| Index: samples/o3d-webgl-samples/vertex-shader-animation.html
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| ===================================================================
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| --- samples/o3d-webgl-samples/vertex-shader-animation.html (revision 0)
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| +<!--
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| +Copyright 2009, Google Inc.
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| +All rights reserved.
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| +
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| +Redistribution and use in source and binary forms, with or without
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| +modification, are permitted provided that the following conditions are
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| +met:
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| +
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| + * Redistributions of source code must retain the above copyright
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| +notice, this list of conditions and the following disclaimer.
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| + * Redistributions in binary form must reproduce the above
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| +copyright notice, this list of conditions and the following disclaimer
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| +in the documentation and/or other materials provided with the
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| +distribution.
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| + * Neither the name of Google Inc. nor the names of its
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| +contributors may be used to endorse or promote products derived from
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| +this software without specific prior written permission.
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| +
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| +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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| +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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| +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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| +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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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
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| +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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| +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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| +-->
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| +
|
| +<!--
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| +O3D Vertex Shader Animation Example.
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| +
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| +Demonstrates using a vertex shader for simple animation. The shader moves the
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| +vertices in a sin wave based on the parameter "time" and the world position
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| +of the vertices.
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| +-->
|
| +
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| +<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
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| + "http://www.w3.org/TR/html4/loose.dtd">
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| +<html>
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| +<head>
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| +<meta http-equiv="content-type" content="text/html; charset=UTF-8">
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| +<title>
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| +Vertex Shader Animation
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| +</title>
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| +<style type="text/css">
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| + html, body {
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| + height: 100%;
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| + margin: 0;
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| + padding: 0;
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| + border: none;
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| + }
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| +</style>
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| +<script type="text/javascript" src="../o3d-webgl/base.js"></script>
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| +<script type="text/javascript" src="../o3djs/base.js"></script>
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| +<script type="text/javascript" id="o3dscript">
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| +o3djs.base.o3d = o3d;
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| +o3djs.require('o3djs.webgl');
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| +o3djs.require('o3djs.util');
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| +o3djs.require('o3djs.math');
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| +o3djs.require('o3djs.rendergraph');
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| +o3djs.require('o3djs.primitives');
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| +o3djs.require('o3djs.material');
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| +
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| +// global variables
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| +var g_o3d;
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| +var g_o3dElement;
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| +var g_math;
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| +var g_client;
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| +var g_pack;
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| +var g_viewInfo;
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| +var g_timeParam;
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| +
|
| +/**
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| + * Creates the client area.
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| + */
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| +function init() {
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| + // These are here so that they are visible to both the browser (so
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| + // selenium sees them) and the embedded V8 engine.
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| + window.g_clock = 0;
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| + window.g_timeMult = 1;
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| + window.g_finished = false; // for selenium testing.
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| +
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| + // Comment out the line below to run the sample in the browser
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| + // JavaScript engine. This may be helpful for debugging.
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| + o3djs.util.setMainEngine(o3djs.util.Engine.V8);
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| + o3djs.webgl.makeClients(initStep2);
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| +}
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| +
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| +/**
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| + * Initializes O3D, loads the effect, and creates the quads.
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| + * @param {Array} clientElements Array of o3d object elements.
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| + */
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| +function initStep2(clientElements) {
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| + // Initialize global variables and libraries.
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| + g_o3dElement = clientElements[0];
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| + g_o3d = g_o3dElement.o3d;
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| + g_math = o3djs.math;
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| +
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| + // Set window.g_client as well. Otherwise when the sample runs in
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| + // V8, selenium won't be able to find this variable (it can only see
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| + // the browser environment).
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| + window.g_client = g_client = g_o3dElement.client;
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| +
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| + // Create a pack to manage our resources/assets
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| + g_pack = g_client.createPack();
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| +
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| + // Create the render graph for a view.
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| + g_viewInfo = o3djs.rendergraph.createBasicView(
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| + g_pack,
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| + g_client.root,
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| + g_client.renderGraphRoot);
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| +
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| + // Create a material.
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| + var material = o3djs.material.createMaterialFromFile(
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| + g_pack,
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| + '../shaders/phong-vertex-anim-glsl.shader',
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| + g_viewInfo.performanceDrawList);
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| +
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| + // Set the material parameters.
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| + material.getParam('lightWorldPos').value = [-40, 100, 0];
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| + material.getParam('lightIntensity').value = [1, 1, 1, 1];
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| + material.getParam('ambientIntensity').value = [0.1, 0.1, 0.1, 1];
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| + material.getParam('ambient').value = [1, 1, 1, 1];
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| + material.getParam('diffuse').value = [1, 1, 1, 1];
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| + material.getParam('specular').value = [1, 1, 1, 1];
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| + material.getParam('shininess').value = 50;
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| +
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| + g_timeParam = material.getParam('time');
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| +
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| + // Create the view matrix which tells the camera which way to point to.
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| + var eye = [10, 50, 20];
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| + var target = [2, 0, -2];
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| + var up = [0, 0, -1];
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| + var view_matrix = g_math.matrix4.lookAt(eye, target, up);
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| +
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| + g_viewInfo.drawContext.view = view_matrix;
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| +
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| + var shape = o3djs.primitives.createPlane(g_pack, material,
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| + 10, 10, 100, 100);
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| + for (var xx = 0; xx < 5; xx++) {
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| + for (var yy = 0; yy < 4; yy++) {
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| + var index = yy * 3 + xx;
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| +
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| + // Make a transform for each quad.
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| + var transform = g_pack.createObject('Transform');
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| + transform.translate((xx - 2) * 12, 0, (2 - yy) * -12);
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| + transform.addShape(shape);
|
| + transform.parent = g_client.root;
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| + transform.createParam('diffuse', 'ParamFloat4').value = [xx * 0.2,
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| + yy * 0.25,
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| + 0.5,
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| + 1];
|
| + }
|
| + }
|
| +
|
| + // Setup an onrender callback for animation.
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| + g_client.setRenderCallback(onrender);
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| +
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| + window.g_finished = true; // for selenium testing.
|
| +}
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| +
|
| +function updateProjectionMatrix() {
|
| + // Create our projection matrix, with a vertical field of view of 45 degrees
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| + // a near clipping plane of 0.1 and far clipping plane of 100.
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| + g_viewInfo.drawContext.projection = g_math.matrix4.perspective(
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| + g_math.degToRad(45),
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| + g_client.width / g_client.height,
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| + 0.1,
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| + 100);
|
| +}
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| +
|
| +// spin the camera.
|
| +function onrender(render_event) {
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| + // Get the number of seconds since the last render.
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| + 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;
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| + window.g_clock = clock;
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| +
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| + updateProjectionMatrix();
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| +
|
| + g_timeParam.value = clock * 4;
|
| +}
|
| +
|
| +function unload() {
|
| + if (g_client) {
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| + 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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|
|