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<!--
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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.
-->
<!--
This sample creates an O3D area with a textured cube in the middle. The
user can specify the URL where the texture image will be picked from.
This sample is a simple demonstration of texture usage in O3D.
-->
<!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 Square Textures: Getting started with O3D, take 3.
</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.io');
// Events
// Run the init() function once the page has finished loading.
// Run the uninit() function when the page is unloaded.
window.onload = init;
window.onunload = uninit;
// global variables
var g_o3d;
var g_math;
var g_pack;
var g_client;
var g_cubeTransform;
var g_sampler;
var g_clock = 0;
var g_timeMult = 1;
var g_finished = false; // for selenium testing
var g_textureLoadDenied = false; // also for selenium testing
/**
* Creates an O3D shape representing a 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 (6 faces x 2 triangles per face)
cubePrimitive.primitiveType = g_o3d.Primitive.TRIANGLELIST;
cubePrimitive.numberPrimitives = 12; // 12 triangles
// Vertices used by each triangle must specify both a position and texture
// coordinates. We cannot share vertices between adjacent cube faces since
// while their positions are the same, their texture coordinates are
// different. We therefore create 24 vertices, 4 for each of the cube's
// six faces.
cubePrimitive.numberVertices = 24;
// 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 24 vertices used by the cube.
var positionArray = [
-0.5, -0.5, 0.5,
0.5, -0.5, 0.5,
0.5, 0.5, 0.5,
-0.5, 0.5, 0.5,
-0.5, 0.5, 0.5,
0.5, 0.5, 0.5,
0.5, 0.5, -0.5,
-0.5, 0.5, -0.5,
-0.5, 0.5, -0.5,
0.5, 0.5, -0.5,
0.5, -0.5, -0.5,
-0.5, -0.5, -0.5,
-0.5, -0.5, -0.5,
0.5, -0.5, -0.5,
0.5, -0.5, 0.5,
-0.5, -0.5, 0.5,
0.5, -0.5, 0.5,
0.5, -0.5, -0.5,
0.5, 0.5, -0.5,
0.5, 0.5, 0.5,
-0.5, -0.5, -0.5,
-0.5, -0.5, 0.5,
-0.5, 0.5, 0.5,
-0.5, 0.5, -0.5
];
// The following array stores the texture coordinates (u, v) for each vertex.
// These coordinates are used by the shader when displaying the texture image
// on the mesh triangles.
var texCoordsArray = [
0, 0,
1, 0,
1, 1,
0, 1,
0, 0,
1, 0,
1, 1,
0, 1,
1, 1,
0, 1,
0, 0,
1, 0,
0, 0,
1, 0,
1, 1,
0, 1,
0, 0,
1, 0,
1, 1,
0, 1,
0, 0,
1, 0,
1, 1,
0, 1
];
// 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 0, 2 and 3 the second one, etc.
var indicesArray = [
0, 1, 2,
0, 2, 3,
4, 5, 6,
4, 6, 7,
8, 9, 10,
8, 10, 11,
12, 13, 14,
12, 14, 15,
16, 17, 18,
16, 18, 19,
20, 21, 22,
20, 22, 23
];
// Create buffers containing the vertex data.
var positionsBuffer = g_pack.createObject('VertexBuffer');
var positionsField = positionsBuffer.createField('FloatField', 3);
positionsBuffer.set(positionArray);
var texCoordsBuffer = g_pack.createObject('VertexBuffer');
var texCoordsField = texCoordsBuffer.createField('FloatField', 2);
texCoordsBuffer.set(texCoordsArray);
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 texture coordinates buffer with the primitive.
streamBank.setVertexStream(
g_o3d.Stream.TEXCOORD, // semantic
0, // semantic index
texCoordsField, // field
0); // start_index
// 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 quad and sets up the transform and
* render graphs.
* @param {Array} clientElements Array of o3d object elements.
