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Side by Side Diff: o3d/samples/o3djs/effect.js

Issue 3063018: o3djs: Make bump shader code compile for webgl. (Closed)
Patch Set: Fix output semantic so it compiles in o3d Created 10 years, 4 months ago
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1 /* 1 /*
2 * Copyright 2009, Google Inc. 2 * Copyright 2009, Google Inc.
3 * All rights reserved. 3 * All rights reserved.
4 * 4 *
5 * Redistribution and use in source and binary forms, with or without 5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are 6 * modification, are permitted provided that the following conditions are
7 * met: 7 * met:
8 * 8 *
9 * * Redistributions of source code must retain the above copyright 9 * * Redistributions of source code must retain the above copyright
10 * notice, this list of conditions and the following disclaimer. 10 * notice, this list of conditions and the following disclaimer.
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590 590
591 591
592 /** 592 /**
593 * Builds bump output coords if needed. 593 * Builds bump output coords if needed.
594 * @param {boolean} bumpSampler Whether there is a bump sampler. 594 * @param {boolean} bumpSampler Whether there is a bump sampler.
595 * @return {string} The code for bump input coords. 595 * @return {string} The code for bump input coords.
596 */ 596 */
597 o3djs.effect.buildBumpOutputCoords = function(bumpSampler) { 597 o3djs.effect.buildBumpOutputCoords = function(bumpSampler) {
598 var p = o3djs.effect; 598 var p = o3djs.effect;
599 return bumpSampler ? 599 return bumpSampler ?
600 (' ' + p.FLOAT3 + ' tangent' + 600 (' ' + p.VARYING + p.FLOAT3 + ' ' +
601 p.VARYING_DECLARATION_PREFIX + 'tangent' +
601 p.semanticSuffix( 602 p.semanticSuffix(
602 'TEXCOORD' + p.interpolant_++) + ';\n' + 603 'TEXCOORD' + p.interpolant_++) + ';\n' +
603 ' ' + p.FLOAT3 + ' binormal' + 604 ' ' + p.VARYING + p.FLOAT3 + ' ' +
604 p.semanticSuffix('TEXCOORD' + 605 p.VARYING_DECLARATION_PREFIX + 'binormal' +
605 p.interpolant_++) + ';\n' + 606 p.semanticSuffix(
606 ' ' + p.FLOAT2 + ' bumpUV' + 607 'TEXCOORD' + p.interpolant_++) + ';\n' +
608 ' ' + p.VARYING + p.FLOAT2 + ' ' +
609 p.VARYING_DECLARATION_PREFIX + 'bumpUV' +
607 p.semanticSuffix( 610 p.semanticSuffix(
608 'TEXCOORD' + p.interpolant_++) + ';\n') : ''; 611 'TEXCOORD' + p.interpolant_++) + ';\n') : '';
609 }; 612 };
610 613
611 614
612 /** 615 /**
613 * Builds vertex and fragment shader string for a 2-color checker effect. 616 * Builds vertex and fragment shader string for a 2-color checker effect.
614 * @return {string} The effect code for the shader, ready to be parsed. 617 * @return {string} The effect code for the shader, ready to be parsed.
615 */ 618 */
616 o3djs.effect.buildCheckerShaderString = function() { 619 o3djs.effect.buildCheckerShaderString = function() {
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1165 * @return {string} The code for the vertex shader. 1168 * @return {string} The code for the vertex shader.
1166 */ 1169 */
1167 var surfaceToViewVertexShaderCode = function() { 1170 var surfaceToViewVertexShaderCode = function() {
1168 return ' ' + p.VERTEX_VARYING_PREFIX + 1171 return ' ' + p.VERTEX_VARYING_PREFIX +
1169 'surfaceToView = (viewInverse[3] - ' + 1172 'surfaceToView = (viewInverse[3] - ' +
1170 p.mul(p.ATTRIBUTE_PREFIX + 'position', 'world') + ').xyz;\n'; 1173 p.mul(p.ATTRIBUTE_PREFIX + 'position', 'world') + ').xyz;\n';
1171 }; 1174 };
1172 1175
1173 /** 1176 /**
1174 * Builds the normal map part of the vertex shader. 1177 * Builds the normal map part of the vertex shader.
1175 * @param {boolean} opt_bumpSampler Whether there is a bump
1176 * sampler. Default = false.
1177 * @return {string} The code for normal mapping in the vertex shader. 1178 * @return {string} The code for normal mapping in the vertex shader.
1178 */ 1179 */
1179 var bumpVertexShaderCode = function(opt_bumpSampler) { 1180 var bumpVertexShaderCode = function() {
1180 return bumpSampler ? 1181 return bumpSampler ?
