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  <!--
  This sample shows how to create a Sobel edge-detect image processing shader,
  using render targets.
  -->
  <!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>
  O3D:  Sobel Shader Sample
  </title>
  <!-- Include sample javascript library functions-->
  <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.pack');
  o3djs.require('o3djs.camera');
  o3djs.require('o3djs.primitives');
  o3djs.require('o3djs.scene');
  
  // Events
  // init() once the page has finished loading.
  window.onload = init;
  window.onunload = uninit;
  
  // constants.
  var RENDER_TARGET_WIDTH = 512;
  var RENDER_TARGET_HEIGHT = 512;
  
  // global variables
  var g_o3d;
  var g_client;
  var g_math;
  var g_pack;
  var g_teapotRoot;
  var g_renderGraphRoot;
  var g_clock = 0;
  var g_timeMult = 1;
  var g_finished = false;  // for selenium testing
  
  
Loads a scene into the transform graph, and prepares its elements for insertion into the render graph.
parameter: {!o3d.Pack} pack Pack to load scene into.
parameter: {string} fileName filename of the scene.
parameter: {!o3d.Transform} parent parent node in the transform graph to which to load the scene into.
parameter: {!o3djs.rendergraph.ViewInfo} viewInfo who's view and projection will be set from the scene after it's loaded.

  
  function loadScene(pack, fileName, parent, viewInfo) {
    // Get our full path to the scene
    var scenePath = o3djs.util.getCurrentURI() + fileName;
  
    // Load the scene given the full path, and call the callback function
    // when its done loading.
    o3djs.scene.loadScene(g_client, pack, parent, scenePath, callback);
  
    
Our callback is called once the scene has been loaded into memory from the web or locally.
parameter: {!o3d.Pack} pack The pack that was passed in above.
parameter: {!o3d.Transform} parent The parent that was passed in above.
parameter: {*} exception null if loading succeeded.

  
    function callback(pack, parent, exception) {
      if (exception) {
        alert('Could not load: ' + fileName + '\n' + exception);
        return;
      }
      // Get a CameraInfo (an object with a view and projection matrix)
      // using our javascript library function
      var cameraInfo = o3djs.camera.getViewAndProjectionFromCameras(
          parent,
          RENDER_TARGET_WIDTH,
          RENDER_TARGET_HEIGHT);
  
      // Copy the view and projection to the passed in viewInfo structure..
      viewInfo.drawContext.view = cameraInfo.view;
      viewInfo.drawContext.projection = cameraInfo.projection;
  
      // Generate draw elements and setup material draw lists.
      o3djs.pack.preparePack(pack, viewInfo);
  
      g_finished = true;  // for selenium testing.
    }
  }
  
  
Creates the client area.

  
  function init() {
    o3djs.util.makeClients(initStep2);
  }
  
  
Initializes O3D and loads the scene into the transform graph.
parameter: {Array} clientElements Array of o3d object elements.

  
  function initStep2(clientElements) {
    // Initializes global variables and libraries.
    var o3d = clientElements[0];
    g_o3d = o3d.o3d;
    g_math = o3djs.math;
    g_client = o3d.client;
  
    // Creates a pack to manage our resources/assets
    g_pack = g_client.createPack();
  
    // Create the texture required for the color render-target.
    var texture = g_pack.createTexture2D(RENDER_TARGET_WIDTH,
                                         RENDER_TARGET_HEIGHT,
                                         g_o3d.Texture.XRGB8, 1, true);
  
    g_teapotRoot = g_pack.createObject('Transform');
  
    var renderGraphRoot = g_client.renderGraphRoot;
  
    var renderSurfaceSet = createRenderSurfaceSet(texture);
  
    // Create the render graph for the teapot view, drawing the teapot into
    // texture (via renderSurfaceSet).
    var teapotViewInfo = o3djs.rendergraph.createBasicView(
        g_pack,
        g_teapotRoot,
        renderSurfaceSet,
        [1, 1, 1, 1]);
  
    var renderNode = createSobelPass(texture, g_client.renderGraphRoot);
  
    // Load the scene into the transform graph as a child g_teapotRoot
    loadScene(g_pack, 'assets/teapot.tgz', g_teapotRoot, teapotViewInfo);
  
    // Set a render callback.
    g_client.setRenderCallback(onRender);
  }
  
  function createSobelMaterial(viewInfo, kernelSize) {
    var convFXString = document.getElementById('convFX').value;
    var convEffect = g_pack.createObject('Effect');
    convEffect.loadFromFXString(convFXString);
  
    var convMaterial = g_pack.createObject('Material');
    convMaterial.drawList = viewInfo.performanceDrawList;
    convMaterial.effect = convEffect;
    convEffect.createUniformParameters(convMaterial);
    return convMaterial;
  }
  
  function createRenderSurfaceSet(texture) {
    var renderSurface = texture.getRenderSurface(0, g_pack);
  
    // Create the depth-stencil buffer required when rendering this pass.
    var depthSurface = g_pack.createDepthStencilSurface(RENDER_TARGET_WIDTH,
                                                        RENDER_TARGET_HEIGHT);
  
    var renderSurfaceSet = g_pack.createObject('RenderSurfaceSet');
    renderSurfaceSet.renderSurface = renderSurface;
    renderSurfaceSet.renderDepthStencilSurface = depthSurface;
    renderSurfaceSet.parent = g_client.renderGraphRoot;
    return renderSurfaceSet;
  }
  
  function createSobelPass(srcTexture, renderGraphRoot) {
    // Create a root Transform for the image processing scene.
    var root = g_pack.createObject('Transform');
  
