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<!--
O3D Vertex Shader Animation Example.

Demonstrates using a vertex shader for simple animation. The shader moves the
vertices in a sin wave based on the parameter "time" and the world position
of the vertices.
-->

<!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 Animation
</title>
<style type="text/css">
  html, body {
    height: 100%;
    margin: 0;
    padding: 0;
    border: none;
  }
</style>
<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');

// global variables
var g_o3d;
var g_o3dElement;
var g_math;
var g_client;
var g_pack;
var g_viewInfo;
var g_timeParam;

/**
 * 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);
}

/**
 * Initializes O3D, loads the effect, and creates the quads.
 * @param {Array} clientElements Array of o3d object elements.
 */
function initStep2(clientElements) {
  // Initialize global variables and libraries.
  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 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 a material.
  var material = o3djs.material.createMaterialFromFile(
      g_pack,
      'shaders/phong-vertex-anim.shader',
      g_viewInfo.performanceDrawList);

  // Set the material parameters.
  material.getParam('lightWorldPos').value = [-40, 100, 0];
  material.getParam('lightIntensity').value = [1, 1, 1, 1];
  material.getParam('ambientIntensity').value = [0.1, 0.1, 0.1, 1];
  material.getParam('ambient').value = [1, 1, 1, 1];
  material.getParam('diffuse').value = [1, 1, 1, 1];
  material.getParam('specular').value = [1, 1, 1, 1];
  material.getParam('shininess').value = 50;

  g_timeParam = material.getParam('time');

  // Create the view matrix which tells the camera which way to point to.
  var eye = [10, 50, 20];
  var target = [2, 0, -2];
  var up = [0, 0, -1];
  var view_matrix = g_math.matrix4.lookAt(eye, target, up);

  g_viewInfo.drawContext.view = view_matrix;

  var shape = o3djs.primitives.createPlane(g_pack, material,
                                           10, 10, 100, 100);
  for (var xx = 0; xx < 5; xx++) {
    for (var yy = 0; yy < 4; yy++) {
      var index = yy * 3 + xx;

      // Make a transform for each quad.
      var transform = g_pack.createObject('Transform');
      transform.translate((xx - 2) * 12, 0, (2 - yy) * -12);
      transform.addShape(shape);
      transform.parent = g_client.root;
      transform.createParam('diffuse', 'ParamFloat4').value = [xx * 0.2,
                                                               yy * 0.25,
                                                               0.5,
                                                               1];
    }
  }

  // Setup an onrender callback for animation.
  g_client.setRenderCallback(onrender);

  window.g_finished = true;  // for selenium testing.
}

function updateProjectionMatrix() {
  // 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.
  g_viewInfo.drawContext.projection = g_math.matrix4.perspective(
      g_math.degToRad(45),
      g_client.width / g_client.height,
      0.1,
      100);
}

// spin the camera.
function onrender(render_event) {
  // Get the number of seconds since the last render.
  var elapsedTime = render_event.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;

  updateProjectionMatrix();

  g_timeParam.value = clock * 4;
}

function unload() {
  if (g_client) {
    g_client.cleanup();
  }
}

</script>
</head>
<body onload="init()" onunload="unload()">
<h1>Vertex Shader Animation Example</h1>
<!-- Start of O3D plugin -->
<div id="o3d" style="width: 100%; height: 80%"></div>
<!-- End of O3D plugin -->
</body>
</html>