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diff --git a/o3d/samples/procedural-texture.html b/o3d/samples/procedural-texture.html new file mode 100644 index 0000000..b160f1a --- /dev/null +++ b/o3d/samples/procedural-texture.html @@ -0,0 +1,258 @@ +<!-- +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 Tutorial + +In this tutorial, we load and display a scene in O3D and then +apply a procedural texture to 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> +Applying a Procedural Texture to a scene +</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.rendergraph'); +o3djs.require('o3djs.pack'); +o3djs.require('o3djs.camera'); +o3djs.require('o3djs.scene'); + +// Events +// init() once the page has finished loading. +window.onload = init; + +// global variables +var g_o3d; +var g_client; +var g_viewInfo; +var g_pack; +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. + */ +function loadScene(pack, fileName, parent) { + // Get our full path to the scene + var scenePath = o3djs.util.getCurrentURI() + fileName; + + // Load the file 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, + g_client.width, + g_client.height); + + // Copy the view and projection to the draw context. + g_viewInfo.drawContext.view = cameraInfo.view; + g_viewInfo.drawContext.projection = cameraInfo.projection; + + // Add our checker pattern + createCheckerBoard(pack, 'Material__26'); + + // Generate draw elements and setup material draw lists. + o3djs.pack.preparePack(pack, g_viewInfo); + + g_finished = true; // for selenium testing. + } +} + +/** + * In order to apply the texture you must know the material name which you wish + * to change. The bulk of the calculation takes place in the shader itself. + * Alternatively, you could change the first or all the materials if you don't + * know the material name. + * @param {!o3d.Pack} pack The pack the scene was loaded into. + * @param {string} materialName Name of material you wish to turn into checkers. + */ +function createCheckerBoard(pack, materialName) { + var effectString = document.getElementById('checkerShader').value; + var effect = g_pack.createObject('Effect'); + effect.loadFromFXString(effectString); + var materials = pack.getObjects(materialName, 'o3d.Material'); + for (var m = 0; m < materials.length; m++) { + var material = materials[m]; + // Set the material to use the checker effect. + material.effect = effect; + // Create any parameters the effect needs on the material. + effect.createUniformParameters(material); + } +} + +/** + * Creates the client area. + */ +function init() { + o3djs.util.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 o3dElement = clientElements[0]; + g_o3d = o3dElement.o3d; + g_client = o3dElement.client; + + // Creates a 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); + + // Creates a transform to put our data on. + var myDataRoot = g_pack.createObject('Transform'); + + // Connects our root to the client's root. + myDataRoot.parent = g_client.root; + + // Load the scene into the transform graph as a child myDataRoot + loadScene(g_pack, 'assets/teapot.o3dtgz', myDataRoot); +} +</script> +</head> +<body> +<h1>Applying a Procedural Texture to a scene</h1> +This tutorial shows how to apply a procedural texture to a scene. +<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"> +<textarea id="checkerShader" name="checkerShader" cols="80" rows="20"> + // The 4x4 world view projection matrix. + float4x4 worldViewProjection : WORLDVIEWPROJECTION; + + // input parameters for our vertex shader + struct a2v { + float4 position : POSITION; + float3 normal : NORMAL; + float2 texcoord : TEXCOORD0; + }; + + // input parameters for our pixel shader + struct v2f { + float4 position : POSITION; + float4 col : COLOR; + float2 texcoord : TEXCOORD0; + }; + + // function for getting the checker pattern + float4 checker(float2 uv) { + float checkSize = 4; + float fmodResult = fmod(floor(checkSize * uv.x) + floor(checkSize * uv.y), + 2.0); + if (fmodResult < 1) { + return float4(0, 1, 1, 1); + } else { + return float4(1, 0, 1, 1); + } + } + + /** + * Our vertex shader. In the vertex shader, we calculate the lighting. + * Then we'll combine it with our checker pattern in the pixel shader. + */ + v2f vertexShaderFunction(a2v input) { + v2f output; + output.position = mul(input.position, worldViewProjection); + /** + * lightVector - light vector + * normal - normal vector + * We put the light such that it illuminates our model. + */ + + float4 diffuseColor = float4(1, 1, 1, 1); + float3 lightPos = float3(1000, -1000, 1000); + + float3 lightVector = normalize(lightPos - input.position.xyz); + float3 normal = normalize(input.normal); + float4 diffuse = dot(normal, lightVector) * diffuseColor; + + output.col = diffuse; + 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. + */ + float4 pixelShaderFunction(v2f input): COLOR { + float4 check = checker(input.texcoord); + float4 color = input.col * check; + return color; + } + + // Here we tell our effect file *which* functions are + // our vertex and pixel shaders. + + // #o3d VertexShaderEntryPoint vertexShaderFunction + // #o3d PixelShaderEntryPoint pixelShaderFunction + // #o3d MatrixLoadOrder RowMajor +</textarea> +</div> +</body> +</html> |