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<!--
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notice, this list of conditions and the following disclaimer.
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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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.
-->

<!--
-->
<!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>
Compute and Display FPS.
</title>
<style type="text/css">
  html, body {
    height: 100%;
    margin: 0;
    padding: 0;
    border: none;
  }
</style>
<!-- Our javascript code -->
<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.fps');

// Events
// Run the init() function once the page has finished loading.
//         unload() when the page is unloaded.
window.onload = init;
window.onunload = unload;

// global variables
var g_o3d;
var g_math;
var g_client;
var g_pack;
var g_viewInfo;
var g_o3dWidth = -1;
var g_o3dHeight = -1;
var g_o3dElement;
var g_clock = 0;
var g_timeMult = 1;
var g_finished = false;  // for selenium testing
var g_eye;
var g_fpsManager;

/**
 * Creates the client area.
 */
function init() {
  o3djs.util.makeClients(initStep2);
}

/**
 * Initializes O3D, loads the effect, and draws the cube.
 * @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;
  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 an FPS manager.
  g_fpsManager = o3djs.fps.createFPSManager(g_pack,
                                            g_client.width,
                                            g_client.height,
                                            g_client.renderGraphRoot);

  var shaderFilePath = 'shaders/vertex-color.shader';
  if (g_client.clientInfo.glsl) {
    shaderFilePath = 'shaders/vertex-color-glsl.shader'
  }

  // Create a material.
  var myMaterial = o3djs.material.createMaterialFromFile(
      g_pack,
      shaderFilePath,
      g_viewInfo.performanceDrawList);

  // Draw a cube using the effect we have loaded.
  var myShape = o3djs.primitives.createRainbowCube(g_pack,
                                                   myMaterial,
                                                   0.5);

  // Attach the cube to the root of the transform graph.
  var root = g_client.root;
  root.addShape(myShape);

  // Set the projection and viewProjection matrices based
  // on the o3d plugin size by calling resize().
  resize();

  // Set our render callback for animation.
  // This sets a function to be executed every time a frame is rendered.
  g_client.setRenderCallback(onrender);

  g_finished = true;  // for selenium testing.
}

// Sets the projection matrix based on the size of the plugin.
function resize() {
  var newWidth  = g_client.width;
  var newHeight = g_client.height;

  if (newWidth != g_o3dWidth || newHeight != g_o3dHeight) {
    g_o3dWidth = newWidth;
    g_o3dHeight = newHeight;

    // Set the 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_o3dWidth / g_o3dHeight,
        0.1,
        100);

    g_fpsManager.resize(g_o3dWidth, g_o3dHeight);
  }
}

// Animates the cube.
// This function executes on each frame.
// @param {!o3d.RenderEvent} renderEvent Info about rendering.
function onrender(renderEvent) {
  // Get the number of seconds since the last render.
  var elapsedTime = renderEvent.elapsedTime;

  g_fpsManager.update(renderEvent);

  // Rotate frame rate independently.
  g_clock += 2.0 * elapsedTime * g_timeMult;

  // Eye-position, the position of the camera.
  var eye = [
      0.0 + Math.sin(g_clock) * 1.5,
      1.0,
      0.0 + Math.cos(g_clock) * 1.5
  ];

  var target = [0, 0, 0];
  var up = [0, 1, 0];

  g_viewInfo.drawContext.view = g_math.matrix4.lookAt(eye, target, up);

  resize();
}

/**
 * Removes any callbacks so they don't get called after the page has unloaded.
 */
function unload() {
  if (g_client) {
    g_client.cleanup();
  }
}

</script>
</head>
<body>
<table width="100%" style="height:100%;">
  <tr><td>
<h1>Show FPS</h1>
<p>
This example shows computing and displaying FPS (Frames Per Second)
</p></td></tr>
<tr><td height="100%">
<div id=o3d" style="width: 100%; height: 100%;"></div>
</td></tr></table>
</body>
</html>