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authorgman@google.com <gman@google.com@0039d316-1c4b-4281-b951-d872f2087c98>2009-07-11 20:23:48 +0000
committergman@google.com <gman@google.com@0039d316-1c4b-4281-b951-d872f2087c98>2009-07-11 20:23:48 +0000
commit16b6b41d73f6b1116d3e600e6226764e99615760 (patch)
tree221846966f190d88b4907c95e680f2353e646ed5 /o3d/samples
parent08665bd08a04aa8172c64634071f8ff4740143a5 (diff)
downloadchromium_src-16b6b41d73f6b1116d3e600e6226764e99615760.zip
chromium_src-16b6b41d73f6b1116d3e600e6226764e99615760.tar.gz
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Add a billboard and imposter sample.
The reference screenshot is in another CL git-svn-id: svn://svn.chromium.org/chrome/trunk/src@20465 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'o3d/samples')
-rw-r--r--o3d/samples/MANIFEST3
-rw-r--r--o3d/samples/billboards.html265
-rw-r--r--o3d/samples/build.scons5
-rw-r--r--o3d/samples/o3djs/material.js2
-rw-r--r--o3d/samples/shaders/billboard.shader80
-rw-r--r--o3d/samples/shaders/green-blue-checker.shader81
-rw-r--r--o3d/samples/shaders/imposter.shader89
7 files changed, 522 insertions, 3 deletions
diff --git a/o3d/samples/MANIFEST b/o3d/samples/MANIFEST
index 65bda21..6eec245 100644
--- a/o3d/samples/MANIFEST
+++ b/o3d/samples/MANIFEST
@@ -263,10 +263,13 @@ pingpong/instructions.gif
pingpong/logo.gif
pingpong/o3dPingPong.html
shaders/README
+shaders/billboard.shader
shaders/binormal.shader
shaders/bump.shader
shaders/checker.shader
shaders/diffuse.shader
+shaders/green-blue-checker.shader
+shaders/imposter.shader
shaders/one-channel-texture.shader
shaders/normal.shader
shaders/phong-vertex-anim.shader
diff --git a/o3d/samples/billboards.html b/o3d/samples/billboards.html
new file mode 100644
index 0000000..f6ce244
--- /dev/null
+++ b/o3d/samples/billboards.html
@@ -0,0 +1,265 @@
+<!--
+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.
+-->
+
+<!--
+Billboard example.
+-->
+<!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>
+Billboard Example
+</title>
+<!-- Include sample javascript library functions-->
+<script type="text/javascript" src="o3djs/base.js"></script>
+
+<!-- Our javascript code -->
+<script type="text/javascript">
+o3djs.require('o3djs.util');
+o3djs.require('o3djs.math');
+o3djs.require('o3djs.rendergraph');
+o3djs.require('o3djs.primitives');
+o3djs.require('o3djs.material');
+o3djs.require('o3djs.io');
+o3djs.require('o3djs.loader');
+
+// Events
+// init() once the page has finished loading.
+// unload() when the page is unloaded.
+window.onload = init;
+window.onunload= unload;
+
+// global variables
+var g_o3dElement;
+var g_o3d;
+var g_math;
+var g_client;
+var g_viewInfo;
+var g_pack;
+var g_root;
+var g_globalParams;
+var g_o3dElement;
+var g_clock = 0;
+var g_timeMult = 1;
+var g_finished = false; // for selenium testing
+var g_cameraRadius = 35;
+var g_cameraSpeed = 0.3;
+var g_randSeed = 0;
+var g_textures = [];
+
+/**
+ * Returns a deterministic pseudorandom number bewteen 0 and 1
+ * @return {number} a random number between 0 and 1
+ */
+function pseudoRandom() {
+ var range = Math.pow(2, 32);
+
+ return (g_randSeed = (134775813 * g_randSeed + 1) % range) / range;
+}
+
+/**
+ * Creates the client area.
+ */
+function init() {
+ o3djs.util.makeClients(initStep2);
+}
+
+/**
+ * Initializes O3D and creates one shape.
+ * @param {Array} clientElements Array of o3d object elements.
+ */
+function initStep2(clientElements) {
+ // Initializes global variables and libraries.
+ g_o3dElement = clientElements[0];
+ g_o3d = g_o3dElement.o3d;
+ g_math = o3djs.math;
+ g_client = g_o3dElement.client;
+
+ // Creates a pack to manage our resources/assets
+ g_pack = g_client.createPack();
+
+ g_root = g_pack.createObject('Transform');
+
+ g_viewInfo = o3djs.rendergraph.createBasicView(
+ g_pack,
+ g_root,
+ g_client.renderGraphRoot);
+
+ g_viewInfo.drawContext.projection = g_math.matrix4.perspective(
+ g_math.degToRad(45), // field of view.