1181 (' ' + p.VERTEX_VARYING_PREFIX + 'binormal = ' + 1182 (' ' + p.VERTEX_VARYING_PREFIX + 'binormal = ' +
1182 p.mul(p.FLOAT4 + '(' + 1183 p.mul(p.FLOAT4 + '(' +
1183 p.ATTRIBUTE_PREFIX + 'binormal, 0)', 1184 p.ATTRIBUTE_PREFIX + 'binormal, 0)',
1184 'worldInverseTranspose') + '.xyz;\n' + 1185 'worldInverseTranspose') + '.xyz;\n' +
1185 ' ' + p.VERTEX_VARYING_PREFIX + 'tangent = ' + 1186 ' ' + p.VERTEX_VARYING_PREFIX + 'tangent = ' +
1186 p.mul(p.FLOAT4 + 1187 p.mul(p.FLOAT4 +
1187 '(' + p.ATTRIBUTE_PREFIX + 'tangent, 0)', 1188 '(' + p.ATTRIBUTE_PREFIX + 'tangent, 0)',
1188 'worldInverseTranspose') + '.xyz;\n') : ''; 1189 'worldInverseTranspose') + '.xyz;\n') : '';
1189 }; 1190 };
1190 1191
1191 /** 1192 /**
1192 * Builds the normal calculation of the pixel shader. 1193 * Builds the normal calculation of the pixel shader.
1193 * @return {string} The code for normal computation in the pixel shader. 1194 * @return {string} The code for normal computation in the pixel shader.
1194 */ 1195 */
1195 var getNormalShaderCode = function() { 1196 var getNormalShaderCode = function() {
1196 return bumpSampler ? 1197 if (bumpSampler) {
1197 (p.MATRIX3 + ' tangentToWorld = ' + p.MATRIX3 + 1198 var type = getSamplerType(bumpSampler);
1198 '(' + p.ATTRIBUTE_PREFIX + 'tangent,\n' + 1199 var tex2D = p.TEXTURE + type;
1200 return (
1201 p.MATRIX3 + ' tangentToWorld = ' + p.MATRIX3 +
1202 '(' + p.PIXEL_VARYING_PREFIX + 'tangent,\n' +
1199 ' ' + 1203 ' ' +
1200 p.ATTRIBUTE_PREFIX + 'binormal,\n' + 1204 p.PIXEL_VARYING_PREFIX + 'binormal,\n' +
1201 ' ' + 1205 ' ' +
1202 p.ATTRIBUTE_PREFIX + 'normal);\n' + 1206 p.PIXEL_VARYING_PREFIX + 'normal);\n' +
1203 p.FLOAT3 + ' tangentNormal = tex2D(bumpSampler, ' + 1207 p.FLOAT3 + ' tangentNormal = ' + tex2D + '(bumpSampler, ' +
1204 p.ATTRIBUTE_PREFIX + 'bumpUV.xy).xyz -\n' + 1208 p.PIXEL_VARYING_PREFIX + 'bumpUV.xy).xyz -\n' +
1205 ' ' + p.FLOAT3 + 1209 ' ' + p.FLOAT3 +
1206 '(0.5, 0.5, 0.5);\n' + p.FLOAT3 + ' normal = ' + 1210 '(0.5, 0.5, 0.5);\n' + p.FLOAT3 + ' normal = ' +
1207 p.mul('tangentNormal', 'tangentToWorld') + ';\n' + 1211 p.mul('tangentNormal', 'tangentToWorld') + ';\n' +
1208 'normal = normalize(' + p.PIXEL_VARYING_PREFIX + 1212 'normal = normalize(' + p.PIXEL_VARYING_PREFIX +
1209 'normal);\n') : ' ' + p.FLOAT3 + ' normal = normalize(' + 1213 'normal);\n');
1214 } else {
1215 return ' ' + p.FLOAT3 + ' normal = normalize(' +
1210 p.PIXEL_VARYING_PREFIX + 'normal);\n'; 1216 p.PIXEL_VARYING_PREFIX + 'normal);\n';
1217 }
1211 }; 1218 };
1212 1219
1213 /** 1220 /**
1214 * Builds the vertex declarations for a given material. 1221 * Builds the vertex declarations for a given material.
1215 * @param {!o3d.Material} material The material to inspect. 1222 * @param {!o3d.Material} material The material to inspect.
1216 * @param {boolean} diffuse Whether to include stuff for diffuse 1223 * @param {boolean} diffuse Whether to include stuff for diffuse
1217 * calculations. 1224 * calculations.
1218 * @param {boolean} specular Whether to include stuff for diffuse 1225 * @param {boolean} specular Whether to include stuff for diffuse
1219 * calculations. 1226 * calculations.
1220 * @return {string} The code for the vertex declarations. 1227 * @return {string} The code for the vertex declarations.
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1374 effect.name = o3djs.effect.TWO_COLOR_CHECKER_EFFECT_NAME; 1381 effect.name = o3djs.effect.TWO_COLOR_CHECKER_EFFECT_NAME;
1375 return effect; 1382 return effect;
1376 }; 1383 };
1377 1384
1378 1385
1379 // For compatability with o3d code, the default language is o3d shading 1386 // For compatability with o3d code, the default language is o3d shading
1380 // language. 1387 // language.
1381 o3djs.effect.setLanguage('o3d'); 1388 o3djs.effect.setLanguage('o3d');
1382 1389
1383 1390
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