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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.
+-->
+
+<!--
+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>