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<!--
Copyright 2009, Google Inc.
All rights reserved.

Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are
met:

    * Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
    * Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the following disclaimer
in the documentation and/or other materials provided with the
distribution.
    * Neither the name of Google Inc. nor the names of its
contributors may be used to endorse or promote products derived from
this software without specific prior written permission.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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 shows how to place an O3D area in a page and draw simple
3D shape in it.
-->
<!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>
Hello Cube: Getting started with O3D
</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');

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

// global variables
var g_o3d;
var g_math;
var g_client;
var g_pack;
var g_clock = 0;
var g_timeMult = 1;
var g_cubeTransform;
var g_finished = false;  // for selenium testing

/**
 * Creates an O3D shape representing a cube.  The shape consists of
 * a single primitive with eight vertices and 12 triangles (two for each face
 * of the cube).
 * @param {o3d.Material} material the material used by the primitive.
 * @return {o3d.Shape} The Shape object created.
 */
function createCube(material) {
  // Create a Shape object for the mesh.
  var cubeShape = g_pack.createObject('Shape');

  // Create the Primitive that will contain the geometry data for
  // the cube.
  var cubePrimitive = g_pack.createObject('Primitive');

  // Create a StreamBank to hold the streams of vertex data.
  var streamBank = g_pack.createObject('StreamBank');

  // Assign the material that was passed in to the primitive.
  cubePrimitive.material = material;

  // Assign the Primitive to the Shape.
  cubePrimitive.owner = cubeShape;

  // Assign the StreamBank to the Primitive.
  cubePrimitive.streamBank = streamBank;

  // The cube is made of 12 triangles. There's eight vertices in total which
  // are shared between the face triangles.
  cubePrimitive.primitiveType = g_o3d.Primitive.TRIANGLELIST;
  cubePrimitive.numberPrimitives = 12; // 12 triangles
  cubePrimitive.numberVertices = 8;    // 8 vertices in total

  // Generate the draw element for the cube primitive.
  cubePrimitive.createDrawElement(g_pack, null);

  // Create a javascript array that stores the X, Y and Z coordinates of each
  // of the 8 corners of the cube.
  var positionArray = [
    -0.5, -0.5,  0.5,  // vertex 0
     0.5, -0.5,  0.5,  // vertex 1
    -0.5,  0.5,  0.5,  // vertex 2
     0.5,  0.5,  0.5,  // vertex 3
    -0.5,  0.5, -0.5,  // vertex 4
     0.5,  0.5, -0.5,  // vertex 5
    -0.5, -0.5, -0.5,  // vertex 6
     0.5, -0.5, -0.5   // vertex 7
  ];

  // The following array defines how vertices are to be put together to form
  // the triangles that make up the cube's faces.  In the index array, every
  // three elements define a triangle.  So for example vertices 0, 1 and 2
  // make up the first triangle, vertices 2, 1 and 3 the second one, etc.
  var indicesArray = [
      0, 1, 2,  // face 1
      2, 1, 3,
      2, 3, 4,  // face 2
      4, 3, 5,
      4, 5, 6,  // face 3
      6, 5, 7,
      6, 7, 0,  // face 4
      0, 7, 1,
      1, 7, 3,  // face 5
      3, 7, 5,
      6, 0, 4,  // face 6
      4, 0, 2
  ];

  // Create buffers containing the vertex data.
  var positionsBuffer = g_pack.createObject('VertexBuffer');
  var positionsField = positionsBuffer.createField('FloatField', 3);
  positionsBuffer.set(positionArray);

  var indexBuffer = g_pack.createObject('IndexBuffer');
  indexBuffer.set(indicesArray);

  // Associate the positions Buffer with the StreamBank.
  streamBank.setVertexStream(
      g_o3d.Stream.POSITION, // semantic: This stream stores vertex positions
      0,                     // semantic index: First (and only) position stream
      positionsField,        // field: the field this stream uses.
      0);                    // start_index: How many elements to skip in the
                             //     field.

