Textures are a vital aspect creating realistic looking 3d objects.

A texture is basically just an image, which the 3d engine wraps around the 3D models we have created. Here, we ge introduced to the (u, v) coordinate system. This defines which parts of the image are going to be mapped to each face of the model. So, the (u,v) coordinates are defined as (0,0) being the bottom left corner of the image, and (1, 1) begin the top right. So for example, the midpoint of the bottom of the image would be specified as (0.5, 1).

How O3D works is you first load the shader which maps the texture to an object into an effect and set a material to use it. Then set up the sampler which determines how the texture will look, and finally load the texture and then you can add the object to the scene.

So, the first thing we need is to include the O3D IO library, which we are going to use to load the texture

o3djs.require('o3djs.io');



And the global variable for the sampler

var g_sampler;



Now, in the initialisation function we load the shader into an effect and assign it to the material, as we have done previously with the solid red shader

  var cubeEffect = g_pack.createObject('Effect');
  var shaderString = 'shaders/texture.shader';
  o3djs.effect.loadEffect(cubeEffect, shaderString);

  var cubeMaterial = g_pack.createObject('Material');
  cubeMaterial.drawList = g_viewInfo.performanceDrawList;
  cubeMaterial.effect = cubeEffect;



And set up the sampler so that we have an anisotropic filter, which allows the texture to be viewed better when it is at an angle.

  cubeEffect.createUniformParameters(cubeMaterial);

  var samplerParam = cubeMaterial.getParam('texSampler0');
  g_sampler = g_pack.createObject('Sampler');
  g_sampler.minFilter = g_o3d.Sampler.ANISOTROPIC;
  g_sampler.maxAnisotropy = 4;
  samplerParam.value = g_sampler;



Now we load the texture, which invokes a callback function, which gets called after the texture is loaded, so we can now set the texture, and create object, which in our case is just the cube. I have left the other objects as they are

 o3djs.io.loadTexture(g_pack, 'tutorial12/image.png',
      function(texture, exception) {
        if (exception) {
          g_sampler.texture = null;
        } else {
          g_sampler.texture = texture;
          createShapes(cubeMaterial);
        }
      });




The shader contains the texture and the sampler, which then get passed to the pixel shader. The shader makes use of the position buffer and the texture coordinate buffer to determine how to display the texture. The texture coordinate buffer contains an array consisting of 2 values for every vertex in the model which determines the location in the texture to map at that vertex.

Here is the listing for texture.shader

  // World View Projection matrix that will transform the input vertices
  // to screen space.
  float4x4 worldViewProjection : WorldViewProjection;

  // The texture sampler is used to access the texture bitmap
  //in the fragment shader.
  sampler texSampler0;

  // input for our vertex shader
  struct VertexShaderInput {
    float4 position : POSITION;
    float2 tex : TEXCOORD0;  // Texture coordinates
  };

  // input for our pixel shader
  struct PixelShaderInput {
    float4 position : POSITION;
    float2 tex : TEXCOORD0;  // Texture coordinates
  };

  /**
   * The vertex shader  transforms input vertices to screen space.
   */
  PixelShaderInput vertexShaderFunction(VertexShaderInput input) {
    PixelShaderInput output;

    // Multiply the vertex positions by the worldViewProjection
    // matrix to transform them to screen space.
    output.position = mul(input.position, worldViewProjection);

    output.tex = input.tex;
    return output;
  }

 /**
  * Given the texture coordinates, our pixel shader grabs
  * the corresponding color from the texture.
  */
  float4 pixelShaderFunction(PixelShaderInput input): COLOR {
    return tex2D(texSampler0, input.tex);
  }

  // Here we tell our effect file *which* functions are
  // our vertex and pixel shaders.

  // #o3d VertexShaderEntryPoint vertexShaderFunction
  // #o3d PixelShaderEntryPoint pixelShaderFunction
  // #o3d MatrixLoadOrder RowMajor



Now the cube will be textured with the image we have loaded, while the other objects are still usingthe phong shader.

