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authorbradnelson@google.com <bradnelson@google.com@0039d316-1c4b-4281-b951-d872f2087c98>2011-03-28 20:23:26 +0000
committerbradnelson@google.com <bradnelson@google.com@0039d316-1c4b-4281-b951-d872f2087c98>2011-03-28 20:23:26 +0000
commitd15f03f7d3aaa253d32c8bfc4f1543f5f9d6eeae (patch)
treee3ae9df25c03721d2889ca4aad346dc7c2d99363 /o3d/samples/io/io.html
parente6111af1609505398801eed7619a2f7191fe3a2b (diff)
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Moving o3d up a level, to get it out of chrome checkouts.
BUG=None TEST=None Too large for codereview. Manual review by thaloun and tschelcher. git-svn-id: svn://svn.chromium.org/chrome/trunk/src@79609 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.
--->
-
-<html>
- <title>The Journies of Prince IO: An O3D Adventure</title>
- <link href="ui/io.css" rel="stylesheet" type="text/css"/>
- <script type="text/javascript" src="../o3djs/base.js"></script>
- <script type="text/javascript" src="dynamic_lights.js"></script>
- <script type="text/javascript" src="init.js"></script>
- <script type="text/javascript" src="autoincludes.js"></script>
- <script type="text/javascript" src="gamelogic.js"></script>
- <script type="text/javascript" src="cutscenes.js"></script>
- <script type="text/javascript" src="sound/soundplayer.js"></script>
-</head>
-
-<body onload="init();" onscroll="cancelScroll()" onunload="uninit();">
-
-<table id="table-main"><tr><td valign=center>
-
-<table id="table-middle" cellspacing="0" cellpadding="0" border="0">
- <tr>
- <td id="book-left" width="50%"><div id="innercover-div"><img id="innercover" src="ui/book_innercover.jpg"></div></td>
- <td id="book-center" width="1000"><div id="cover-div"><img id="cover-shadow" src="ui/covershadow.png"><img onclick="animateCover()" id="cover" src="ui/book_cover.jpg"></div><img src="ui/book_captop.jpg" width="988" height="39"><br><div id="cover-seam"></div><div id="content">
-
- Choose a level...
-
- </div><div id="container" name="container" >
- <div id="o3d" style="width: 1px; height: 1px;"></div>
- </div><img id="page1" src="ui/book_page1.jpg" onclick="animatePage('page1')"><img id="page2" src="ui/book_page2.jpg" onclick="animatePage('page2')"><img id="page3" src="ui/book_page3.jpg" onclick="animatePage('page3')"><img src="ui/book_pageblank.jpg" width="951" height="549"><img src="ui/book_capright.jpg" width="37" height="549"><br><img src="ui/book_capbottom.jpg" width="988" height="90"></td>
- <td id="book-right" width="50%">&nbsp;</td>
- </tr>
-</table>
-
-</td></tr></table>
-
-<form>
-<input id="focusHolder" style="position:absolute;top:-100px;">
-</form>
-
-<div id="footer"><div id="output"></div><div id="fps"></div><img src="ui/logo.gif" alt="Google"></div>
-<div id="fx" style="visibility:hidden">
-<textarea id="global_effect">
-struct a2v {
- float4 position : POSITION;
- float3 normal : NORMAL;
- float2 texCoord : TEXCOORD0;
-};
-
-struct v2f {
- float4 position : POSITION;
- float3 worldPosition : TEXCOORD0;
- float2 texCoord : TEXCOORD1;
- float3 n : TEXCOORD2;
- float3 l : TEXCOORD3;
-};
-
-float4x4 worldViewProj : WorldViewProjection;
-float4x4 world : World;
-float4x4 worldIT : WorldInverseTranspose;
-
-uniform float4 ambientLightColor;
-uniform float3 sunlightDirection;
-uniform float4 sunlightColor;
-uniform float3 cameraEye;
-uniform float3 cameraTarget;
-
-uniform float3 light0_location;
-uniform float3 light1_location;
-uniform float3 light2_location;
-uniform float3 light3_location;
-uniform float3 light4_location;
-
-uniform float4 light0_color;
-uniform float4 light1_color;
-uniform float4 light2_color;
-uniform float4 light3_color;
-uniform float4 light4_color;
-uniform float4 fog_color;
-
-// The texture from a sketchup6 file
-// A diffuseTexture and a diffuse color (when there isn't a texture)
-uniform float4 diffuse; // The color, unless texture
-sampler2D diffuseSampler;
-
-v2f vsMain(a2v IN) {
- v2f OUT;
- OUT.position = mul(IN.position, worldViewProj);
- OUT.worldPosition = mul(IN.position, world).xyz;
- OUT.texCoord = IN.texCoord;
-
- OUT.n = mul(float4(IN.normal,0), worldIT).xyz;
- OUT.l = IN.normal;
- return OUT;
-}
-
-float4 fsMain(v2f IN): COLOR {
- float4 textureColor = tex2D(diffuseSampler, IN.texCoord);
- float3 normalDirection = normalize(IN.n);
- float3 viewDirection = normalize(cameraEye - IN.worldPosition.xyz);
- // Only diffuse light until we can get better than face normals.
- float4 litWorld = lit(dot(normalDirection.xyz, sunlightDirection), 0, 0);
- float4 total_color = ambientLightColor + litWorld.yyyy * sunlightColor;
-
- float3 light_direction = light0_location - IN.worldPosition.xyz;
- float attenuation = light0_color.a / length(light_direction);
- light_direction = normalize(light_direction);
- float4 litLight = lit(dot(normalDirection.xyz, light_direction), 0, 0);
- litLight.y *= clamp(attenuation * attenuation, 0, 1);
- total_color.rgb += litLight.yyy * light0_color.rgb;
-
- light_direction = light1_location - IN.worldPosition.xyz;
- attenuation = light1_color.a / length(light_direction);
- light_direction = normalize(light_direction);
- litLight = lit(dot(normalDirection.xyz, light_direction), 0, 0);
- litLight.y *= clamp(attenuation * attenuation, 0, 1);
- total_color.rgb += litLight.yyy * light1_color.rgb;
-
- light_direction = light2_location - IN.worldPosition.xyz;
- attenuation = light2_color.a / length(light_direction);
- light_direction = normalize(light_direction);
- litLight = lit(dot(normalDirection.xyz, light_direction), 0, 0);
- litLight.y *= clamp(attenuation * attenuation, 0, 1);
- total_color.rgb += litLight.yyy * light2_color.rgb;
-
- light_direction = light3_location - IN.worldPosition.xyz;
- attenuation = light3_color.a / length(light_direction);
- light_direction = normalize(light_direction);
- litLight = lit(dot(normalDirection.xyz, light_direction), 0, 0);
- litLight.y *= clamp(attenuation * attenuation, 0, 1);
- total_color.rgb += litLight.yyy * light3_color.rgb;
-
- textureColor.rgb += diffuse.rgb;
- total_color *= textureColor;
-
- // Fog
- float fog = saturate(pow(2.718, -.005 * (length(cameraEye - IN.worldPosition.xyz) - 300)));
- return lerp(fog_color, total_color, fog);
-}
-
-// #o3d VertexShaderEntryPoint vsMain
-// #o3d PixelShaderEntryPoint fsMain
-// #o3d MatrixLoadOrder RowMajor
-</textarea>
-</div>
-</body>