| Index: samples/o3d-webgl-samples/vertex-shader.html
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| ===================================================================
|
| --- samples/o3d-webgl-samples/vertex-shader.html (revision 0)
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| +<!--
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| +Copyright 2009, Google Inc.
|
| +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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| +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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| +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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| +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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| +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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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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| +-->
|
| +
|
| +<!--
|
| +O3D Vertex Shader Demo
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| +
|
| +This sample uses a custom vertex shader to quickly adjust the positions and
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| +normals of many vertices in a plane to achieve a ripple effect without iterating
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| +through the vertices in javascript.
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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
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| +</title>
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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>
|
| +<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.effect');
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| +
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| +// global variables
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| +var g_o3dElement;
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| +var g_client;
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| +var g_o3d;
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| +var g_math;
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| +var g_pack;
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| +var g_viewInfo;
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| +var g_clockParam;
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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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| +
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| + o3djs.webgl.makeClients(initStep2, 'LargeGeometry');
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| +}
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| +
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| +
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| +/**
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| + * Initializes global variables, positions camera, creates the material, and
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| + * draws the plane.
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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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| + // Init global variables.
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| + initGlobals(clientElements);
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| +
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| + // Set up the view and projection transformations.
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| + initContext();
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| +
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| + // Add the shapes to the transform hierarchy.
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| + createPlane();
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| +
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| + // Setup render callback.
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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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| +}
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| +
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| +
|
| +/**
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| + * Initializes global variables and libraries.
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| + * @param {Array} clientElements An array of o3d object elements assumed
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| + * to have one entry.
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| + */
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| +function initGlobals(clientElements) {
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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 the objects created.
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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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| +
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| +
|
| +/**
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| + * Sets up reasonable view and projection matrices.
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| + */
|
| +function initContext() {
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| + // Set up a perspective transformation for the projection.
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| + g_viewInfo.drawContext.projection = g_math.matrix4.perspective(
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| + g_math.degToRad(30), // 30 degree frustum.
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| + g_client.width / g_client.height, // Aspect ratio.
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| + 1, // Near plane.
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| + 5000); // Far plane.
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| +
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| + // Set up our view transformation to look towards the world origin where the
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| + // cube is located.
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| + g_viewInfo.drawContext.view = g_math.matrix4.lookAt(
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| + [4, 4, 4], // eye
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| + [0, 0, 0], // target
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| + [0, 1, 0]); // up
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| +}
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| +
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| +
|
| +/**
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| + * Creates an effect using the shaders in the textarea in the document, applies
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| + * the effect to a new material, binds the uniform parameters of the shader
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| + * to parameters of the material, and sets certain parameters: the light and
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| + * camera position.
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| + * @return {Material} The material.
|
| + */
|
| +function createMaterial() {
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| + // Create a new, empty Material and Effect object.
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| + var material = g_pack.createObject('Material');
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| + var effect = g_pack.createObject('Effect');
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| +
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| + // Load shader string from document.
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| + var shaderString = document.getElementById('effect').value;
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| + effect.loadFromFXString(shaderString);
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| +
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| + // Apply the effect to this material.
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| + material.effect = effect;
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| +
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| + // Bind uniform parameters declared in shader to parameters of material.
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| + effect.createUniformParameters(material);
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| +
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| + // Set the material's drawList.
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| + material.drawList = g_viewInfo.performanceDrawList;
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| +
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| + // Set light and camera positions for the pixel shader.
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| + material.getParam('lightWorldPos').value = [3, 10, 0];
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| + material.getParam('cameraWorldPos').value = [1, 3, 12];
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| +
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| + // Look up clock param.
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| + g_clockParam = material.getParam('clock');
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| +
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| + return material;
|
| +}
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| +
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| +
|
| +/**
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| + * Creates the plane using the primitives utility library, and adds it to the
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| + * transform graph at the root node.
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| + */
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| +function createPlane() {
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| + // This will create a plane subdivided into 80,000 triangles.
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| + var plane = o3djs.primitives.createPlane(
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| + g_pack, createMaterial(), 4, 4, 200, 200);
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| +
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| + // Add the shape to the transform hierarchy.
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| + g_client.root.addShape(plane);
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| +}
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| +
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| +
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| +/**
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| + * Updates the clock for the animation.
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| + * @param {!o3d.RenderEvent} renderEvent Rendering Information.
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| + */
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| +function onRender(renderEvent) {
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| + var elapsedTime = renderEvent.elapsedTime;
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| +
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| + // Update g_clock in the browser and cache a V8 copy that can be
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| + // accessed efficiently. g_clock must be in the browser for selenium.
