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<!--
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notice, this list of conditions and the following disclaimer.
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-->

<!--
How to generate a texture.
-->
<!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>
Generate Texture.
</title>
<script type="text/javascript" src="o3djs/base.js"></script>
<script type="text/javascript">
o3djs.require('o3djs.util');
o3djs.require('o3djs.math');
o3djs.require('o3djs.rendergraph');
o3djs.require('o3djs.primitives');
o3djs.require('o3djs.effect');

// 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() {
  // 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, 'FloatingPointTextures');
}

/**
 * Initializes O3D, loads an effect, creates some textures
 * and quads to display them.
 * @param {Array} clientElements Array of o3d object elements.
 */
function initStep2(clientElements) {
  // Initializes global variables and libraries.
  var o3dElement = clientElements[0];
  g_o3d = 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 = 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);

  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 effects.
  var effectNames = [
      'texture-only.shader',
      'luminance_alpha_texture.shader'];

  var effectInfos = {
    texture_only: {name: 'texture-only.shader'},
    one_channel_texture: {name: 'one-channel-texture.shader'}};
  for (var key in effectInfos) {
    var info = effectInfos[key];
    var effect = g_pack.createObject('Effect');
    o3djs.effect.loadEffect(effect, 'shaders/' + info.name);

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

    // Set the material's drawList for transparent objects.
    material.drawList = g_viewInfo.zOrderedDrawList;

    // Apply the effect to this material.
    material.effect = effect;

    // Create the params that effect requires on the material.
    effect.createUniformParameters(material);

    // Create a quad.
    var shape = o3djs.primitives.createPlane(g_pack,
                                             material,
                                             1,
                                             1,
                                             1,
                                             1);
    info.shape = shape;
  }

  // display our shape 5 times with 5 different textures
  // by overriding the sampler on each instance.
  for (var s = 0; s < 5; ++s) {
    // create a transform for an instance
    var transform = g_pack.createObject('Transform');
    var x = s % 3;
    var z = Math.floor(s / 3);
    transform.translate((x - 1) * 140, 0, (z - 0.5) * 140);
    transform.scale(128, 1, 128);
    transform.parent = g_client.root;

    // 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');

    var sampler = g_pack.createObject('Sampler');
    samplerParam.value = sampler;
    sampler.addressModeU = g_o3d.Sampler.CLAMP;
    sampler.addressModeV = g_o3d.Sampler.CLAMP;

    // Create a texture.
    {
      var pixels = [];
      var format;

      switch (s) {
        case 0: {  // XRGB8
          transform.addShape(effectInfos.texture_only.shape);
          format = g_o3d.Texture.XRGB8;
          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
            }
          }
          break;
        }
        case 1: {  // ARGB8
          transform.addShape(effectInfos.texture_only.shape);
          format = g_o3d.Texture.ARGB8;
          for (var y = 0; y < 32; ++y) {
            for (var x = 0; x < 32; ++x) {
              var offset = (y * 32 + x) * 4;  // rgba
              var u = x / 32 * Math.PI * 0.5;
              var v = y / 32 * Math.PI * 0.5;
              pixels[offset + 0] = Math.floor(y / 4) % 2;  // red
              pixels[offset + 1] = Math.sin(v);  // green
              pixels[offset + 2] = Math.floor(x / 4) % 2;  // blue
              pixels[offset + 3] = Math.abs(Math.sin(v * 4));  // alpha
            }
          }
          break;
        }
        case 2: {  // ABGR16F
          transform.addShape(effectInfos.texture_only.shape);
          format = g_o3d.Texture.ABGR16F;
          for (var y = 0; y < 32; ++y) {
            for (var x = 0; x < 32; ++x) {
              var offset = (y * 32 + x) * 4;  // rgba
              var u = x / 32 * Math.PI * 0.5;
              var v = y / 32 * Math.PI * 0.5;
              pixels[offset + 0] = Math.cos(v);  // red
              pixels[offset + 1] = Math.sin(u);  // green
              pixels[offset + 2] = Math.sin(v);  // blue
              pixels[offset + 3] = Math.abs(Math.sin(u * 8));  // alpha
            }
          }
          break;
        }
        case 3: {  // ABGR32F
          transform.addShape(effectInfos.texture_only.shape);
          format = g_o3d.Texture.ABGR32F;
          for (var y = 0; y < 32; ++y) {
            for (var x = 0; x < 32; ++x) {
              var offset = (y * 32 + x) * 4;  // rgba
              var u = x / 32 * Math.PI * 0.5;
              var v = y / 32 * Math.PI * 0.5;
              pixels[offset + 0] = Math.cos(v);  // red
              pixels[offset + 1] = Math.sin(u);  // green
              pixels[offset + 2] = Math.sin(v);  // blue
              pixels[offset + 3] = Math.abs(Math.sin(u * 8));  // alpha
            }
          }
          break;
        }
        case 4: {  // R32F
          /**
           * NOTE: GL and D3D do NOT share compatible 1 channel texture formats.
           *
           * In D3D the sampler will return
           *
           * R = channel 0
           * G = const 1
           * B = const 1
           * A = const 1
           *
           * In GL the sampler will return
           *
           * R = channel 0
           * G = channel 0
           * B = channel 0
           * A = channel 0
           *
           * What that means is only R works across platforms. G, B and A are
           * undefined and if you use them you'll get the wrong results.
           */
          transform.addShape(effectInfos.one_channel_texture.shape);
          format = g_o3d.Texture.R32F;
          for (var y = 0; y < 32; ++y) {
            for (var x = 0; x < 32; ++x) {
              var offset = (y * 32 + x);  // r
              var u = x / 32 * Math.PI * 0.5;
              var v = y / 32 * Math.PI * 0.5;
              pixels[offset + 0] = Math.cos(v * 16);  // red
            }
          }
          break;
        }
      }
      var texture = g_pack.createTexture2D(32, 32, format, 1, false);
      texture.set(0, pixels);
      sampler.texture = texture;
    }
  }
  window.g_finished = true;  // for selenium testing.
}

</script>
</head>
<body onload="init()">
<h1>Generate Texture</h1>
Shows how to create textures in Javascript.
<br/>

<!-- Start of O3D plugin -->
<div id="o3d" style="width: 600px; height: 600px;"></div>
<!-- End of O3D plugin -->
</body>
</html>