Here is the full listing for tutorial12.js

o3djs.require('o3djs.util');
o3djs.require('o3djs.math');
o3djs.require('o3djs.rendergraph');
o3djs.require('o3djs.canvas');
o3djs.require('o3djs.quaternions');
o3djs.require('o3djs.event');
o3djs.require('o3djs.arcball');
o3djs.require('o3djs.primitives');
o3djs.require('o3djs.picking');
o3djs.require('o3djs.fps');
o3djs.require('o3djs.io');

// Events
// Run the init() function once the page has finished loading.
// Run the uninit() function when the page has is unloaded.
window.onload = init;
window.onunload = uninit;

// global variables
var g_o3dElement;
var g_o3d;
var g_math;
var g_client;
var g_pack;
var g_clock = 0;
var g_timeMult = 1;
var g_cubeTransform;
var g_textCanvas;
var g_paint;
var g_canvasLib;
var g_3dRoot;
var g_hudRoot;
var g_viewInfo;
var g_hudViewInfo;
var g_keyPressDelta = 0.05;

var g_quaternions;
var g_aball;
var g_thisRot;
var g_lastRot;
var g_dragging = false;
var g_lightPosition = [5, 5, 7];
var g_camera = {
  eye: [0, 0, 10],
  target: [0, 0, 0]
};
var g_mouseX = 0;
var g_mouseY = 0;
var g_spinningObject = false;
var g_pickedInfo;
var g_treeInfo;
var g_fpsManager;
var g_sampler;

//Event handler for the mousedown event
function mouseDown(e) {
  if (e.button == 0) {
      var worldRay = o3djs.picking.clientPositionToWorldRay(
          e.x,
          e.y,
          g_viewInfo.drawContext,
          g_client.width,
          g_client.height);
      g_treeInfo.update();
      g_pickedInfo = g_treeInfo.pick(worldRay);
      if (g_pickedInfo) {
        g_spinningObject = true;

      }
   } else {
    g_lastRot = g_thisRot;
    g_aball.click([e.x, e.y]);
    g_dragging = true;
   }
}

//Event handler for the mousemove event
function mouseMove(e) {
  g_mouseX = e.x;
  g_mouseY = e.y;

  if (g_dragging) {
     var rotationQuat = g_aball.drag([e.x, e.y]);
     var rot_mat = g_quaternions.quaternionToRotation(rotationQuat);
     g_thisRot = g_math.matrix4.mul(g_lastRot, rot_mat);
     var m = g_3dRoot.localMatrix;
     g_math.matrix4.setUpper3x3(m, g_thisRot);
     g_3dRoot.localMatrix = m;
   }

}

//Event handler for the mouseup event
function mouseUp(e) {
  g_dragging = false;
  g_spinningObject = false;
}

//Even handler for the scroll button
function scrollMe(e) {
  if (e.deltaY) {
    g_camera.eye =
        g_math.mulScalarVector((e.deltaY < 0 ? 11 : 13) / 12, g_camera.eye);
    g_viewInfo.drawContext.view = g_math.matrix4.lookAt(g_camera.eye,
                                                       g_camera.target,
                                                       [0, 1, 0]);
 }
}         

// Updates the transform info for our scene
function updateInfo() {
  if (!g_treeInfo) {
    g_treeInfo = o3djs.picking.createTransformInfo(g_3dRoot, null);
  }
  g_treeInfo.update();
}

function drawText(str) {
  // Clear to completely transparent.
  g_textCanvas.canvas.clear([0.5, 0.5, 0.5, 0.5]);

