow geometry
this.shadowRenderList = [];
// scene traversal functor for creating a culled list of shadow geometry
this.shadowCuller = null;
// define passes to render geometry and handle post-processing
this.defaultPassDef =
{
// a pass can have children that will receive their parents output as input
// this pass renders the depth map to an off-screen target - from the shadow lights view
// you can specify what your output should be
// @param name - this tells jshader's of child passes (which receive the parents output as input)
// what the sampler2d uniform name will be for this output texture
// @param type - the type of output could be tex2d or target
// @param width - optional width of the render target
// @param height - optional height of the render target
// @param mips - optional flag indicating whether the render target will support mip-mapping
// the geometry pass
'name': "geoPass",
'geometrySet': "ALL"
// 'outputs':[{ 'name':"u_mainRT", 'type':"target", 'width':1024, 'height':1024, 'mips':false }],
// 'children':
// [
// // shadow pass
// {
// 'outputs':[{ 'name':"u_shadowDepthMap", 'type':"target", 'width':1024, 'height':1024, 'mips':false }],
// // custom parameter
// 'name':"shadowDepthMap",
// 'shader': RDGE.rdgeDepthMapShaderDef,
// 'technique':"shadowDepthMap",
// 'geometrySet':"SHADOW",
// 'children':
// [
// // create shadow rt
// {
// 'outputs':[{ 'name':"u_shadowMap", 'type':"target", 'width':1024, 'height':1024, 'mips':false }],
// 'name':"shadowMap",
// 'shader': RDGE.rdgeShadowMapShader,
// 'clearColor' : [1.0,1.0,1.0,1.0],
// 'geometrySet':"SHADOW",
// }
// ]
// },
// // glow pass
// {
// 'outputs':[{ 'name':"sTexture", 'type':"target", 'width':1024, 'height':1024, 'mips':false }],
// 'name':"glowMap",
// 'shader': RDGE.rdgeGlowMapShader,
// 'clearColor' : [0.0,0.0,0.0,1.0],
// 'technique':"createGlowMap",
// 'geometrySet':"ALL",
// 'children':
// [
// { // the blur pass at half resolution
// 'name':"blurQuarter",
// 'geometrySet':"SCREEN_QUAD",
// 'shader': RDGE.rdgeGaussianBlurShader,
// 'outputs':[{ 'name':"sTexture", 'type':"target", 'width':256, 'height':256, 'mips':false }],
// 'children':
// [
// { // the blur pass at half resolution
// 'name':"blurThreeQuarter",
// 'geometrySet':"SCREEN_QUAD",
// 'shader': RDGE.rdgeGaussianBlurShader,
// 'outputs':[{ 'name':"sTexture", 'type':"target", 'width':128, 'height':128, 'mips':false }],
// 'children':
// [
// { // the blur pass at quarter resolution
// 'name':"blurFull",
// 'geometrySet':"SCREEN_QUAD",
// 'shader': RDGE.rdgeGaussianBlurShader,
// 'outputs':[{ 'name':"u_glowFinal", 'type':"target", 'width':1024, 'height':1024, 'mips':false }]
// }
// ]
// }
// ]
// }
// ]
// },
// // depth map in view space
// {
// 'name':"depth_map",
// 'shader': RDGE.rdgeDepthMapShaderDef,
// 'technique': "depthMap",
// 'outputs':[{ 'name':"u_depthMap", 'type':"target", 'width':1024, 'height':1024, 'mips':false }],
// 'geometrySet':"ALL",
// 'children' :
// [
// // get the normals in view space
// {
// 'name':"normals",
// 'shader': RDGE.rdgeViewSpaceNormalsShader,
// 'outputs':[{ 'name':"u_normalsRT", 'type':"target", 'width':1024, 'height':1024, 'mips':false }],
// 'geometrySet':"ALL",
// 'children' :
// [
// // techniques requiring depth and normals in view space go here
//
// // SSAO map
// {
// 'name':"SSAO",
// 'shader': RDGE.rdgeSSAOShader,
// 'outputs':[{ 'name':"u_ssaoRT", 'type':"target", 'width':1024, 'height':1024, 'mips':false }],
// 'textures':[{ 'type':"tex2d", 'data':"u_depthMap" }],
// 'geometrySet':"SCREEN_QUAD",
// 'preRender': function()
// {
// this.shader.ssao.u_cameraFTR.set(this.renderer.cameraManager().getActiveCamera().getFTR());
// }
// }
// ]
// }
// ]
// },
//
// // final pass must always be last in the list
// {
// // this final pass has no output, its shader, however, will render its input (the previous pass's output)
// // to the screen-quad geometry setup under the 'renderList' object
// 'name':"finalPass",
// 'geometrySet':"SCREEN_QUAD",
// 'textures':[{ 'type':"tex2d", 'data':"u_glowFinal" }, { 'type':"tex2d", 'data':"u_ssaoRT" }, { 'type':"tex2d", 'data':"u_shadowMap" }],
// 'shader': RDGE.rdgeScreenQuadShaderDef,
// }
// ]
};
// a graph of render passes to process in order to produce a final output
this.renderGraph = new RDGE.jpassGraph(this.defaultPassDef);
//this.renderGraph.shadowDepthMap.camera = this.mainLight;
this.animstack = [];
