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Demonstrates how to create samplers and set their various states. --> <!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> Texture Samplers </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.effect'); o3djs.require('o3djs.event'); 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_commonEffect; var g_eye; var g_target; var g_up; var g_finished = false; // for selenium testing function scrollMe(e) { g_eye = g_math.mulScalarVector((e.deltaY < 0 ? 11 : 13) / 12, g_eye); g_viewInfo.drawContext.view = g_math.matrix4.lookAt(g_eye, g_target, g_up); } /** * Creates the client area. */ function init() { o3djs.util.makeClients(initStep2); } /** * Initializes O3D, loads the effect, and draws the quads. * @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); // Create and load the effect. g_commonEffect = g_pack.createObject('Effect'); o3djs.effect.loadEffect(g_commonEffect, 'shaders/texture-only.shader'); // Create our projection matrix, with a vertical field of view of 45 degrees // a near clipping plane of 0.1 and far clipping plane of 100. var proj_matrix = g_math.matrix4.perspective( g_math.degToRad(45), g_client.width / g_client.height, 0.1, 100); // Create the view matrix which tells the camera which way to point to. g_eye = [0, 4, 0]; g_target = [0, 0, 0]; g_up = [0, 0, -1]; var view_matrix = g_math.matrix4.lookAt(g_eye, g_target, g_up); g_viewInfo.drawContext.view = view_matrix; g_viewInfo.drawContext.projection = proj_matrix; var samplers = []; var transforms = []; for (var xx = 0; xx < 3; xx++) { for (var yy = 0; yy < 2; yy++) { var index = yy * 3 + xx; // Create a new Material for the quad. var material = g_pack.createObject('Material'); // Set the material's drawList material.drawList = g_viewInfo.performanceDrawList; material.effect = g_commonEffect; // Create Params on the material for all the uniform parameters needed by // the effect. The one we are really interested in is the Param for the // sampler which will be called "texSampler0" // (the name it has in the shader string). g_commonEffect.createUniformParameters(material); // Create a quad and position it. var verts = o3djs.primitives.createPlaneVertices(1, 1, 1, 1); var texCoordStream = verts.findStream(g_o3d.Stream.TEXCOORD, 0); // make the UVs go from 0 to 2 instead of 0 to 1 for (var v = 0; v < texCoordStream.elements.length; ++v) { texCoordStream.elements[v] *= 2; } var shape = verts.createShape(g_pack, material); // Make a transform for each quad. var transform = g_pack.createObject('Transform'); transform.translate([(xx - 1) * 1.2, 0, (0.5 - yy) * -1.2]); transform.addShape(shape); // Find the material used by the shape. var primitive = shape.elements[0]; var material = primitive.material; var p = material.params; // Get the sampler param on the material. var samplerParam = material.getParam('texSampler0'); // Create a new sampler for the material. var sampler = g_pack.createObject('Sampler'); samplerParam.value = sampler; samplers[index] = sampler; transforms[index] = transform; } } // Set the sampler states on each sampler. // Looking at the generated image, the samplers correspond to the // following quads: // [0] [1] [2] // [3] [4] [5] // Sampler states not specified assume their default values which are: // addressModeU = Sampler.WRAP // addressModeV = Sampler.WRAP // minFilter = Sampler.LINEAR // magFilter = Sampler.LINEAR // mipFilter = Sampler.POINT // borderColor = Float4(0, 0, 0, 0) // maxAnisotropy = 1 // Rotates quad and uses anisotropic filtering. transforms[1].rotateZ(-Math.PI / 2.5); samplers[1].addressModeU = g_o3d.Sampler.WRAP; samplers[1].addressModeV = g_o3d.Sampler.WRAP; samplers[1].minFilter = g_o3d.Sampler.ANISOTROPIC; samplers[1].maxAnisotropy = 4; // Uses BORDER addressing mode with a red border. samplers[2].addressModeU = g_o3d.Sampler.BORDER; samplers[2].addressModeV = g_o3d.Sampler.BORDER; samplers[2].borderColor = [1, 0, 0, 1]; // Uses POINT sampling for minification. samplers[3].addressModeU = g_o3d.Sampler.WRAP; samplers[3].addressModeV = g_o3d.Sampler.WRAP; samplers[3].minFilter = g_o3d.Sampler.POINT; // Rotates quad and uses default (linear) filtering. // Compare results to quad #1. transforms[4].rotateZ(-Math.PI / 2.5); samplers[4].addressModeU = g_o3d.Sampler.WRAP; samplers[4].addressModeV = g_o3d.Sampler.WRAP; samplers[4].minFilter = g_o3d.Sampler.LINEAR; samplers[4].magFilter = g_o3d.Sampler.LINEAR; // Uses MIRROR addressing mode to mirror the texture on both axes. samplers[5].addressModeU = g_o3d.Sampler.MIRROR; samplers[5].addressModeV = g_o3d.Sampler.MIRROR; // Load our texture! var url = o3djs.util.getCurrentURI() + 'assets/texture_b3.jpg'; o3djs.io.loadTexture(g_pack, url, function(texture, exception) { if (exception) { alert(exception); } else { // Use the same texture for all the samplers. for (var ii = 0; ii < samplers.length; ii++) { samplers[ii].texture = texture; } // Parent the transforms. We do this here because until the texture // is loaded our quads are not ready to display. for (var ii = 0; ii < transforms.length; ii++) { transforms[ii].parent = g_client.root; } g_finished = true; // for selenium testing. } }); o3djs.event.addEventListener(o3dElement, 'wheel', scrollMe); } </script> </head> <body> <h1>Texture Sampler Example</h1> This tutorial demonstrates various texture sampler settings. <br/> <!-- Start of O3D plugin --> <div id="o3d" style="width: 700px; height: 600px"></div> <p>Scrollwheel To Zoom</p><br/> <!-- End of O3D plugin --> </body> </html>