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authorgspencer@google.com <gspencer@google.com@0039d316-1c4b-4281-b951-d872f2087c98>2009-05-27 23:15:42 +0000
committergspencer@google.com <gspencer@google.com@0039d316-1c4b-4281-b951-d872f2087c98>2009-05-27 23:15:42 +0000
commit05b47f7a8c5451f858dc220df0e3a97542edace6 (patch)
treea2273d619f0625c9d44d40842845ccce2eac1045 /o3d/samples/animation.html
parent5cdc8bdb4c847cefe7f4542bd10c9880c2c557a0 (diff)
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This is the O3D source tree's initial commit to the Chromium tree. It
is not built or referenced at all by the chrome build yet, and doesn't yet build in it's new home. We'll change that shortly. git-svn-id: svn://svn.chromium.org/chrome/trunk/src@17035 0039d316-1c4b-4281-b951-d872f2087c98
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+<!--
+Copyright 2009, Google Inc.
+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 Google Inc. 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.
+-->
+
+<!--
+O3D Animation.
+
+Shows various things being animated by O3D.
+-->
+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
+ "http://www.w3.org/TR/html4/loose.dtd">
+<html>
+<head>
+<meta http-equiv="content-type" content="text/html; charset=UTF-8">
+<title>
+Animation.
+</title>
+<!-- Include sample javascript library functions-->
+<script type="text/javascript" src="o3djs/base.js"></script>
+
+<!-- Our javascript code -->
+<script type="text/javascript">
+o3djs.require('o3djs.util');
+o3djs.require('o3djs.math');
+o3djs.require('o3djs.effect');
+o3djs.require('o3djs.rendergraph');
+o3djs.require('o3djs.primitives');
+
+// Events
+// init() once the page has finished loading.
+window.onload = init;
+
+// global variables
+var g_framesRendered = 0;
+var g_o3d;
+var g_math;
+var g_client;
+var g_viewInfo;
+var g_pack;
+var g_finished = false; // for selenium
+var g_groupTransforms = [];
+var GROUPS_ACROSS = 2;
+var UNITS_ACROSS_GROUP = 2;
+var TOTAL_ACROSS = GROUPS_ACROSS * UNITS_ACROSS_GROUP;
+var HALF_WIDTH = TOTAL_ACROSS * 0.0;
+var UNIT_SPACING = 200;
+
+/**
+ * Creates an oscillating animation to animate a single float from 0 to
+ * endOutput over endInput seconds with a little bit of ease in, ease out.
+ *
+ * @param {!o3d.Pack} pack Pack to associate created objects with.
+ * @param {!o3d.ParamObject} paramObject Object that has param to animate.
+ * @param {string} paramName Name of the param to animate.
+ * @param {number} endInput Number of seconds to take to get
+ * @param {number} endOutput Target value.
+ */
+function attachParamFloatAnimation(pack,
+ paramObject,
+ paramName,
+ endInput,
+ endOutput) {
+ // Create a FunctionEval through which to evaluate the curve.
+ var functionEval = pack.createObject('FunctionEval');
+
+ // Bind the param we want to get its value from our FunctionEval's output.
+ paramObject.getParam(paramName).bind(functionEval.getParam('output'));
+
+ // Create a curve
+ var curve = pack.createObject('Curve');
+
+ // Set the functionEval to use the curve as it's function.
+ functionEval.functionObject = curve;
+
+ // Create 2 keys for the curve.
+ var key1 = curve.createKey('BezierCurveKey');
+ key1.input = 0;
+ key1.output = 0;
+ key1.outTangent = [0, endInput * 2 / 3];
+ var key2 = curve.createKey('BezierCurveKey');
+ key2.inTangent = [endInput / 3, endOutput];
+ key2.input = endInput;
+ key2.output = endOutput;
+
+ // Set the curve to oscillate.
+ curve.postInfinity = g_o3d.Curve.OSCILLATE;
+
+ // Make a SecondCounter to provide an input to the functionEval.
+ var counter = pack.createObject('SecondCounter');
+
+ // Bind the counter's count to the input of the FunctionEval.
+ functionEval.getParam('input').bind(counter.getParam('count'));
+}
+
+/**
+ * Creates an oscillating animation to animate a single float of a float4 from 0
+ * to endOutput over endInput seconds with a little bit of ease in, ease out.
+ *
+ * @param {!o3d.Pack} pack Pack to associate created objects with.
+ * @param {!o3d.ParamObject} paramObject Object that has param to animate.
+ * @param {string} paramName Name of the param Float4 to animate.
+ * @param {string} innerParamName Name of the individual float to animate.
+ * @param {number} endInput Duration of animation.
+ * @param {number} endOutput Target value.
