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author | gman@chromium.org <gman@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98> | 2010-01-08 23:41:11 +0000 |
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committer | gman@chromium.org <gman@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98> | 2010-01-08 23:41:11 +0000 |
commit | 760761bbccb2b6915a33551f4812b09e2ef9316c (patch) | |
tree | 6bd700729deab017aa008a7489bc09e4a6f65143 /o3d/samples/hellocube-textures-glsl.html | |
parent | d1e110ee14a03f8774e57d275033d1d532a89134 (diff) | |
download | chromium_src-760761bbccb2b6915a33551f4812b09e2ef9316c.zip chromium_src-760761bbccb2b6915a33551f4812b09e2ef9316c.tar.gz chromium_src-760761bbccb2b6915a33551f4812b09e2ef9316c.tar.bz2 |
This change removes CG from O3D and uses GLSL
instead of HLSL. The current "hack" for shaders
is that the shader string you supply to
Effect::LoadFromFXString requires the lines
// #o3d SplitMarker \n"
Above which is the vertex shader and below which
is the fragment shader.
Since GLSL has no semantics the names are used
for semantics so to get an automatically supplied
worldViewProjection you must name the uniform
worldViewProjection as in
uniform mat4 worldViewProjection
Similarly for attributes (vertex streams) you must
name them to match O3D semantics as in
attribute vec4 texcoord1
attribute vec3 normal
etc.
Included in this is one working sample in
o3d/samples/hellocube-glsl.html
Other things: Added a glsl field to clientInfo
so that a program can check if it needs to supply
GLSL or HLSL. eg client.clientInfo.glsl == true
Updated the O3D libraries to store that info
in o3djs.base.glsl so that the libaries can be
modified to supply GLSL if we want.
Note: To run this on windows you must copy glew32.dll
and glut32.dll to <AppData>...\Mozilla\plugins
To get this to actually work in GLES2 will
require
(*) renaming a few functions
(*) telling O3D there is no NPOT support or if possible
no NPOT support unless the texture has only 1 level.
(*) removing LargeGeometry and FloatingPointTexture support.
(*) Making it link with the GLES2 code
Review URL: http://codereview.chromium.org/527028
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@35845 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'o3d/samples/hellocube-textures-glsl.html')
-rw-r--r-- | o3d/samples/hellocube-textures-glsl.html | 433 |
1 files changed, 433 insertions, 0 deletions
diff --git a/o3d/samples/hellocube-textures-glsl.html b/o3d/samples/hellocube-textures-glsl.html new file mode 100644 index 0000000..86b8857 --- /dev/null +++ b/o3d/samples/hellocube-textures-glsl.html @@ -0,0 +1,433 @@ +<!-- +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. +--> + +<!-- +This sample creates an O3D area with a textured cube in the middle. The +user can specify the URL where the texture image will be picked from. +This sample is a simple demonstration of texture usage in 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> +Hello Square Textures: Getting started with O3D, take 3. +</title> +<script type="text/javascript" src="o3djs/base.js"></script> +<script type="text/javascript" id="o3dscript"> +o3djs.require('o3djs.util'); +o3djs.require('o3djs.math'); +o3djs.require('o3djs.rendergraph'); +o3djs.require('o3djs.io'); + +// Events +// Run the init() function once the page has finished loading. +// Run the uninit() function when the page is unloaded. +window.onload = init; +window.onunload = uninit; + +// global variables +var g_o3d; +var g_math; +var g_pack; +var g_client; +var g_cubeTransform; +var g_sampler; +var g_clock = 0; +var g_timeMult = 1; +var g_finished = false; // for selenium testing +var g_textureLoadDenied = false; // also for selenium testing + +/** + * Creates an O3D shape representing a cube. + * @param {o3d.Material} material the material used by the primitive. + * @return {o3d.Shape} The Shape object created. + */ +function createCube(material) { + // Create a Shape object for the mesh. + var cubeShape = g_pack.createObject('Shape'); + + // Create the Primitive that will contain the geometry data for + // the cube. + var cubePrimitive = g_pack.createObject('Primitive'); + + // Create a StreamBank to hold the streams of vertex data. + var streamBank = g_pack.createObject('StreamBank'); + + // Assign the material that was passed in to the primitive. + cubePrimitive.material = material; + + // Assign the Primitive to the Shape. + cubePrimitive.owner = cubeShape; + + // Assign the StreamBank to the Primitive. + cubePrimitive.streamBank = streamBank; + + // The cube is made of 12 triangles (6 faces x 2 triangles per face) + cubePrimitive.primitiveType = g_o3d.Primitive.TRIANGLELIST; + cubePrimitive.numberPrimitives = 12; // 12 triangles + + // Vertices used by each triangle must specify both a position and