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  <!--
  How to generate a texture.
  -->
  <!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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