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author | gman@google.com <gman@google.com@0039d316-1c4b-4281-b951-d872f2087c98> | 2009-06-29 22:48:59 +0000 |
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committer | gman@google.com <gman@google.com@0039d316-1c4b-4281-b951-d872f2087c98> | 2009-06-29 22:48:59 +0000 |
commit | 27409cfb27b972cce0bc3e96f0afe729553d1c40 (patch) | |
tree | 263db28c6e8d63e4aa7d95b3c510766116be0857 /o3d | |
parent | a079da32ff1691e8131080db4579175dfc38361d (diff) | |
download | chromium_src-27409cfb27b972cce0bc3e96f0afe729553d1c40.zip chromium_src-27409cfb27b972cce0bc3e96f0afe729553d1c40.tar.gz chromium_src-27409cfb27b972cce0bc3e96f0afe729553d1c40.tar.bz2 |
Added a toon shader to shader-test
Still needs an outline shader.
Because we can't do atomic commits the screenshot
for this is in another CL
Review URL: http://codereview.chromium.org/126208
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@19541 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'o3d')
-rw-r--r-- | o3d/DEPS | 2 | ||||
-rw-r--r-- | o3d/DEPS_gyp | 2 | ||||
-rw-r--r-- | o3d/samples/shader-test.html | 61 | ||||
-rwxr-xr-x | o3d/samples/shaders/toon.shader | 98 |
4 files changed, 135 insertions, 28 deletions
@@ -2,7 +2,7 @@ vars = { "chromium_trunk": "http://src.chromium.org/svn/trunk", "nixysa_rev": "25", - "o3d_code_rev": "77", + "o3d_code_rev": "84", } deps = { diff --git a/o3d/DEPS_gyp b/o3d/DEPS_gyp index 3f31b83..4f63a1b 100644 --- a/o3d/DEPS_gyp +++ b/o3d/DEPS_gyp @@ -3,7 +3,7 @@ vars = { "http://src.chromium.org/svn/trunk", "nixysa_rev": "25", "chromium_rev": "19057", - "o3d_code_rev": "77", + "o3d_code_rev": "84", } deps = { diff --git a/o3d/samples/shader-test.html b/o3d/samples/shader-test.html index a437370..812d067 100644 --- a/o3d/samples/shader-test.html +++ b/o3d/samples/shader-test.html @@ -85,21 +85,24 @@ var g_shaderSelection = 0; var g_rotateOn = true; var g_o3dWidth; // width of our client area var g_o3dHeight; // height of our client area -var g_shaders = ['diffuse', - 'checker', - 'bump', - 'bump', - 'texture-only', - 'texture-colormult', - 'tangent', - 'binormal', - 'normal', - 'solid-color', - 'vertex-color', - 'phong-with-colormult']; +var g_shaders = [ + {file: 'diffuse', name: 'Diffuse'}, + {file: 'checker', name: 'Checker'}, + {file: 'bump', name: 'Bump'}, + {file: 'bump', name: 'Bump With Texture'}, + {file: 'texture-only', name: 'Texture Only'}, + {file: 'texture-colormult', name: 'Texture with Color Multiplier'}, + {file: 'tangent', name: 'Tangent'}, + {file: 'binormal', name: 'Binormal'}, + {file: 'normal', name: 'Normal'}, + {file: 'solid-color', name: 'Solid Color'}, + {file: 'vertex-color', name: 'Vertex Color'}, + {file: 'phong-with-colormult', name: 'Blinn-Phong with Color Multiplier'}, + {file: 'toon', name: 'Toon'}]; var g_effects = []; var g_bumpTextureSampler; var g_bumpBumpsSampler; +var g_colorRampSampler; // Our view and projection matrices // The view matrix transforms objects from world space to view space. @@ -263,6 +266,7 @@ function applyShader(pack, shaderNumber) { setParam(material, 'AmbientSampler', g_bumpTextureSampler); setParam(material, 'DiffuseSampler', g_bumpTextureSampler); setParam(material, 'texSampler0', g_bumpTextureSampler); + setParam(material, 'colorRamp', g_colorRampSampler); var timeParam = material.getParam('inputTime'); if (timeParam) { @@ -312,12 +316,29 @@ function initStep2(clientElements) { var