Index: samples/o3d-webgl-samples/vertex-shader.html |
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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 |
+in the documentation and/or other materials provided with the |
+distribution. |
+ * Neither the name of Google Inc. nor the names of its |
+contributors may be used to endorse or promote products derived from |
+this software without specific prior written permission. |
+ |
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
+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. |
+--> |
+ |
+<!-- |
+O3D Vertex Shader Demo |
+ |
+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. |
+--> |
+<!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 |
+</title> |
+<script type="text/javascript" src="../o3d-webgl/base.js"></script> |
+<script type="text/javascript" src="../o3djs/base.js"></script> |
+<script type="text/javascript" id="o3dscript"> |
+o3djs.base.o3d = o3d; |
+o3djs.require('o3djs.webgl'); |
+o3djs.require('o3djs.util'); |
+o3djs.require('o3djs.math'); |
+o3djs.require('o3djs.rendergraph'); |
+o3djs.require('o3djs.primitives'); |
+o3djs.require('o3djs.effect'); |
+ |
+// global variables |
+var g_o3dElement; |
+var g_client; |
+var g_o3d; |
+var g_math; |
+var g_pack; |
+var g_viewInfo; |
+var g_clockParam; |
+ |
+/** |
+ * 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.webgl.makeClients(initStep2, 'LargeGeometry'); |
+} |
+ |
+ |
+/** |
+ * Initializes global variables, positions camera, creates the material, and |
+ * draws the plane. |
+ * @param {Array} clientElements Array of o3d object elements. |
+ */ |
+function initStep2(clientElements) { |
+ // Init global variables. |
+ initGlobals(clientElements); |
+ |
+ // Set up the view and projection transformations. |
+ initContext(); |
+ |
+ // Add the shapes to the transform hierarchy. |
+ createPlane(); |
+ |
+ // Setup render callback. |
+ g_client.setRenderCallback(onRender); |
+ |
+ window.g_finished = true; // for selenium testing. |
+} |
+ |
+ |
+/** |
+ * Initializes global variables and libraries. |
+ * @param {Array} clientElements An array of o3d object elements assumed |
+ * to have one entry. |
+ */ |
+function initGlobals(clientElements) { |
+ 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 the objects created. |
+ 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); |
+} |
+ |
+ |
+/** |
+ * Sets up reasonable view and projection matrices. |
+ */ |
+function initContext() { |
+ // Set up a perspective transformation for the projection. |
+ g_viewInfo.drawContext.projection = g_math.matrix4.perspective( |
+ g_math.degToRad(30), // 30 degree frustum. |
+ g_client.width / g_client.height, // Aspect ratio. |
+ 1, // Near plane. |
+ 5000); // Far plane. |
+ |
+ // Set up our view transformation to look towards the world origin where the |
+ // cube is located. |
+ g_viewInfo.drawContext.view = g_math.matrix4.lookAt( |
+ [4, 4, 4], // eye |
+ [0, 0, 0], // target |
+ [0, 1, 0]); // up |
+} |
+ |
+ |
+/** |
+ * Creates an effect using the shaders in the textarea in the document, applies |
+ * the effect to a new material, binds the uniform parameters of the shader |
+ * to parameters of the material, and sets certain parameters: the light and |
+ * camera position. |
+ * @return {Material} The material. |
+ */ |
+function createMaterial() { |
+ // Create a new, empty Material and Effect object. |
+ var material = g_pack.createObject('Material'); |
+ var effect = g_pack.createObject('Effect'); |
+ |
+ // Load shader string from document. |
+ var shaderString = document.getElementById('effect').value; |
+ effect.loadFromFXString(shaderString); |
+ |
+ // Apply the effect to this material. |
+ material.effect = effect; |
+ |
+ // Bind uniform parameters declared in shader to parameters of material. |
+ effect.createUniformParameters(material); |
+ |
+ // Set the material's drawList. |
+ material.drawList = g_viewInfo.performanceDrawList; |
+ |
+ // Set light and camera positions for the pixel shader. |
+ material.getParam('lightWorldPos').value = [3, 10, 0]; |
+ material.getParam('cameraWorldPos').value = [1, 3, 12]; |
+ |
+ // Look up clock param. |
+ g_clockParam = material.getParam('clock'); |
+ |
+ return material; |
+} |
+ |
+ |
+/** |