this.pushAnim = function (anim) {
this.animstack.push(anim);
};
this.popAnim = function (anim) {
this.animstack.pop();
};
this.playAnim = function (anim) {
this.popAnim();
this.pushAnim(anim);
};
this.stopAllAnims = function () {
this.animstack = [];
};
this.jdefShaderProgram = new RDGE.jshader();
this.jdefShaderProgram.def = RDGE.rdgeDefaultShaderDefintion;
this.jdefShaderProgram.init();
//this.defaultRenderProc = new RDGE.DefaultRender();
mapping = new Array();
mapping.process = function (trNode, parent) {
mapping[trNode.name] = trNode;
};
this.Traverse(mapping);
this.findNode = function (name) {
return mapping[name];
};
/*
* scene traversal functor for finding a node by name
*/
findNodeByName = function (nodeName) {
this.result = null;
this.process = function (node, parent) {
if (node.name == nodeName) {
this.result = node;
}
return true;
}
this.init = function () { this.result = null; }
};
/*
* scene traversal functor for creating a list of node with a given name
*/
buildNodeList = function (nodeName) {
this.result = [];
this.process = function (node, parent) {
if (node.name == nodeName) {
this.result.push(node);
}
return true;
}
this.init = function () { this.result = []; }
};
/*
* scene traversal functor for creating a list of nodes based on a regular expression
*/
buildNodeListRegex = function (re) {
this.result = [];
this.process = function (node, parent) {
if (re.test(node.name)) {
this.result.push(node);
}
return true;
}
this.init = function () { this.result = []; }
};
/*
* scene traversal functor for importing a previously exported json scene
*/
importScene = function () {
this.renderer = RDGE.globals.engine.getContext().renderer;
this.process = function (node, parent) {
node.parent = parent;
if (node.nodeType === RDGE.rdgeConstants.nodeType.TRNODE) {
node.transformNodeTemplate = undefined;
RDGE.verifyTransformNode(node);
if (node.materialNode) {
node.materialNode.materialNodeTemplate = undefined;
RDGE.verifyMaterialNode(node.materialNode);
if (node.materialNode.shaderProgram) {
var shader = new RDGE.jshader();
shader.def = JSON.parse(node.materialNode.shaderProgram);
shader.init();
node.materialNode.shaderProgram = shader;
}
var texList = node.materialNode.textureList;
for (var i = 0, len = texList.length; i < len; ++i) {
texList[i].handle = this.renderer.getTextureByName(texList[i].handle.lookUpName, texList[i].handle.texparams.wrap, texList[i].handle.texparams.mips);
}
var lights = node.materialNode.lightChannel;
for (var i = 0, len = lights.length; i < len; ++i) {
if (lights[i]) {
lights[i].lightNodeTemplate = undefined;
RDGE.verifyLightNode(lights[i]);
}
}
}
// load meshes into context
for (var i = 0, len = node.meshes.length; i < len; ++i) {
var mesh = RDGE.globals.meshMan.getModelByName(node.meshes[i].mesh.name);
// mesh.primitive.built = false;
this.renderer.createPrimitive(mesh.primitive);
}
}
return true;
};
this.init = function () { this.result = []; }
};
/*
* helper comparison functions
*/
__compareLessThan = function (a, b) {
return a < b;
};
__compareGreaterThan = function (a, b) {
return a > b;
};
/*
* scene traversal functor for creating a sorted list
*/
insertIntoSortedList = function (list, item, comparator) {
// insert at the end
list.push(item);
var len = list.length;
// get the active camera
var cam = RDGE.globals.engine.getContext().renderer.cameraManager().getActiveCamera();
// camera z plane
var look = [cam.world[8], cam.world[9], cam.world[10]];
// to object vector
var toObject = [cam.world[12] - item.node.world[12], cam.world[13] - item.node.world[13], cam.world[14] - item.node.world[14]];
// get the distance from object to cameras' 'z' plane
item.depth = RDGE.vec3.dot(look, toObject);
// walk down the list of object moving the current item into place until the comparison fails
var i = len - 1;
var temp = null;
for (; i > 0; --i) {
if (comparator(item.depth, list[i - 1].depth)) {
temp = list[i - 1]
list[i - 1] = list[i];
list[i] = temp;
}
else {
break;
}
}
};
/*
* Helper function to generate a culled list of geometry for shadow mapping from the mainLights point of view
*/
shadowCullPass = function (cameraLight, sortCat, compareFunc) {
this.result = [];
this.activeCam = cameraLight;
this.bucketType = sortCat;
this.compare = compareFunc;
this.process = function (node, parent) {
// test visibility
if (node.bbox_world && node.bbox_world.isValid()) {
if (!node.bbox_world.isVisible(this.activeCam.frustum)) {
