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authorluchen@google.com <luchen@google.com@0039d316-1c4b-4281-b951-d872f2087c98>2010-06-17 22:54:47 +0000
committerluchen@google.com <luchen@google.com@0039d316-1c4b-4281-b951-d872f2087c98>2010-06-17 22:54:47 +0000
commitc925b4bab4abc7f6b72f7408b7ec75bb49851033 (patch)
tree603cd72b673552fcb98c98accf6bc66a59b50e74 /o3d/samples
parent740f19ec5c056e340fae3343a7678448e897275f (diff)
downloadchromium_src-c925b4bab4abc7f6b72f7408b7ec75bb49851033.zip
chromium_src-c925b4bab4abc7f6b72f7408b7ec75bb49851033.tar.gz
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Adding instancing and render target demos.
Note: json scene for yard.o3dtgz; replaced this with teapot. (How much effort does it take to generate yard json scene?) Also, the instancing demos run sluggishly. (Limitation of JS?) Review URL: http://codereview.chromium.org/2714013 git-svn-id: svn://svn.chromium.org/chrome/trunk/src@50158 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'o3d/samples')
-rw-r--r--o3d/samples/o3d-webgl-samples/instance-override.html182
-rw-r--r--o3d/samples/o3d-webgl-samples/instancing.html211
-rw-r--r--o3d/samples/o3d-webgl-samples/multiple-clients.html229
-rw-r--r--o3d/samples/o3d-webgl-samples/multiple-views.html222
-rw-r--r--o3d/samples/o3d-webgl-samples/picking.html345
-rw-r--r--o3d/samples/o3d-webgl-samples/procedural-texture.html255
-rw-r--r--o3d/samples/o3d-webgl-samples/render-targets.html333
-rw-r--r--o3d/samples/o3d-webgl/viewport.js5
-rw-r--r--o3d/samples/shaders/vertex-color-glsl.shader59
9 files changed, 1839 insertions, 2 deletions
diff --git a/o3d/samples/o3d-webgl-samples/instance-override.html b/o3d/samples/o3d-webgl-samples/instance-override.html
new file mode 100644
index 0000000..37132fe
--- /dev/null
+++ b/o3d/samples/o3d-webgl-samples/instance-override.html
@@ -0,0 +1,182 @@
+<!--
+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 Instancing Override example.
+
+Display a single instanced object but change some shader parameters for each
+instance by putting them on the transform.
+-->
+<!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>
+Instancing with Overrides.
+</title>
+<!-- Include sample javascript library functions-->
+<script type="text/javascript" src="../o3d-webgl/base.js"></script>
+<script type="text/javascript" src="../o3djs/base.js"></script>
+
+<!-- Our javascript code -->
+<script type="text/javascript" id="o3dscript">
+o3djs.base.o3d = o3d;
+o3djs.require('o3djs.webgl');
+o3djs.require('o3djs.math');
+o3djs.require('o3djs.rendergraph');
+o3djs.require('o3djs.primitives');
+o3djs.require('o3djs.material');
+
+// Events
+// init() once the page has finished loading.
+// unload() when the page is unloaded.
+window.onload = init;
+window.onunload = unload;
+
+// global variables
+var g_o3d;
+var g_math;
+var g_client;
+var g_viewInfo;
+var g_pack;
+var g_clock = 0;
+var g_timeMult = 1;
+var g_finished = false; // for selenium testing.
+
+function createInstances(pack, shape) {
+ // make a grid of transforms and put a sphere instance on each one
+ for (var x = 0; x < 10; x++) {
+ for (var y = 0; y < 10; y++) {
+ for (var z = 0; z < 10; z++) {
+ var transform = pack.createObject('Transform');
+ transform.parent = g_client.root;
+ transform.addShape(shape);
+ transform.translate((x - 4.5) * 100,
+ (y - 4.5) * 100,
+ (z - 4.5) * 100);
+ transform.createParam('diffuse', 'ParamFloat4').value = [
+ x * 0.1,
+ y * 0.1,
+ z * 0.1,
+ 1.0];
+ }
+ }
+ }
+}
+
+/**
+ * Creates the client area.
+ */
+function init() {
+ o3djs.webgl.makeClients(initStep2);
+}
+
+/**
+ * Initializes O3D and creates a sphere.
+ * @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;
+ g_client = o3dElement.client;
+
+ // Creates 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 our projection matrix, with a vertical field of view of 45 degrees
+ // a near clipping plane of 0.1 and far clipping plane of 10000.
+ g_viewInfo.drawContext.projection = g_math.matrix4.perspective(
+ g_math.degToRad(45),
+ g_client.width / g_client.height,
+ 0.1,
+ 10000);
+
+ // Create a material.
+ var material = o3djs.material.createBasicMaterial(
+ g_pack,
+ g_viewInfo,
+ [1, 1, 1, 1]);
+
+ // Create a sphere.
+ var shape = o3djs.primitives.createSphere(g_pack, material, 25, 10, 12);
+
+ createInstances(g_pack, shape);
+
+ // Setup an onrender callback for animation.
+ g_client.setRenderCallback(onrender);
+
+ g_finished = true; // for selenium testing.
+}
+
+// spin the camera.
+function onrender(render_event) {
+ // Get the number of seconds since the last render.
+ var elapsedTime = render_event.elapsedTime;
+ g_clock += elapsedTime * g_timeMult;
+
+ var x = Math.sin(g_clock * 0.3) * 1000;
+ var z = Math.cos(g_clock * 0.3) * 1000;
+ var y = Math.sin(g_clock * 0.7) * 500;
+
+ g_viewInfo.drawContext.view = g_math.matrix4.lookAt(
+ [x, y, z], // eye
+ [0, 0, 0], // target
+ [0, 1, 0]); // up
+}
+
+/**
+ * Removes any callbacks so they don't get called after the page has unloaded.
+ */
+function unload() {
+ if (g_client) {
+ g_client.cleanup();
+ }
+}
+</script>
+</head>
+<body>
+<h1>Instancing with overrides</h1>
+1000 Instances of the same sphere.
+<br/>
+<!-- Start of O3D plugin -->
+<div id="o3d" style="width: 800px; height: 600px;"></div>
+<!-- End of O3D plugin -->
+</body>
+</html>
diff --git a/o3d/samples/o3d-webgl-samples/instancing.html b/o3d/samples/o3d-webgl-samples/instancing.html
new file mode 100644
index 0000000..2ddad3c
--- /dev/null
+++ b/o3d/samples/o3d-webgl-samples/instancing.html
@@ -0,0 +1,211 @@
+<!--
+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 Instancing example.
+
+Load the teapot, display it a bunch of times.
+-->
+<!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>
+Instancing.