*/
function initStep2(clientElements) {
// Set the texture URL.
var path = window.location.href;
var index = path.lastIndexOf('/');
path = path.substring(0, index+1) + 'assets/texture_b3.jpg';
var url = document.getElementById("url").value = path;
// Initialize 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 cubeEffect = g_pack.createObject('Effect');
var shaderString = document.getElementById('effect').value;
cubeEffect.loadFromFXString(shaderString);
// Create a Material for the mesh.
var cubeMaterial = g_pack.createObject('Material');
// Set the material's drawList.
cubeMaterial.drawList = viewInfo.performanceDrawList;
// Apply our effect to this material. The effect tells the 3D hardware
// which shaders to use.
cubeMaterial.effect = cubeEffect;
// Create an O3D Param on the material for every uniform used by the
// shader.
cubeEffect.createUniformParameters(cubeMaterial);
// Get the material's sampler parameter so that we can set the texture value
// to it.
var samplerParam = cubeMaterial.getParam('texSampler0');
// Create a Sampler object and set the min filtering to ANISOTROPIC. This
// will improve the quality of the rendered texture when viewed at an angle.
g_sampler = g_pack.createObject('Sampler');
g_sampler.minFilter = g_o3d.Sampler.ANISOTROPIC;
g_sampler.maxAnisotropy = 4;
samplerParam.value = g_sampler;
// Create the Shape for the cube mesh and assign its material.
var cubeShape = createCube(cubeMaterial);
// Create a new transform and parent the Shape under it.
g_cubeTransform = g_pack.createObject('Transform');
g_cubeTransform.addShape(cubeShape);
// Note that we don't parent the transform until the texture is
// succesfully loaded because we don't want the system
// to try the draw the shape without its required texture.
// Set our render callback for animation.
// This sets a function to be executed every time a frame is rendered.
g_client.setRenderCallback(renderCallback);
// Set the initial texture.
changeTexture();
}
/**
* Fetches the bitmap pointed to by the URL supplied by the user, creates
* an O3D Texture object with it updates the Sampler used by the material
* to point to the newly created texture.
*/
function changeTexture() {
var textureUrl = document.getElementById('url').value;
o3djs.io.loadTexture(g_pack, textureUrl, function(texture, exception) {
// Remove the currently used texture from the pack so that when it's not
// referenced anymore, it can get destroyed.
if (g_sampler.texture)
g_pack.removeObject(g_sampler.texture);
// Because the loading is asynchronous an exception is not thrown but is
// instead passed on failure.
if (exception) {
g_sampler.texture = null;
g_textureLoadDenied = true; // for selenium testing.
} else {
// Set the texture on the sampler object to the newly created texture
// object returned by the request.
g_sampler.texture = texture;
// We can now safely add the cube transform to the root of the
// scenegraph since it now has a valid texture. If the transform
// is already parented under the root, the call will have no effect.
g_cubeTransform.parent = g_client.root;
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: Textures</h1>
This example shows how texture map a cube using an image fetched from a URL.
<br/>
<!-- Start of O3D plugin -->
<div id="o3d" style="width: 600px; height: 600px;"></div>
<!-- End of O3D plugin -->
<br />
Image URL: <input type="text" id="url" size="100">
<input type="button" id="updateButton" onclick="changeTexture();" value="Update Texture"><BR>
<!-- 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.
float4x4 worldViewProjection : WorldViewProjection;
// The texture sampler is used to access the texture bitmap in the fragment
// shader.
sampler texSampler0;
// input parameters for our vertex shader
struct VertexShaderInput {
float4 position : POSITION;
float2 tex : TEXCOORD0; // Texture coordinates
};
// input parameters for our pixel shader
struct PixelShaderInput {
float4 position : POSITION;
float2 tex : TEXCOORD0; // Texture coordinates
};
/**
* The vertex shader simply transforms the input vertices to screen space.
*/
PixelShaderInput vertexShaderFunction(VertexShaderInput input) {
PixelShaderInput output;
// Multiply the vertex positions by the worldViewProjection matrix to
// transform them to screen space.
output.position = mul(input.position, worldViewProjection);
output.tex = input.tex;
return output;
}
/**
* Given the texture coordinates, our pixel shader grabs the corresponding
* color from the texture.
*/
float4 pixelShaderFunction(PixelShaderInput input): COLOR {
return tex2D(texSampler0, input.tex);
}
// Here we tell our effect file *which* functions are
// our vertex and pixel shaders.
// #o3d VertexShaderEntryPoint vertexShaderFunction
// #o3d PixelShaderEntryPoint pixelShaderFunction
// #o3d MatrixLoadOrder RowMajor
</textarea>
<!-- End of effect -->
</div>
</body>
</html>
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