return false;
}
}
if (node.materialNode && node.materialNode.sortCategory == this.bucketType) {
insertIntoSortedList(this.result, { 'context': new RDGE.RenderContext(), 'node': node, 'parent': parent }, this.compare);
}
return true;
}
this.init = function () { this.result = []; }
};
/*
* Helper function to create a list sorted front to back as would be used by an opaque render list
* note: this is an insertion sort designed to create a new sorted list, not sort an existing list (optimization)
*/
insertFrontToBack = function (list, item) {
insertIntoSortedList(list, item, __compareLessThan);
};
/*
* Helper function to create a list sorted back to front as would be used by an transparent render list
* note: this is an insertion sort designed to create a new sorted list, not sort an existing list (optimization)
*/
insertBackToFront = function (list, item) {
insertIntoSortedList(list, item, __compareGreaterThan);
};
// sort map
this.sortFunc = [];
this.sortFunc[this.bckTypes.BACKGROUND] = function (list, item) { list.push(item); };
this.sortFunc[this.bckTypes.OPAQUE] = insertFrontToBack;
this.sortFunc[this.bckTypes.TRANSPARENT] = insertBackToFront;
this.sortFunc[this.bckTypes.ADDITIVE] = insertBackToFront;
this.sortFunc[this.bckTypes.TRANSLUCENT] = insertBackToFront;
this.sortFunc[this.bckTypes.FOREGROUND] = function (list, item) { list.push(item); };
};
/*
* functor must have 'process(node, parent)' function defined, it takes a scene transform node, and the parent
*/
RDGE.SceneGraph.prototype.Traverse = function (functor, isDepthFirst) {
if (this.scene == null) {
window.console.log("traversing a NULL scene!");
return;
}
if (functor.init)
functor.init();
if (isDepthFirst) {
this._TraverseDFHelper(functor, this.scene);
}
else {
this._TraverseBFHelper(functor, this.scene);
}
};
/*
* adds a transform node under the root of the scene
*/
RDGE.SceneGraph.prototype.addNode = function (trNode) {
RDGE.verifyTransformNode(trNode);
this.scene.children.push({ transformNode: trNode });
};
/*
* adds a transform node under the root of the scene
*/
RDGE.SceneGraph.prototype.insertUnder = function (targetNode, newNode) {
RDGE.verifyTransformNode(targetNode);
targetNode.insertAsChild(newNode);
};
/*
* adds a transform node under the root of the scene
*/
RDGE.SceneGraph.prototype.insertAbove = function (targetNode, newNode) {
RDGE.verifyTransformNode(targetNode);
targetNode.insertAsParent(newNode);
};
/*
* locates a node by name
* @return returns the node if found or null otherwise
*/
RDGE.SceneGraph.prototype.getNode = function (nodeName) {
var functor = new findNodeByName(nodeName);
this.Traverse(functor, true);
return functor.result;
};
/*
* locates a node by name
* @return returns a list of all node with the name requested
*/
RDGE.SceneGraph.prototype.getNodes = function (nodeName) {
var functor = new buildNodeList(nodeName);
this.Traverse(functor, true);
return functor.result;
};
/*
* locates a node by name
* @return returns a list of all node with the name requested
*/
RDGE.SceneGraph.prototype.getNodesRegex = function (re) {
if (typeof re == "string") {
re = new RegExp(re);
}
var functor = new buildNodeListRegex(re);
this.Traverse(functor, true);
return functor.result;
};
/*
* Depth first Traverse helper
*/
RDGE.SceneGraph.prototype._TraverseDFHelper = function (functor, node, parent) {
if (node.children != 'undefined') {
var queue = [];
queue.push({ 'node': node, 'parent': null });
while (queue.length > 0) {
// pop the head and process it
var trNode = queue.pop();
var tr = trNode.node;
var parent = trNode.parent;
if (tr.transformNode !== undefined) {
tr = tr.transformNode;
if (functor.process(tr, parent) === false) {
continue;
}
}
if (tr.children === undefined)
continue;
// push on kids
for (var kid = 0; kid < tr.children.length; ++kid) {
queue.push({ 'node': tr.children[kid], 'parent': tr });
}
}
}
};
/*
* Depth first post process Traverse helper
*/
RDGE.SceneGraph.prototype._TraverseDFPostOrderHelper = function (functor, node, parent) {
if (node.children != 'undefined') {
var queue = [];
queue.push({ 'node': node, 'parent': null });
var top = queue.length;
while (top > 0) {
top = queue.length;
var topNode = tr.children[top - 1];
var len = topNode.children == undefined ? 0 : topNode.children.length;
// push on children
for (var child = 0; child < len; ++child) {
queue.push({ 'node': tr.children[child], 'parent': tr });
}
// did we push anything on?