+</title>
+<!-- Include sample javascript library functions-->
+<script type="text/javascript" src="../o3d-webgl/base.js"></script>
+<script type="text/javascript" src="../o3djs/base.js"></script>
+
+<!-- Our javascript code -->
+<script type="text/javascript" id="o3dscript">
+o3djs.base.o3d = o3d;
+o3djs.require('o3djs.webgl');
+o3djs.require('o3djs.util');
+o3djs.require('o3djs.math');
+o3djs.require('o3djs.rendergraph');
+o3djs.require('o3djs.pack');
+o3djs.require('o3djs.scene');
+
+// Events
+// init() once the page has finished loading.
+// unload() when the page is unloaded.
+window.onload = init;
+window.onunload = unload;
+
+// global variables
+var g_o3d;
+var g_math;
+var g_client;
+var g_viewInfo;
+var g_pack;
+var g_clock = 0;
+var g_timeMult = 1;
+var g_finished = false; // for selenium testing
+
+/**
+ * Loads a scene into the transform graph.
+ * @param {!o3d.Pack} pack Pack to load scene into.
+ * @param {string} fileName filename of the scene.
+ * @param {!o3d.Transform} parent parent node in the transform graph to
+ * which to load the scene into.
+ */
+function loadScene(pack, fileName, parent) {
+ // Get our full path to the scene
+ var scenePath = o3djs.util.getCurrentURI() + fileName;
+
+ // Load the file given the full path, and call the callback function
+ // when its done loading.
+ o3djs.scene.loadScene(g_client, pack, parent, scenePath, callback);
+
+ /**
+ * Our callback is called once the scene has been loaded into memory
+ * from the web or locally.
+ * @param {!o3d.Pack} pack The pack that was passed in above.
+ * @param {!o3d.Transform} parent The parent that was passed in above.
+ * @param {*} exception null if loading succeeded.
+ */
+ function callback(pack, parent, exception) {
+ if (exception) {
+ alert('Could not load: ' + fileName + '\n' + exception);
+ return;
+ }
+ // Generate draw elements and setup material draw lists.
+ o3djs.pack.preparePack(pack, g_viewInfo);
+
+ // Find the "shape" for the teapot.
+ // I'm going to assume there is only one since I know the contents
+ // of the file.
+ var shape = pack.getObjectsByClassName('o3d.Shape')[0];
+
+ // now make a grid of transforms and put a teapot instance on each one
+ for (var x = 0; x < 10; x++) {
+ for (var y = 0; y < 10; y++) {
+ for (var z = 0; z < 10; z++) {
+ var transform = pack.createObject('Transform');
+ transform.parent = g_client.root;
+ transform.addShape(shape);
+ var angles = [
+ (x - 4.5) * 0.2,
+ (y - 4.5) * 0.2,
+ (z - 4.5) * 0.2];
+ transform.translate((x - 4.5) * 100,
+ (y - 4.5) * 100,
+ (z - 4.5) * 100);
+ transform.rotateZYX(angles);
+ }
+ }
+ }
+
+ g_finished = true; // for selenium testing.
+ }
+}
+
+/**
+ * Creates the client area.
+ */
+function init() {
+ o3djs.webgl.makeClients(initStep2);
+}
+
+/**
+ * Initializes O3D and loads the scene into the transform graph.
+ * @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;
+ g_client = o3dElement.client;
+
+ // Creates 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 our projection matrix, with a vertical field of view of 45 degrees
+ // a near clipping plane of 0.1 and far clipping plane of 10000.
+ g_viewInfo.drawContext.projection = g_math.matrix4.perspective(
+ g_math.degToRad(45),
+ g_client.width / g_client.height,
+ 0.1,
+ 10000);
+
+ // Creates a transform to put our data on.
+ var my_data_root = g_pack.createObject('Transform');
+
+ // Load the scene into the transform graph as a child my_data_root
+ loadScene(g_pack, '../assets/teapot/scene.json', my_data_root);
+
+ // Setup an onrender callback for animation.
+ g_client.setRenderCallback(onrender);
+}
+
+// spin the camera.
+function onrender(render_event) {
+ // Get the number of seconds since the last render.
+ var elapsedTime = render_event.elapsedTime;
+ g_clock += elapsedTime * g_timeMult;
+
+ var x = Math.sin(g_clock * 0.41) * 400;
+ var z = Math.cos(g_clock * 0.31) * 1000;
+ var y = Math.sin(g_clock * 0.61) * 200;
+
+ g_viewInfo.drawContext.view = g_math.matrix4.lookAt([x, y, z], // eye
+ [0, 0, 0], // target
+ [0, 1, 0]); // up
+}
+
+/**
+ * Removes any callbacks so they don't get called after the page has unloaded.
+ */
+function unload() {
+ if (g_client) {
+ g_client.cleanup();
+ }
+}
+</script>
+</head>
+<body>
+<h1>Instancing</h1>
+1000 Teapots
+<br/>
+<!-- Start of O3D plugin -->
+<div id="o3d" style="width: 800px; height: 600px;"></div>
+<!-- End of O3D plugin -->
+</body>
+</html>
diff --git a/o3d/samples/o3d-webgl-samples/multiple-clients.html b/o3d/samples/o3d-webgl-samples/multiple-clients.html
new file mode 100644
index 0000000..ec6d5c8
--- /dev/null
+++ b/o3d/samples/o3d-webgl-samples/multiple-clients.html
@@ -0,0 +1,229 @@
+<!--
+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 demonstrates running more than 1 instance of the plugin at
+the same time.
+-->
+<!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>
+Multiple Clients
+</title>
+<!-- Our javascript code -->
+<script type="text/javascript" src="../o3d-webgl/base.js"></script>
+<script type="text/javascript" src="../o3djs/base.js"></script>
+<script type="text/javascript" id="o3dscript">
+o3djs.base.o3d = o3d;
+o3djs.require('o3djs.webgl');
+o3djs.require('o3djs.math');
+o3djs.require('o3djs.io');
+o3djs.require('o3djs.rendergraph');
+o3djs.require('o3djs.primitives');
+
+// Events
+// Run the init() function once the page has finished loading.
+// uninit() when the page is unloaded.
+window.onload = init;
+window.onunload = uninit;
+
+// global variables
+var g_o3d;
+var g_math;
+var g_clients = [];
+var g_packs = [];
+var g_viewInfos = [];
+var g_num_clients;
+var g_setupDone = false;
+
+var g_animate_angle = [];
+var g_eye;
+
+var NUM_ACROSS = 10;
+var NUM_DOWN = 5;
+
+/**
+ * Initializes O3D, loads the effect, and draws the cube.
+ */
+function init() {
+ // Create a bunch of clients.
+ var ii = 0;
+ var tbodyElem = document.getElementById('clients');
+ for (var row = 0; row < NUM_DOWN; row++) {
+ var trElem = document.createElement('tr');
+ for (var column = 0; column < NUM_ACROSS; column++) {
+ var tdElem = document.createElement('td');
+ var objElem = o3djs.webgl.createClient(tdElem);
+ objElem.style.width = '60px';
+ objElem.style.height = '60px';
+ objElem.id = 'o3d' + ii;
+ objElem.name = 'o3d' + ii;
+ trElem.appendChild(tdElem);
+ ii++;
+ }
+ tbodyElem.appendChild(trElem);
+ }
+ g_num_clients = ii;
+
+ // wait for the browser to settle down.
