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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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contributors may be used to endorse or promote products derived from
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"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 setup a basic render graph making use of RenderSurface
nodes to implement render-target functionality.
-->
<!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>
O3D:  Render-Target Sample
</title>
<!-- Include sample javascript library functions-->
<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.pack');
o3djs.require('o3djs.camera');
o3djs.require('o3djs.primitives');
o3djs.require('o3djs.scene');

// constants.
var RENDER_TARGET_WIDTH = 512;
var RENDER_TARGET_HEIGHT = 512;

// global variables
var g_o3d;
var g_math;
var g_client;
var g_viewInfo;
var g_pack;
var g_teapotPack;
var g_teapotRoot;
var g_cubeRoot;

/**
 * Loads a scene into the transform graph.
 * @param {!o3d.Pack} pack Pack to load scene into.
 * @param {string} fileName filename of the scene.
 * @param {!o3d.Transform} parent parent node in the transform graph to
 *     which to load the scene into.
 * @param {!o3djs.rendergraph.ViewInfo} viewInfo who's view and projection will
 *     be set from the scene after it's loaded.
 */
function loadScene(pack, fileName, parent, viewInfo) {
  // Get our full path to the scene
  var scenePath = o3djs.util.getCurrentURI() + fileName;

  // Load the file given the full path, and call the callback function
  // when its done loading.
  o3djs.scene.loadScene(g_client, pack, parent, scenePath, callback);

  /**
   * Our callback is called once the scene has been loaded into memory
   * from the web or locally.
   * @param {!o3d.Pack} pack The pack that was passed in above.
   * @param {!o3d.Transform} parent The parent that was passed in above.
   * @param {*} exception null if loading succeeded.
   */
  function callback(pack, parent, exception) {
    if (exception) {
      alert('Could not load: ' + fileName + '\n' + exception);
      return;
    }
    // Get a CameraInfo (an object with a view and projection matrix)
    // using our javascript library function
    var cameraInfo = o3djs.camera.getViewAndProjectionFromCameras(
        parent,
        RENDER_TARGET_WIDTH,
        RENDER_TARGET_HEIGHT);

    // Copy the view and projection to the passed in viewInfo structure..
    viewInfo.drawContext.view = cameraInfo.view;
    viewInfo.drawContext.projection = cameraInfo.projection;

    // Generate draw elements and setup material draw lists.
    o3djs.pack.preparePack(pack, viewInfo);

    window.g_finished = true;  // for selenium testing.
  }
}

/**
 * Creates the client area.
 */
function init() {
  // These are here so that they are visible to both the browser (so
  // selenium sees them) and the embedded V8 engine.
  window.g_clock = 0;
  window.g_timeMult = 1;
  window.g_finished = false;  // for selenium testing.

  // 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);
}

/**
 * Initializes O3D and loads the scene into the transform graph.
 * @param {Array} clientElements Array of o3d object elements.
 */
function initStep2(clientElements) {
  // Initializes global variables and libraries.
  var o3d = clientElements[0];
  g_o3d = o3d.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 = o3d.client;

  // Creates a pack to manage our resources/assets
  g_pack = g_client.createPack();

  // Create a sub-pack to manage the resources required for the teapot.
  g_teapotPack = g_client.createPack();

  // Create the texture required for the color render-target.
  var texture2d = g_pack.createTexture2D(RENDER_TARGET_WIDTH,
                                         RENDER_TARGET_HEIGHT,
                                         g_o3d.Texture.XRGB8, 1, true);
  var renderSurface = texture2d.getRenderSurface(0);

  // Create the depth-stencil buffer required when rendering the teapot.
  var depthSurface = g_pack.createDepthStencilSurface(RENDER_TARGET_WIDTH,
                                                      RENDER_TARGET_HEIGHT);

  g_cubeRoot = g_pack.createObject('Transform');
  g_teapotRoot = g_pack.createObject('Transform');
  g_cubeRoot.parent = g_client.root;
  g_teapotRoot.parent = g_client.root;

  var teapotRenderRoot = g_pack.createObject('RenderNode');
  teapotRenderRoot.priority = 0;
  var cubeRenderRoot = g_pack.createObject('RenderNode');
  cubeRenderRoot.priority = 1;

  teapotRenderRoot.parent = g_client.renderGraphRoot;
  cubeRenderRoot.parent = g_client.renderGraphRoot;

  var renderSurfaceSet = g_pack.createObject('RenderSurfaceSet');
  renderSurfaceSet.renderSurface = renderSurface;
  renderSurfaceSet.renderDepthStencilSurface = depthSurface;
  renderSurfaceSet.parent = teapotRenderRoot;