  // Reuse the global paint object
  var paint = g_paint;
  paint.color = [1, 1, 1, 1];
  paint.textSize = 12;
  paint.textTypeface = 'Comic Sans MS';
  paint.textAlign = g_o3d.CanvasPaint.LEFT;
  paint.shader = null;
  g_textCanvas.canvas.drawText(str, 10, 30, paint);

  g_textCanvas.updateTexture();
}         

/**
 * This method gets called every time O3D renders a frame.  Here's
 * where we update the cube's transform to make it spin.
 * @param {o3d.RenderEvent} renderEvent The render event object that
 * gives us the elapsed time since the last time a frame was rendered.
 */
function renderCallback(renderEvent) {
  g_fpsManager.update(renderEvent);
  g_clock += renderEvent.elapsedTime * g_timeMult;
  drawText("(" + g_mouseX  + "," + g_mouseY + ")");
  if (g_spinningObject) {

     var pickTrans = g_pickedInfo.shapeInfo.parent.transform;
     pickTrans.rotateX(0.05);
     pickTrans.rotateY(0.05);
  }
  updateInfo();
}

/**
 * Function performing the rotate action in response to a key-press.
 * Rotates the scene based on key pressed. (w ,s, a, d). Note that the
 * x,y-axis referenced here are relative to the current view of scene.
 * @param {keyPressed} The letter pressed, in lower case.
 * @param {delta} The angle by which the scene should be rotated.
 * @return true if an action was taken.
 */
function keyPressedAction(keyPressed, delta) {
  var actionTaken = false;
  switch(keyPressed) {
    case 'a':
      g_3dRoot.localMatrix =
          g_math.matrix4.mul(g_3dRoot.localMatrix,
                             g_math.matrix4.rotationY(-delta));
      actionTaken = true;
      break;
    case 'd':
      g_3dRoot.localMatrix =
          g_math.matrix4.mul(g_3dRoot.localMatrix,
                             g_math.matrix4.rotationY(delta));
      actionTaken = true;
      break;
    case 'w':
      g_3dRoot.localMatrix =
          g_math.matrix4.mul(g_3dRoot.localMatrix,
                             g_math.matrix4.rotationX(-delta));
      actionTaken = true;
      break;
    case 's':
      g_3dRoot.localMatrix =
          g_math.matrix4.mul(g_3dRoot.localMatrix,
                             g_math.matrix4.rotationX(delta));
      actionTaken = true;
      break;
  }
  return actionTaken;
}

/**
 * Callback for the keypress event.
 * Invokes the action to be performed for the key pressed.
 * @param {event} keyPress event passed to us by javascript.
 */
function keyPressedCallback(event) {
  event = event || window.event;

  // Ignore accelerator key messages.
  if (event.metaKey)
    return;

  var keyChar =String.fromCharCode(o3djs.event.getEventKeyChar(event));
  // Just in case they have capslock on.
  keyChar = keyChar.toLowerCase();

  if (keyPressedAction(keyChar, g_keyPressDelta)) {
    o3djs.event.cancel(event);
  }
}         

/**
 * Creates a phong material based on the given single color.
 * @param {Array} baseColor An array with 4 entries, the R,G,B, and A components
 *   of a color.
 * @return {Material} A phong material whose overall pigment is baseColor.
 */
function createPhongMaterial(baseColor) {
  // Create a new, empty Material object.
  var material = g_pack.createObject('Material');

  o3djs.effect.attachStandardShader(
      g_pack, material, g_lightPosition, 'phong');

  material.drawList = g_viewInfo.performanceDrawList;

  // Assign parameters to the phong material.
  material.getParam('emissive').value = [0, 0, 0, 1];
  material.getParam('ambient').value = g_math.mulScalarVector(0.1, baseColor);
  material.getParam('diffuse').value = g_math.mulScalarVector(0.9, baseColor);
  material.getParam('specular').value = [.2, .2, .2, 1];
  material.getParam('shininess').value = 20;

  return material;
}

function createShapes(material) {
  var cube = o3djs.primitives.createCube(
      g_pack,
      material,
      Math.sqrt(2));   // The length of each side of the cube.