+ var clearId = window.setInterval(function() {
+ var lastClient = NUM_ACROSS * NUM_DOWN - 1;
+ var element = document.getElementById('o3d' + lastClient);
+ if (!element || element && !element.o3d) {
+ return;
+ }
+ window.clearInterval(clearId);
+ setup();
+ }, 10);
+}
+
+function setup() {
+ // Lookup all the clients.
+ for (var ii = 0; ii < g_num_clients; ++ii) {
+ g_clients[ii] = document.getElementById('o3d' + ii).client;
+ }
+
+ // Get constants and math functions.
+ g_o3d = document.getElementById('o3d0').o3d;
+ g_math = o3djs.math;
+
+ var effectSource =
+ o3djs.io.loadTextFileSynchronous('../shaders/vertex-color-glsl.shader');
+
+ // For each client make a cube, context, effect,...
+ for (ii = 0; ii < g_num_clients; ii++) {
+ // Create a pack to manage our resources/assets
+ g_packs[ii] = g_clients[ii].createPack();
+
+ // Create the render graph for a view.
+ g_viewInfos[ii] = o3djs.rendergraph.createBasicView(
+ g_packs[ii],
+ g_clients[ii].root,
+ g_clients[ii].renderGraphRoot);
+
+ g_animate_angle[ii] = 0;
+
+ // 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_viewInfos[ii].drawContext.projection = g_math.matrix4.perspective(
+ g_math.degToRad(45),
+ 128 / 128,
+ 0.1,
+ 100);
+
+ // Create and load the effect.
+ var effect = g_packs[ii].createObject('Effect');
+ effect.loadFromFXString(effectSource);
+
+ // Create a material for it.
+ var material = g_packs[ii].createObject('Material');
+
+ // Set the material's drawList
+ material.drawList = g_viewInfos[ii].performanceDrawList;
+
+ // Apply our effect to this material.
+ material.effect = effect;
+ effect.createUniformParameters(material);
+
+ // Create a cube using the effect we have loaded.
+ createCube(g_clients[ii].root, g_packs[ii], material);
+ }
+
+ // Set our render callback for animation.
+ // This sets a function to be executed every time a frame is rendered.
+ g_clients[0].setRenderCallback(onrender);
+ g_setupDone = true;
+}
+
+/**
+ * Creates a cube with the given effect.
+ *
+ * @param {!o3d.Transform} parent Transform to parent shape to.
+ * @param {!o3d.Pack} pack Pack to use.
+ * @param {!o3d.Material} material Material to use.
+ */
+function createCube(parent, pack, material) {
+ // First, create a 'shape' node to store our sphere.
+ var myShape = o3djs.primitives.createRainbowCube(pack, material, 0.5);
+
+ // Attach the cube to the root of the transform graph.
+ parent.addShape(myShape);
+}
+
+// Animates the cubes.
+// This function executes on each frame.
+// It was set using document.o3d.setEventCallback(..) in setup().
+function onrender(render_event) {
+ var elapsedTime = render_event.elapsedTime;
+ for (var ii = 0; ii < g_num_clients; ii++) {
+ // Rotate frame rate independently.
+ g_animate_angle[ii] += (0.1 + 0.1 * ii) * elapsedTime;
+
+ // Eye-position, this is where our camera is at.
+ var eye = [
+ 0.0 + Math.sin(g_animate_angle[ii]) * 1.0,
+ 1.0,
+ 0.0 + Math.cos(g_animate_angle[ii]) * 1.0
+ ];
+
+ // Target, this is where our camera is pointed at.
+ var target = [0, 0, 0];
+
+ // Up-vector, this tells the camera which direction is 'up'.
+ // We define the positive y-direction to be up in this example.
+ var up = [0, 1, 0];
+
+ g_viewInfos[ii].drawContext.view = g_math.matrix4.lookAt(eye, target, up);
+ }
+}
+
+/**
+ * Removes any callbacks so they don't get called after the page has unloaded.
+ */
+function uninit() {
+ if (g_clients[0]) {
+ g_clients[0].cleanup();
+ }
+}
+
+</script>
+</head>
+<body>
+<h1>Multiple Clients</h1>
+<table>
+ <tbody id="clients">
+ </tbody>
+</table>
+</body>
+</html>
diff --git a/o3d/samples/o3d-webgl-samples/multiple-views.html b/o3d/samples/o3d-webgl-samples/multiple-views.html
new file mode 100644
index 0000000..bd1f222
--- /dev/null
+++ b/o3d/samples/o3d-webgl-samples/multiple-views.html
@@ -0,0 +1,222 @@
+<!--
+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.
+-->
+
+<!--
+Example of multiple views into the same scene.
+-->
+<!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>
+Multiple Views
+</title>
+<!-- Include sample javascript library functions-->
+<script type="text/javascript" src="../o3d-webgl/base.js"></script>
+<script type="text/javascript" src="../o3djs/base.js"></script>
+
+<!-- Our javascript code -->
+<script type="text/javascript" id="o3dscript">
+o3djs.base.o3d = o3d;
+o3djs.require('o3djs.webgl');
+o3djs.require('o3djs.math');
+o3djs.require('o3djs.rendergraph');
+o3djs.require('o3djs.camera');
+o3djs.require('o3djs.pack');
+o3djs.require('o3djs.scene');
+
+// Events
+// init() once the page has finished loading.
+window.onload = init;
+
+// global variables
+var g_o3d;
+var g_math;
+var g_client;
+var g_viewInfos = [];
+var g_pack;
+var g_finished = false; // for selenium testing
+
+/**
+ * Loads a scene into the transform graph.
+ * @param {!o3d.Pack} pack Pack to load scene into.
+ * @param {string} fileName filename of the scene.
+ * @param {!o3d.Transform} parent parent node in the transform graph to
+ * which to load the scene into.
+ */
+function loadScene(pack, fileName, parent) {
+ // Get our full path to the scene
+ var scenePath = o3djs.util.getCurrentURI() + fileName;
+
+ // Load the file given the full path, and call the callback function
+ // when its done loading.
+ o3djs.scene.loadScene(g_client, pack, parent, scenePath, callback);
+
+ /**
+ * Our callback is called once the scene has been loaded into memory
+ * from the web or locally.
+ * @param {!o3d.Pack} pack The pack that was passed in above.
+ * @param {!o3d.Transform} parent The parent that was passed in above.
+ * @param {*} exception null if loading succeeded.
+ */
+ function callback(pack, parent, exception) {
+ if (exception) {
+ alert('Could not load: ' + fileName + '\n' + exception);
+ return;
+ }
+ // Get a cameraInfo (an object with a view and projection matrix)
+ // using our javascript library function
+ var cameraInfo = o3djs.camera.getViewAndProjectionFromCameras(
+ parent,
+ g_client.width / 2, // because this context is only used 1/2 the area
+ g_client.height);
+
+ // Copy the view and projection to the draw context.