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| + 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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| + g_clockParam.value = clock;
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| +}
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| +
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| +
|
| +/**
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| + * Cleanup before exiting.
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| + */
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| +function unload() {
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| + if (g_client) {
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| + g_client.cleanup();
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| + }
|
| +}
|
| +</script>
|
| +</head>
|
| +<body onload="init()" onunload="unload()">
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| +<h1>Vertex Shader</h1>
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| +This sample uses a custom vertex shader to quickly adjust the positions and
|
| +normals of many vertices in a plane to achieve a ripple effect without iterating
|
| +through the vertices in javascript.
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| +<br/>
|
| +<!-- Start of O3D plugin -->
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| +<div id="o3d" style="width: 600px; height: 600px;"></div>
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| +<!-- End of O3D plugin -->
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| +
|
| +<!-- Text area to hold the shaders -->
|
| +<textarea id="effect" name="effect" cols="80" rows="20"
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| + style="display: none;">
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| +uniform mat4 world;
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| +uniform mat4 worldViewProjection;
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| +uniform mat4 worldInverseTranspose;
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| +
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| +uniform float clock;
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| +
|
| +// Input parameters for the vertex shader.
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| +attribute vec4 position;
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| +attribute vec3 normal;
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| +attribute vec4 color;
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| +
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| +// Input parameters for the pixel shader (also the output parameters for the
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| +// vertex shader.)
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| +varying vec3 v_objectPosition;
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| +varying vec3 v_normal;
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| +varying vec4 v_color;
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| +
|
| +/**
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| + * A function defining the shape of the wave. Takes a single vec2 as an
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| + * argument the entries of which are the x and z components of a point in the
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| + * plane. Returns the height of that point.
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| + *
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| + * @param {vec2} v The x and z components of the point in a single vec2.
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| + */
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| +float wave(vec2 v) {
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| + float d = length(v);
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| + return 0.15 * sin(15.0 * d - 5.0 * clock) / (1.0 + d * d);
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| +}
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| +
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| +
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| +/**
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| + * vertexShaderFunction - The vertex shader perturbs the vertices of the plane
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| + * to achieve the ripples. Then it applies the worldViewProjection matrix.
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| + *
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| + * @param input.position Position vector of vertex in object coordinates.
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| + * @param input.normal Normal of vertex in object coordinates.
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| + * @param input.color Color of vertex.
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| + */
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| +void main() {
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| + vec4 p = position;
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| +
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| + // The height of the point p is adjusted according to the wave function.
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| + p.y = wave(p.xz);
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| +
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| + // Step size used to approximate the partial derivatives of the wave function.
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| + float h = 0.001;
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| +
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| + // We take the derivative numerically so that the wave function can be
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| + // modified and the normal will still be correct.
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| + vec3 n = normalize(vec3(
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| + wave(vec2(p.x - h, p.z)) - wave(vec2(p.x + h, p.z)), 2.0 * h,
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| + wave(vec2(p.x, p.z - h)) - wave(vec2(p.x, p.z + h))));
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| +
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| + gl_Position = worldViewProjection * p;
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| + v_objectPosition = (world * p).xyz;
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| + v_normal = (worldInverseTranspose * vec4(n, 1.0)).xyz;
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| + v_color = color;
|
| +}
|
| +
|
| +// #o3d SplitMarker
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| +
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| +uniform float clock;
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| +uniform vec3 lightWorldPos;
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| +uniform vec3 cameraWorldPos;
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| +
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| +varying vec3 v_objectPosition;
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| +varying vec3 v_normal;
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| +varying vec4 v_color;
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| +
|
| +/**
|
| + * This pixel shader is meant to be minimal since the vertex shader is
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| + * the focus of the sample.
|
| + */
|
| +void main() {
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| + vec3 p = v_objectPosition; // The point in question.
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| + vec3 l = normalize(lightWorldPos - p); // Unit-length vector toward light.
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| + vec3 n = normalize(v_normal); // Unit-length normal vector.
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| + vec3 v = normalize(cameraWorldPos - p); // Unit-length vector toward camera.
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| + vec3 r = normalize(-reflect(v, n)); // Reflection of v across n.
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| +
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| + vec3 q = (lightWorldPos - p);
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| + float ldotr = dot(r, l);
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| + float specular = clamp(ldotr, 0.0, 1.0) /
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| + (1.0 + length(q - length(q) * ldotr * r));
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| +
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| + // Fixed color to be a blue-green; could use v_color instead below.
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| + gl_FragColor = vec4(0, 0.6, 0.7, 1) * dot(n, l) + specular;
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| +}
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| +
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| +// #o3d MatrixLoadOrder RowMajor
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| +</textarea>
|
| +</body>
|
| +</html>
|
|
|