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/*
* Copyright 2010, 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.
*/
o3djs.base.o3d = o3d;
o3djs.require('o3djs.webgl');
o3djs.require('o3djs.math');
o3djs.require('o3djs.rendergraph');
o3djs.require('o3djs.primitives');
o3djs.require('o3djs.quaternions');
o3djs.require('o3djs.arcball');
// 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_quaternions;
var g_client;
var g_o3dElement;
var g_viewInfo;
var g_pack;
var g_o3dWidth = -1;
var g_o3dHeight = -1;
var g_dataroot;
var g_camera = {};
var g_aball;
var g_demo;
var g_clock = null;
var g_dragging = false;
var g_eyeParam;
var g_controls;
var g_done = false;
var g_useCubeMap;
var g_blipDistortion;
/**
* Initializes the o3d clients.
*/
function init() {
o3djs.webgl.makeClients(initStep2);
}
/**
* Initializes O3D and sets up an instance of BubbleDemo.
* @param {Array} clientElements Array of o3d object elements.
*/
function initStep2(clientElements) {
// Initializes global variables and libraries.
g_o3dElement = clientElements[0];
g_o3d = g_o3dElement.o3d;
g_math = o3djs.math;
g_client = g_o3dElement.client;
// Create a g_pack to manage our resources/assets
g_pack = g_client.createPack();
g_quaternions = o3djs.quaternions;
// Create the render graph for a view.
g_viewInfo = o3djs.rendergraph.createBasicView(
g_pack,
g_client.root,
g_client.renderGraphRoot,
[0.93, 0.93, 0.93, 1]
);
// Set the clear color to the default set in the HTML input fields.
updateClearColor();
// Use Z-Sorting to draw bubbles back-to-front.
g_viewInfo.performanceDrawPass.sortMethod = g_o3d.DrawList.BY_Z_ORDER;
// Set some blending states.
var state = g_viewInfo.performanceDrawPassInfo.state;
state.getStateParam('SourceBlendFunction').value = g_o3d.State.BLENDFUNC_ONE;
state.getStateParam('DestinationBlendFunction').value =
g_o3d.State.BLENDFUNC_SOURCE_ALPHA;
state.getStateParam('BlendEquation').value = g_o3d.State.BLEND_ADD;
state.getStateParam('SeparateAlphaBlendEnable').value = false;
state.getStateParam('AlphaBlendEnable').value = true;
// Creates a transform to put our data in.
g_dataroot = g_pack.createObject('Transform');
g_dataroot.parent = g_client.root;
// Create some of the uniforms for the shaders.
var paramObject = g_pack.createObject('ParamObject');
g_eyeParam = paramObject.createParam('eye', 'ParamFloat4');
g_camera.target = [0, 0, 0];
g_camera.eye = [0, 0, 5];
updateCamera();
// Create a timer/clock.
g_clock = paramObject.createParam('timer', 'ParamFloat');
g_clock.value = 0;
// Use the environment map?
g_useCubeMap = paramObject.createParam('useCubeMap', 'ParamBoolean');
g_useCubeMap.value = true;
// Number, location and overall effect of the modulation map.
g_blipDistortion = paramObject.createParam('distortion', 'ParamFloat');
g_blipDistortion.value = bsh.Globals.kBlipDistortion;
// Create an arcball for scene rotations.
g_lastRot = g_math.matrix4.identity();
g_thisRot = g_math.matrix4.identity();
g_aball = o3djs.arcball.create(100, 100);
setClientSize();
// Create the demo - all the geometry and shaders get set up here.
var shaderString = document.getElementById('shader').value;
g_demo = new BubbleDemo(shaderString);
buildControls();
// Add event listeners.
o3djs.event.addEventListener(g_o3dElement, 'mousedown', startDragging);
o3djs.event.addEventListener(g_o3dElement, 'mousemove', drag);
o3djs.event.addEventListener(g_o3dElement, 'mouseup', stopDragging);
o3djs.event.addEventListener(g_o3dElement, 'wheel', scrollMe);
g_client.setRenderCallback(onRender);
}
/**
* Generates the projection matrix based on the size of the o3d plugin
* and calculates the view-projection matrix.
*/
function onRender(event) {
g_clock.value += (event.elapsedTime);
g_demo.update();
setClientSize();
if (!g_done) {
g_done = true;
// Hide the loading label.
$("#loading").slideUp(1000);
}
}
/**
* Checks to see if the o3d container size has changed, and if so, adjusts
* the projection matrix accordingaly.
*/
function setClientSize() {
var newWidth = parseInt(g_client.width);
var newHeight = parseInt(g_client.height);
if (newWidth != g_o3dWidth || newHeight != g_o3dHeight) {
g_o3dWidth = newWidth;
g_o3dHeight = newHeight;
// Update the projection matrix.
g_viewInfo.drawContext.projection = g_math.matrix4.perspective(
g_math.degToRad(45), g_o3dWidth / g_o3dHeight, 0.1, 1000);
// Sets a new area size for arcball.
g_aball.setAreaSize(g_o3dWidth, g_o3dHeight);
}
}
/**
* Called on mousedown to signify a drag.
*/
function startDragging(e) {
g_lastRot = g_thisRot;
g_aball.click([e.x, e.y]);
g_dragging = true;
}
/**
* Rotates the scene as the user is dragging the mouse.
*/
function drag(e) {
if (g_dragging) {
var rotationQuat = g_aball.drag([e.x, e.y]);
var rot_mat = g_quaternions.quaternionToRotation(rotationQuat);
g_thisRot = g_math.matrix4.mul(g_lastRot, rot_mat);
var m = g_dataroot.localMatrix;
g_math.matrix4.setUpper3x3(m, g_thisRot);
g_dataroot.localMatrix = m;
}
}
/**
* Called on mouseup.
*/
function stopDragging(e) {
g_dragging = false;
}
/**
* Zooms in and out of the scene on scrollwheel event.
*/
function scrollMe(e) {
var t = (e.deltaY > 0) ? 11 / 12 : 13 /12;
if (e.deltaY) {
var t = (e.deltaY > 0) ? 11 / 12 : 13 /12;
g_camera.eye = g_math.lerpVector(g_camera.target, g_camera.eye, t);
updateCamera();
}
}
/**
* Updates the view matrix. Should be called whenever the camera position or
* target has changed.
*/
function updateCamera() {
var up = [0, 1, 0];
g_viewInfo.drawContext.view = g_math.matrix4.lookAt(g_camera.eye,
g_camera.target,
up);
g_eyeParam.value = g_camera.eye;
}
/**
* Removes any callbacks so they don't get called after the page has unloaded.
*/
function unload() {
if (g_client) {
g_client.cleanup();
}
}
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