+ g_viewInfos[0].drawContext.view = cameraInfo.view;
+ g_viewInfos[0].drawContext.projection = cameraInfo.projection;
+
+ // Generate draw elements and setup material draw lists.
+ o3djs.pack.preparePack(pack, g_viewInfos[0]);
+
+ g_finished = true; // for selenium testing.
+ }
+}
+
+/**
+ * Creates the client area.
+ */
+function init() {
+ o3djs.webgl.makeClients(initStep2);
+}
+
+/**
+ * Initializes O3D and loads the scene into the transform graph.
+ * @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;
+ g_client = o3dElement.client;
+
+ // Creates a pack to manage our resources/assets
+ g_pack = g_client.createPack();
+
+ // Create the render graph for a view for the left half of screen.
+ g_viewInfos[0] = o3djs.rendergraph.createBasicView(
+ g_pack,
+ g_client.root,
+ g_client.renderGraphRoot,
+ [0.7, 0.2, 0.2, 1],
+ 0,
+ [0, 0, 0.5, 1]); // left half of screen.
+
+ // Setup 3 areas. Each area needs a viewport, a tree traveral, 2 drawpasses
+ // and although we could clear the screen once let's do it per viewport just
+ // as an example. The original area is already setup except it needs a
+ // viewport setting.
+
+ // make the 2 right viewports
+ for (var yy = 0; yy < 2; yy++) {
+ // Set the view extents to the right half, top or bottom.
+ var viewExtents = [0.5, yy * 0.5, 0.5, 0.5];
+
+ // Give each view a different background color.
+ var viewBackgroundColor = [0.5, 0.2 + 0.5 * yy, 0.7 - 0.5 * yy, 1.0];
+
+ // Make this view get processes after the first view.
+ var viewPriority = yy + 1;
+
+ // Create an extra view. We call createExtraView because we want to
+ // share DrawLists with the first view so that all 3 views draw the same
+ // things.
+ var viewInfo = o3djs.rendergraph.createExtraView(
+ g_viewInfos[0],
+ viewExtents,
+ viewBackgroundColor,
+ viewPriority);
+
+ // Save it off for later.
+ g_viewInfos[g_viewInfos.length] = viewInfo;
+
+ // Get the DrawContext for this area and set the view and
+ // projection matrices.
+ var drawContext = viewInfo.drawContext;
+
+ if (yy == 0) {
+ drawContext.projection = g_math.matrix4.perspective(
+ g_math.degToRad(45),
+ (g_client.width * 0.5) / (g_client.height * 0.5),
+ 0.1,
+ 100);
+ drawContext.view = g_math.matrix4.lookAt(
+ [-10, 3, -15], // eye
+ [0, 2, 0], // target
+ [0, 1, 0]); // up
+ } else {
+ // lets make this one orthographic
+ var aspect = g_client.width / g_client.height;
+ drawContext.projection = g_math.matrix4.orthographic(
+ -10,
+ 10,
+ -10 / aspect,
+ 10 / aspect,
+ 0,
+ 100);
+ // look directly from the front
+ drawContext.view = g_math.matrix4.lookAt(
+ [0, 5, 30], // eye
+ [0, 5, 0], // target
+ [0, 1, 0]); // up
+ }
+ }
+
+ // Creates a transform to put our data on.
+ var my_data_root = g_pack.createObject('Transform');
+
+ // Connects our root to the client's root.
+ my_data_root.parent = g_client.root;
+
+ // Load the scene into the transform graph as a child my_data_root
+ loadScene(g_pack, '../assets/yard/scene.json', my_data_root);
+}
+</script>
+</head>
+<body>
+<h1>Multiple Views</h1>
+<br/>
+<!-- Start of O3D plugin -->
+<div id="o3d" style="width: 800px; height: 600px;"></div>
+<!-- End of O3D plugin -->
+</body>
+</html>
diff --git a/o3d/samples/o3d-webgl-samples/picking.html b/o3d/samples/o3d-webgl-samples/picking.html
new file mode 100644
index 0000000..c6b6de1
--- /dev/null
+++ b/o3d/samples/o3d-webgl-samples/picking.html
@@ -0,0 +1,345 @@
+<!--
+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 Picking Example.
+
+This example shows one way to implement picking. Because O3D is shader
+agnostic we can't handle picking automatically since we have no way of knowing
+what the developer is going to do with their shaders. On the other hand, we can
+provide various functions that make it possible to do your own picking. Only you
+know which objects are pickable and which are not. For example if you are
+making an RTS game, only you would know that units are pickable but ground and
+explosions are not and that neither is your HUD.
+
+It's possible that someone, maybe us, will create an engine to use o3d
+that given a bunch of restrictions and flags on the data it excepts can
+do picking in a more automatic way but that is not the goal of the o3d api.
+Its goal is to provide a LOW-LEVEL shader agnostic API.
+-->
+<!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>
+O3D Picking Example.
+</title>
+<!-- Include default javascript library functions-->
+<script type="text/javascript" src="../o3d-webgl/base.js"></script>
+<script type="text/javascript" src="../o3djs/base.js"></script>
+<!-- Our javascript code -->
+<script type="text/javascript" id="o3dscript">
+o3djs.base.o3d = o3d;
+o3djs.require('o3djs.webgl');
+o3djs.require('o3djs.util');
+o3djs.require('o3djs.math');
+o3djs.require('o3djs.rendergraph');
+o3djs.require('o3djs.pack');
+o3djs.require('o3djs.camera');
+o3djs.require('o3djs.picking');
+o3djs.require('o3djs.scene');
+o3djs.require('o3djs.debug');
+
+// Events
+// init() once the page has finished loading.
+// unload() when the page is unloaded.
+window.onload = init;
+window.onunload = unload;
+
+// constants
+var NORMAL_SCALE_FACTOR = 2.0;
+
+// global variables
+var g_o3d;
+var g_math;
+var g_client;
+var g_pack;
+var g_viewInfo;
+var g_pickManager; // information about the transform graph.
+var g_pickInfoElem;
+var g_debugHelper;
+var g_debugLineGroup;
+var g_debugLine;
+var g_selectedInfo = null;
+var g_flashTimer = 0;
+var g_highlightMaterial;
+var g_highlightShape;
+var g_finished = false; // for selenium testing.
+
+function updateInfo() {
+ if (!g_pickManager) {
+ g_pickManager = o3djs.picking.createPickManager(g_client.root);
+ }
+ g_pickManager.update();
+}
+
+function unSelectAll() {
+ if (g_selectedInfo) {
+ // Remove it from the transform of the selected object.
+ g_selectedInfo.shapeInfo.parent.transform.removeShape(g_highlightShape);
+ // Remove everything related to it.
