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diff --git a/o3d/samples/juggler.html b/o3d/samples/juggler.html new file mode 100644 index 0000000..3dc01f1 --- /dev/null +++ b/o3d/samples/juggler.html @@ -0,0 +1,431 @@ +<!-- +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 Juggler +--> +<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" + "http://www.w3.org/TR/html4/loose.dtd"> +<html style="width: 100%; height: 100%;"> +<head> +<meta http-equiv="content-type" content="text/html; charset=UTF-8"> +<title> + Juggler Shader +</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'); +o3djs.require('o3djs.primitives'); + +// Events +// Run the init() function 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_o3dElement; +var g_viewInfo; +var g_pack; +var g_o3dWidth = -1; +var g_o3dHeight = -1; +var g_transform; +var g_clock = 0.0; +var g_timeMult = 1; // amount to multiply elapsed time by. + // Used to make the animation run faster or slower. +var g_finished = false; // for selenium testing +var g_thetaParam; +var g_numParam; +var g_numBalls; // Must be either 3, 5, 7, or 9 for now. +var g_speedScale; // Used to make higher numbers of balls animate faster. + +/** + * Creates the client area. + */ +function init() { + o3djs.util.makeClients(initStep2); +} + +/** + * Initializes O3D, loads the effect, and creates the square. + * @param {Array} clientElements Array of o3d object elements. + */ +function initStep2(clientElements) { + // Initialize global variables and libraries. + g_o3dElement = clientElements[0]; + g_o3d = g_o3dElement.o3d; + g_math = o3djs.math; + g_client = g_o3dElement.client; + + // Create a g_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, + [0, 0, 0, 1]); + + var effect = g_pack.createObject('Effect'); + effect.loadFromFXString(document.getElementById('shader').value); + + // Create a Material for the effect. + var myMaterial = g_pack.createObject('Material'); + + // Apply our effect to this material. + myMaterial.effect = effect; + + // Set the material's drawList for opaque objects. + myMaterial.drawList = g_viewInfo.performanceDrawList; + + // Create the params the effect needs on the material. + effect.createUniformParameters(myMaterial); + + // Create a square. + var myShape = o3djs.primitives.createPlane(g_pack, myMaterial, + 1, 1, 1, 1); + + // Set up the individual parameters in our effect file. + g_thetaParam = myMaterial.getParam('theta'); + g_thetaParam.value = 0; + g_numParam = myMaterial.getParam('num'); + updateNum(); + + // Set the position of the camera. + g_viewInfo.drawContext.view = g_math.matrix4.lookAt( + [0, 1, 0], //eye + [0, 0, 0], //target + [0, 0, -1]); //up + + // Generate the projection matrix based + // on the g_o3d plugin size by calling resize(). + resize(); + + // Now attach the square to the root of the transform graph. + g_client.root.addShape(myShape); + + toggleRenderCallback(); + + g_finished = true; // for selenium testing. +} + +function updateNum() { + var group = document.the_form.radio_group; + for (var i = 0; i < group.length; ++i) { + if (group[i].checked) { + setNumBalls(parseInt(group[i].value)); + } + } +} + +function toggleRenderCallback() { + var box = document.the_form.check_box; + if (box.checked) { + g_client.setRenderCallback(onrender); + } else { + g_client.clearRenderCallback(); + } +} + +function setNumBalls(num) { + g_numBalls = num; + g_numParam.value = g_numBalls; + g_speedScale = Math.sqrt(g_numBalls) * 5; +} + +function onrender(render_event) { + g_clock += render_event.elapsedTime * g_timeMult; + g_thetaParam.value = g_clock * g_speedScale; + + // If we don't check the size of the client area every frame we don't get a + // chance to adjust the perspective matrix fast enough to keep up with the + // browser resizing us, so onrender must call resize. + resize(); +} + + +// Generates the