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  <!--
  
  O3D YUV to RGB conversion Tutorial
  
  In this sample we convert from a Y'UV420p encoded video frame to an
  RGB texture using a shader to do the conversion on the video hardware.
  -->
  <!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>YUV to RGB Conversion in a shader.</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');
  o3djs.require('o3djs.io');
  
  // Events
  // Run the init() once the page has finished loading.
  window.onload = init;
  
  // 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 and sets up the secondary init entry point.

  
  function init() {
    o3djs.util.makeClients(initStep2);
  }
  
  
Initializes O3D, loads the effect, and draws the quad that will display the texture.
parameter: {Array} clientElements Array of o3d object elements.

  
  function initStep2(clientElements) {
    // Initialize global variables and libraries.
    var o3dElement = clientElements[0];
    g_o3d = o3dElement.o3d;
    g_math = o3djs.math;
    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);
  
    // Setup an orthographic projection
    // Offset by half a pixel to avoid roundoff errors.
    g_viewInfo.drawContext.projection = g_math.matrix4.orthographic(
      -g_client.width * 0.5 + 0.5,
      g_client.width * 0.5 + 0.5,
      -g_client.height * 0.5 - 0.5,
      g_client.height * 0.5 - 0.5,
      0.1,
      1000);
  
    g_viewInfo.drawContext.view = g_math.matrix4.lookAt(
        [0, 500, 0],
        [0, 0, 0],
        [0, 0, -1]);
  
    // Create and load the effect and the shader.
    var effect = g_pack.createObject('Effect');
    o3djs.effect.loadEffect(effect, 'shaders/yuv2rgb.shader');
  
    // Create a Material for the effect.
    var myMaterial = g_pack.createObject('Material');
  
    // Set the material's drawList
    myMaterial.drawList = g_viewInfo.performanceDrawList;
  
    // Apply our effect to this material.
    myMaterial.effect = effect;
  
    // Create the params the effect needs on the material.
    effect.createUniformParameters(myMaterial);
  
    // Creates a quad using the effect that has a 1:1 aspect ratio.
    var myShape = o3djs.primitives.createPlane(g_pack,
                                               myMaterial,
                                               720,  // width
                                               720,  // height
                                               1,    // quads across
                                               1);   // quads down
  
    // Get the material's sampler parameter
    var sampler_param = myMaterial.getParam('textureSampler');
    var sampler = g_pack.createObject('Sampler');
    sampler.addressModeU = g_o3d.Sampler.WRAP;
    sampler.addressModeV = g_o3d.Sampler.WRAP;
    sampler.magFilter = g_o3d.Sampler.POINT;
    sampler.minFilter = g_o3d.Sampler.POINT;
  
    // Be sure to turn off MIP-mapping, since that causes problems when
    // jumping around the image the way we are.
    sampler.mipFilter = g_o3d.Sampler.NONE;
    sampler_param.value = sampler;
  
    // Set the source image width
    var width_param = myMaterial.getParam('imageWidth');
    width_param.value = 720.0;
  
    // Set the source image height
    var height_param = myMaterial.getParam('imageHeight');
    height_param.value = 486.0;
  
    // Load our Y'UV420p texture, encoded as a greyscale PNG image. This
    // happens asynchronously.
    var url = o3djs.util.getCurrentURI() + 'assets/shaving_cream.png';
    o3djs.io.loadTexture(g_pack, url, function(texture, exception) {
      if (exception) {
        alert(exception);
        return;
      }
      sampler.texture = texture;
      // adjust the scale of our transform to match the aspect ratio of
      // the texture. Of course we could also have waited until now to build
      // our quad and set its width and height to match instead of scaling
      // here.
      var textureWidth = texture.width;
  
      // Account for additional data on bottom of image.
      var textureHeight = texture.height * 2.0 / 3.0;
      var hScale = 1;
      var vScale = 1;
      if (textureWidth > textureHeight) {
        vScale = textureHeight / textureWidth;
      } else if (textureHeight > textureWidth) {
        hScale = textureWidth / textureHeight;
      }
      // We now attach our quad to the root of the transform graph.  We do
      // this after the texture has loaded, otherwise we'd be attempting
      // to display something invalid.
      var root = g_client.root;
      root.addShape(myShape);
      root.scale(hScale, 1, vScale);
  
      g_finished = true;  // for selenium testing.
    });
  }
  </script>
  </head>
  <body>
  <h1>YUV to RGB Conversion</h1>
  <p>This how to do image colorspace and format conversion in a shader.</p>
  <p>Here is the YUV encoded image (treated as an 8-bit greyscale image):</p>
  <p><img src="assets/shaving_cream.png" style="width: 720px; height: 729px"
          alt="YUV encoded image"/></p>
  <p>Here is the original image, encoded as a JPEG image:</p>
  <p><img src="assets/shaving_cream.jpg" style="width: 720px; height: 486px"
          alt="Original JPG encoded image"/></p>
  <p>Here is the O3D plugin loading the YUV image, and converting it
  to RGB in the shader on the fly.</p>
  <!-- Start of O3D plugin -->
  <div id="o3d" style="width: 720px; height: 486px"></div>
  <!-- End of O3D plugin -->
  </body>
  </html>
  


(C) Æliens 20/2/2008

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