+ o3djs.shape.deleteDuplicateShape(g_highlightShape, g_pack);
+ g_highlightShape = null;
+ g_selectedInfo = null;
+ // Turn off the debug line.
+ g_debugLine.setVisible(false);
+ }
+}
+
+function select(pickInfo) {
+ unSelectAll();
+ if (pickInfo) {
+ g_selectedInfo = pickInfo;
+ // make a copy of the selected shape so we can use it to highlight.
+ g_highlightShape = o3djs.shape.duplicateShape(
+ g_pack,
+ g_selectedInfo.shapeInfo.shape,
+ 'highlight_');
+ // Set all of it's elements to use the highlight material.
+ var elements = g_highlightShape.elements;
+ for (var ee = 0; ee < elements.length; ee++) {
+ elements[ee].material = g_highlightMaterial;
+ }
+
+ // Add it to the same transform
+ g_selectedInfo.shapeInfo.parent.transform.addShape(g_highlightShape);
+ g_flashTimer = 0.0; // make it change color immediately.
+ }
+}
+
+function pick(e) {
+ var worldRay = o3djs.picking.clientPositionToWorldRay(
+ e.x,
+ e.y,
+ g_viewInfo.drawContext,
+ g_client.width,
+ g_client.height);
+ unSelectAll();
+
+ // Update the entire tree in case anything moved.
+ // NOTE: This function is very SLOW!
+ // If you really want to use picking you should manually update only those
+ // transforms and shapes that moved, were added, or deleted by writing your
+ // own picking library. You should also make sure that you are only
+ // considering things that are pickable. By that I mean if you have a scene of
+ // a meadow with trees, grass, bushes, and animals and the only thing the user
+ // can pick is the animals then put the animals on their own sub branch of the
+ // transform graph and only pick against that subgraph.
+ // Even better, make a separate transform graph with only cubes on it to
+ // represent the animals and use that instead of the actual animals.
+ g_pickManager.update();
+
+ var pickInfo = g_pickManager.pick(worldRay);
+ if (pickInfo) {
+ select(pickInfo);
+ g_pickInfoElem.innerHTML = pickInfo.shapeInfo.shape.name;
+
+ // Display the normal
+ // NOTE: Lookup the normal with this function is very SLOW!!
+ // If you need performance, for a game or something, you should consider
+ // other methods.
+ var normal = o3djs.element.getNormalForTriangle(
+ pickInfo.element,
+ pickInfo.rayIntersectionInfo.primitiveIndex);
+
+ // Convert the normal from local to world space.
+ normal = g_math.matrix4.transformNormal(
+ pickInfo.shapeInfo.parent.transform.worldMatrix,
+ normal);
+
+ // Remove the scale from the normal.
+ normal = g_math.normalize(normal);
+
+ // Get the world position of the collision.
+ var worldPosition = pickInfo.worldIntersectionPosition;
+
+ // Add the normal to it to get a point in space above it with some
+ // multiplier to scale it.
+ var normalSpot = g_math.addVector(
+ worldPosition,
+ g_math.mulVectorScalar(normal, NORMAL_SCALE_FACTOR));
+
+ // Move our debug line to show the normal
+ g_debugLine.setVisible(true);
+ g_debugLine.setEndPoints(worldPosition, normalSpot);
+ } else {
+ g_pickInfoElem.innerHTML = '--nothing--';
+ }
+}
+
+function onrender(renderEvent) {
+ g_flashTimer += renderEvent.elapsedTime;
+ g_flashTimer = g_flashTimer % 0.5;
+ if (g_selectedInfo) {
+ if (g_flashTimer < 0.25) {
+ g_highlightMaterial.getParam('emissive').value = [1, 1, 1, 1];
+ } else {
+ g_highlightMaterial.getParam('emissive').value = [0, 0, 0, 1];
+ }
+ }
+}
+
+/**
+ * Loads a scene into the transform graph.
+ * @param {!o3d.Pack} pack Pack to load scene into.
+ * @param {string} fileName filename of the scene.
+ * @param {!o3d.Transform} parent parent node in the transform graph to
+ * which to load the scene into.
+ */
+function loadScene(pack, fileName, parent) {
+ // Get our full path to the scene
+ var scenePath = o3djs.util.getCurrentURI() + fileName;
+
+ // Load the file given the full path, and call the callback function
+ // when its done loading.
+ o3djs.scene.loadScene(g_client, pack, parent, scenePath, callback);
+
+ /**
+ * Our callback is called once the scene has been loaded into memory
+ * from the web or locally.
+ * @param {!o3d.Pack} pack The pack that was passed in above.
+ * @param {!o3d.Transform} parent The parent that was passed in above.
+ * @param {*} exception null if loading succeeded.
+ */
+ function callback(pack, parent, exception) {
+ if (exception) {
+ alert('Could not load: ' + fileName + '\n' + exception);
+ return;
+ }
+ // Get a cameraInfo (an object with a view and projection matrix)
+ // using our javascript library function
+ var cameraInfo = o3djs.camera.getViewAndProjectionFromCameras(
+ parent,
+ g_client.width,
+ g_client.height);
+
+ // Copy the one from the file to ours.
+ g_viewInfo.drawContext.view = cameraInfo.view;
+ g_viewInfo.drawContext.projection = cameraInfo.projection;
+
+ // Generate draw elements and setup material draw lists.
+ o3djs.pack.preparePack(pack, g_viewInfo);
+
+ // Update our info
+ updateInfo();
+
+ g_pickManager.dump('');
+
+ g_finished = true; // for selenium testing.
+ }
+}
+
+/**
+ * Creates the client area.
+ */
+function init() {
+ o3djs.webgl.makeClients(initStep2);
+}
+
+/**
+ * Initializes O3D and loads the scene into the transform graph.
+ * @param {Array} clientElements Array of o3d object elements.
+ */
+function initStep2(clientElements) {
+ // Initializes global variables and libraries.
+ var o3dElement = clientElements[0];
+ o3dElement.name = 'o3dObj'; // This is only for our selenium tests.
+ g_o3d = o3dElement.o3d;
+ g_math = o3djs.math;
+ g_client = o3dElement.client;
+
+ g_pickInfoElem = document.getElementById('pickInfo');
+
+ // Creates 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);
+
+ // Use the debug library to create a line we can position to show
+ // the normal.
+ g_debugHelper = o3djs.debug.createDebugHelper(g_client.createPack(),
+ g_viewInfo);
+ g_debugLineGroup = g_debugHelper.createDebugLineGroup(g_client.root);
+ g_debugLine = g_debugLineGroup.addLine();
+ g_debugLine.setColor([0,1,0,1]);
+ g_debugLine.setVisible(false);
+
+ // Create a material for highlighting.
+ g_highlightMaterial = o3djs.material.createConstantMaterial(
+ g_pack,
+ g_viewInfo,
+ [1, 1, 1, 1]);
+ // Setup a state to bring the lines forward.
