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+<!--
+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 place an O3D area in a page and draw simple
+3D shape in 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>
+Hello Cube: Getting started with O3D
+</title>
+<script type="text/javascript" src="o3djs/base.js"></script>
+<script type="text/javascript">
+o3djs.require('o3djs.util');
+o3djs.require('o3djs.math');
+o3djs.require('o3djs.rendergraph');
+
+// Events
+// Run the init() function once the page has finished loading.
+// Run the uninit() function when the page has is unloaded.
+window.onload = init;
+window.onunload = uninit;
+
+// global variables
+var g_o3d;
+var g_math;
+var g_client;
+var g_pack;
+var g_clock = 0;
+var g_timeMult = 1;
+var g_cubeTransform;
+var g_finished = false; // for selenium testing
+
+/**
+ * Creates an O3D shape representing a cube. The shape consists of
+ * a single primitive with eight vertices and 12 triangles (two for each face
+ * of the cube).
+ * @param {o3d.Material} material the material used by the primitive.
+ * @return {o3d.Shape} The Shape object created.
+ */
+function createCube(material) {
+ // Create a Shape object for the mesh.
+ var cubeShape = g_pack.createObject('Shape');
+
+ // Create the Primitive that will contain the geometry data for
+ // the cube.
+ var cubePrimitive = g_pack.createObject('Primitive');
+
+ // Create a StreamBank to hold the streams of vertex data.
+ var streamBank = g_pack.createObject('StreamBank');
+
+ // Assign the material that was passed in to the primitive.
+ cubePrimitive.material = material;
+
+ // Assign the Primitive to the Shape.
+ cubePrimitive.owner = cubeShape;
+
+ // Assign the StreamBank to the Primitive.
+ cubePrimitive.streamBank = streamBank;
+
+ // The cube is made of 12 triangles. There's eight vertices in total which
+ // are shared between the face triangles.
+ cubePrimitive.primitiveType = g_o3d.Primitive.TRIANGLELIST;
+ cubePrimitive.numberPrimitives = 12; // 12 triangles
+ cubePrimitive.numberVertices = 8; // 8 vertices in total
+
+ // Generate the draw element for the cube primitive.
+ cubePrimitive.createDrawElement(g_pack, null);
+
+ // Create a javascript array that stores the X, Y and Z coordinates of each
+ // of the 8 corners of the cube.
+ var positionArray = [
+ -0.5, -0.5, 0.5, // vertex 0
+ 0.5, -0.5, 0.5, // vertex 1
+ -0.5, 0.5, 0.5, // vertex 2
+ 0.5, 0.5, 0.5, // vertex 3
+ -0.5, 0.5, -0.5, // vertex 4
+ 0.5, 0.5, -0.5, // vertex 5
+ -0.5, -0.5, -0.5, // vertex 6
+ 0.5, -0.5, -0.5 // vertex 7
+ ];
+
+ // The following array defines how vertices are to be put together to form
+ // the triangles that make up the cube's faces. In the index array, every
+ // three elements define a triangle. So for example vertices 0, 1 and 2
+ // make up the first triangle, vertices 2, 1 and 3 the second one, etc.
+ var indicesArray = [
+ 0, 1, 2, // face 1
+ 2, 1, 3,
+ 2, 3, 4, // face 2
+ 4, 3, 5,
+ 4, 5, 6, // face 3
+ 6, 5, 7,
+ 6, 7, 0, // face 4
+ 0, 7, 1,
+ 1, 7, 3, // face 5
+ 3, 7, 5,
+ 6, 0, 4, // face 6
+ 4, 0, 2
+ ];
+
+ // Create buffers containing the vertex data.
+ var positionsBuffer = g_pack.createObject('VertexBuffer');
+ var positionsField = positionsBuffer.createField('FloatField', 3);
+ positionsBuffer.set(positionArray);
+
+ var indexBuffer = g_pack.createObject('IndexBuffer');
+ indexBuffer.set(indicesArray);
+
+ // Associate the positions Buffer with the StreamBank.
+ streamBank.setVertexStream(
+ g_o3d.Stream.POSITION, // semantic: This stream stores vertex positions
+ 0, // semantic index: First (and only) position stream
+ positionsField, // field: the field this stream uses.
+ 0); // start_index: How many elements to skip in the
+ // field.
+
+ // Associate the triangle indices Buffer with the primitive.
+ cubePrimitive.indexBuffer = indexBuffer;
+
+ return cubeShape;
+}
+
+/**
+ * This method gets called every time O3D renders a frame. Here's where
+ * we update the cube's transform to make it spin.
+ * @param {o3d.RenderEvent} renderEvent The render event object that gives
+ * us the elapsed time since the last time a frame was rendered.