texture + // coordinates. We cannot share vertices between adjacent cube faces since + // while their positions are the same, their texture coordinates are + // different. We therefore create 24 vertices, 4 for each of the cube's + // six faces. + cubePrimitive.numberVertices = 24; + + // Generate the draw element for the cube primitive. + cubePrimitive.createDrawElement(g_pack, null); + + // Create a javascript array that stores the X, Y and Z coordinates of each + // of the 24 vertices used by the cube. + var positionArray = [ + -0.5, -0.5, 0.5, + 0.5, -0.5, 0.5, + 0.5, 0.5, 0.5, + -0.5, 0.5, 0.5, + -0.5, 0.5, 0.5, + 0.5, 0.5, 0.5, + 0.5, 0.5, -0.5, + -0.5, 0.5, -0.5, + -0.5, 0.5, -0.5, + 0.5, 0.5, -0.5, + 0.5, -0.5, -0.5, + -0.5, -0.5, -0.5, + -0.5, -0.5, -0.5, + 0.5, -0.5, -0.5, + 0.5, -0.5, 0.5, + -0.5, -0.5, 0.5, + 0.5, -0.5, 0.5, + 0.5, -0.5, -0.5, + 0.5, 0.5, -0.5, + 0.5, 0.5, 0.5, + -0.5, -0.5, -0.5, + -0.5, -0.5, 0.5, + -0.5, 0.5, 0.5, + -0.5, 0.5, -0.5 + ]; + + // The following array stores the texture coordinates (u, v) for each vertex. + // These coordinates are used by the shader when displaying the texture image + // on the mesh triangles. + var texCoordsArray = [ + 0, 0, + 1, 0, + 1, 1, + 0, 1, + 0, 0, + 1, 0, + 1, 1, + 0, 1, + 1, 1, + 0, 1, + 0, 0, + 1, 0, + 0, 0, + 1, 0, + 1, 1, + 0, 1, + 0, 0, + 1, 0, + 1, 1, + 0, 1, + 0, 0, + 1, 0, + 1, 1, + 0, 1 + ]; + + // The following array defines how vertices are to be put together to form + // the triangles that make up the cube's faces. In the index array, every + // three elements define a triangle. So for example vertices 0, 1 and 2 + // make up the first triangle, vertices 0, 2 and 3 the second one, etc. + var indicesArray = [ + 0, 1, 2, + 0, 2, 3, + 4, 5, 6, + 4, 6, 7, + 8, 9, 10, + 8, 10, 11, + 12, 13, 14, + 12, 14, 15, + 16, 17, 18, + 16, 18, 19, + 20, 21, 22, + 20, 22, 23 + ]; + + // Create buffers containing the vertex data. + var positionsBuffer = g_pack.createObject('VertexBuffer'); + var positionsField = positionsBuffer.createField('FloatField', 3); + positionsBuffer.set(positionArray); + + var texCoordsBuffer = g_pack.createObject('VertexBuffer'); + var texCoordsField = texCoordsBuffer.createField('FloatField', 2); + texCoordsBuffer.set(texCoordsArray); + + var indexBuffer = g_pack.createObject('IndexBuffer'); + indexBuffer.set(indicesArray); + + // Associate the positions buffer with the StreamBank. + streamBank.setVertexStream( + g_o3d.Stream.POSITION, // semantic: This stream stores vertex positions + 0, // semantic index: First (and only) position stream + positionsField, // field: the field this stream uses. + 0); // start_index: How many elements to skip in the + // field. + + // Associate the texture coordinates buffer with the primitive. + streamBank.setVertexStream( + g_o3d.Stream.TEXCOORD, // semantic + 0, // semantic index + texCoordsField, // field + 0); // start_index + + // Associate the triangle indices Buffer with the primitive. + cubePrimitive.indexBuffer = indexBuffer; + + return cubeShape; +} + +/** + * This method gets called every time O3D renders a frame. Here's where + * we update the cube's transform to make it spin. + * @param {o3d.RenderEvent} renderEvent The render event object that gives + * us the elapsed time since the last time a frame was rendered. + */ +function renderCallback(renderEvent) { + g_clock += renderEvent.elapsedTime * g_timeMult; + // Rotate the cube around the Y axis. + g_cubeTransform.identity(); + g_cubeTransform.rotateY(2.0 * g_clock); +} + +/** + * Creates the client area. + */ +function init() { + o3djs.util.makeClients(initStep2); +} + +/** + * Initializes O3D, creates the quad and sets up the transform and + * render graphs. + * @param {Array} clientElements Array of o3d object elements. + */ +function initStep2(clientElements) { + // Set the texture URL. + var path = window.location.href; + var index = path.lastIndexOf('/'); + path = path.substring(0, index+1) + 'assets/texture_b3.jpg'; + var url = document.getElementById("url").value = path; + + // Initialize global variables and libraries. + var o3dElement = clientElements[0]; + g_client = o3dElement.client; + g_o3d = o3dElement.o3d; + g_math = o3djs.math; + + // Create a pack to manage the objects created. + g_pack = g_client.createPack(); + + // Create the render graph for a view. + var viewInfo = o3djs.rendergraph.createBasicView( + g_pack, + g_client.root, + g_client.renderGraphRoot); + + // Set up a perspective projection. + viewInfo.drawContext.projection = g_math.matrix4.perspective( + g_math.degToRad(30), // 30 degree fov. + g_client.width / g_client.height, + 1, // Near plane. + 5000); // Far plane. + + // Set up our view transformation to look towards the world origin where the + // cube is located. + viewInfo.drawContext.view = g_math.matrix4.lookAt( + [0, 