  // Associate the triangle indices Buffer with the primitive.
  cubePrimitive.indexBuffer = indexBuffer;

  return cubeShape;
}

/**
 * This method gets called every time O3D renders a frame.  Here's where
 * we update the cube's transform to make it spin.
 * @param {o3d.RenderEvent} renderEvent The render event object that gives
 *     us the elapsed time since the last time a frame was rendered.
 */
function renderCallback(renderEvent) {
  g_clock += renderEvent.elapsedTime * g_timeMult;
  // Rotate the cube around the Y axis.
  g_cubeTransform.identity();
  g_cubeTransform.rotateY(2.0 * g_clock);
}


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

/**
 * Initializes O3D, creates the cube and sets up the transform and
 * render graphs.
 * @param {Array} clientElements Array of o3d object elements.
 */
function initStep2(clientElements) {
  // Initializes global variables and libraries.
  var o3dElement = clientElements[0];
  g_client = o3dElement.client;
  g_o3d = o3dElement.o3d;
  g_math = o3djs.math;

  // Create a pack to manage the objects created.
  g_pack = g_client.createPack();

  // Create the render graph for a view.
  var viewInfo = o3djs.rendergraph.createBasicView(
      g_pack,
      g_client.root,
      g_client.renderGraphRoot);

  // Set up a perspective projection.
  viewInfo.drawContext.projection = g_math.matrix4.perspective(
      g_math.degToRad(30), // 30 degree fov.
      g_client.width / g_client.height,
      1,                  // Near plane.
      5000);              // Far plane.

  // Set up our view transformation to look towards the world origin where the
  // cube is located.
  viewInfo.drawContext.view = g_math.matrix4.lookAt([0, 1, 5],  // eye
                                            [0, 0, 0],  // target
                                            [0, 1, 0]); // up

  // Create an Effect object and initialize it using the shaders from the
  // text area.
  var redEffect = g_pack.createObject('Effect');
  var shaderString = document.getElementById('effect').value;
  redEffect.loadFromFXString(shaderString);

  // Create a Material for the mesh.
  var redMaterial = g_pack.createObject('Material');

  // Set the material's drawList.
  redMaterial.drawList = viewInfo.performanceDrawList;

  // Apply our effect to this material. The effect tells the 3D hardware
  // which shaders to use.
  redMaterial.effect = redEffect;

  // Create the Shape for the cube mesh and assign its material.
  var cubeShape = createCube(redMaterial);

  // Create a new transform and parent the Shape under it.
  g_cubeTransform = g_pack.createObject('Transform');
  g_cubeTransform.addShape(cubeShape);

  // Parent the cube's transform to the client root.
  g_cubeTransform.parent = g_client.root;

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

  g_finished = true;  // for selenium testing.
}

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

</script>
</head>
<body>
<h1>Hello Cube</h1>
This example shows how to display a spinning red cube in O3D.
<br/>


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

<!-- Don't render the textarea -->
<div style="display:none">
<!-- Start of effect -->
<textarea id="effect">
  // World View Projection matrix that will transform the input vertices
  // to screen space.
  uniform mat4 worldViewProjection;

  // input parameters for our vertex shader
  attribute vec4 position;

  /**
   * The vertex shader simply transforms the input vertices to screen space.
   */
  void main() {
    // Multiply the vertex positions by the worldViewProjection matrix to
    // transform them to screen space.
    gl_Position = worldViewProjection * position;
  }

// This hack his here for now since O3D only allows one string
// to be passed to Effect::loadFromFXString
// #o3d SplitMarker
// #o3d MatrixLoadOrder RowMajor

  /**
   * This pixel shader just returns the color red.
   */
  void main() {
    gl_FragColor = vec4(1, 0, 0, 1);  // Red.
  }

  // Here we tell our effect file *which* functions are
  // our vertex and pixel shaders.

</textarea>
<!-- End of effect -->
</div>
</body>
</html>