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diff --git a/o3d/samples/o3d-webgl-samples/convolution.html b/o3d/samples/o3d-webgl-samples/convolution.html new file mode 100644 index 0000000..bc09031 --- /dev/null +++ b/o3d/samples/o3d-webgl-samples/convolution.html @@ -0,0 +1,398 @@ +<!-- +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 create a separable convolution shader using +render targets. The kernel here is a Gaussian blur, but the same code +could be used for any kernel. +--> +<!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: Convolution Shader 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.camera'); +o3djs.require('o3djs.rendergraph'); +o3djs.require('o3djs.pack'); +o3djs.require('o3djs.primitives'); +o3djs.require('o3djs.scene'); + +// Events +// init() once the page has finished loading. +window.onload = init; +window.onunload = uninit; + +// constants. +var RENDER_TARGET_WIDTH = 512; +var RENDER_TARGET_HEIGHT = 512; + +// global variables +var g_o3d; +var g_client; +var g_math; +var g_pack; +var g_teapotRoot; +var g_renderGraphRoot; +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. + * @param {!o3djs.rendergraph.ViewInfo} viewInfo whose 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 scene 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); + + 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 o3d = clientElements[0]; + g_o3d = o3d.o3d; + g_math = o3djs.math; + g_client = o3d.client; + + // Creates a pack to manage our resources/assets. + g_pack = g_client.createPack(); + + // Create the texture required for the color render-target. + var texture1 = g_pack.createTexture2D(RENDER_TARGET_WIDTH, + RENDER_TARGET_HEIGHT, + g_o3d.Texture.XRGB8, 1, true); + + // Create the texture required for the color render-target. + var texture2 = g_pack.createTexture2D(RENDER_TARGET_WIDTH, + RENDER_TARGET_HEIGHT, + g_o3d.Texture.XRGB8, 1, true); + + g_teapotRoot = g_pack.createObject('Transform'); + + var renderGraphRoot = g_client.renderGraphRoot; + + var xSigma = 4.0, ySigma = 4.0; + var xKernel = buildKernel(xSigma); + var yKernel = buildKernel(ySigma); + + var renderSurfaceSet1 = createRenderSurfaceSet(texture1); + var renderSurfaceSet2 = createRenderSurfaceSet(texture2); + + // Create the render graph for the teapot view, drawing the teapot into + // texture1 (via renderSurfaceSet1). + var teapotViewInfo = o3djs.rendergraph.createBasicView( + g_pack, + g_teapotRoot, + renderSurfaceSet1, + [1, 1, 1, 1]); + + // Create a Y convolution pass that convolves texture1 into texture2, using + // the X kernel. + var renderNode1 = createConvolutionPass(texture1, + renderSurfaceSet2, + xKernel, + 1.0 / texture1.width, + 0.0); + + // Create a Y convolution pass that convolves texture2 into the framebuffer, + // using the Y kernel. + var renderNode2 = createConvolutionPass(texture2, + g_client.renderGraphRoot, + yKernel, + 0.0, + 1.0 / texture2.height); + + // Load the scene into the transform graph as a child g_teapotRoot + loadScene(g_pack, '../assets/teapot/scene.json', g_teapotRoot, + teapotViewInfo); + + // Set a render callback. + g_client.setRenderCallback(onRender); +} + +// We lop off the sqrt(2 * pi) * sigma term, since we're going to normalize +// anyway. +function gauss(x, sigma) { + return Math.exp(- (x * x) / (2.0 * sigma * sigma)); +} + +function buildKernel(sigma) { + var kMaxKernelSize = 25; + var kernelSize = 2 * Math.ceil(sigma * 3.0) + 1; + if (kernelSize > kMaxKernelSize) { + kernelSize = kMaxKernelSize; + } + var halfWidth = (kernelSize - 1) * 0.5 + var values = new Array(kernelSize); + var sum = 0.0; + for (var i = 0; i < kernelSize; ++i) { + values[i] = gauss(i - halfWidth, sigma); + sum += values[i]; + } + // Now normalize the kernel. + for (var i = 0; i < kernelSize; ++i) { + values[i] /= sum; + } + return values; +} + +function createConvolutionMaterial(viewInfo, kernelSize) { + var convFXString = document.getElementById('convFX').value; + convFXString = convFXString.replace(/KERNEL_WIDTH/g, kernelSize); + var convEffect = g_pack.createObject('Effect'); + convEffect.loadFromFXString(convFXString); + + var convMaterial = g_pack.createObject('Material'); + convMaterial.drawList = viewInfo.performanceDrawList; + convMaterial.effect = convEffect; + convEffect.createUniformParameters(convMaterial); + return convMaterial; +} + +function createRenderSurfaceSet(texture) { + var renderSurface = texture.getRenderSurface(0); + + // Create the depth-stencil buffer required when rendering this pass. + var depthSurface = g_pack.createDepthStencilSurface(RENDER_TARGET_WIDTH, + RENDER_TARGET_HEIGHT); + + var renderSurfaceSet = g_pack.createObject('RenderSurfaceSet'); + renderSurfaceSet.renderSurface = renderSurface; + renderSurfaceSet.renderDepthStencilSurface = depthSurface; + renderSurfaceSet.parent = g_client.renderGraphRoot; + return renderSurfaceSet; +} + +function createConvolutionPass(srcTexture, renderGraphRoot, kernel, x, y) { + // Create a root Transform for the convolution scene. + var root = g_pack.createObject('Transform'); + + // Create a basic view for the convolution scene. + var viewInfo = o3djs.rendergraph.createBasicView( + g_pack, + root, + renderGraphRoot, + [1, 1, 1, 1]); + + var material = createConvolutionMaterial(viewInfo, kernel.length); + var quadShape = o3djs.primitives.createPlane(g_pack, + material, + 2.0, + 2.0, + 1, + 1); + + // Attach the quad to the root of the convolution graph. + root.addShape(quadShape); + + // Rotate the view so we're looking at the XZ plane (where our quad is) + // Point the camera along the -Y axis + var target = [0, -1, 0]; + // Put the camera at the origin. + var eye = [0, 0, 0]; + // Define the up-vector as +Z + var up = [0, 0, 1]; + viewInfo.drawContext.view = g_math.matrix4.lookAt(eye, target, up); + + // Create an orthographic projection. + viewInfo.drawContext.projection = + g_math.matrix4.orthographic(-1, 1, -1, 1, -1, 1); + + // Generate draw elements and setup material draw lists for the + // convolution scene. + o3djs.pack.preparePack(g_pack, viewInfo); + + setConvolutionParameters(material, srcTexture, kernel, kernel.length, x, y); + return renderGraphRoot; +} + +function setConvolutionParameters(material, texture, kernel, kernelSize, + xIncrement, yIncrement) { + var imageParam = material.getParam('image'); + var kernelParam = material.getParam('kernel'); + var imageIncrement = material.getParam('imageIncrement'); + var sampler = g_pack.createObject('Sampler'); + sampler.texture = texture; + sampler.addressModeU = g_o3d.Sampler.CLAMP; + sampler.addressModeV = g_o3d.Sampler.CLAMP; + sampler.minFilter = g_o3d.Sampler.POINT; + sampler.magFilter = g_o3d.Sampler.POINT; + sampler.mipFilter = g_o3d.Sampler.NONE; + imageParam.value = sampler; + imageIncrement.value = [xIncrement, yIncrement]; + var paramArray = g_pack.createObject('ParamArray'); + var halfWidth = (kernelSize - 1) * 0.5; + for (var i = 0; i < kernelSize; ++i) { + var element = paramArray.createParam(i, 'ParamFloat'); + element.value = kernel[i]; + } + kernelParam.value = paramArray; +} + +/** + * Called every frame. + * @param {o3d.RenderEvent} renderEvent Rendering Information. + */ +function onRender(renderEvent) { + var elapsedTime = renderEvent.elapsedTime; + g_clock += elapsedTime * g_timeMult; + + g_teapotRoot.identity(); + g_teapotRoot.rotateX(g_clock); + g_teapotRoot.rotateY(g_clock * 1.3); +} + +/** + * Cleanup before exiting. + */ +function uninit() { + if (g_client) { + g_client.cleanup(); + } +} +</script> +</head> +<body> +<h1>Convolution Shader Example</h1> +<p>This sample shows how to do 2D image processing using render targets. This +sample uses a convolution shader to do a 2D Gaussian blur, but the +same code could be used for any separable convolution kernel.</p> +<br/> +<!-- Start of O3D plugin --> +<div id="o3d" style="width: 512px; height: 512px;"></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="convFX" name="convFX" cols="80" rows="20"> +uniform mat4 worldViewProjection; +uniform vec2 imageIncrement; + +attribute vec4 position; +attribute vec2 texCoord0; + +varying vec2 v_imageCoord; + +void main() { + gl_Position = worldViewProjection * position; + + // Offset image coords by half of kernel width, in image texels + v_imageCoord = texCoord0 - + (float(KERNEL_WIDTH - 1) / 2.0) * imageIncrement; +} + +// #o3d SplitMarker + +uniform sampler2D image; +uniform float kernel[ KERNEL_WIDTH ]; +uniform vec2 imageIncrement; + +varying vec2 v_imageCoord; + +void main() { + vec2 imageCoordTmp = v_imageCoord; + vec4 sum = vec4(0.0, 0.0, 0.0, 0.0); + for (int i = 0; i < KERNEL_WIDTH; ++i) { + sum += texture2D(image, imageCoordTmp) * kernel[i]; + imageCoordTmp += imageIncrement; + } + gl_FragColor = sum; +} + +// #o3d MatrixLoadOrder RowMajor +</textarea> +</div> +</body> + +</html> |