+ * @return {!o3d.ParamObject} The created ParamOperation.
+ */
+function attach1FloatOfFloat4Animation(pack,
+ paramObject,
+ paramName,
+ innerParamName,
+ endInput,
+ endOutput) {
+
+ var paramOp = pack.createObject('ParamOp4FloatsToFloat4');
+ paramObject.getParam(paramName).bind(paramOp.getParam('output'));
+ attachParamFloatAnimation(pack, paramOp, innerParamName, endInput, endOutput);
+ return paramOp;
+}
+
+/**
+ * Creates an animation to animate one of the 9 values of a TRSToMatrix4 and
+ * binds it to a transform.
+ *
+ * @param {!o3d.Pack} pack Pack to associate created objects with.
+ * @param {!o3d.Transform} transform Transform to animate.
+ * @param {number} endInput Duration of animation.
+ * @param {number} endOutput Target value.
+ * @param {string} paramName Name of param to animate.
+ * @return {!o3d.TRSToMatrix4} The created TRSToMatrix4.
+ */
+function attachTRSAnimation(pack, transform, endInput, endOutput, paramName) {
+ var trs = pack.createObject('TRSToMatrix4');
+ transform.getParam('localMatrix').bind(trs.getParam('output'));
+ attachParamFloatAnimation(pack, trs, paramName, endInput, endOutput);
+ return trs;
+}
+
+/**
+ * Creates the client area.
+ */
+function init() {
+ o3djs.util.makeClients(initStep2);
+}
+
+/**
+ * Initializes O3D and sets up some shapes with animations.
+ */
+function initStep2(clientElements) {
+ // Initializes global variables and libraries.
+ var o3dElement = clientElements[0];
+ g_o3d = o3dElement.o3d;
+ g_math = o3djs.math;
+ g_client = o3dElement.client;
+
+ // Creates a pack to manage our resources/assets
+ g_pack = g_client.createPack();
+
+ g_viewInfo = o3djs.rendergraph.createBasicView(
+ g_pack,
+ g_client.root,
+ g_client.renderGraphRoot);
+
+ // Create our projection matrix, with a vertical field of view of 45
+ // degrees a near clipping plane of 0.1 and far clipping plane of 10000.
+ g_viewInfo.drawContext.projection = g_math.matrix4.perspective(
+ g_math.degToRad(45),
+ g_client.width / g_client.height,
+ 0.1,
+ 10000);
+
+ // Set our view
+ g_viewInfo.drawContext.view = g_math.matrix4.lookAt(
+ [100, 50, 400], // Eye.
+ [0, 0, 0], // Target.
+ [0, 1, 0]); // Up.
+
+ var effect = g_pack.createObject('Effect');
+ effect.loadFromFXString(document.getElementById('shader').value);
+
+ // Create a Material for the effect.
+ var material = g_pack.createObject('Material');
+
+ // Apply our effect to this material.
+ material.effect = effect;
+
+ // Set the material's drawList for translucent objects.
+ material.drawList = g_viewInfo.zOrderedDrawList;
+
+ // Create the parameters the effect needs on the material.
+ effect.createUniformParameters(material);
+
+ // Set the light position
+ var light_pos_param = material.getParam('light_pos');
+ light_pos_param.value = [100, 75, 400];
+
+ // Set the phong components of the light source
+ var light_ambient_param = material.getParam('light_ambient');
+ var light_diffuse_param = material.getParam('light_diffuse');
+ var light_specular_param = material.getParam('light_specular');
+
+ light_ambient_param.value = [0.1, 0.1, 0.1, 1]; // Gray
+ light_diffuse_param.value = [1, 1, 1, 1]; // White
+ light_specular_param.value = [0.5, 0.5, 0.5, 1]; // White
+
+ // Set the shininess of the material (for specular lighting)
+ var shininess_param = material.getParam('shininess');
+ shininess_param.value = 5.0;
+
+ // Position of the camera.
+ // (should be the same as the 'eye' position given below)
+ var camera_pos_param = material.getParam('camera_pos');
+ // Camera is at (0, 0, 3).
+ camera_pos_param.value = [0, 0, 3];
+
+ var data = [ { paramName: 'translateY',
+ endOutput: 50,
+ color: [1, 0, 0, 1] },
+ { paramName: 'rotateY',
+ endOutput: Math.PI,
+ color: [0, 1, 0, 1] },
+ { paramName: 'scaleY',
+ endOutput: 3,
+ color: [1, 1, 0, 1] },
+ { paramName: '',
+ endOutput: Math.PI * 3,
+ color: [1, 1, 0, 1] } ];
+
+ for (var ii = 0; ii < 4; ++ii) {
+ var xPos = (ii - 1.5) * 100;
+ // Create a shape.