+ g_client.width / g_client.height, // aspect ratio
+ 0.1, // Near plane.
+ 5000); // Far plane.
+
+ var loader = o3djs.loader.createLoader(initStep3);
+ loadTexture(loader, 'purple-flower.png');
+ loadTexture(loader, 'pillar.png');
+ loader.finish();
+}
+
+function loadTexture(loader, filename) {
+ loader.loadTexture(g_pack,
+ o3djs.util.getAbsoluteURI('assets/' + filename),
+ rememberTexture);
+
+ function rememberTexture(texture, exception) {
+ if (exception) {
+ alert(exception);
+ } else {
+ g_textures[filename] = texture;
+ }
+ }
+}
+
+function initStep3() {
+ var redMaterial = o3djs.material.createBasicMaterial(
+ g_pack,
+ g_viewInfo,
+ [0.2, 1, 0.2, 1]); // green
+
+ var checkerMaterial = o3djs.material.createMaterialFromFile(
+ g_pack, 'shaders/green-blue-checker.shader',
+ g_viewInfo.performanceDrawList);
+
+ var billboardMaterial = o3djs.material.createMaterialFromFile(
+ g_pack, 'shaders/billboard.shader', g_viewInfo.zOrderedDrawList);
+
+ var imposterMaterial = o3djs.material.createMaterialFromFile(
+ g_pack, 'shaders/imposter.shader', g_viewInfo.zOrderedDrawList);
+
+ // Set the textures.
+ // We don't need to create the params or the samplers because
+ // createMaterialFromFile has already handled that for us.
+ var sampler = billboardMaterial.getParam('texSampler0').value;
+ sampler.texture = g_textures['purple-flower.png'];
+ sampler.addressModeU = g_o3d.Sampler.CLAMP;
+ sampler.addressModeV = g_o3d.Sampler.CLAMP;
+
+ sampler = imposterMaterial.getParam('texSampler0').value;
+ sampler.texture = g_textures['pillar.png'];
+ sampler.addressModeU = g_o3d.Sampler.CLAMP;
+ sampler.addressModeV = g_o3d.Sampler.CLAMP;
+
+ // Create and bind standard params so we can see the light parameters
+ // for the standard shaders globably.
+ g_globalParams = o3djs.material.createAndBindStandardParams(g_pack);
+ g_globalParams.lightWorldPos.value = [30, 60, 40];
+ g_globalParams.lightColor.value = [1, 1, 1, 1];
+
+ // Create a ground plane.
+ var shape = o3djs.primitives.createPlane(
+ g_pack, checkerMaterial, 100, 100, 10, 10);
+
+ // Put on a transform.
+ var transform = g_pack.createObject('Transform');
+ transform.parent = g_root;
+ transform.addShape(shape);
+
+ // Create a cylinder.
+ var cylinderShape = o3djs.primitives.createCylinder(
+ g_pack, redMaterial, 0.5, 5, 20, 1,
+ g_math.matrix4.translation([0, 2.5, 0]));
+
+ // Create an XY plane for the billboard.
+ var purpleFlowerPlane = o3djs.primitives.createPlane(
+ g_pack, billboardMaterial, 5, 5, 1, 1,
+ g_math.matrix4.rotationX(g_math.degToRad(90)));
+
+ // Create an XY plane for the imposter.
+ var pillarPlane = o3djs.primitives.createPlane(
+ g_pack, imposterMaterial, 5, 5, 1, 1,
+ g_math.matrix4.rotationX(g_math.degToRad(90)));
+
+ // Create 30 cylinders and put a billboard or imposter on top of each one.
+ for (var ii = 0; ii < 30; ++ii) {
+ transform = g_pack.createObject('Transform');
+ transform.parent = g_root;
+ transform.translate((pseudoRandom() - 0.5) * 90,
+ 0,
+ (pseudoRandom() - 0.5) * 90);
+ transform.addShape(cylinderShape);
+
+ var topTransform = g_pack.createObject('Transform');
+ topTransform.parent = transform;
+ topTransform.translate(0, 7, 0);
+ if (ii % 4 > 1) {
+ topTransform.addShape(purpleFlowerPlane);
+ } else {
+ topTransform.addShape(pillarPlane);
+ }
+ }
+
+ // Setup a render callback for per frame processing.
+ g_client.setRenderCallback(onRender);
+
+ g_finished = true; // for selenium testing.
+}
+
+/**
+ * Called every frame.
+ * @param {!o3d.RenderEvent} renderEvent Rendering Information.