  var sphere = o3djs.primitives.createSphere(
      g_pack,
      createPhongMaterial([1, 1, 0, 1]),
      1.0,   // Radius of the sphere.
      30,    // Number of meridians.
      20);    // Number of parallels.

  var cylinder = o3djs.primitives.createCylinder(
      g_pack,
      createPhongMaterial([0, 1, 0, 1]),
      0.5,   // Radius.
      1.5,   // Depth.
      20,    // Number of radial subdivisions.
      20);   // Number of vertical subdivisions.

  var plane = o3djs.primitives.createPlane(
      g_pack,
      createPhongMaterial([0, 0, 1, 1]),
      1,      // Width.
      1.618,  // Depth.
      3,      // Horizontal subdivisions.
      3);     // Vertical subdivisions.

  // Make a polygon to extrude for the prism.
  var polygon = [];
  var n = 10;
  for (var i = 0; i < n; ++i) {
    var theta = 2.0 * i * Math.PI / n;
    var radius = (i % 2) ? 1 : 0.382;
    polygon.push([radius * Math.cos(theta), radius * Math.sin(theta)]);
  }

  var prism = o3djs.primitives.createPrism(
      g_pack,
      createPhongMaterial([0, 1, 1, 1]),
      polygon,  // The profile polygon to be extruded.
      1);       // The depth of the extrusion.

  var disc = o3djs.primitives.createDisc(
      g_pack,
      createPhongMaterial([1, 0, 1, 1]),
      1,   // Radius.
      7,   // Divisions.
      2,   // Stacks (optional).
      0,   // Start Stack (optional).
      2);  // Stack Power (optional).

  // Add the shapes to the transforms.
  var transformTable = [
    {shape: cube, translation: [-2, 1, 0]},
    {shape: sphere, translation: [0, 1, 0]},
    {shape: cylinder, translation: [2, 1, 0]},
    {shape: plane, translation: [-2, -1, 0]},
    {shape: prism, translation: [0, -1, 0]},
    {shape: disc, translation: [2, -1, 0]}
  ];

  for (var i = 0; i < transformTable.length; i++) {
    var transform = g_pack.createObject('Transform');
    transform.addShape(transformTable[i].shape);
    transform.translate(transformTable[i].translation);
    transform.parent = g_3dRoot;
  }
}

/**
 * Creates the client area.
 */
function init() {
  o3djs.util.makeClients(initStep2);
}

/**
 * Initializes O3D.
 * @param {Array} clientElements Array of o3d object elements.
 */
function initStep2(clientElements) {
  // Initializes global variables and libraries.
  g_o3dElement = clientElements[0];
  g_client = g_o3dElement.client;
  g_o3d = g_o3dElement.o3d;
  g_math = o3djs.math;
  g_quaternions = o3djs.quaternions;

  // Initialize O3D sample libraries.
  o3djs.base.init(g_o3dElement);

  // Create a pack to manage the objects created.
  g_pack = g_client.createPack();

  //Create the arcball which is used for the rotation
  g_aball = o3djs.arcball.create(300, 300);

  //Initialise rotation matrixes
  g_lastRot = g_math.matrix4.identity();
  g_thisRot = g_math.matrix4.identity();

  // Create 2 root transforms, one for the 3d parts and 2d parts.
  // This is not strictly neccassary but it is helpful.
  g_3dRoot = g_pack.createObject('Transform');
  g_hudRoot = g_pack.createObject('Transform');

  // Create the render graph for a view.
  g_viewInfo = o3djs.rendergraph.createBasicView(
      g_pack,
      g_3dRoot,
      g_client.renderGraphRoot);

  // Set the background color to black.
  g_viewInfo.clearBuffer.clearColor = [0, 0, 0, 1];

  // Create a second view for the hud.
  g_hudViewInfo = o3djs.rendergraph.createBasicView(
       g_pack,
       g_hudRoot,
       g_client.renderGraphRoot);

