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diff --git a/o3d/samples/vertex-shader.html b/o3d/samples/vertex-shader.html new file mode 100644 index 0000000..42edf73 --- /dev/null +++ b/o3d/samples/vertex-shader.html @@ -0,0 +1,337 @@ +<!-- +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 Vertex Shader Demo + +This sample uses a custom vertex shader to quickly adjust the positions and +normals of many vertices in a plane to achieve a ripple effect without iterating +through the vertices in javascript. +--> +<!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> +Vertex 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'); +o3djs.require('o3djs.effect'); + +// global variables +var g_o3dElement; +var g_client; +var g_o3d; +var g_math; +var g_pack; +var g_viewInfo; +var g_clockParam; + +/** + * Creates the client area. + */ +function init() { + // These are here so that they are visible to both the browser (so + // selenium sees them) and the embedded V8 engine. + window.g_clock = 0; + window.g_timeMult = 1; + window.g_finished = false; // for selenium testing. + + // Comment out the line below to run the sample in the browser + // JavaScript engine. This may be helpful for debugging. + o3djs.util.setMainEngine(o3djs.util.Engine.V8); + + o3djs.util.makeClients(initStep2, 'LargeGeometry'); +} + + +/** + * Initializes global variables, positions camera, creates the material, and + * draws the plane. + * @param {Array} clientElements Array of o3d object elements. + */ +function initStep2(clientElements) { + // Init global variables. + initGlobals(clientElements); + + // Set up the view and projection transformations. + initContext(); + + // Add the shapes to the transform heirarchy. + createPlane(); + + // Setup render callback. + g_client.setRenderCallback(onRender); + + window.g_finished = true; // for selenium testing. +} + + +/** + * Initializes global variables and libraries. + * @param {Array} clientElements An array of o3d object elements assumed + * to have one entry. + */ +function initGlobals(clientElements) { + g_o3dElement = clientElements[0]; + g_o3d = g_o3dElement.o3d; + g_math = o3djs.math; + + // Set window.g_client as well. Otherwise when the sample runs in + // V8, selenium won't be able to find this variable (it can only see + // the browser environment). + window.g_client = g_client = g_o3dElement.client; + + // Create a pack to manage the objects created. + 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); +} + + +/** + * Sets up reasonable view and projection matrices. + */ +function initContext() { + // Set up a perspective transformation for the projection. + g_viewInfo.drawContext.projection = g_math.matrix4.perspective( + g_math.degToRad(30), // 30 degree frustum. + g_client.width / g_client.height, // Aspect ratio. + 1, // Near plane. + 5000); // Far plane. + + // Set up our view transformation to look towards the world origin where the + // cube is located. + g_viewInfo.drawContext.view = g_math.matrix4.lookAt( + [4, 4, 4], // eye + [0, 0, 0], // target + [0, 1, 0]); // up +} + + +/** + * Creates an effect using the shaders in the textarea in the document, applies + * the effect to a new material, binds the uniform parameters of the shader + * to parameters of the material, and sets certain parameters: the light and + * camera position. + * @return {Material} The material. + */ +function createMaterial() { + // Create a new, empty Material and Effect object. + var material = g_pack.createObject('Material'); + var effect = g_pack.createObject('Effect'); + + // Load shader string from document. + var shaderString = o3djs.util.getElementContentById('effect'); + effect.loadFromFXString(shaderString); + + // Apply the effect to this material. + material.effect = effect; + + // Bind uniform parameters declared in shader to parameters of material. + effect.createUniformParameters(material); + + // Set the material's drawList. + material.drawList = g_viewInfo.performanceDrawList; + + // Set light and camera positions for the pixel shader. + material.getParam('lightWorldPos').value = [3, 10, 0]; + material.getParam('cameraWorldPos').value = [1, 3, 12]; + + // Look up clock param. + g_clockParam = material.getParam('clock'); + + return material; +} + + +/** + * Creates the plane using the primitives utility library, and adds it to the + * transform graph at the root node. + */ +function createPlane() { + // This will create a plane subdivided into 180,000 triangles. + var plane = o3djs.primitives.createPlane( + g_pack, createMaterial(), 4, 4, 300, 300); + + // Add the shape to the transform heirarchy. + g_client.root.addShape(plane); +} + + +/** + * Updates the clock for the animation. + * @param {!o3d.RenderEvent} renderEvent Rendering Information. + */ +function onRender(renderEvent) { + var elapsedTime = renderEvent.elapsedTime; + + // Update g_clock in the browser and cache a V8 copy that can be + // accessed efficiently. g_clock must be in the browser for selenium. + var clock = window.g_clock + elapsedTime * window.g_timeMult; + window.g_clock = clock; + + g_clockParam.value = clock; +} + + +/** + * Cleanup before exiting. + */ +function unload() { + if (g_client) { + g_client.cleanup(); + } +} +</script> +</head> +<body onload="init()" onunload="unload()"> +<h1>Vertex Shader</h1> +This sample uses a custom vertex shader to quickly adjust the positions and +normals of many vertices in a plane to achieve a ripple effect without iterating +through the vertices in javascript. +<br/> +<!-- Start of O3D plugin --> +<div id="o3d" style="width: 600px; height: 600px;"></div> +<!-- End of O3D plugin --> + +<!-- Text area to hold the shaders --> +<textarea id="effect" name="effect" cols="80" rows="20" + style="display: none;"> +uniform float4x4 world : WORLD; +uniform float4x4 worldViewProjection : WORLDVIEWPROJECTION; +uniform float4x4 worldInverseTranspose : WORLDINVERSETRANSPOSE; +uniform float clock; +uniform float3 lightWorldPos; +uniform float3 cameraWorldPos; + + +// Input parameters for the vertex shader. +struct VertexShaderInput { + float4 position : POSITION; + float3 normal : NORMAL; + float4 color : COLOR; +}; + + +// Input parameters for the pixel shader (also the output parameters for the +// vertex shader.) +struct PixelShaderInput { + float4 position : POSITION; // the position in clip space + float3 objectPosition : TEXCOORD0; // the position in world space + float3 normal : TEXCOORD1; // the normal in world space + float4 color : COLOR; +}; + + +/** + * A function defining the shape of the wave. Takes a single float2 as an + * argument the entries of which are the x and z components of a point in the + * plane. Returns the height of that point. + * + * @param {float2} v The x and z components of the point in a single float2. + */ +float wave(float2 v) { + float d = length(v); + return 0.15 * sin(15 * d - 5 * clock) / (1 + d * d); +} + + +/** + * vertexShaderFunction - The vertex shader perturbs the vertices of the plane + * to achieve the ripples. Then it applies the worldViewProjection matrix. + * + * @param input.position Position vector of vertex in object coordinates. + * @param input.normal Normal of vertex in object coordinates. + * @param input.color Color of vertex. + */ +PixelShaderInput vertexShaderFunction(VertexShaderInput input) { + PixelShaderInput output; + + float4 p = input.position; + + // The height of the point p is adjusted according to the wave function. + p.y = wave(p.xz); + + // Step size used to approximate the partial derivatives of the wave function. + float h = 0.001; + + // We take the derivative numerically so that the wave function can be + // modified and the normal will still be correct. + float3 n = normalize(float3( + wave(float2(p.x - h, p.z)) - wave(float2(p.x + h, p.z)), 2 * h, + wave(float2(p.x, p.z - h)) - wave(float2(p.x, p.z + h)))); + + output.position = mul(p, worldViewProjection); + output.objectPosition = mul(p, world).xyz; + output.normal = mul(float4(n, 1), worldInverseTranspose).xyz; + output.color = input.color; + + return output; +} + + +/** + * This pixel shader is meant to be minimal since the vertex shader is + * the focus of the sample. + */ +float4 pixelShaderFunction(PixelShaderInput input) : COLOR { + float3 p = input.objectPosition; // The point in question. + float3 l = normalize(lightWorldPos - p); // Unit-length vector toward light. + float3 n = normalize(input.normal); // Unit-length normal vector. + float3 v = normalize(cameraWorldPos - p); // Unit-length vector toward camera. + float3 r = normalize(-reflect(v, n)); // Reflection of v across n. + + float3 q = (lightWorldPos - p); + float ldotr = dot(r, l); + float specular = clamp(ldotr, 0, 1) / + (1 + length(q - length(q) * ldotr * r)); + + return float4(0, 0.6, 0.7, 1) * dot(n, l) + specular; +} + + +// #o3d VertexShaderEntryPoint vertexShaderFunction +// #o3d PixelShaderEntryPoint pixelShaderFunction +// #o3d MatrixLoadOrder RowMajor +</textarea> +</body> +</html> |