+ */
+function onRender(renderEvent) {
+ var elapsedTime = renderEvent.elapsedTime;
+ g_clock += elapsedTime * g_timeMult;
+
+ var eye = [
+ Math.sin(g_clock * g_cameraSpeed) * g_cameraRadius,
+ 20 + 10 * Math.sin(g_clock * g_cameraSpeed * 4),
+ Math.cos(g_clock * g_cameraSpeed) * g_cameraRadius];
+
+ g_viewInfo.drawContext.view = g_math.matrix4.lookAt(
+ eye,
+ [0, 0, 0], // target
+ [0, 1, 0]); // up
+};
+
+/**
+ * Remove 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>Billboards</h1>
+<div>
+Flowers always face the camera.<br/>
+Pillars rotate around Y toward the camera.
+</div>
+<div id="o3d" style="width: 800px; height: 600px;"></div>
+</body>
+</html>
diff --git a/o3d/samples/build.scons b/o3d/samples/build.scons
index 608b2ad..e98aed29 100644
--- a/o3d/samples/build.scons
+++ b/o3d/samples/build.scons
@@ -112,12 +112,13 @@ env.Append(BUILDERS = {'SplitSampleHTML' : sample_builder})
# These are the files we process for the interactive sampler.
# TODO: We don't currently verify that these samples are included in
# interactive_samples.js, which constructs the sampler, or that all the files
-# in there are mentioned here. The build script should validate that the lists
-# match, and should also run whenever interactive_samples.js changes.
+# in there are mentioned here. The build script should parse the
+# interactive_samples.js file instead of using this list.
samples = [
'2d.html',
'animated-scene.html',
'animation.html',
+ 'billboards.html',
'canvas-texturedraw.html',
'canvas.html',
'convolution.html',
diff --git a/o3d/samples/o3djs/material.js b/o3d/samples/o3djs/material.js
index 8e0f00a..db1449d 100644
--- a/o3d/samples/o3djs/material.js
+++ b/o3d/samples/o3djs/material.js
@@ -350,7 +350,7 @@ o3djs.material.createMaterialFromFile = function(pack, url, drawList) {
var material = pack.createObject('Material');
material.effect = effect;
material.drawList = drawList;
- effect.createUniformParameters(material);
+ o3djs.effect.createUniformParameters(pack, effect, material);
return material;
};
diff --git a/o3d/samples/shaders/billboard.shader b/o3d/samples/shaders/billboard.shader
new file mode 100644
index 0000000..8402b78
--- /dev/null
+++ b/o3d/samples/shaders/billboard.shader
@@ -0,0 +1,80 @@
+/*
+ * 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 Billboard shader always faces the screen. It doesn't have any lighting.
+
+float4x4 worldView : WorldView;
+float4x4 projection : Projection;
+
+sampler texSampler0;
+
+// input parameters for our vertex shader
+struct VertexShaderInput {
+ float4 position : POSITION;
+ float2 texcoord : TEXCOORD;
+};
+
+// input parameters for our pixel shader
+// also the output parameters for our vertex shader
+struct PixelShaderInput {
+ float4 position : POSITION;
+ float2 texcoord : TEXCOORD;
+};
+
+/**
+ * Vertex Shader - vertex shader for phong illumination
+ */
+PixelShaderInput vertexShaderFunction(VertexShaderInput input) {
+ PixelShaderInput output;
+
+ // Just add the world position of the transform to input position
+ // and then multiple by the projection.
+ output.position = mul(input.position + float4(worldView[3].xyz, 0),
+ projection);
+
+ output.texcoord = input.texcoord;
+ return output;
+}
+
+/**
+ * Pixel Shader
+ */
+float4 pixelShaderFunction(PixelShaderInput input): COLOR {
+ return tex2D(texSampler0, input.texcoord);
+}
+
+// Here we tell our effect file *which* functions are
+// our vertex and pixel shaders.
+
+// #o3d VertexShaderEntryPoint vertexShaderFunction
+// #o3d PixelShaderEntryPoint pixelShaderFunction
+// #o3d MatrixLoadOrder RowMajor
+
diff --git a/o3d/samples/shaders/green-blue-checker.shader b/o3d/samples/shaders/green-blue-checker.shader
new file mode 100644
index 0000000..02b5296
--- /dev/null
+++ b/o3d/samples/shaders/green-blue-checker.shader
@@ -0,0 +1,81 @@
+// @@REWRITE(insert shader-copyright)
+// The 4x4 world view projection matrix.
