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<!--
O3D Texture Samplers example.
Demonstrates how to create samplers and set their various states.
-->
<!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>
Texture Samplers
</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.primitives');
o3djs.require('o3djs.material');
o3djs.require('o3djs.event');
o3djs.require('o3djs.io');
// Events
// Run the init() once the page has finished loading.
window.onload = init;
// global variables
var g_o3d;
var g_math;
var g_client;
var g_pack;
var g_viewInfo;
var g_eye;
var g_target;
var g_up;
var g_finished = false; // for selenium testing
function scrollMe(e) {
g_eye = g_math.mulScalarVector((e.deltaY < 0 ? 11 : 13) / 12, g_eye);
g_viewInfo.drawContext.view = g_math.matrix4.lookAt(g_eye, g_target, g_up);
}
/**
* Creates the client area.
*/
function init() {
o3djs.util.makeClients(initStep2);
}
/**
* Initializes O3D, loads the effect, and draws the quads.
* @param {Array} clientElements Array of o3d object elements.
*/
function initStep2(clientElements) {
// Initialize global variables and libraries.
var o3dElement = clientElements[0];
g_o3d = o3dElement.o3d;
g_math = o3djs.math;
g_client = o3dElement.client;
// Create a pack to manage our resources/assets
g_pack = g_client.createPack();
// Create the render graph for a view.
g_viewInfo = o3djs.rendergraph.createBasicView(
g_pack,
g_client.root,
g_client.renderGraphRoot);
// Create our projection matrix, with a vertical field of view of 45 degrees
// a near clipping plane of 0.1 and far clipping plane of 100.
var proj_matrix = g_math.matrix4.perspective(
g_math.degToRad(45),
g_client.width / g_client.height,
0.1,
100);
// Create the view matrix which tells the camera which way to point to.
g_eye = [0, 4, 0];
g_target = [0, 0, 0];
g_up = [0, 0, -1];
var view_matrix = g_math.matrix4.lookAt(g_eye, g_target, g_up);
g_viewInfo.drawContext.view = view_matrix;
g_viewInfo.drawContext.projection = proj_matrix;
var samplers = [];
var transforms = [];
for (var xx = 0; xx < 3; xx++) {
for (var yy = 0; yy < 2; yy++) {
var index = yy * 3 + xx;
// Create a new Material for the quad.
var material = o3djs.material.createMaterialFromFile(
g_pack,
'shaders/texture-only.shader',
g_viewInfo.performanceDrawList);
// Create a quad and position it.
var verts = o3djs.primitives.createPlaneVertices(1, 1, 1, 1);
var texCoordStream = verts.findStream(g_o3d.Stream.TEXCOORD, 0);
// make the UVs go from 0 to 2 instead of 0 to 1
for (var v = 0; v < texCoordStream.elements.length; ++v) {
texCoordStream.elements[v] *= 2;
}
var shape = verts.createShape(g_pack, material);
// Make a transform for each quad.
var transform = g_pack.createObject('Transform');
transform.translate([(xx - 1) * 1.2, 0, (0.5 - yy) * -1.2]);
transform.addShape(shape);
// Get the sampler param on the material.
var samplerParam = material.getParam('texSampler0');
// Get the sampler on the sampler param.
var sampler = samplerParam.value;
samplers[index] = sampler;
transforms[index] = transform;
}
}
// Set the sampler states on each sampler.
// Looking at the generated image, the samplers correspond to the
// following quads:
// [0] [1] [2]
// [3] [4] [5]
// Sampler states not specified assume their default values which are:
// addressModeU = Sampler.WRAP
// addressModeV = Sampler.WRAP
// minFilter = Sampler.LINEAR
// magFilter = Sampler.LINEAR
// mipFilter = Sampler.POINT
// borderColor = Float4(0, 0, 0, 0)
// maxAnisotropy = 1
// Rotates quad and uses anisotropic filtering.
transforms[1].rotateZ(-Math.PI / 2.5);
samplers[1].addressModeU = g_o3d.Sampler.WRAP;
samplers[1].addressModeV = g_o3d.Sampler.WRAP;
samplers[1].minFilter = g_o3d.Sampler.ANISOTROPIC;
samplers[1].maxAnisotropy = 4;
// Uses BORDER addressing mode with a red border.
samplers[2].addressModeU = g_o3d.Sampler.BORDER;
samplers[2].addressModeV = g_o3d.Sampler.BORDER;
samplers[2].borderColor = [1, 0, 0, 1];
// Uses POINT sampling for minification.
samplers[3].addressModeU = g_o3d.Sampler.WRAP;
samplers[3].addressModeV = g_o3d.Sampler.WRAP;
samplers[3].minFilter = g_o3d.Sampler.POINT;
// Rotates quad and uses default (linear) filtering.
// Compare results to quad #1.
transforms[4].rotateZ(-Math.PI / 2.5);
samplers[4].addressModeU = g_o3d.Sampler.WRAP;
samplers[4].addressModeV = g_o3d.Sampler.WRAP;
samplers[4].minFilter = g_o3d.Sampler.LINEAR;
samplers[4].magFilter = g_o3d.Sampler.LINEAR;
// Uses MIRROR addressing mode to mirror the texture on both axes.
samplers[5].addressModeU = g_o3d.Sampler.MIRROR;
samplers[5].addressModeV = g_o3d.Sampler.MIRROR;
// Load our texture!
var url = o3djs.util.getCurrentURI() + 'assets/texture_b3.jpg';
o3djs.io.loadTexture(g_pack, url, function(texture, exception) {
if (exception) {
alert(exception);
} else {
// Use the same texture for all the samplers.
for (var ii = 0; ii < samplers.length; ii++) {
samplers[ii].texture = texture;
}
// Parent the transforms. We do this here because until the texture
// is loaded our quads are not ready to display.
for (var ii = 0; ii < transforms.length; ii++) {
transforms[ii].parent = g_client.root;
}
g_finished = true; // for selenium testing.
}
});
o3djs.event.addEventListener(o3dElement, 'wheel', scrollMe);
}
</script>
</head>
<body>
<h1>Texture Sampler Example</h1>
This tutorial demonstrates various texture sampler settings.
<br/>
<!-- Start of O3D plugin -->
<div id="o3d" style="width: 700px; height: 600px"></div>
<p>Scrollwheel To Zoom</p><br/>
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</body>
</html>
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