if (len > 0)
continue;
// pop the head and process it
var trNode = queue.pop();
var tr = trNode.node;
var parent = trNode.parent;
if (tr.transformNode !== undefined) {
tr = tr.transformNode;
functor.process(tr, parent);
}
}
}
};
/*
* Depth first post process Traverse helper
*/
RDGE.SceneGraph.prototype.BuildBVHHelper = function (node) {
if (node.children != 'undefined') {
if (node.bbox_world)
node.bbox_world.reset();
else
node.bbox_world = new RDGE.box();
if (node.local == undefined) {
node.local = RDGE.mat4.identity();
}
var queue = [];
var idIndex = 0;
node.id = "root";
queue.push({ 'node': node, 'xfrm': RDGE.mat4.identity(), 'parent': null, 'visited': false });
var top = queue.length;
var topIndex = 0;
while (top > 0) {
// update the top
top = queue.length;
topIndex = top - 1;
var curNode = queue[topIndex].node.transformNode == undefined ? queue[topIndex].node : queue[topIndex].node.transformNode;
var parentXfrm = queue[topIndex].xfrm;
var parent = queue[topIndex].parent;
var visited = queue[topIndex].visited;
if (curNode.id == undefined) curNode.id = "id" + idIndex;
if (!visited) {
// Copy the parent's world mat and setup bounding box
if (curNode.local !== undefined) {
if (curNode.bbox_world)
curNode.bbox_world.reset();
else
curNode.bbox_world = new RDGE.box();
var bbox = this.GetBBoxForNode(curNode);
// transform child node by parent
curNode.world = RDGE.mat4.mul(curNode.local, parentXfrm);
if (bbox) {
// update bounding box position
curNode.bbox_world = bbox.transform(curNode.world);
}
// make sure the nodes have a bounding volume so they dont impede the propagation
if (!bbox || !bbox.isValid()) {
var dummybb = new RDGE.box();
dummybb.set(0, 0);
curNode.bbox_world = dummybb;
}
}
// child count
var len = curNode.children == undefined ? 0 : curNode.children.length;
// push on children
for (var child = 0; child < len; ++child) {
queue.push({ 'node': curNode.children[child], 'xfrm': curNode.world, 'parent': curNode, 'visited': false });
}
idIndex++;
// did we push anything on if so then this is not a leaf and we dont pop?
if (len > 0)
continue;
}
// propagate the bounding volume up the hierarchy
if (parent && parent.bbox_world && parent.bbox_world.isValid()
&& curNode.bbox_world && curNode.bbox_world.isValid()) {
parent.bbox_world.addBox(curNode.bbox_world);
}
// remove top node
queue.pop();
// update the top
top = queue.length;
if (top > 0) {
// if the previous node in the stack/queue was the parent of this node, then mark the parent as visited
var prevNode = queue[top - 1].node.transformNode == undefined ? queue[top - 1].node : queue[top - 1].node.transformNode;
if (prevNode.id == parent.id)
queue[top - 1].visited = true;
}
}
}
};
/*
* Breadth first Traverse helper
*/
RDGE.SceneGraph.prototype._TraverseBFHelper = function (functor, node) {
if (node.children != 'undefined') {
var queue = [];
queue.push({ 'node': node, 'parent': null });
while (queue.length > 0) {
// pop the head and process it
var trNode = queue.shift();
var tr = trNode.node;
var parent = trNode.parent;
if (tr.transformNode !== undefined) {
tr = tr.transformNode;
functor.process(tr, parent);
}
if (tr.children === undefined)
continue;
// push on kids
for (var kid = 0; kid < tr.children.length; ++kid) {
queue.push({ 'node': tr.children[kid], 'parent': tr });
}
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