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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 B3 In this tutorial, we show how to use textures in o3d. --> <!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> Tutorial B3: Textures </title> <script type="text/javascript" src="o3djs/base.js"></script> <script type="text/javascript" id="o3dscript"> o3djs.require('o3djs.util'); o3djs.require('o3djs.math'); o3djs.require('o3djs.rendergraph'); o3djs.require('o3djs.primitives'); o3djs.require('o3djs.material'); o3djs.require('o3djs.io'); // Events // Run the init() once the page has finished loading. window.onload = init; // global variables var g_o3d; var g_math; var g_client; var g_pack; var g_viewInfo; var g_finished = false; // for selenium testing /** * Creates the client area. */ function init() { o3djs.util.makeClients(initStep2); } /** * Initializes O3D, loads the effect, and draws the quad. * @param {Array} clientElements Array of o3d object elements. */ function initStep2(clientElements) { // Initialize global variables and libraries. var o3dElement = clientElements[0]; g_o3d = o3dElement.o3d; g_math = o3djs.math; g_client = o3dElement.client; // Create 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); // Setup an orthographic projection g_viewInfo.drawContext.projection = g_math.matrix4.orthographic( -g_client.width * 0.5, g_client.width * 0.5, -g_client.height * 0.5, g_client.height * 0.5, 0.1, 1000); // move the camera above the origin looking down. g_viewInfo.drawContext.view = g_math.matrix4.lookAt( [0, 500, 0], // eye [0, 0, 0], // target [0, 0, -1]); // up // Create a material. var myMaterial = o3djs.material.createMaterialFromFile( g_pack, 'shaders/texture-only.shader', g_viewInfo.performanceDrawList); // Create a quad. var myShape = o3djs.primitives.createPlane(g_pack, myMaterial, 300, // width 300, // height 1, // quads across 1); // quads down // Get the material's sampler parameter var sampler_param = myMaterial.getParam('texSampler0'); var sampler = g_pack.createObject('Sampler'); sampler_param.value = sampler; // Load our texture. This happens asynchronously. var url = o3djs.util.getCurrentURI() + 'assets/texture_b3.jpg'; o3djs.io.loadTexture(g_pack, url, function(texture, exception) { if (exception) { alert(exception); } else { sampler.texture = texture; // adjust the scale of our transform to match the aspect ratio of // the texture. Of course we could also have waited until now to build // our plane and set its width and height to match instead of scaling // here. var textureWidth = texture.width; var textureHeight = texture.height; var hScale = 1; var vScale = 1; if (textureWidth > textureHeight) { vScale = textureHeight / textureWidth; } else if (textureHeight > textureWidth) { hScale = textureWidth / textureHeight; } // We now attach our quad to the root of the transform graph. // We do this after the texture has loaded, otherwise we'd be attempting // to display something invalid. var root = g_client.root; root.addShape(myShape); root.scale(hScale, 1, vScale); g_finished = true; // for selenium testing. } }); } </script> </head> <body> <h1>Simple texturing</h1> This tutorial shows how we use textures in O3D. <br/> <!-- Start of O3D plugin --> <div id="o3d" style="width: 600px; height: 600px"></div> <!-- End of O3D plugin --> </body> </html>