projection matrix based on the size of the g_o3d plugin +// and calculates the view-projection matrix. +function resize() { + var newWidth = g_client.width; + var newHeight = g_client.height; + + if (newWidth != g_o3dWidth || newHeight != g_o3dHeight) { + g_o3dWidth = newWidth; + g_o3dHeight = newHeight; + + // Determine what the size of the rendered square within the client should + // be in pixels. + var side = g_o3dWidth < g_o3dHeight ? + g_o3dWidth : g_o3dHeight; + + // Convert to the region of world space that must be enclosed by the + // orthographic projection. + var worldSize = g_math.divVectorScalar([g_o3dWidth, g_o3dHeight], side); + + // Find a projection matrix to transform from world space to screen space. + g_viewInfo.drawContext.projection = o3djs.math.matrix4.orthographic( + -0.5 * worldSize[0], 0.5 * worldSize[0], + -0.5 * worldSize[1], 0.5 * worldSize[1], + 0.5, 1.5); + } +} + +/** + * 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 style="width: 100%; height: 100%;"> +<table style="width: 100%; height: 100%;"> + <tr> + <td> + <h1>Juggler</h1> + <p> + This sample displays a juggling pattern computed entirely in a shader. + <form name="the_form"> + <input type="radio" name="radio_group" value="3" + onclick=updateNum()>3 Balls + <input type="radio" name="radio_group" value="5" checked + onclick=updateNum()>5 Balls + <input type="radio" name="radio_group" value="7" + onclick=updateNum()>7 Balls + <input type="radio" name="radio_group" value="9" + onclick=updateNum()>9 Balls + <input type="checkbox" name="check_box" checked + onclick=toggleRenderCallback()>Animate + </form> + </p> + <table id="container" style="width: 100%; height: 80%;"> + <tr> + <td height="100%"> + <!-- Start of g_o3d plugin --> + <div id="o3d" style="width: 100%; height: 100%;"></div> + <!-- End of g_o3d plugin --> + </td> + </tr> + </table> + <!-- a simple way to get a multiline string --> + <textarea id="shader" name="shader" cols="80" rows="20" + style="display: none;"> +// The 4x4 world view projection matrix. +float4x4 worldViewProjection : WORLDVIEWPROJECTION; + +float theta; +float num; + +// input parameters for our vertex shader +struct VertexShaderInput { + float4 position : POSITION; + float2 texCoord : TEXCOORD0; +}; + +// input parameters for our pixel shader +// also the output parameters for our vertex shader +struct PixelShaderInput { + float4 position : POSITION; + float2 texCoord : TEXCOORD0; + float4 color : COLOR; +}; + +/** + * vertexShaderMain - our vertex shader for the juggling texture + */ +PixelShaderInput vertexShaderMain(VertexShaderInput input) { + PixelShaderInput output; + + output.position = mul(input.position, worldViewProjection); + output.texCoord = 4.0 * (input.texCoord - float2(0.5, 0.5)); + output.color = float4(1, 1, 1, 1); + + return output; +} + +float length_2(in float2 v) { + return dot(v, v); +} + +// Draw the balls in a single arc. +float drawBallsInArc(in float pi, + in float4 offset, + in float2 source_hand, + in float2 dest_hand, + in float height_factor, + in float baseline, + in float ball_radius_2, + in float hand_throw_offset, + in float2 Z, + in float threshold) { + // Map theta from its current range of [0, 2 * num * pi) onto [0, (num - 1)) + // by scaling, adding offset, and modding, then map that to [0, 1) by scaling. + // The first mapping tells us where in the repeating cycle we are, and the + // second mapping simplifies the calculation of the parabola. + + // The vector offset is used to distinguish between balls in the same arc, but + // out of phase. At the beginning of this function, all the operations are + // vectorized to save instructions; we get to calculate 4 ball positions for + // the price of 1. + + // The reason for the (num - 1) in the expression below is that with num + // balls, each ball spends (num - 1) beats in the air, then