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<!--
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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.
-->

<!--
This sample attempts to show what the error texture is, how to set it and
how turning it off will generate helpful error information.
-->
<html>
<head>
<title>Error Texture</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');

// Events
// Run the init() once the page has finished loading.
//     and 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_texture;
var g_errorMsgElement;

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

/**
 * Initializes O3D, loads the effect, and sets up some 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;

  g_errorMsgElement =
      document.getElementById('errorMsg');

  // Turn of the error callback that o3djs.base.init setup.
  g_client.clearErrorCallback();

  // Let us render on demand.
  g_client.renderMode = g_o3d.Client.RENDERMODE_ON_DEMAND;

  // 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);

  var clientWidth = g_client.width;
  var clientHeight = g_client.height;
  g_viewInfo.drawContext.projection = g_math.matrix4.orthographic(
      -clientWidth * 0.5,
      clientWidth * 0.5,
      -clientHeight * 0.5,
      clientHeight * 0.5,
      0.001,
      1000);

  g_viewInfo.drawContext.view = g_math.matrix4.lookAt(
      [0, 500, 0], // eye
      [0, 0, 0],   // target
      [0, 0, -1]); // up

  // Create and load the effect.
  var effect = g_pack.createObject('Effect');
  o3djs.effect.loadEffect(effect, 'shaders/texture-only.shader');

  // Create a Material for the effect.
  var myMaterial = g_pack.createObject('Material');

  // Set the material's drawList
  myMaterial.drawList = g_viewInfo.zOrderedDrawList;

  // Apply our effect to this material.
  myMaterial.effect = effect;

  // Creates a quad using the effect.
  var shape = o3djs.primitives.createPlane(g_pack,
                                           myMaterial,
                                           1,
                                           1,
                                           1,
                                           1);

  var pixels = [];
  for (var y = 0; y < 32; ++y) {
    for (var x = 0; x < 32; ++x) {
      var offset = (y * 32 + x) * 3;  // rgb
      var u = x / 32 * Math.PI * 0.5;
      var v = y / 32 * Math.PI * 0.5;
      pixels[offset + 0] = 0;  // red
      pixels[offset + 1] = Math.floor(y / 8) % 2;  // green
      pixels[offset + 2] = Math.floor(x / 8) % 2;  // blue
    }
  }
  var texture = g_pack.createTexture2D(32, 32, g_o3d.Texture.XRGB8, 1, false);
  texture.set(0, pixels);

  // display the quad 4 times with situations
  // by overriding the sampler on each instance.
  for (var s = 0; s < 4; ++s) {
    // create a transform for an instance
    var transform = g_pack.createObject('Transform');
    transform.translate((s - 1.5) * 140, 0, 0);
    transform.scale(128, 1, 128),
    transform.parent = g_client.root;
    transform.addShape(shape);

    // case 0: Correct Texture.
    // case 1: ParamSampler and Sampler but no Texture
    // case 2: ParamSampler but no Sampler,
    // case 3: No ParamSampler.
    if (s <= 2) {
      // Create a ParamSampler on the transform with the same name as in
      // the effect so this param will be used instead of the one on the
      // material.
      var samplerParam = transform.createParam('texSampler0', 'ParamSampler');

      if (s <= 1) {
        var sampler = g_pack.createObject('Sampler');
        sampler.name = "s2d";
        samplerParam.value = sampler;
        sampler.addressModeU = g_o3d.Sampler.CLAMP;
        sampler.addressModeV = g_o3d.Sampler.CLAMP;
        if (s == 0) {
          sampler.texture = texture;
        }
      }
    }
  }

  g_client.setPostRenderCallback(onRender);

  // Render once now that things are setup.
  render();
}

function setToUserTexture() {
  var pixels = [];
  for (var y = 0; y < 32; ++y) {
    for (var x = 0; x < 32; ++x) {
      var offset = (y * 32 + x) * 3;  // rgb
      var u = x / 32 * Math.PI * 0.5;
      var v = y / 32 * Math.PI * 0.5;
      pixels[offset + 0] = Math.cos(u);  // red
      pixels[offset + 1] = Math.sin(v);  // green
      pixels[offset + 2] = Math.sin(u);  // blue
    }
  }
  var texture = g_pack.createTexture2D(32, 32, g_o3d.Texture.XRGB8, 1, false);
  texture.set(0, pixels);

  g_client.setErrorTexture(texture);
  // Render once now that things are setup.
  render();
}

function setToNoTexture() {
  g_client.setErrorTexture(null);
  render();

}

function hide0() {
  var child = g_client.root.children[1];
  child.visible = !child.visible;
  render();
}

function hide1() {
  var child = g_client.root.children[2];
  child.visible = !child.visible;
  render();
}

function reportError(msg) {
  g_errorMsgElement.innerHTML = g_client.lastError;
  g_client.clearLastError();
  g_client.clearErrorCallback();
}

function render() {
  // Render once now that things are setup.
  g_client.setErrorCallback(reportError);
  g_client.render();
}

function onRender() {
}

/**
 * Removes any callbacks so they don't get called after the page has unloaded.
 */
function unload() {
  g_client.cleanup();
}
</script>
</head>
<body>
<h1>Error Texture.</h1>
<br/>
Demonstrates how missing textures are handled.
<div>
<!-- Start of O3D plugin -->
<div id="o3d" style="width: 800px; height: 600px;"></div>
<!-- End of O3D plugin -->
</div>
<br/>
<input type="button" value="User Texture" onClick="setToUserTexture()"/>
<input type="button" value="No Texture" onClick="setToNoTexture()"/>
<input type="button" value="hide 0" onClick="hide0()"/>
<input type="button" value="hide 1" onClick="hide1()"/>
<table><tr><td>Error: </td><td id="errorMsg">-</td></tr></table>
</html>