+ * Creates the plane using the primitives utility library, and adds it to the |
+ * transform graph at the root node. |
+ */ |
+function createPlane() { |
+ // This will create a plane subdivided into 80,000 triangles. |
+ var plane = o3djs.primitives.createPlane( |
+ g_pack, createMaterial(), 4, 4, 200, 200); |
+ |
+ // Add the shape to the transform hierarchy. |
+ g_client.root.addShape(plane); |
+} |
+ |
+ |
+/** |
+ * Updates the clock for the animation. |
+ * @param {!o3d.RenderEvent} renderEvent Rendering Information. |
+ */ |
+function onRender(renderEvent) { |
+ var elapsedTime = renderEvent.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; |
+ |
+ g_clockParam.value = clock; |
+} |
+ |
+ |
+/** |
+ * Cleanup before exiting. |
+ */ |
+function unload() { |
+ if (g_client) { |
+ g_client.cleanup(); |
+ } |
+} |
+</script> |
+</head> |
+<body onload="init()" onunload="unload()"> |
+<h1>Vertex Shader</h1> |
+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. |
+<br/> |
+<!-- Start of O3D plugin --> |
+<div id="o3d" style="width: 600px; height: 600px;"></div> |
+<!-- End of O3D plugin --> |
+ |
+<!-- Text area to hold the shaders --> |
+<textarea id="effect" name="effect" cols="80" rows="20" |
+ style="display: none;"> |
+uniform mat4 world; |
+uniform mat4 worldViewProjection; |
+uniform mat4 worldInverseTranspose; |
+ |
+uniform float clock; |
+ |
+// Input parameters for the vertex shader. |
+attribute vec4 position; |
+attribute vec3 normal; |
+attribute vec4 color; |
+ |
+// Input parameters for the pixel shader (also the output parameters for the |
+// vertex shader.) |
+varying vec3 v_objectPosition; |
+varying vec3 v_normal; |
+varying vec4 v_color; |
+ |
+/** |
+ * A function defining the shape of the wave. Takes a single vec2 as an |
+ * argument the entries of which are the x and z components of a point in the |
+ * plane. Returns the height of that point. |
+ * |
+ * @param {vec2} v The x and z components of the point in a single vec2. |
+ */ |
+float wave(vec2 v) { |
+ float d = length(v); |
+ return 0.15 * sin(15.0 * d - 5.0 * clock) / (1.0 + d * d); |
+} |
+ |
+ |
+/** |
+ * vertexShaderFunction - The vertex shader perturbs the vertices of the plane |
+ * to achieve the ripples. Then it applies the worldViewProjection matrix. |
+ * |
+ * @param input.position Position vector of vertex in object coordinates. |
+ * @param input.normal Normal of vertex in object coordinates. |
+ * @param input.color Color of vertex. |
+ */ |
+void main() { |
+ vec4 p = position; |
+ |
+ // The height of the point p is adjusted according to the wave function. |
+ p.y = wave(p.xz); |
+ |
+ // Step size used to approximate the partial derivatives of the wave function. |
+ float h = 0.001; |
+ |
+ // We take the derivative numerically so that the wave function can be |
+ // modified and the normal will still be correct. |
+ vec3 n = normalize(vec3( |
+ wave(vec2(p.x - h, p.z)) - wave(vec2(p.x + h, p.z)), 2.0 * h, |
+ wave(vec2(p.x, p.z - h)) - wave(vec2(p.x, p.z + h)))); |
+ |
+ gl_Position = worldViewProjection * p; |
+ v_objectPosition = (world * p).xyz; |
+ v_normal = (worldInverseTranspose * vec4(n, 1.0)).xyz; |
+ v_color = color; |
+} |
+ |
+// #o3d SplitMarker |
+ |
+uniform float clock; |
+uniform vec3 lightWorldPos; |
+uniform vec3 cameraWorldPos; |
+ |
+varying vec3 v_objectPosition; |
+varying vec3 v_normal; |
+varying vec4 v_color; |
+ |
+/** |
+ * This pixel shader is meant to be minimal since the vertex shader is |
+ * the focus of the sample. |
+ */ |
+void main() { |
+ vec3 p = v_objectPosition; // The point in question. |
+ vec3 l = normalize(lightWorldPos - p); // Unit-length vector toward light. |
+ vec3 n = normalize(v_normal); // Unit-length normal vector. |
+ vec3 v = normalize(cameraWorldPos - p); // Unit-length vector toward camera. |
+ vec3 r = normalize(-reflect(v, n)); // Reflection of v across n. |
+ |
+ vec3 q = (lightWorldPos - p); |
+ float ldotr = dot(r, l); |
+ float specular = clamp(ldotr, 0.0, 1.0) / |
+ (1.0 + length(q - length(q) * ldotr * r)); |
+ |
+ // Fixed color to be a blue-green; could use v_color instead below. |
+ gl_FragColor = vec4(0, 0.6, 0.7, 1) * dot(n, l) + specular; |
+} |
+ |
+// #o3d MatrixLoadOrder RowMajor |
+</textarea> |
+</body> |
+</html> |