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<!--
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-->
<!--
O3D Vertex Shader Animation Example.
Demonstrates using a vertex shader for simple animation. The shader moves the
vertices in a sin wave based on the parameter "time" and the world position
of the vertices.
-->
<!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>
Vertex Shader Animation
</title>
<style type="text/css">
html, body {
height: 100%;
margin: 0;
padding: 0;
border: none;
}
</style>
<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.effect');
// global variables
var g_o3d;
var g_o3dElement;
var g_math;
var g_client;
var g_pack;
var g_viewInfo;
var g_timeParam;
/**
* 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, loads the effect, and creates the quads.
* @param {Array} clientElements Array of o3d object elements.
*/
function initStep2(clientElements) {
// Initialize global variables and libraries.
g_o3dElement = clientElements[0];
g_o3d = g_o3dElement.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 = g_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 and load the effect.
var effect = g_pack.createObject('Effect');
o3djs.effect.loadEffect(effect, 'shaders/phong-vertex-anim.shader');
// Create a new Material for the quad.
var material = g_pack.createObject('Material');
// Set the material's drawList
material.drawList = g_viewInfo.performanceDrawList;
material.effect = effect;
// Create Params on the material for all the uniform parameters needed by
// the effect.
effect.createUniformParameters(material);
// Set the material parameters.
material.getParam('lightWorldPos').value = [-40, 100, 0];
material.getParam('lightIntensity').value = [1, 1, 1, 1];
material.getParam('ambientIntensity').value = [0.1, 0.1, 0.1, 1];
material.getParam('ambient').value = [1, 1, 1, 1];
material.getParam('diffuse').value = [1, 1, 1, 1];
material.getParam('specular').value = [1, 1, 1, 1];
material.getParam('shininess').value = 50;
g_timeParam = material.getParam('time');
// Create the view matrix which tells the camera which way to point to.
var eye = [10, 50, 20];
var target = [2, 0, -2];
var up = [0, 0, -1];
var view_matrix = g_math.matrix4.lookAt(eye, target, up);
g_viewInfo.drawContext.view = view_matrix;
var shape = o3djs.primitives.createPlane(g_pack, material,
10, 10, 100, 100);
for (var xx = 0; xx < 5; xx++) {
for (var yy = 0; yy < 4; yy++) {
var index = yy * 3 + xx;
// Make a transform for each quad.
var transform = g_pack.createObject('Transform');
transform.translate((xx - 2) * 12, 0, (2 - yy) * -12);
transform.addShape(shape);
transform.parent = g_client.root;
transform.createParam('diffuse', 'ParamFloat4').value = [xx * 0.2,
yy * 0.25,
0.5,
1];
}
}
// Setup an onrender callback for animation.
g_client.setRenderCallback(onrender);
window.g_finished = true; // for selenium testing.
}
function updateProjectionMatrix() {
// 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.
g_viewInfo.drawContext.projection = g_math.matrix4.perspective(
g_math.degToRad(45),
g_client.width / g_client.height,
0.1,
100);
}
// spin the camera.
function onrender(render_event) {
// Get the number of seconds since the last render.
var elapsedTime = render_event.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;
updateProjectionMatrix();
g_timeParam.value = clock * 4;
}
function unload() {
if (g_client) {
g_client.cleanup();
}
}
</script>
</head>
<body onload="init()" onunload="unload()">
<h1>Vertex Shader Animation Example</h1>
<!-- Start of O3D plugin -->
<div id="o3d" style="width: 100%; height: 80%"></div>
<!-- End of O3D plugin -->
</body>
</html>
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