+ var state = g_pack.createObject('State');
+ state.getStateParam('PolygonOffset2').value = -1.0;
+ state.getStateParam('FillMode').value = g_o3d.State.WIREFRAME;
+ g_highlightMaterial.state = state;
+
+ // Creates a transform to put our data on.
+ var my_data_root = g_pack.createObject('Transform');
+
+ // Connects our root to the client's root.
+ my_data_root.parent = g_client.root;
+
+ // Load the scene into the transform graph as a child of my_data_root
+ loadScene(g_pack, '../assets/seven_shapes/scene.json', my_data_root);
+
+ g_client.setRenderCallback(onrender);
+
+ // Start picking; it won't do anything until the scene finishes loading.
+ o3djs.event.addEventListener(o3dElement, 'mousedown', pick);
+}
+
+/**
+ * Removes any callbacks so they don't get called after the page has unloaded.
+ */
+function unload() {
+ if (g_client) {
+ g_client.cleanup();
+ }
+}
+</script>
+</head>
+<body>
+<h1>Picking</h1>
+Click on an object
+<br/>
+<!-- Start of O3D plugin -->
+<div id="o3d" style="width: 600px; height: 600px;"></div>
+<!-- End of O3D plugin -->
+<div style="font-family: sans-serif; font-size: large;">PICKED: <span id="pickInfo"></span></div>
+</body>
+</html>
diff --git a/o3d/samples/o3d-webgl-samples/procedural-texture.html b/o3d/samples/o3d-webgl-samples/procedural-texture.html
new file mode 100644
index 0000000..abd31df
--- /dev/null
+++ b/o3d/samples/o3d-webgl-samples/procedural-texture.html
@@ -0,0 +1,255 @@
+<!--
+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 Tutorial
+
+In this tutorial, we load and display a scene in O3D and then
+apply a procedural texture to it.
+-->
+<!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>
+Applying a Procedural Texture to a scene
+</title>
+<!-- Include sample javascript library functions-->
+<script type="text/javascript" src="../o3d-webgl/base.js"></script>
+<script type="text/javascript" src="../o3djs/base.js"></script>
+
+<!-- Our javascript code -->
+<script type="text/javascript" id="o3dscript">
+o3djs.base.o3d = o3d;
+o3djs.require('o3djs.webgl');
+o3djs.require('o3djs.util');
+o3djs.require('o3djs.rendergraph');
+o3djs.require('o3djs.pack');
+o3djs.require('o3djs.camera');
+o3djs.require('o3djs.scene');
+
+// Events
+// init() once the page has finished loading.
+window.onload = init;
+
+// global variables
+var g_o3d;
+var g_client;
+var g_viewInfo;
+var g_pack;
+var g_finished = false; // for selenium testing
+
+/**
+ * Loads a scene into the transform graph.
+ * @param {!o3d.Pack} pack Pack to load scene into.
+ * @param {string} fileName filename of the scene.
+ * @param {!o3d.Transform} parent parent node in the transform graph to
+ * which to load the scene into.
+ */
+function loadScene(pack, fileName, parent) {
+ // Get our full path to the scene
+ var scenePath = o3djs.util.getCurrentURI() + fileName;
+
+ // Load the file given the full path, and call the callback function
+ // when its done loading.
+ o3djs.scene.loadScene(g_client, pack, parent, scenePath, callback);
+
+ /**
+ * Our callback is called once the scene has been loaded into memory
+ * from the web or locally.
+ * @param {!o3d.Pack} pack The pack that was passed in above.
+ * @param {!o3d.Transform} parent The parent that was passed in above.
+ * @param {*} exception null if loading succeeded.
+ */
+ function callback(pack, parent, exception) {
+ if (exception) {
+ alert('Could not load: ' + fileName + '\n' + exception);
+ return;
+ }
+ // Get a CameraInfo (an object with a view and projection matrix)
+ // using our javascript library function
+ var cameraInfo = o3djs.camera.getViewAndProjectionFromCameras(
+ parent,
+ g_client.width,
+ g_client.height);
+
+ // Copy the view and projection to the draw context.
+ g_viewInfo.drawContext.view = cameraInfo.view;
+ g_viewInfo.drawContext.projection = cameraInfo.projection;
+
+ // Add our checker pattern
+ createCheckerBoard(pack, 'Material__26');
+
+ // Generate draw elements and setup material draw lists.
+ o3djs.pack.preparePack(pack, g_viewInfo);
+
+ g_finished = true; // for selenium testing.
+ }
+}
+
+/**
+ * In order to apply the texture you must know the material name which you wish
+ * to change. The bulk of the calculation takes place in the shader itself.
+ * Alternatively, you could change the first or all the materials if you don't
+ * know the material name.
+ * @param {!o3d.Pack} pack The pack the scene was loaded into.
+ * @param {string} materialName Name of material you wish to turn into checkers.
+ */
+function createCheckerBoard(pack, materialName) {
+ var effectString = document.getElementById('checkerShader').value;
+ var effect = g_pack.createObject('Effect');
+ effect.loadFromFXString(effectString);
+ var materials = pack.getObjects(materialName, 'o3d.Material');
+ for (var m = 0; m < materials.length; m++) {
+ var material = materials[m];
+ // Set the material to use the checker effect.
+ material.effect = effect;
+ // Create any parameters the effect needs on the material.
+ effect.createUniformParameters(material);
+ }
+}
+
+/**
+ * Creates the client area.
+ */
+function init() {
+ o3djs.webgl.makeClients(initStep2);
+}
+
+/**
+ * Initializes O3D and loads the scene into the transform graph.
+ * @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_client = o3dElement.client;
+
+ // Creates 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);
+
+ // Creates a transform to put our data on.
+ var myDataRoot = g_pack.createObject('Transform');
+
+ // Connects our root to the client's root.
+ myDataRoot.parent = g_client.root;
+
+ // Load the scene into the transform graph as a child myDataRoot
+ loadScene(g_pack, '../assets/teapot/scene.json', myDataRoot);
+}
+</script>
+</head>
+<body>
+<h1>Applying a Procedural Texture to a scene</h1>
+This tutorial shows how to apply a procedural texture to a scene.
+<br/>
+<!-- Start of O3D plugin -->
+<div id="o3d" style="width: 600px; height: 600px;"></div>
+<!-- End of O3D plugin -->
+<!-- Don't render the textarea -->
+<textarea id="checkerShader" style="display: none;">
+// The 4x4 world view projection matrix.
+uniform mat4 worldViewProjection;
+
+// input parameters for our vertex shader
+attribute vec4 position;
+attribute vec3 normal;
+attribute vec2 texCoord0;
+
+// input parameters for our pixel shader
+varying vec4 col;
+varying vec2 texcoord;
+
+/**
+ * Our vertex shader. In the vertex shader, we calculate the lighting.
+ * Then we'll combine it with our checker pattern in the pixel shader.
