diff options
author | gspencer@google.com <gspencer@google.com@0039d316-1c4b-4281-b951-d872f2087c98> | 2009-05-27 23:15:42 +0000 |
---|---|---|
committer | gspencer@google.com <gspencer@google.com@0039d316-1c4b-4281-b951-d872f2087c98> | 2009-05-27 23:15:42 +0000 |
commit | 05b47f7a8c5451f858dc220df0e3a97542edace6 (patch) | |
tree | a2273d619f0625c9d44d40842845ccce2eac1045 /o3d/samples/vertex-shader-animation.html | |
parent | 5cdc8bdb4c847cefe7f4542bd10c9880c2c557a0 (diff) | |
download | chromium_src-05b47f7a8c5451f858dc220df0e3a97542edace6.zip chromium_src-05b47f7a8c5451f858dc220df0e3a97542edace6.tar.gz chromium_src-05b47f7a8c5451f858dc220df0e3a97542edace6.tar.bz2 |
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
Diffstat (limited to 'o3d/samples/vertex-shader-animation.html')
-rw-r--r-- | o3d/samples/vertex-shader-animation.html | 210 |
1 files changed, 210 insertions, 0 deletions
diff --git a/o3d/samples/vertex-shader-animation.html b/o3d/samples/vertex-shader-animation.html new file mode 100644 index 0000000..b0e5c7c --- /dev/null +++ b/o3d/samples/vertex-shader-animation.html @@ -0,0 +1,210 @@ +<!-- +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 Vertex Shader Animation Example. + +Demonstrates using a vertex shader for simple animation. The shader moves the +vertices in a sin wave based on the parameter "time" and the world position +of the vertices. +--> + +<!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> +Vertex Shader Animation +</title> +<style type="text/css"> + html, body { + height: 100%; + margin: 0; + padding: 0; + border: none; + } +</style> +<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_o3dElement; +var g_math; +var g_client; +var g_pack; +var g_viewInfo; +var g_timeParam; + +/** + * Creates the client area. + */ +function init() { + // These are here so that they are visible to both the browser (so + // selenium sees them) and the embedded V8 engine. + window.g_clock = 0; + window.g_timeMult = 1; + window.g_finished = false; // for selenium testing. + + // 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); +} + +/** + * Initializes O3D, loads the effect, and creates the quads. + * @param {Array} clientElements Array of o3d object elements. + */ +function initStep2(clientElements) { + // Initialize global variables and libraries. + g_o3dElement = clientElements[0]; + g_o3d = g_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 = g_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); + + // Create and load the effect. + var effect = g_pack.createObject('Effect'); + o3djs.effect.loadEffect(effect, 'shaders/phong-vertex-anim.shader'); + + // Create a new Material for the quad. + var material = g_pack.createObject('Material'); + + // Set the material's drawList + material.drawList = g_viewInfo.performanceDrawList; + material.effect = effect; + + // Create Params on the material for all the uniform parameters needed by + // the effect. + effect.createUniformParameters(material); + + // Set the material parameters. + material.getParam('lightWorldPos').value = [-40, 100, 0]; + material.getParam('lightIntensity').value = [1, 1, 1, 1]; + material.getParam('ambientIntensity').value = [0.1, 0.1, 0.1, 1]; + material.getParam('ambient').value = [1, 1, 1, 1]; + material.getParam('diffuse').value = [1, 1, 1, 1]; + material.getParam('specular').value = [1, 1, 1, 1]; + material.getParam('shininess').value = 50; + + g_timeParam = material.getParam('time'); + + // Create the view matrix which tells the camera which way to point to. + var eye = [10, 50, 20]; + var target = [2, 0, -2]; + var up = [0, 0, -1]; + var view_matrix = g_math.matrix4.lookAt(eye, target, up); + + g_viewInfo.drawContext.view = view_matrix; + + var shape = o3djs.primitives.createPlane(g_pack, material, + 10, 10, 100, 100); + for (var xx = 0; xx < 5; xx++) { + for (var yy = 0; yy < 4; yy++) { + var index = yy * 3 + xx; + + // Make a transform for each quad. + var transform = g_pack.createObject('Transform'); + transform.translate((xx - 2) * 12, 0, (2 - yy) * -12); + transform.addShape(shape); + transform.parent = g_client.root; + transform.createParam('diffuse', 'ParamFloat4').value = [xx * 0.2, + yy * 0.25, + 0.5, + 1]; + } + } + + // Setup an onrender callback for animation. + g_client.setRenderCallback(onrender); + + window.g_finished = true; // for selenium testing. +} + +function updateProjectionMatrix() { + // 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 100. + g_viewInfo.drawContext.projection = g_math.matrix4.perspective( + g_math.degToRad(45), + g_client.width / g_client.height, + 0.1, + 100); +} + +// spin the camera. +function onrender(render_event) { + // Get the number of seconds since the last render. + var elapsedTime = render_event.elapsedTime; + // Update g_clock in the browser and cache a V8 copy that can be + // accessed efficiently. g_clock must be in the browser for selenium. + var clock = window.g_clock + elapsedTime * window.g_timeMult; + window.g_clock = clock; + + updateProjectionMatrix(); + + g_timeParam.value = clock * 4; +} + +function unload() { + if (g_client) { + g_client.cleanup(); + } +} + +</script> +</head> +<body onload="init()" onunload="unload()"> +<h1>Vertex Shader Animation Example</h1> +<!-- Start of O3D plugin --> +<div id="o3d" style="width: 100%; height: 80%"></div> +<!-- End of O3D plugin --> +</body> +</html> |