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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
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    * 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,
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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 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: Primitives
</title>
<script type="text/javascript" src="../o3d-webgl/base.js"></script>
<script type="text/javascript" src="../o3djs/base.js"></script>
<script type="text/javascript" id="o3dscript">
o3djs.base.o3d = o3d;
o3djs.require('o3djs.webgl');
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_cubePrimitive;
var g_material;
var g_finished = false;  // for selenium testing

/**
 * Changes the primitive type of the displayed cube. Some primitive types will
 * only draw a partial cube.
 * @param {string} type The desired primitive type.
 */
function changePrimitive(type) {
  var indicesArray;
  var primitiveType;
  var numberPrimitives;

  // All of the indices arrays below reference the same set of 8 vertices,
  // defined below in the createCube method.
  switch (type) {
    case 'PointList':
      primitiveType = g_o3d.Primitive.POINTLIST;
      numberPrimitives = 8;
      indicesArray = [0, 1, 2, 3, 4, 5, 6, 7];
      break;
    case 'LineList':
      primitiveType = g_o3d.Primitive.LINELIST;
      numberPrimitives = 12;
      indicesArray = [
        0, 1,
        1, 3,
        3, 2,
        2, 0,
        6, 7,
        7, 5,
        5, 4,
        4, 6,
        2, 4,
        3, 5,
        0, 6,
        1, 7
      ];
      break;
    case 'LineStrip':
      primitiveType = g_o3d.Primitive.LINESTRIP;
      numberPrimitives = 8;
      // Forms an incomplete cube, where indices 0 and 1 are the first segment,
      // 1 and 3 are the second segement, 3 and 5 are the third, and so forth.
      indicesArray = [0, 1, 3, 5, 7, 6, 4, 2, 0];
      break;
    case 'TriangleList':
      primitiveType = g_o3d.Primitive.TRIANGLELIST;
      numberPrimitives = 12;
      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
      ];
      break;
    case 'TriangleStrip':
      primitiveType = g_o3d.Primitive.TRIANGLESTRIP;
      numberPrimitives = 8;
      // Forms a cube missing two faces. Indices (0, 1, 2) forms the first
      // triangle, (1, 2, 3) forms the second triangle, and so forth.
      indicesArray = [0, 1, 2, 3, 4, 5, 6, 7, 0, 1];
      break;
    case 'TriangleFan':
      primitiveType = g_o3d.Primitive.TRIANGLEFAN;
      numberPrimitives = 6;
      // Forms a half cube, missing three faces. Indices (2, 0, 1) forms the
      // first triangle, (2, 1, 3) is the second, (2, 3, 5) is the third, etc.
      indicesArray = [2, 0, 1, 3, 5, 4, 6, 0];
      break;
    default:
      alert('Invalid selection type!');
      return;
  }

  g_cubePrimitive.primitiveType = primitiveType;
  g_cubePrimitive.numberPrimitives = numberPrimitives;
  g_cubePrimitive.indexBuffer.set(indicesArray);
}


/**
 * Changes the fill mode on the state associated with the cube material.
 * @param {string} type The desired fill mode.
 */
function changeFillMode(mode_string) {
  var mode = o3d.State.SOLID;
  switch (mode_string) {
    case 'Point':
      mode = o3d.State.POINT;
      break;
    case 'Wireframe':
      mode = o3d.State.WIREFRAME;
      break;
    case 'Solid':
    default:
      mode = o3d.State.SOLID;
      break;
  }

  g_material.state.getStateParam('FillMode').value = mode;
}


/**
 * Creates an O3D shape representing a cube.  The shape consists of
 * a single primitive with eight vertices.
 *
 * @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');
  g_cubePrimitive = cubePrimitive;

  // 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;

  // 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
  ];

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

  // 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.

  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.webgl.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,
      [1, 1, 1, 1]);

  // 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 myEffect = g_pack.createObject('Effect');
  var vertexShaderString = document.getElementById('vshader').value;
  var pixelShaderString = document.getElementById('pshader').value;
  myEffect.loadVertexShaderFromString(vertexShaderString);
  myEffect.loadPixelShaderFromString(pixelShaderString);

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

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

  g_material.state = g_pack.createObject('State');

  // Turn off culling.
  viewInfo.performanceDrawPassInfo.state.getStateParam('CullMode').value =
      g_o3d.State.CULL_NONE;

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

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

  // Render with line lists to begin with.
  changePrimitive('LineList');
  changeFillMode('Solid');

  // 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 - Primitives</h1>
This example shows how to display a cube in O3D using different primitive types.
<br/>


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

<form name="default_form" action="#" method="get">
  <p>
  Primitive type:
  <select onchange="changePrimitive(this.options[this.selectedIndex].value);">
    <option value="PointList">PointList</option>
    <option value="LineList" selected>LineList</option>
    <option value="LineStrip">LineStrip</option>
    <option value="TriangleList">TriangleList</option>
    <option value="TriangleStrip">TriangleStrip</option>
    <option value="TriangleFan">TriangleFan</option>
  </select>
  </p>

  <p>
  Fill mode:
  <select onchange="changeFillMode(this.options[this.selectedIndex].value);">
    <option value="Point">Point</option>
    <option value="Wireframe">Wireframe</option>
    <option value="Solid" selected>Solid</option>
  </select>
  </p>
</form>

<!-- End of O3D plugin -->

<!-- Don't render the textarea -->
<div style="display:none">
<!-- Start of effect -->
<textarea id="vshader">
  attribute vec4 position;

  uniform mat4 world;
  uniform mat4 view;
  uniform mat4 projection;

  varying vec4 pos;

  /**
   * 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 = projection * view * world * position;
    // Make points larger, so they can been seen.
    gl_PointSize = 5.0;
    pos = position;
  }
</textarea>
<textarea id="pshader">
  varying vec4 pos;

  /**
   * The fragment shader derives color based on the position.
   */
  void main() {
    gl_FragColor = pos;
  }
</textarea>
<!-- End of effect -->
</div>
</body>
</html>