+ */
+void main() {
+ gl_Position = worldViewProjection * position;
+
+ /**
+ * lightVector - light vector
+ * normal - normal vector
+ * We put the light such that it illuminates our model.
+ */
+ vec4 diffuseColor = vec4(1, 1, 1, 1);
+ vec3 lightPos = vec3(1000, -1000, 1000);
+
+ vec3 lightVector = normalize(lightPos - position.xyz);
+ vec3 normal = normalize(normal);
+ vec4 diffuse = dot(normal, lightVector) * diffuseColor;
+
+ col = diffuse;
+ texcoord = texCoord0;
+}
+
+// #o3d SplitMarker
+
+// function for getting the checker pattern
+
+vec4 checker(vec2 uv) {
+ float checkSize = 4.0;
+ float fmodResult = mod(floor(checkSize * uv.x) + floor(checkSize * uv.y),
+ 2.0);
+ if (fmodResult < 1.0) {
+ return vec4(0, 1, 1, 1);
+ } else {
+ return vec4(1, 0, 1, 1);
+ }
+}
+
+// input parameters for our pixel shader
+varying vec4 col;
+varying vec2 texcoord;
+
+
+/**
+ * Our pixel shader. We take the lighting color we got from the vertex sahder
+ * and combine it with our checker pattern.
+ */
+void main() {
+ vec4 check = checker(texcoord);
+ vec4 color = col * check;
+ gl_FragColor = color;
+}
+
+// #o3d MatrixLoadOrder RowMajor
+</textarea>
+</body>
+</html>
diff --git a/o3d/samples/o3d-webgl-samples/render-targets.html b/o3d/samples/o3d-webgl-samples/render-targets.html
new file mode 100644
index 0000000..4dd9d06
--- /dev/null
+++ b/o3d/samples/o3d-webgl-samples/render-targets.html
@@ -0,0 +1,333 @@
+<!--
+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 shows how to setup a basic render graph making use of RenderSurface
+nodes to implement render-target functionality.
+-->
+<!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>
+O3D: Render-Target Sample
+</title>
+<!-- Include sample javascript library functions-->
+<script type="text/javascript" src="../o3d-webgl/base.js"></script>
+<script type="text/javascript" src="../o3djs/base.js"></script>
+<script type="text/javascript" id="o3dscript">
+o3djs.base.o3d = o3d;
+o3djs.require('o3djs.webgl');
+o3djs.require('o3djs.util');
+o3djs.require('o3djs.math');
+o3djs.require('o3djs.rendergraph');
+o3djs.require('o3djs.pack');
+o3djs.require('o3djs.camera');
+o3djs.require('o3djs.primitives');
+o3djs.require('o3djs.scene');
+
+// constants.
+var RENDER_TARGET_WIDTH = 512;
+var RENDER_TARGET_HEIGHT = 512;
+
+// global variables
+var g_o3d;
+var g_math;
+var g_client;
+var g_viewInfo;
+var g_pack;
+var g_teapotPack;
+var g_teapotRoot;
+var g_cubeRoot;
+
+/**
+ * Loads a scene into the transform graph.
+ * @param {!o3d.Pack} pack Pack to load scene into.
+ * @param {string} fileName filename of the scene.
+ * @param {!o3d.Transform} parent parent node in the transform graph to
+ * which to load the scene into.
+ * @param {!o3djs.rendergraph.ViewInfo} viewInfo who's view and projection will
+ * be set from the scene after it's loaded.
+ */
+function loadScene(pack, fileName, parent, viewInfo) {
+ // Get our full path to the scene
+ var scenePath = o3djs.util.getCurrentURI() + fileName;
+
+ // Load the file given the full path, and call the callback function
+ // when its done loading.
+ o3djs.scene.loadScene(g_client, pack, parent, scenePath, callback);
+
+ /**
+ * Our callback is called once the scene has been loaded into memory
+ * from the web or locally.
+ * @param {!o3d.Pack} pack The pack that was passed in above.
+ * @param {!o3d.Transform} parent The parent that was passed in above.
+ * @param {*} exception null if loading succeeded.
+ */
+ function callback(pack, parent, exception) {
+ if (exception) {
+ alert('Could not load: ' + fileName + '\n' + exception);
+ return;
+ }
+ // Get a CameraInfo (an object with a view and projection matrix)
+ // using our javascript library function
+ var cameraInfo = o3djs.camera.getViewAndProjectionFromCameras(
+ parent,
+ RENDER_TARGET_WIDTH,
+ RENDER_TARGET_HEIGHT);
+
+ // Copy the view and projection to the passed in viewInfo structure..
+ viewInfo.drawContext.view = cameraInfo.view;
+ viewInfo.drawContext.projection = cameraInfo.projection;
+
+ // Generate draw elements and setup material draw lists.
+ o3djs.pack.preparePack(pack, viewInfo);
+
+ window.g_finished = true; // for selenium testing.
+ }
+}
+
+/**
+ * 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.webgl.makeClients(initStep2);
+}
+
+/**
+ * Initializes O3D and loads the scene into the transform graph.
+ * @param {Array} clientElements Array of o3d object elements.
+ */
+function initStep2(clientElements) {
+ // Initializes global variables and libraries.
+ var o3d = clientElements[0];
+ g_o3d = o3d.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 = o3d.client;
+
+ // Creates a pack to manage our resources/assets
+ g_pack = g_client.createPack();
+
+ // Create a sub-pack to manage the resources required for the teapot.
+ g_teapotPack = g_client.createPack();
+
+ // Create the texture required for the color render-target.
+ var texture2d = g_pack.createTexture2D(RENDER_TARGET_WIDTH,
+ RENDER_TARGET_HEIGHT,
+ g_o3d.Texture.XRGB8, 1, true);
+ var renderSurface = texture2d.getRenderSurface(0);
+
+ // Create the depth-stencil buffer required when rendering the teapot.
+ var depthSurface = g_pack.createDepthStencilSurface(RENDER_TARGET_WIDTH,
+ RENDER_TARGET_HEIGHT);
+
+ g_cubeRoot = g_pack.createObject('Transform');
+ g_teapotRoot = g_pack.createObject('Transform');
+ g_cubeRoot.parent = g_client.root;
+ g_teapotRoot.parent = g_client.root;
+
+ var teapotRenderRoot = g_pack.createObject('RenderNode');
+ teapotRenderRoot.priority = 0;
+ var cubeRenderRoot = g_pack.createObject('RenderNode');
+ cubeRenderRoot.priority = 1;
+
+ teapotRenderRoot.parent = g_client.renderGraphRoot;
+ cubeRenderRoot.parent = g_client.renderGraphRoot;
+
+ var renderSurfaceSet = g_pack.createObject('RenderSurfaceSet');
+ renderSurfaceSet.renderSurface = renderSurface;
+ renderSurfaceSet.renderDepthStencilSurface = depthSurface;
+ renderSurfaceSet.parent = teapotRenderRoot;
+
+ // Create the render graph for a view.
