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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/generate-texture.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.
+-->
+
+<!--
+How to generate a texture.
+-->
+<!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>
+Generate Texture.
+</title>
+<script type="text/javascript" src="o3djs/base.js"></script>
+<script type="text/javascript">
+o3djs.require('o3djs.util');
+o3djs.require('o3djs.math');
+o3djs.require('o3djs.rendergraph');
+o3djs.require('o3djs.primitives');
+o3djs.require('o3djs.effect');
+
+// global variables
+var g_o3d;
+var g_math;
+var g_client;
+var g_pack;
+var g_viewInfo;
+var g_finished = false; // for selenium testing
+
+/**
+ * Creates the client area.
+ */
+function init() {
+ // Comment out the line below to run the sample in the browser
+ // JavaScript engine. This may be helpful for debugging.
+ o3djs.util.setMainEngine(o3djs.util.Engine.V8);
+
+ o3djs.util.makeClients(initStep2, 'FloatingPointTextures');
+}
+
+/**
+ * Initializes O3D, loads an effect, creates some textures
+ * and quads to display them.
+ * @param {Array} clientElements Array of o3d object elements.
+ */
+function initStep2(clientElements) {
+ // Initializes global variables and libraries.
+ var o3dElement = clientElements[0];
+ g_o3d = o3dElement.o3d;
+ g_math = o3djs.math;
+
+ // Set window.g_client as well. Otherwise when the sample runs in
+ // V8, selenium won't be able to find this variable (it can only see
+ // the browser environment).
+ window.g_client = g_client = o3dElement.client;
+
+ // Create a pack to manage our resources/assets
+ g_pack = g_client.createPack();
+
+ // Create the render graph for a view.
+ g_viewInfo = o3djs.rendergraph.createBasicView(
+ g_pack,
+ g_client.root,
+ g_client.renderGraphRoot);
+
+ var clientWidth = g_client.width;
+ var clientHeight = g_client.height;
+ g_viewInfo.drawContext.projection = g_math.matrix4.orthographic(
+ -clientWidth * 0.5,
+ clientWidth * 0.5,
+ -clientHeight * 0.5,
+ clientHeight * 0.5,
+ 0.001,
+ 1000);
+ g_viewInfo.drawContext.view = g_math.matrix4.lookAt(
+ [0, 500, 0], // eye
+ [0, 0, 0], // target
+ [0, 0, -1]); // up
+
+ // Create and load the effects.
+ var effectNames = [
+ 'texture-only.shader',
+ 'luminance_alpha_texture.shader'];
+
+ var effectInfos = {
+ texture_only: {name: 'texture-only.shader'},
+ one_channel_texture: {name: 'one-channel-texture.shader'}};
+ for (var key in effectInfos) {
+ var info = effectInfos[key];
+ var effect = g_pack.createObject('Effect');
+ o3djs.effect.loadEffect(effect, 'shaders/' + info.name);
+
+ // Create a Material for the effect.
+ var material = g_pack.createObject('Material');
+
+ // Set the material's drawList for transparent objects.
+ material.drawList = g_viewInfo.zOrderedDrawList;
+
+ // Apply the effect to this material.
+ material.effect = effect;
+
+ // Create the params that effect requires on the material.
+ effect.createUniformParameters(material);
+
+ // Create a quad.
+ var shape = o3djs.primitives.createPlane(g_pack,
+ material,
+ 1,
+ 1,
+ 1,
+ 1);
+ info.shape = shape;
+ }
+
+ // display our shape 5 times with 5 different textures
+ // by overriding the sampler on each instance.
+ for (var s = 0; s < 5; ++s) {
+ // create a transform for an instance
+ var transform = g_pack.createObject('Transform');
+ var x = s % 3;
+ var z = Math.floor(s / 3);
+ transform.translate((x - 1) * 140, 0, (z - 0.5) * 140);
+ transform.scale(128, 1, 128);
+ transform.parent = g_client.root;
+
+ // Create a ParamSampler on the transform with the same name as in
+ // the effect so this param will be used instead of the one on the material.
+ var samplerParam = transform.createParam('texSampler0', 'ParamSampler');
+
+ var sampler = g_pack.createObject('Sampler');
+ samplerParam.value = sampler;
+ sampler.addressModeU = g_o3d.Sampler.CLAMP;
+ sampler.addressModeV = g_o3d.Sampler.CLAMP;
+
+ // Create a texture.