  // Create the render graph for a view.
  var teapotViewInfo = o3djs.rendergraph.createBasicView(
      g_teapotPack,
      g_teapotRoot,
      renderSurfaceSet);

  var cubeViewInfo = o3djs.rendergraph.createBasicView(
      g_pack,
      g_cubeRoot,
      cubeRenderRoot);

  var myMaterial = g_pack.createObject('Material');
  myMaterial.drawList = cubeViewInfo.performanceDrawList;

  var effect = g_pack.createObject('Effect');
  var fxString = o3djs.util.getElementContentById('fx');
  effect.loadFromFXString(fxString);

  // Apply our effect to this material.
  myMaterial.effect = effect;
  effect.createUniformParameters(myMaterial);

  var samplerParam = myMaterial.getParam('texSampler0');
  var sampler = g_pack.createObject('Sampler');
  sampler.texture = texture2d;
  samplerParam.value = sampler;

  // Create a transform to put our data on.
  var myDataRoot = g_pack.createObject('Transform');

  // Connect our root to the client.
  myDataRoot.parent = g_teapotRoot;
  var vec3 = [0.5, 0.5, 0.5];

  var cubeShape = o3djs.primitives.createCube(g_pack,
                                              myMaterial,
                                              300.0);

  // Attach the cube to the root of the transform graph.
  g_cubeRoot.addShape(cubeShape);

  o3djs.pack.preparePack(g_pack, cubeViewInfo);

  // Points at the origin.
  var target = [0, 0, 0];
  // Puts the camera outside the origin.
  var eye = [500, 500, 500];
  // Defines UP as Y up.
  var up = [0, 1, 0];
  cubeViewInfo.drawContext.view =  g_math.matrix4.lookAt(eye,
                                                 target,
                                                 up);

  cubeViewInfo.drawContext.projection = g_math.matrix4.perspective(
    g_math.degToRad(30),
    g_client.width / g_client.height, 1, 5000);

  // Load the scene into the transform graph as a child myDataRoot
  loadScene(g_teapotPack, 'assets/teapot.o3dtgz', myDataRoot, teapotViewInfo);

  // Set a render callback.
  g_client.setRenderCallback(onRender);
}

/**
 * Called every frame.
 * @param {!o3d.RenderEvent} renderEvent Rendering Information.
 */
function onRender(renderEvent) {
  var elapsedTime = renderEvent.elapsedTime;
  // Update g_clock in the browser and cache a V8 copy that can be
  // accessed efficiently. g_clock must be in the browser for selenium.
  var clock = window.g_clock + elapsedTime * window.g_timeMult;
  window.g_clock = clock;

  g_teapotRoot.identity();
  g_teapotRoot.rotateX(clock);
  g_teapotRoot.rotateY(clock * 1.3);

  g_cubeRoot.identity();
  g_cubeRoot.rotateX(clock * 0.4);
  g_cubeRoot.rotateY(clock * 0.1);
}

/**
 * Cleanup before exiting.
 */
function unload() {
  if (g_client) {
    g_client.cleanup();
  }
}
</script>
</head>
<body onload="init()" onunload="unload()">
<h1>Basic Render-Target Example</h1>
<br/>
<!-- Start of O3D plugin -->
<div id="o3d" style="width: 600px; height: 600px;"></div>
<!-- End of O3D plugin -->
<!--
 We embed the code for our effect inside this hidden textarea.
 Effects contain the functions that define
 the vertex and pixel shaders used by our shape.
-->
<!-- Don't render the textarea -->
<div style="display:none">
<textarea id="fx" name="fx" cols="80" rows="20">
  // The 4x4 world view projection matrix.
  float4x4 viewProjection : WorldViewProjection;

  sampler texSampler0;

  // input parameters for our vertex shader
  struct VertexShaderInput {
    float4 position : POSITION;
    float2 texcoord : TEXCOORD0;
  };

  // input parameters for our pixel shader
  // also the output parameters for our vertex shader
  struct PixelShaderInput {
    float4 position : POSITION;
    float2 texcoord : TEXCOORD0;
  };

  /**
   * Vertex Shader performing basic viewing transformation.
   */
  PixelShaderInput vertexShaderFunction(VertexShaderInput input) {
    /**
     * We transform each vertex by the view projection matrix to bring
     * it from world space to projection space.
     *
     * We return its color unchanged.
     */
    PixelShaderInput output;

    output.position = mul(input.position, viewProjection);
    output.texcoord = input.texcoord;
    return output;
  }
  /**
   * Pixel Shader
   */
  float4 pixelShaderFunction(PixelShaderInput input): COLOR {
    return tex2D(texSampler0, input.texcoord * 5) + float4(0.2, 0.2, 0.0, 1.0);
  }

  // Here we tell our effect file the functions which specify our vertex
  // and pixel shaders.
  // #o3d VertexShaderEntryPoint vertexShaderFunction
  // #o3d PixelShaderEntryPoint pixelShaderFunction
  // #o3d MatrixLoadOrder RowMajor
</textarea>
</div>
</body>

</html>