one in the hand. + // So (num - 1) is the length of time a parabola takes. + + float4 time = fmod(theta / pi + offset, (num - 1)) / (num - 1); + float dx = dest_hand.x - source_hand.x; + float4 x = time * dx + source_hand.x - hand_throw_offset; + float4 y = time * (1 - time); + y = y * height_factor + baseline; + float4 ZX = Z.x; + float4 ZY = Z.y; + float4 len_2 = (ZX - x) * (ZX - x) + (ZY - y) * (ZY - y); + float4 temp = clamp((len_2 - ball_radius_2) / threshold, 0, 1); + + // One minus the product of all entries in temp. + temp.xy = temp.xy * temp.zw; + return 1 - temp.x * temp.y; +} + +float drawAirborneBalls(in float pi, + in float4 offset, + in float2 right_hand, + in float2 left_hand, + in float height_factor, + in float baseline, + in float ball_radius_2, + in float hand_swing_radius, + in float2 Z, + in float threshold) { + // The expression below is one minus a product. The first factor in the + // product is responsible for balls moving from right to left, and the second + // factor is responsible for balls moving from left to right. + return 1 - + (1 - drawBallsInArc(pi, offset, right_hand, left_hand, height_factor, + baseline, ball_radius_2, hand_swing_radius, Z, threshold)) * + (1 - drawBallsInArc(pi, offset + 1, left_hand, right_hand, height_factor, + baseline, ball_radius_2, -hand_swing_radius, Z, threshold)); +} + +/** + * pixelShaderMain - pixel shader + */ + +float4 pixelShaderMain(PixelShaderInput input) : COLOR { + const float pi = 3.14159265; + const float baseline = -1.2; + const float2 right_hand = float2(0.8, baseline); + const float2 left_hand = float2(-0.8, baseline); + const float hand_swing_radius = 0.3; + const float hand_radius_2 = 0.15 * 0.15; + const float ball_radius_2 = 0.1 * 0.1; + + const float4 ball_color = float4(1, 1, 1, 1); + const float4 right_hand_color = float4(1, 0, 0, 1); + const float4 left_hand_color = float4(0, 0, 1, 1); + const float4 background_color = float4(0, 0, 0, 0); + + const float threshold = 0.002; // Used in clamp for antialiasing. + + float height_factor = num; + + float2 Z = input.texCoord; + + // Coerce to the range [0, 2 * Pi * num]. + float2 r_h = hand_swing_radius * float2(-cos(theta), sin(theta)) + right_hand; + float2 l_h = hand_swing_radius * float2(-cos(theta), -sin(theta)) + left_hand; + + // Initialize color of pixel to background_color. Background color has an + // alpha of 0. Color of objects each have alpha 1, so multiplying by + // (1-alpha) before adding the color ensures that nothing gets overdrawn. + // It's kind of like a rudimentary z-buffer. + float4 result = background_color; + + // Draw the hands. + result += (1 - result.a) * ( + clamp((hand_radius_2 - length_2(Z - r_h)) / threshold, 0, 1) * + (Z.y < r_h.y) * right_hand_color + + clamp((hand_radius_2 - length_2(Z - l_h)) / threshold, 0, 1) * + (Z.y < l_h.y) * left_hand_color); + + // Draw the ball in the hand. There is always a ball in exactly one hand, and + // which hand that is alternates. + float2 hand; + if (fmod(floor(theta / pi), 2) > 0.5) { + hand = r_h; + } else { + hand = l_h; + } + result += (1 - result.a) * ball_color * + clamp((ball_radius_2 - length_2(Z - hand)) / threshold, 0, 1); + + float4 offset = float4(0, 2, 4, 6); + + // For each of up-to-4 pairs of balls you want to add, increment offsets by + // (8, 8, 8, 8) and call drawAirborneBalls again. + + // Draw airborne balls. + result += (1 - result.a) * drawAirborneBalls(pi, + offset, + right_hand, + left_hand, + height_factor, + baseline, + ball_radius_2, + hand_swing_radius, + Z, + threshold); + + return result; +} + +// Here we tell our effect file *which* functions are +// our vertex and pixel shaders. + +// #o3d VertexShaderEntryPoint vertexShaderMain +// #o3d PixelShaderEntryPoint pixelShaderMain +// #o3d MatrixLoadOrder RowMajor + </textarea> + </td> + </tr> +</table> +</body> +</html> |