+ {
+ var pixels = [];
+ var format;
+
+ switch (s) {
+ case 0: { // XRGB8
+ transform.addShape(effectInfos.texture_only.shape);
+ format = g_o3d.Texture.XRGB8;
+ for (var y = 0; y < 32; ++y) {
+ for (var x = 0; x < 32; ++x) {
+ var offset = (y * 32 + x) * 3; // rgb
+ var u = x / 32 * Math.PI * 0.5;
+ var v = y / 32 * Math.PI * 0.5;
+ pixels[offset + 0] = Math.cos(u); // red
+ pixels[offset + 1] = Math.sin(v); // green
+ pixels[offset + 2] = Math.sin(u); // blue
+ }
+ }
+ break;
+ }
+ case 1: { // ARGB8
+ transform.addShape(effectInfos.texture_only.shape);
+ format = g_o3d.Texture.ARGB8;
+ for (var y = 0; y < 32; ++y) {
+ for (var x = 0; x < 32; ++x) {
+ var offset = (y * 32 + x) * 4; // rgba
+ var u = x / 32 * Math.PI * 0.5;
+ var v = y / 32 * Math.PI * 0.5;
+ pixels[offset + 0] = Math.floor(y / 4) % 2; // red
+ pixels[offset + 1] = Math.sin(v); // green
+ pixels[offset + 2] = Math.floor(x / 4) % 2; // blue
+ pixels[offset + 3] = Math.abs(Math.sin(v * 4)); // alpha
+ }
+ }
+ break;
+ }
+ case 2: { // ABGR16F
+ transform.addShape(effectInfos.texture_only.shape);
+ format = g_o3d.Texture.ABGR16F;
+ for (var y = 0; y < 32; ++y) {
+ for (var x = 0; x < 32; ++x) {
+ var offset = (y * 32 + x) * 4; // rgba
+ var u = x / 32 * Math.PI * 0.5;
+ var v = y / 32 * Math.PI * 0.5;
+ pixels[offset + 0] = Math.cos(v); // red
+ pixels[offset + 1] = Math.sin(u); // green
+ pixels[offset + 2] = Math.sin(v); // blue
+ pixels[offset + 3] = Math.abs(Math.sin(u * 8)); // alpha
+ }
+ }
+ break;
+ }
+ case 3: { // ABGR32F
+ transform.addShape(effectInfos.texture_only.shape);
+ format = g_o3d.Texture.ABGR32F;
+ for (var y = 0; y < 32; ++y) {
+ for (var x = 0; x < 32; ++x) {
+ var offset = (y * 32 + x) * 4; // rgba
+ var u = x / 32 * Math.PI * 0.5;
+ var v = y / 32 * Math.PI * 0.5;
+ pixels[offset + 0] = Math.cos(v); // red
+ pixels[offset + 1] = Math.sin(u); // green
+ pixels[offset + 2] = Math.sin(v); // blue
+ pixels[offset + 3] = Math.abs(Math.sin(u * 8)); // alpha
+ }
+ }
+ break;
+ }
+ case 4: { // R32F
+ /**
+ * NOTE: GL and D3D do NOT share compatible 1 channel texture formats.
+ *
+ * In D3D the sampler will return
+ *
+ * R = channel 0
+ * G = const 1
+ * B = const 1
+ * A = const 1
+ *
+ * In GL the sampler will return
+ *
+ * R = channel 0
+ * G = channel 0
+ * B = channel 0
+ * A = channel 0
+ *
+ * What that means is only R works across platforms. G, B and A are
+ * undefined and if you use them you'll get the wrong results.
+ */
+ transform.addShape(effectInfos.one_channel_texture.shape);
+ format = g_o3d.Texture.R32F;
+ for (var y = 0; y < 32; ++y) {
+ for (var x = 0; x < 32; ++x) {
+ var offset = (y * 32 + x); // r
+ var u = x / 32 * Math.PI * 0.5;
+ var v = y / 32 * Math.PI * 0.5;
+ pixels[offset + 0] = Math.cos(v * 16); // red
+ }
+ }
+ break;
+ }
+ }
+ var texture = g_pack.createTexture2D(32, 32, format, 1, false);
+ texture.set(0, pixels);
+ sampler.texture = texture;
+ }
+ }
+ window.g_finished = true; // for selenium testing.
+}
+
+</script>
+</head>
+<body onload="init()">
+<h1>Generate Texture</h1>
+Shows how to create textures in Javascript.
+<br/>
+
+<!-- Start of O3D plugin -->
+<div id="o3d" style="width: 600px; height: 600px;"></div>
+<!-- End of O3D plugin -->
+</body>
+</html>