    // Create a basic view for the image processing scene.
    var viewInfo = o3djs.rendergraph.createBasicView(
        g_pack,
        root,
        renderGraphRoot,
        [1, 1, 1, 1]);
  
    var material = createSobelMaterial(viewInfo);
    var quadShape = o3djs.primitives.createPlane(g_pack,
                                                 material,
                                                 2.0,
                                                 2.0,
                                                 1,
                                                 1);
  
    // Attach the quad to the image processing scene.
    root.addShape(quadShape);
  
    // Rotate the view so we're looking at the XZ plane (where our quad is)
    // Point the camera along the -Y axis
    var target = [0, -1, 0];
    // Put the camera at the origin.
    var eye = [0, 0, 0];
    // Define the up-vector as +Z
    var up = [0, 0, 1];
    viewInfo.drawContext.view =  g_math.matrix4.lookAt(eye, target, up);
  
    // Create an orthographic projection.
    viewInfo.drawContext.projection = g_math.matrix4.orthographic(
      -1, 1, -1, 1, -1, 1);
  
    // Generate draw elements and setup material draw lists for the
    // image processing scene.
    o3djs.pack.preparePack(g_pack, viewInfo);
  
    setSobelParameters(material, srcTexture);
    return renderGraphRoot;
  }
  
  function setSobelParameters(material, texture) {
    var imageParam = material.getParam('image');
    var imageIncrement = material.getParam('imageIncrement');
    var sampler = g_pack.createObject('Sampler');
    sampler.texture = texture;
    sampler.addressModeU = g_o3d.Sampler.CLAMP;
    sampler.addressModeV = g_o3d.Sampler.CLAMP;
    sampler.minFilter = g_o3d.Sampler.POINT;
    sampler.magFilter = g_o3d.Sampler.POINT;
    sampler.mipFilter = g_o3d.Sampler.NONE;
    imageParam.value = sampler;
    imageIncrement.value = [1.0 / texture.width, 1.0 / texture.height];
    var paramArray = g_pack.createObject('ParamArray');
  }
  
  
Called every frame.
parameter: {o3d.RenderEvent} renderEvent Rendering Information.

  
  function onRender(renderEvent) {
    var elapsedTime = renderEvent.elapsedTime;
    g_clock += elapsedTime * g_timeMult;
  
    g_teapotRoot.identity();
    g_teapotRoot.rotateX(g_clock);
    g_teapotRoot.rotateY(g_clock * 1.3);
  }
  
  
Cleanup before exiting.

  
  function uninit() {
    if (g_client) {
      g_client.cleanup();
    }
  }
  </script>
  </head>
  <body>
  <h1>Sobel Edge Detection Shader Example</h1>
  <br/>
  <!-- Start of O3D plugin -->
  <div id="o3d" style="width: 512px; height: 512px;"></div>
  <!-- End of O3D plugin -->
  <!--
   We embed the code for our effect inside this hidden textarea.
   Effects contain the functions that define
   the vertex and pixel shaders used by our shape.
  -->
  <!-- Don't render the textarea -->
  <div style="display:none">
  <textarea id="convFX" name="convFX" cols="80" rows="20">
  float4x4 worldViewProj : WorldViewProjection;
  sampler2D image;
  float2 imageIncrement;
  
  struct VertexShaderInput {
    float4 position : POSITION;
    float2 imageCoord : TEXCOORD0;
  };
  
  struct PixelShaderInput {
    float4 position : POSITION;
    float2 imageCoord : TEXCOORD0;
  };
  
  PixelShaderInput SobelVS(VertexShaderInput input) {
    PixelShaderInput output;
    output.position = mul(input.position, worldViewProj);
    output.imageCoord = input.imageCoord;
    return output;
  }
  
  float lum(float4 c) {
    return dot(c.rgb, float3(0.3, 0.59, 0.11));
  }
  
  float4 SobelPS(PixelShaderInput input) : COLOR {
    float2 imageCoord = input.imageCoord;
    float t00 = lum(tex2D(image, imageCoord + imageIncrement * float2(-1, -1)));
    float t10 = lum(tex2D(image, imageCoord + imageIncrement * float2( 0, -1)));
    float t20 = lum(tex2D(image, imageCoord + imageIncrement * float2( 1, -1)));
    float t01 = lum(tex2D(image, imageCoord + imageIncrement * float2(-1,  0)));
    float t21 = lum(tex2D(image, imageCoord + imageIncrement * float2( 1,  0)));
    float t02 = lum(tex2D(image, imageCoord + imageIncrement * float2(-1,  1)));
    float t12 = lum(tex2D(image, imageCoord + imageIncrement * float2( 0,  1)));
    float t22 = lum(tex2D(image, imageCoord + imageIncrement * float2( 1,  1)));
    float2 grad;
    grad.x = t00 + 2.0 * t01 + t02 - t20 - 2.0 * t21 - t22;
    grad.y = t00 + 2.0 * t10 + t20 - t02 - 2.0 * t12 - t22;
    float len = length(grad);
    return float4(len, len, len, 1.0);
  }
  
  // #o3d VertexShaderEntryPoint SobelVS
  // #o3d PixelShaderEntryPoint SobelPS
  // #o3d MatrixLoadOrder RowMajor
  </textarea>
  </div>
  </body>
  
  </html>
  


(C) Æliens 20/2/2008

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