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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
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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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 create a Sobel edge-detect image processing shader,
using render targets.
-->
<!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:  Sobel Shader 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');

// Events
// init() once the page has finished loading.
window.onload = init;
window.onunload = uninit;

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

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

/**
 * Loads a scene into the transform graph, and prepares its elements for
 * insertion into the render 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 scene 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);

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

/**
 * Creates the client area.
 */
function init() {
  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;
  g_client = o3d.client;

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

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

  g_teapotRoot = g_pack.createObject('Transform');

  var renderGraphRoot = g_client.renderGraphRoot;

  var renderSurfaceSet = createRenderSurfaceSet(texture);

  // Create the render graph for the teapot view, drawing the teapot into
  // texture (via renderSurfaceSet).
  var teapotViewInfo = o3djs.rendergraph.createBasicView(
      g_pack,
      g_teapotRoot,
      renderSurfaceSet,
      [1, 1, 1, 1]);

  var renderNode = createSobelPass(texture, g_client.renderGraphRoot);

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

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

function createSobelMaterial(viewInfo, kernelSize) {
  var convFXString = document.getElementById('convFX').value;
  var convEffect = g_pack.createObject('Effect');
  convEffect.loadFromFXString(convFXString);

  var convMaterial = g_pack.createObject('Material');
  convMaterial.drawList = viewInfo.performanceDrawList;
  convMaterial.effect = convEffect;
  convEffect.createUniformParameters(convMaterial);
  return convMaterial;
}

function createRenderSurfaceSet(texture) {
  var renderSurface = texture.getRenderSurface(0, g_pack);

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

  var renderSurfaceSet = g_pack.createObject('RenderSurfaceSet');
  renderSurfaceSet.renderSurface = renderSurface;
  renderSurfaceSet.renderDepthStencilSurface = depthSurface;
  renderSurfaceSet.parent = g_client.renderGraphRoot;
  return renderSurfaceSet;
}

function createSobelPass(srcTexture, renderGraphRoot) {
  // Create a root Transform for the image processing scene.
  var root = g_pack.createObject('Transform');

  // Create a basic view for the image processing scene.
  var viewInfo = o3djs.rendergraph.createBasicView(
      g_pack,
      root,
      renderGraphRoot,
      [1, 1, 1, 1]);

  var material = createSobelMaterial(viewInfo);
  var quadShape = o3djs.primitives.createPlane(g_pack,
                                               material,
                                               2.0,
                                               2.0,
                                               1,
                                               1);

  // Attach the quad to the image processing scene.
  root.addShape(quadShape);

  // Rotate the view so we're looking at the XZ plane (where our quad is)
  // Point the camera along the -Y axis
  var target = [0, -1, 0];
  // Put the camera at the origin.
  var eye = [0, 0, 0];
  // Define the up-vector as +Z
  var up = [0, 0, 1];
  viewInfo.drawContext.view =  g_math.matrix4.lookAt(eye, target, up);

  // Create an orthographic projection.
  viewInfo.drawContext.projection = g_math.matrix4.orthographic(
    -1, 1, -1, 1, -1, 1);

  // Generate draw elements and setup material draw lists for the
  // image processing scene.
  o3djs.pack.preparePack(g_pack, viewInfo);

  setSobelParameters(material, srcTexture);
  return renderGraphRoot;
}

function setSobelParameters(material, texture) {
  var imageParam = material.getParam('image');
  var imageIncrement = material.getParam('imageIncrement');
  var sampler = g_pack.createObject('Sampler');
  sampler.texture = texture;
  sampler.addressModeU = g_o3d.Sampler.CLAMP;
  sampler.addressModeV = g_o3d.Sampler.CLAMP;
  sampler.minFilter = g_o3d.Sampler.POINT;
  sampler.magFilter = g_o3d.Sampler.POINT;
  sampler.mipFilter = g_o3d.Sampler.NONE;
  imageParam.value = sampler;
  imageIncrement.value = [1.0 / texture.width, 1.0 / texture.height];
  var paramArray = g_pack.createObject('ParamArray');
}

/**
 * Called every frame.
 * @param {o3d.RenderEvent} renderEvent Rendering Information.
 */
function onRender(renderEvent) {
  var elapsedTime = renderEvent.elapsedTime;
  g_clock += elapsedTime * g_timeMult;

  g_teapotRoot.identity();
  g_teapotRoot.rotateX(g_clock);
  g_teapotRoot.rotateY(g_clock * 1.3);
}

/**
 * Cleanup before exiting.
 */
function uninit() {
  if (g_client) {
    g_client.cleanup();
  }
}
</script>
</head>
<body>
<h1>Sobel Edge Detection Shader Example</h1>
<br/>
<!-- Start of O3D plugin -->
<div id="o3d" style="width: 512px; height: 512px;"></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="convFX" name="convFX" cols="80" rows="20">
float4x4 worldViewProj : WorldViewProjection;
sampler2D image;
float2 imageIncrement;

struct VertexShaderInput {
  float4 position : POSITION;
  float2 imageCoord : TEXCOORD0;
};

struct PixelShaderInput {
  float4 position : POSITION;
  float2 imageCoord : TEXCOORD0;
};

PixelShaderInput SobelVS(VertexShaderInput input) {
  PixelShaderInput output;
  output.position = mul(input.position, worldViewProj);
  output.imageCoord = input.imageCoord;
  return output;
}

float lum(float4 c) {
  return dot(c.rgb, float3(0.3, 0.59, 0.11));
}

float4 SobelPS(PixelShaderInput input) : COLOR {
  float2 imageCoord = input.imageCoord;
  float t00 = lum(tex2D(image, imageCoord + imageIncrement * float2(-1, -1)));
  float t10 = lum(tex2D(image, imageCoord + imageIncrement * float2( 0, -1)));
  float t20 = lum(tex2D(image, imageCoord + imageIncrement * float2( 1, -1)));
  float t01 = lum(tex2D(image, imageCoord + imageIncrement * float2(-1,  0)));
  float t21 = lum(tex2D(image, imageCoord + imageIncrement * float2( 1,  0)));
  float t02 = lum(tex2D(image, imageCoord + imageIncrement * float2(-1,  1)));
  float t12 = lum(tex2D(image, imageCoord + imageIncrement * float2( 0,  1)));
  float t22 = lum(tex2D(image, imageCoord + imageIncrement * float2( 1,  1)));
  float2 grad;
  grad.x = t00 + 2.0 * t01 + t02 - t20 - 2.0 * t21 - t22;
  grad.y = t00 + 2.0 * t10 + t20 - t02 - 2.0 * t12 - t22;
  float len = length(grad);
  return float4(len, len, len, 1.0);
}

// #o3d VertexShaderEntryPoint SobelVS
// #o3d PixelShaderEntryPoint SobelPS
// #o3d MatrixLoadOrder RowMajor
</textarea>
</div>
</body>

</html>