+ var teapotViewInfo = o3djs.rendergraph.createBasicView(
+ g_teapotPack,
+ g_teapotRoot,
+ renderSurfaceSet);
+
+ var cubeViewInfo = o3djs.rendergraph.createBasicView(
+ g_pack,
+ g_cubeRoot,
+ cubeRenderRoot);
+
+ var myMaterial = g_pack.createObject('Material');
+ myMaterial.drawList = cubeViewInfo.performanceDrawList;
+
+ var effect = g_pack.createObject('Effect');
+ var fxString = o3djs.util.getElementContentById('fx');
+ effect.loadFromFXString(fxString);
+
+ // Apply our effect to this material.
+ myMaterial.effect = effect;
+ effect.createUniformParameters(myMaterial);
+
+ var samplerParam = myMaterial.getParam('texSampler0');
+ var sampler = g_pack.createObject('Sampler');
+ sampler.texture = texture2d;
+ samplerParam.value = sampler;
+
+ // Create a transform to put our data on.
+ var myDataRoot = g_pack.createObject('Transform');
+
+ // Connect our root to the client.
+ myDataRoot.parent = g_teapotRoot;
+ var vec3 = [0.5, 0.5, 0.5];
+
+ var cubeShape = o3djs.primitives.createCube(g_pack,
+ myMaterial,
+ 300.0);
+
+ // Attach the cube to the root of the transform graph.
+ g_cubeRoot.addShape(cubeShape);
+
+ o3djs.pack.preparePack(g_pack, cubeViewInfo);
+
+ // Points at the origin.
+ var target = [0, 0, 0];
+ // Puts the camera outside the origin.
+ var eye = [500, 500, 500];
+ // Defines UP as Y up.
+ var up = [0, 1, 0];
+ cubeViewInfo.drawContext.view = g_math.matrix4.lookAt(eye,
+ target,
+ up);
+
+ cubeViewInfo.drawContext.projection = g_math.matrix4.perspective(
+ g_math.degToRad(30),
+ g_client.width / g_client.height, 1, 5000);
+
+ // Load the scene into the transform graph as a child myDataRoot
+ loadScene(g_teapotPack, '../assets/teapot/scene.json', myDataRoot,
+ teapotViewInfo);
+
+ // Set a render callback.
+ g_client.setRenderCallback(onRender);
+}
+
+/**
+ * Called every frame.
+ * @param {!o3d.RenderEvent} renderEvent Rendering Information.
+ */
+function onRender(renderEvent) {
+ var elapsedTime = renderEvent.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;
+
+ g_teapotRoot.identity();
+ g_teapotRoot.rotateX(clock);
+ g_teapotRoot.rotateY(clock * 1.3);
+
+ g_cubeRoot.identity();
+ g_cubeRoot.rotateX(clock * 0.4);
+ g_cubeRoot.rotateY(clock * 0.1);
+}
+
+/**
+ * Cleanup before exiting.
+ */
+function unload() {
+ if (g_client) {
+ g_client.cleanup();
+ }
+}
+</script>
+</head>
+<body onload="init()" onunload="unload()">
+<h1>Basic Render-Target Example</h1>
+<br/>
+<!-- Start of O3D plugin -->
+<div id="o3d" style="width: 600px; height: 600px;"></div>
+<!-- End of O3D plugin -->
+<!--
+ We embed the code for our effect inside this hidden textarea.
+ Effects contain the functions that define
+ the vertex and pixel shaders used by our shape.
+-->
+<!-- Don't render the textarea -->
+<div style="display:none">
+<textarea id="fx" name="fx" cols="80" rows="20">
+ // The 4x4 world view projection matrix.
+ uniform mat4 worldViewProjection;
+
+ attribute vec4 position;
+ attribute vec2 texCoord0;
+ varying vec2 texcoord;
+
+ /**
+ * Vertex Shader performing basic viewing transformation.
+ */
+ void main() {
+ /**
+ * We transform each vertex by the view projection matrix to bring
+ * it from world space to projection space.
+ *
+ * We return its color unchanged.
+ */
+ gl_Position = worldViewProjection * position;
+ texcoord = texCoord0;
+ }
+
+ // #o3d SplitMarker
+
+ uniform sampler2D texSampler0;
+ varying vec2 texcoord;
+
+ /**
+ * Pixel Shader
+ */
+ void main() {
+ gl_FragColor = texture2D(texSampler0, texcoord * 5.0) +
+ vec4(0.2, 0.2, 0.0, 1.0);
+ }
+
+ // #o3d MatrixLoadOrder RowMajor
+</textarea>
+</div>
+</body>
+
+</html>
diff --git a/o3d/samples/o3d-webgl/viewport.js b/o3d/samples/o3d-webgl/viewport.js
index a9ffebc..36eea87 100644
--- a/o3d/samples/o3d-webgl/viewport.js
+++ b/o3d/samples/o3d-webgl/viewport.js
@@ -38,7 +38,7 @@
* area. The depth range is represented by an array in the format
* [min Z, max Z]. The depth range provides the mapping of the clip space
* coordinates into normalized z buffer coordinates.
- *
+ *
* @param {o3d.math.Float4} viewport The viewport setting.
* @param {o3d.math.Float2} depthRange ParamFloat2 The depth range setting.
* @constructor
@@ -80,7 +80,8 @@ o3d.ParamObject.setUpO3DParam_(o3d.Viewport, 'depthRange', 'ParamFloat2');
*/
o3d.Viewport.prototype.before = function() {
var x = this.viewport[0] * this.gl.displayInfo.width;
- var y = this.viewport[1] * this.gl.displayInfo.height;
+ var y = (1 - this.viewport[1] - this.viewport[3]) *
+ this.gl.displayInfo.height;
var width = this.viewport[2] * this.gl.displayInfo.width;
var height = this.viewport[3] * this.gl.displayInfo.height;
diff --git a/o3d/samples/shaders/vertex-color-glsl.shader b/o3d/samples/shaders/vertex-color-glsl.shader
new file mode 100644
index 0000000..9569387
--- /dev/null
+++ b/o3d/samples/shaders/vertex-color-glsl.shader
@@ -0,0 +1,59 @@
+/*
+ * 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.
+ */
+
+// The 4x4 world view projection matrix.
+uniform mat4 worldViewProjection;
+
+// input parameters for our vertex shader
+attribute vec4 position;
+attribute vec4 color;
+
+// input parameters for our pixel shader
+// also the output parameters for our vertex shader
+varying vec4 v_color;
+
+/**
+ * Vertex Shader - our vertex shader
+ */
+void main() {
+ gl_Position = worldViewProjection * position;
+ v_color = color;
+}
+
+// #o3d SplitMarker
+varying vec4 v_color;
+/**
+ * pixel shader does nothing but return whatever color it was given.
+ */
+void main() {
+ gl_FragColor = v_color;
+}
+// #o3d MatrixLoadOrder RowMajor