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author | gman@google.com <gman@google.com@0039d316-1c4b-4281-b951-d872f2087c98> | 2009-09-01 04:21:40 +0000 |
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committer | gman@google.com <gman@google.com@0039d316-1c4b-4281-b951-d872f2087c98> | 2009-09-01 04:21:40 +0000 |
commit | 70c8e97a69ef8806b1812b2cd0ebe831f3792cb6 (patch) | |
tree | 4c5b5e5b71ce99f91910b3fd569443f0f07a4e72 /o3d/samples/scatter-chart.html | |
parent | 13a8961bf84b7132e2ae588ea644bf7b8012fe75 (diff) | |
download | chromium_src-70c8e97a69ef8806b1812b2cd0ebe831f3792cb6.zip chromium_src-70c8e97a69ef8806b1812b2cd0ebe831f3792cb6.tar.gz chromium_src-70c8e97a69ef8806b1812b2cd0ebe831f3792cb6.tar.bz2 |
Update samples to use more utility functions where
appropriate.
A few places used pseudoRandom. That is in math.js
now so they use that.
Other places there is now
o3djs.material.createBasicMaterial and
o3djs.material.createMaterialFromFile that save
10-20 lines per sample.
This CL will require new reference images.
There are 2 other things I'd like to consider.
#1) Changing every sample that uses shaders/texture-only.shader
to use o3djs.material.createConstantMaterial or some variation.
The problem with o3djs.material.createConstantMaterial is it
requires you pass it a texture if you want a constant textured
material. All the samples create the material first, then
later add the texture.
So, I could add a new o3djs.material.createTextureOnlyMaterial.
At the same time that would mean changing those samples from
setting stuff on 'texSampler0' to 'emissive'
#2) I'd like to change the shader builder so it stops
adding "Sampler" to textured materials. As it is if
the material uses a color it makes the param called "diffuse"
but if it's a texture it makes it "diffuseSampler".
That sucks because it means the code has to do crap like
var param = material.getParam('diffuse');
if (param) {
// it's a color
} else {
param = material.getParam('diffuseSampler');
if (param) {
// it's a texture.
}
}
If we stopped that silliness we could just do
var param = material.getParam('diffuse');
if (param) {
if (param.isA('o3d.ParamTexture')) {
// it's textured.
} else {
// it's not.
}
}
Unfortunately to fix this requires changing the o3dConverter
as well since it uses those conventions. Should we do this?
Review URL: http://codereview.chromium.org/182024
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@25015 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'o3d/samples/scatter-chart.html')
-rw-r--r-- | o3d/samples/scatter-chart.html | 34 |
1 files changed, 3 insertions, 31 deletions
diff --git a/o3d/samples/scatter-chart.html b/o3d/samples/scatter-chart.html index a1f5f8d..6aa7743 100644 --- a/o3d/samples/scatter-chart.html +++ b/o3d/samples/scatter-chart.html @@ -50,7 +50,7 @@ o3djs.require('o3djs.util'); o3djs.require('o3djs.math'); o3djs.require('o3djs.quaternions'); o3djs.require('o3djs.rendergraph'); -o3djs.require('o3djs.effect'); +o3djs.require('o3djs.material'); o3djs.require('o3djs.primitives'); o3djs.require('o3djs.arcball'); o3djs.require('o3djs.event'); @@ -149,7 +149,8 @@ function initGlobals(clientElements) { clearColor); // Create a material for the objects rendered. - g_material = createPhongMaterial([1, 1, 1, 1]); + g_material = o3djs.material.createBasicMaterial( + g_pack, g_viewInfo, [1, 1, 1, 1]); // Create a cube shape to simulate the scatter points. g_cubeShape = o3djs.primitives.createCube( @@ -192,35 +193,6 @@ function resetView() { } /** - * Creates a phong material based on the given single color. - * @param {Array} baseColor An array with 4 entries, the R,G,B, and A components - * of a color. - * @return {!o3d.Material} A phong material whose overall pigment is baseColor. - */ -function createPhongMaterial(baseColor) { - // Create a new, empty Material object. - var material = g_pack.createObject('Material'); - - var lightPosition = [1000, 2000, 3000]; - o3djs.effect.attachStandardShader( - g_pack, material, lightPosition, 'phong'); - - material.drawList = g_viewInfo.performanceDrawList; - - // Assign parameters to the phong material. - material.getParam('emissive').value = [0, 0, 0, 1]; - material.getParam('ambient').value = - [.1 * baseColor[0], .1 * baseColor[1], .1 * baseColor[2], 1]; - material.getParam('diffuse').value = - [.9 * baseColor[0], .9 * baseColor[1], .9 * baseColor[2], 1]; - material.getParam('specular').value = [.5, .5, .5, 1]; - material.getParam('shininess').value = 50; - material.getParam('lightColor').value = [1, 1, 1, 1]; - - return material; -} - -/** * Create a 3D Scatter object by plotting each data point on a 3D model. */ function createScatterObject() { |