1, 5], // eye + [0, 0, 0], // target + [0, 1, 0]); // up + + // Create an Effect object and initialize it using the shaders from the + // text area. + var cubeEffect = g_pack.createObject('Effect'); + var shaderString = document.getElementById('effect').value; + cubeEffect.loadFromFXString(shaderString); + + // Create a Material for the mesh. + var cubeMaterial = g_pack.createObject('Material'); + + // Set the material's drawList. + cubeMaterial.drawList = viewInfo.performanceDrawList; + + // Apply our effect to this material. The effect tells the 3D hardware + // which shaders to use. + cubeMaterial.effect = cubeEffect; + + // Create an O3D Param on the material for every uniform used by the + // shader. + cubeEffect.createUniformParameters(cubeMaterial); + + // Get the material's sampler parameter so that we can set the texture value + // to it. + var samplerParam = cubeMaterial.getParam('texSampler0'); + + // Create a Sampler object and set the min filtering to ANISOTROPIC. This + // will improve the quality of the rendered texture when viewed at an angle. + g_sampler = g_pack.createObject('Sampler'); + g_sampler.minFilter = g_o3d.Sampler.ANISOTROPIC; + g_sampler.maxAnisotropy = 4; + samplerParam.value = g_sampler; + + // Create the Shape for the cube mesh and assign its material. + var cubeShape = createCube(cubeMaterial); + + // Create a new transform and parent the Shape under it. + g_cubeTransform = g_pack.createObject('Transform'); + g_cubeTransform.addShape(cubeShape); + + // Note that we don't parent the transform until the texture is + // succesfully loaded because we don't want the system + // to try the draw the shape without its required texture. + + // Set our render callback for animation. + // This sets a function to be executed every time a frame is rendered. + g_client.setRenderCallback(renderCallback); + + // Set the initial texture. + changeTexture(); +} + +/** + * Fetches the bitmap pointed to by the URL supplied by the user, creates + * an O3D Texture object with it updates the Sampler used by the material + * to point to the newly created texture. + */ +function changeTexture() { + var textureUrl = document.getElementById('url').value; + o3djs.io.loadTexture(g_pack, textureUrl, function(texture, exception) { + // Remove the currently used texture from the pack so that when it's not + // referenced anymore, it can get destroyed. + if (g_sampler.texture) + g_pack.removeObject(g_sampler.texture); + + // Because the loading is asynchronous an exception is not thrown but is + // instead passed on failure. + if (exception) { + g_sampler.texture = null; + + g_textureLoadDenied = true; // for selenium testing. + } else { + // Set the texture on the sampler object to the newly created texture + // object returned by the request. + g_sampler.texture = texture; + + // We can now safely add the cube transform to the root of the + // scenegraph since it now has a valid texture. If the transform + // is already parented under the root, the call will have no effect. + g_cubeTransform.parent = g_client.root; + + g_finished = true; // for selenium testing. + } + }); +} + +/** + * Removes any callbacks so they don't get called after the page has unloaded. + */ +function uninit() { + if (g_client) { + g_client.cleanup(); + } +} + +</script> +</head> +<body> +<h1>Hello Cube: Textures</h1> +This example shows how texture map a cube using an image fetched from a URL. +<br/> + + +<!-- Start of O3D plugin --> +<div id="o3d" style="width: 600px; height: 600px;"></div> +<!-- End of O3D plugin --> +<br /> +Image URL: <input type="text" id="url" size="100"> +<input type="button" id="updateButton" onclick="changeTexture();" value="Update Texture"><BR> + +<!-- Don't render the textarea --> +<div style="display:none"> +<!-- Start of effect --> +<textarea id="effect"> + // World View Projection matrix that will transform the input vertices + // to screen space. + uniform mat4 worldViewProjection; + + // input parameters for our vertex shader + attribute vec4 position; + attribute vec2 texcoords0; + + varying vec2 uvs; + + /** + * The vertex shader simply transforms the input vertices to screen space. + */ + void main() { + // Multiply the vertex positions by the worldViewProjection matrix to + // transform them to screen space. + gl_Position = worldViewProjection * position; + uvs = texcoords0; + } + +// This hack his here for now since O3D only allows one string +// to be passed to Effect::loadFromFXString +// #o3d SplitMarker +// #o3d MatrixLoadOrder RowMajor + + // Color to draw with. + uniform sampler2D texSampler0; + + varying vec2 uvs; + + /** + * This pixel shader just returns the color red. + */ + void main() { + gl_FragColor = texture2D(texSampler0, uvs); + } +</textarea> +<!-- End of effect --> +</div> +</body> +</html> |