+ var shape;
+ switch (ii) {
+ case 0:
+ case 2:
+ shape = o3djs.primitives.createSphere(g_pack, material, 40, 10, 12);
+ break;
+ case 1:
+ case 3:
+ shape = o3djs.primitives.createCube(g_pack, material, 60);
+ break;
+ }
+
+ var transform = g_pack.createObject('Transform');
+ transform.parent = g_client.root;
+ transform.addShape(shape);
+
+ // Change the color of each one
+ transform.createParam('colorMult', 'ParamFloat4').value = data[ii].color;
+
+ switch (ii) {
+ case 0:
+ case 1:
+ case 2:
+ var trs = attachTRSAnimation(g_pack,
+ transform,
+ ii * 0.6 + 0.5,
+ data[ii].endOutput,
+ data[ii].paramName);
+
+ // space them out.
+ trs.translateX = xPos;
+ break;
+
+ case 3: {
+ var paramOp = attach1FloatOfFloat4Animation(g_pack,
+ transform,
+ 'colorMult',
+ 'input3',
+ 0.5,
+ 1);
+ paramOp.input1 = 1;
+ paramOp.input2 = 1;
+ transform.translate(xPos, 0, 0);
+ break;
+ }
+ }
+ }
+
+ g_finished = true; // for selenium
+}
+
+</script>
+</head>
+<body>
+<h1>Animation</h1>
+Once the scene is setup no Javascript is running.
+<br/>
+<!-- Start of O3D plugin -->
+<div id="o3d" style="width: 800px; height: 600px"></div>
+<!-- End of O3D plugin -->
+<!-- Don't render the textarea -->
+<div style="display:none">
+<textarea id="shader" name="fx" cols="80" rows="20">
+// The 4x4 world view projection matrix.
+float4x4 worldViewProjection : WorldViewProjection;
+float4x4 worldInverseTranspose : WorldInverseTranspose;
+float4x4 world : World;
+
+// positions of the light and camera
+float3 light_pos;
+float3 camera_pos;
+
+// lighting components of the light source
+float4 light_ambient;
+float4 light_diffuse;
+float4 light_specular;
+
+// shininess of the material. (for specular lighting)
+float shininess;
+
+float4 colorMult;
+
+// input parameters for our vertex shader
+struct a2v {
+ float4 pos : POSITION;
+ float3 normal : NORMAL;
+ float4 col : COLOR;
+};
+
+// input parameters for our pixel shader
+// also the output parameters for our vertex shader
+struct v2f {
+ float4 pos : POSITION;
+ float4 pos2 : TEXCOORD0;
+ float3 norm : TEXCOORD1;
+ float3 light : TEXCOORD2;
+ float4 col : COLOR;
+};
+
+/**
+ * vsMain - our vertex shader
+ *
+ * @param IN.pos Position vector of vertex
+ * @param IN.normal Normal of vertex
+ * @param IN.col Color of vertex
+ */
+v2f vsMain(a2v IN) {
+ /**
+ * We use the standard phong illumination equation here.
+ * We restrict (clamp) the dot products so that we
+ * don't get any negative values.
+ * All vectors are normalized for proper calculations.
+ *
+ * The output color is the summation of the
+ * ambient, diffuse, and specular contributions.
+ *
+ * Note that we have to transform each vertex and normal
+ * by the view projection matrix first.
+ */
+ v2f OUT;
+
+ OUT.pos = mul(IN.pos, worldViewProjection);
+ OUT.pos2 = OUT.pos;
+ OUT.norm = mul(float4(IN.normal, 0), worldInverseTranspose).xyz;
+ OUT.light = light_pos - mul(IN.pos, world).xyz;
+ OUT.col = IN.col;
+ return OUT;
+}
+/**
+ * psMain - pixel shader
+ *
+ * @param IN.pos Position vector of vertex
+ * @param IN.col Color of vertex
+ */
+float4 psMain(v2f IN): COLOR {
+ float3 light = normalize(IN.light);
+ float3 normal = normalize(IN.norm);
+ float3 r = normalize(reflect(normal, light));
+ float3 v = normalize(IN.pos2.xyz);
+ float4 litR = lit(dot(normal, light), dot(r, v), shininess);
+ return float4(((light_ambient + light_diffuse * litR.y) * colorMult +
+ light_specular * litR.z).xyz, colorMult.w);
+}
+
+// Here we tell our effect file *which* functions are
+// our vertex and pixel shaders.
+
+// #o3d VertexShaderEntryPoint vsMain
+// #o3d PixelShaderEntryPoint psMain
+// #o3d MatrixLoadOrder RowMajor
+</textarea>
+</div>
+</body>
+</html>