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How to generate a texture.
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<!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>
Generate Texture.
</title>
<script type="text/javascript" src="o3djs/base.js"></script>
<script type="text/javascript">
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_math;
var g_client;
var g_pack;
var g_viewInfo;
var g_finished = false; // for selenium testing
Creates the client area.
function init() {
// 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 an effect, creates some textures
and quads to display them.
parameter: {Array} clientElements Array of o3d object elements.
function initStep2(clientElements) {
// Initializes global variables and libraries.
var o3dElement = clientElements[0];
g_o3d = 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 = 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);
var clientWidth = g_client.width;
var clientHeight = g_client.height;
g_viewInfo.drawContext.projection = g_math.matrix4.orthographic(
-clientWidth * 0.5,
clientWidth * 0.5,
-clientHeight * 0.5,
clientHeight * 0.5,
0.001,
1000);
g_viewInfo.drawContext.view = g_math.matrix4.lookAt(
[0, 500, 0], // eye
[0, 0, 0], // target
[0, 0, -1]); // up
// Create and load the effect.
var effect = g_pack.createObject('Effect');
o3djs.effect.loadEffect(effect, 'shaders/texture-only.shader');
// Create a Material for the effect.
var myMaterial = g_pack.createObject('Material');
// Set the material's drawList for transparent objects.
myMaterial.drawList = g_viewInfo.zOrderedDrawList;
// Apply the effect to this material.
myMaterial.effect = effect;
// Create the params that effect requires on the material.
effect.createUniformParameters(myMaterial);
// Create a quad.
var shape = o3djs.primitives.createPlane(g_pack,
myMaterial,
1,
1,
1,
1);
// display our shape 7 times with 7 different textures
// by overriding the sampler on each instance.
for (var s = 0; s < 7; ++s) {
// create a transform for an instance
var transform = g_pack.createObject('Transform');
var x = s % 4;
var z = Math.floor(s / 4);
transform.translate((x - 1.5) * 140, 0, (z - 0.5) * 140);
transform.scale(128, 1, 128);
transform.parent = g_client.root;
transform.addShape(shape);
// Create a ParamSampler on the transform with the same name as in
// the effect so this param will be used instead of the one on the material.
var samplerParam = transform.createParam('texSampler0', 'ParamSampler');
var sampler = g_pack.createObject('Sampler');
samplerParam.value = sampler;
sampler.addressModeU = g_o3d.Sampler.CLAMP;
sampler.addressModeV = g_o3d.Sampler.CLAMP;
// Create a texture.
{
var pixels = [];
var format;
switch (s) {
case 0: { // XRGB8
format = g_o3d.Texture.XRGB8;
for (var y = 0; y < 32; ++y) {
for (var x = 0; x < 32; ++x) {
var offset = (y * 32 + x) * 3; // rgb
var u = x / 32 * Math.PI * 0.5;
var v = y / 32 * Math.PI * 0.5;
pixels[offset + 0] = Math.cos(u); // red
pixels[offset + 1] = Math.sin(v); // green
pixels[offset + 2] = Math.sin(u); // blue
}
}
break;
}
case 1: { // ARGB8
format = g_o3d.Texture.ARGB8;
for (var y = 0; y < 32; ++y) {
for (var x = 0; x < 32; ++x) {
var offset = (y * 32 + x) * 4; // rgba
var u = x / 32 * Math.PI * 0.5;
var v = y / 32 * Math.PI * 0.5;
pixels[offset + 0] = Math.floor(y / 4) % 2; // red
pixels[offset + 1] = Math.sin(v); // green
pixels[offset + 2] = Math.floor(x / 4) % 2; // blue
pixels[offset + 3] = Math.abs(Math.sin(v * 4)); // alpha
}
}
break;
}
case 2: { // ABGR16F
format = g_o3d.Texture.ABGR16F;
for (var y = 0; y < 32; ++y) {
for (var x = 0; x < 32; ++x) {
var offset = (y * 32 + x) * 4; // rgba
var u = x / 32 * Math.PI * 0.5;
var v = y / 32 * Math.PI * 0.5;
pixels[offset + 0] = Math.cos(v); // red
pixels[offset + 1] = Math.sin(u); // green
pixels[offset + 2] = Math.sin(v); // blue
pixels[offset + 3] = Math.abs(Math.sin(u * 8)); // alpha
}
}
break;
}
case 3: { // ABGR32F
format = g_o3d.Texture.ABGR32F;
for (var y = 0; y < 32; ++y) {
for (var x = 0; x < 32; ++x) {
var offset = (y * 32 + x) * 4; // rgba
var u = x / 32 * Math.PI * 0.5;
var v = y / 32 * Math.PI * 0.5;
pixels[offset + 0] = Math.cos(v); // red
pixels[offset + 1] = Math.sin(u); // green
pixels[offset + 2] = Math.sin(v); // blue
pixels[offset + 3] = Math.abs(Math.sin(u * 8)); // alpha
}
}
break;
}
case 4: { // GR16F
format = g_o3d.Texture.GR16F;
for (var y = 0; y < 32; ++y) {
for (var x = 0; x < 32; ++x) {
var offset = (y * 32 + x) * 2; // rg
var u = x / 32 * Math.PI * 0.5;
var v = y / 32 * Math.PI * 0.5;
pixels[offset + 0] = Math.cos(v); // red
pixels[offset + 1] = Math.cos(u); // green
}
}
break;
}
case 5: { // R32F
format = g_o3d.Texture.R32F;
for (var y = 0; y < 32; ++y) {
for (var x = 0; x < 32; ++x) {
var offset = (y * 32 + x); // r
var u = x / 32 * Math.PI * 0.5;
var v = y / 32 * Math.PI * 0.5;
pixels[offset + 0] = Math.cos(v * 16); // red
}
}
break;
}
case 6: { // GR32F
format = g_o3d.Texture.GR32F;
for (var y = 0; y < 32; ++y) {
for (var x = 0; x < 32; ++x) {
var offset = (y * 32 + x) * 2; // rg
var u = x / 32 * Math.PI * 0.5;
var v = y / 32 * Math.PI * 0.5;
pixels[offset + 0] = Math.cos(v * 8); // red
pixels[offset + 1] = Math.cos(u * 8); // green
}
}
break;
}
}
var texture = g_pack.createTexture2D(32, 32, format, 1, false);
texture.set(0, pixels);
sampler.texture = texture;
}
}
window.g_finished = true; // for selenium testing.
}
</script>
</head>
<body onload="init()">
<h1>Generate Texture</h1>
Shows how to create textures in Javascript.
<br/>
<!-- Start of O3D plugin -->
<div id="o3d" style="width: 600px; height: 600px;"></div>
<!-- End of O3D plugin -->
</body>
</html>
(C) Æliens
20/2/2008
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