+float4x4 worldViewProjection : WORLDVIEWPROJECTION;
+float4x4 worldInverseTranspose : WORLDINVERSETRANSPOSE;
+float4x4 world : WORLD;
+
+// light position
+float3 lightWorldPos;
+float3 lightColor;
+
+// input parameters for our vertex shader
+struct VertexShaderInput {
+ float4 position : POSITION;
+ float4 normal : NORMAL;
+ float2 texcoord : TEXCOORD0;
+};
+
+// input parameters for our pixel shader
+struct PixelShaderInput {
+ float4 position : POSITION;
+ float2 texcoord : TEXCOORD0;
+ float3 normal : TEXCOORD1;
+ float3 worldPosition : TEXCOORD2;
+};
+
+// function for getting the checker pattern
+float4 checker(float2 uv) {
+ float checkSize = 10;
+ float fmodResult = fmod(floor(checkSize * uv.x) + floor(checkSize * uv.y),
+ 2.0);
+ return (fmodResult < 1) ?
+ float4(0.4, 0.5, 0.5, 1) :
+ float4(0.6, 0.8, 0.8, 1);
+}
+
+/**
+ * Our vertex shader. In the vertex shader, we calculate the lighting.
+ * Then we'll combine it with our checker pattern input the pixel shader.
+ */
+PixelShaderInput vertexShaderFunction(VertexShaderInput input) {
+ PixelShaderInput output;
+
+ // Transform position into clip space.
+ output.position = mul(input.position, worldViewProjection);
+
+ // Transform normal into world space, where we can do lighting
+ // calculations even if the world transform contains scaling.
+ output.normal = mul(input.normal, worldInverseTranspose).xyz;
+
+ // Calculate surface position in world space.
+ output.worldPosition = mul(input.position, world).xyz;
+
+ output.texcoord = input.texcoord;
+
+ return output;
+}
+
+/**
+ * Our pixel shader. We take the lighting color we got from the vertex sahder
+ * and combine it with our checker pattern. We only need to use the x
+ * coordinate of our input.col because we gave it uniform color
+ */
+float4 pixelShaderFunction(PixelShaderInput input): COLOR {
+ float3 surfaceToLight = normalize(lightWorldPos - input.worldPosition);
+
+ float3 worldNormal = normalize(input.normal);
+
+ // Apply diffuse lighting in world space in case the world transform
+ // contains scaling.
+ float4 check = checker(input.texcoord);
+ float4 directionalIntensity = saturate(dot(worldNormal, surfaceToLight));
+ float4 outColor = directionalIntensity * check;
+ return float4(outColor.rgb, 1);
+}
+
+// Here we tell our effect file *which* functions are
+// our vertex and pixel shaders.
+
+// #o3d VertexShaderEntryPoint vertexShaderFunction
+// #o3d PixelShaderEntryPoint pixelShaderFunction
+// #o3d MatrixLoadOrder RowMajor
diff --git a/o3d/samples/shaders/imposter.shader b/o3d/samples/shaders/imposter.shader
new file mode 100644
index 0000000..5540b31
--- /dev/null
+++ b/o3d/samples/shaders/imposter.shader
@@ -0,0 +1,89 @@
+/*
+ * 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 Imposter shader rotates around Y to face the camera.
+// It doesn't have any lighting.
+
+float4x4 world : World;
+float4x4 viewInverse : ViewInverse;
+float4x4 viewProjection : ViewProjection;
+
+sampler texSampler0;
+
+// input parameters for our vertex shader
+struct VertexShaderInput {
+ float4 position : POSITION;
+ float2 texcoord : TEXCOORD;
+};
+
+// input parameters for our pixel shader
+// also the output parameters for our vertex shader
+struct PixelShaderInput {
+ float4 position : POSITION;
+ float2 texcoord : TEXCOORD;
+};
+
+/**
+ * Vertex Shader - vertex shader for phong illumination
+ */
+PixelShaderInput vertexShaderFunction(VertexShaderInput input) {
+ PixelShaderInput output;
+
+ float3 toCamera = normalize(viewInverse[3].xyz - world[3].xyz);
+ float3 yAxis = float3(0, 1, 0);
+ float3 xAxis = cross(yAxis, toCamera);
+ float3 zAxis = cross(xAxis, yAxis);
+
+ float4x4 newWorld = float4x4(
+ float4(xAxis, 0),
+ float4(yAxis, 0),
+ float4(xAxis, 0),
+ world[3]);
+ output.position = mul(input.position, mul(newWorld, viewProjection));
+
+ output.texcoord = input.texcoord;
+ return output;
+}
+
+/**
+ * Pixel Shader
+ */
+float4 pixelShaderFunction(PixelShaderInput input): COLOR {
+ return tex2D(texSampler0, input.texcoord);
+}
+
+// Here we tell our effect file *which* functions are
+// our vertex and pixel shaders.
+
+// #o3d VertexShaderEntryPoint vertexShaderFunction
+// #o3d PixelShaderEntryPoint pixelShaderFunction
+// #o3d MatrixLoadOrder RowMajor
+