paramObject = g_pack.createObject('ParamObject'); g_currentTimeParam = paramObject.createParam('timeParam','ParamFloat'); - // Load effects + // Load effects and fill out options. + options = '' for(var s = 0; s < g_shaders.length; s++) { g_effects[s] = g_pack.createObject('Effect'); - var shaderString = 'shaders/' + g_shaders[s] + '.shader'; + var shaderString = 'shaders/' + g_shaders[s].file + '.shader'; o3djs.effect.loadEffect(g_effects[s], shaderString); + options += '<option value="' + s + '"' + (s == 0 ? ' selected' : '') + + '>' + g_shaders[s].name + '</option>'; } + document.getElementById('shaderSelect').innerHTML = options; + + var rampWidth = 64; + var texture = g_pack.createTexture2D( + rampWidth, 1, g_o3d.Texture.XRGB8, 1, false); + var pixels = []; + for (var ii = 0; ii < rampWidth; ++ii) { + var level = ii > rampWidth * 0.5 ? 1 : 0.3; + pixels.push(level, level, level); + } + texture.set(0, pixels); + g_colorRampSampler = g_pack.createObject('Sampler'); + g_colorRampSampler.texture = texture; + g_colorRampSampler.addressModeU = g_o3d.Sampler.CLAMP; var loader = o3djs.loader.createLoader(initStep3); loader.loadTexture(g_pack, 'assets/normalmap.dds', @@ -386,18 +407,6 @@ This example is useful for testing a shader or checking a scene. Clicking on the <!-- End of O3D plugin --> <p> <select id='shaderSelect' name='shaderSelect' onChange='changeShader()'> -<option value='0' selected>Diffuse</option> -<option value='1'>Checker</option> -<option value='2'>Bump</option> -<option value='3'>Bump With Texture</option> -<option value='4'>Texture Only</option> -<option value='5'>Texture with Color Multiplier</option> -<option value='6'>Tangent</option> -<option value='7'>Binormal</option> -<option value='8'>Normal</option> -<option value='9'>Solid Color</option> -<option value='10'>Vertex Color</option> -<option value='11'>Blinn-Phong with Color Multiplier</option> </select> </body> </html> diff --git a/o3d/samples/shaders/toon.shader b/o3d/samples/shaders/toon.shader new file mode 100755 index 0000000..8f2caec --- /dev/null +++ b/o3d/samples/shaders/toon.shader @@ -0,0 +1,98 @@ +/* + * 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. +float4x4 worldViewProjection : WorldViewProjection; +float4x4 worldInverseTranspose : WorldInverseTranspose; +float4x4 world : World; + +float4 ambientIntensity; +float4 lightIntensity; +float4 ambient; +float4 diffuse; +float3 lightWorldPos; + +sampler colorRamp; + +// input parameters for our vertex shader +struct VertexShaderInput { + float4 position : POSITION; // Position vector of vertex + float4 normal : NORMAL; +}; + +// input parameters for our pixel shader +struct PixelShaderInput { + float4 position : POSITION; + float3 normal : TEXCOORD0; + float3 worldPosition : TEXCOORD1; +}; + +/** + * Our vertex 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; + + return output; +} + +/** + * Our pixel shader. + */ +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 directionalIntensity = lightIntensity * + tex2D(colorRamp, float2(saturate(dot(worldNormal, surfaceToLight)), 0.5)); + float4 outColor = ambientIntensity * ambient + directionalIntensity * diffuse; + return float4(outColor.rgb, diffuse.a); +} + +// Here we tell our effect file *which* functions are +// our vertex and pixel shaders. + +// #o3d VertexShaderEntryPoint vertexShaderFunction +// #o3d PixelShaderEntryPoint pixelShaderFunction +// #o3d MatrixLoadOrder RowMajor |