+ */
+function renderCallback(renderEvent) {
+ g_clock += renderEvent.elapsedTime * g_timeMult;
+ // Rotate the cube around the Y axis.
+ g_cubeTransform.identity();
+ g_cubeTransform.rotateY(2.0 * g_clock);
+}
+
+
+/**
+ * Creates the client area.
+ */
+function init() {
+ o3djs.util.makeClients(initStep2);
+}
+
+/**
+ * Initializes O3D, creates the cube and sets up the transform and
+ * render graphs.
+ * @param {Array} clientElements Array of o3d object elements.
+ */
+function initStep2(clientElements) {
+ // Initializes global variables and libraries.
+ var o3dElement = clientElements[0];
+ g_client = o3dElement.client;
+ g_o3d = o3dElement.o3d;
+ g_math = o3djs.math;
+
+ // Create a pack to manage the objects created.
+ g_pack = g_client.createPack();
+
+ // Create the render graph for a view.
+ var viewInfo = o3djs.rendergraph.createBasicView(
+ g_pack,
+ g_client.root,
+ g_client.renderGraphRoot);
+
+ // Set up a perspective projection.
+ viewInfo.drawContext.projection = g_math.matrix4.perspective(
+ g_math.degToRad(30), // 30 degree fov.
+ g_client.width / g_client.height,
+ 1, // Near plane.
+ 5000); // Far plane.
+
+ // Set up our view transformation to look towards the world origin where the
+ // cube is located.
+ viewInfo.drawContext.view = g_math.matrix4.lookAt([0, 1, 5], // eye
+ [0, 0, 0], // target
+ [0, 1, 0]); // up
+
+ // Create an Effect object and initialize it using the shaders from the
+ // text area.
+ var redEffect = g_pack.createObject('Effect');
+ var shaderString = document.getElementById('effect').value;
+ redEffect.loadFromFXString(shaderString);
+
+ // Create a Material for the mesh.
+ var redMaterial = g_pack.createObject('Material');
+
+ // Set the material's drawList.
+ redMaterial.drawList = viewInfo.performanceDrawList;
+
+ // Apply our effect to this material. The effect tells the 3D hardware
+ // which shaders to use.
+ redMaterial.effect = redEffect;
+
+ // Create the Shape for the cube mesh and assign its material.
+ var cubeShape = createCube(redMaterial);
+
+ // Create a new transform and parent the Shape under it.
+ g_cubeTransform = g_pack.createObject('Transform');
+ g_cubeTransform.addShape(cubeShape);
+
+ // Parent the cube's transform to the client root.
+ g_cubeTransform.parent = g_client.root;
+
+ // Set our render callback for animation.
+ // This sets a function to be executed every time a frame is rendered.
+ g_client.setRenderCallback(renderCallback);
+
+ g_finished = true; // for selenium testing.
+}
+
+/**
+ * Removes any callbacks so they don't get called after the page has unloaded.
+ */
+function uninit() {
+ if (g_client) {
+ g_client.cleanup();
+ }
+}
+
+</script>
+</head>
+<body>
+<h1>Hello Cube</h1>
+This example shows how to display a spinning red cube in O3D.
+<br/>
+
+
+<!-- Start of O3D plugin -->
+<div id="o3d" style="width: 600px; height: 600px;"></div>
+<!-- End of O3D plugin -->
+
+<!-- Don't render the textarea -->
+<div style="display:none">
+<!-- Start of effect -->
+<textarea id="effect">
+ // World View Projection matrix that will transform the input vertices
+ // to screen space.
+ float4x4 worldViewProjection : WorldViewProjection;
+
+ // input parameters for our vertex shader
+ struct VertexShaderInput {
+ float4 position : POSITION;
+ };
+
+ // input parameters for our pixel shader
+ struct PixelShaderInput {
+ float4 position : POSITION;
+ };
+
+ /**
+ * The vertex shader simply transforms the input vertices to screen space.
+ */
+ PixelShaderInput vertexShaderFunction(VertexShaderInput input) {
+ PixelShaderInput output;
+
+ // Multiply the vertex positions by the worldViewProjection matrix to
+ // transform them to screen space.
+ output.position = mul(input.position, worldViewProjection);
+ return output;
+ }
+
+ /**
+ * This pixel shader just returns the color red.
+ */
+ float4 pixelShaderFunction(PixelShaderInput input): COLOR {
+ return float4(1, 0, 0, 1); // Red.
+ }
+
+ // Here we tell our effect file *which* functions are
+ // our vertex and pixel shaders.
+
+ // #o3d VertexShaderEntryPoint vertexShaderFunction
+ // #o3d PixelShaderEntryPoint pixelShaderFunction
+ // #o3d MatrixLoadOrder RowMajor
+</textarea>
+<!-- End of effect -->
+</div>
+</body>
+</html>