  // Make sure the hud gets drawn after the 3d stuff
  g_hudViewInfo.root.priority = g_viewInfo.root.priority + 1;

  // Turn off clearing the color for the hud since that would erase the
  // 3d parts but leave clearing the depth and stencil so the HUD is
  //  unaffected by anything done by the 3d parts.
  g_hudViewInfo.clearBuffer.clearColorFlag = false;

  // Set up a perspective view
  g_viewInfo.drawContext.projection = g_math.matrix4.perspective(
      g_math.degToRad(30), // 30 degree fov.
      g_client.width / g_client.height,
      1,                  // Near plane.
      5000);              // Far plane.

  // Set up our view transformation to look towards the world origin
  // where the cube is located.
  g_viewInfo.drawContext.view = g_math.matrix4.lookAt(g_camera.eye, //eye
                                            g_camera.target,  // target
                                            [0, 1, 0]); // up

  //Set up the 2d orthographic view
  g_hudViewInfo.drawContext.projection = g_math.matrix4.orthographic(
      0 + 0.5,
      g_client.width + 0.5,
      g_client.height + 0.5,
      0 + 0.5,
      0.001,
      1000);

  g_hudViewInfo.drawContext.view = g_math.matrix4.lookAt(
      [0, 0, 1],   // eye
      [0, 0, 0],   // target
      [0, 1, 0]);  // up                                                     

  // Create an FPS manager.
  g_fpsManager = o3djs.fps.createFPSManager(g_pack,
                                            g_client.width,
                                            g_client.height,
                                            g_client.renderGraphRoot);

  // Load effect
  var cubeEffect = g_pack.createObject('Effect');
  var shaderString = 'shaders/texture.shader';
  o3djs.effect.loadEffect(cubeEffect, shaderString);

  // Create a Material for the mesh.
  var cubeMaterial = g_pack.createObject('Material');

  // Set the material's drawList.
  cubeMaterial.drawList = g_viewInfo.performanceDrawList;

  // Apply our effect to this material. The effect tells the 3D hardware
  // which shaders to use.
  cubeMaterial.effect = cubeEffect;

  // Create an O3D Param on the material for every uniform used by the
  // shader.
  cubeEffect.createUniformParameters(cubeMaterial);

  // Get the material's sampler parameter so that we can set the texture value
  // to it.

  var samplerParam = cubeMaterial.getParam('texSampler0');

  // Create a Sampler object and set the min filtering to ANISOTROPIC.  This
  // will improve the quality of the rendered texture when viewed at an angle.
  g_sampler = g_pack.createObject('Sampler');
  g_sampler.minFilter = g_o3d.Sampler.ANISOTROPIC;
  g_sampler.maxAnisotropy = 4;
  samplerParam.value = g_sampler; 

 o3djs.io.loadTexture(g_pack, 'tutorial12/image.png',
      function(texture, exception) {
        if (exception) {
          g_sampler.texture = null;
        } else {
          // Set the texture on the sampler object to the newly created texture
          // object returned by the request.
          g_sampler.texture = texture;

          // We can add shapes now that the texture is loaded
          createShapes(cubeMaterial);
        }
      });

  // Create the global paint object that's used by draw operations.
  g_paint = g_pack.createObject('CanvasPaint');

  // Creates an instance of the canvas utilities library.
  g_canvasLib = o3djs.canvas.create(g_pack, g_hudRoot, g_hudViewInfo);

  // Create a canvas that will be used to display the text.
  g_textCanvas = g_canvasLib.createXYQuad(200, 0, 0, 100, 50, true);
  // Set our render callback for animation.
  // This sets a function to be executed every time frame is rendered.
  g_client.setRenderCallback(renderCallback);

  //Set up a callback to interpret keypresses
  window.document.onkeypress = keyPressedCallback;

  //Set up mouse events
  o3djs.event.addEventListener(g_o3dElement, 'mousedown', mouseDown);
  o3djs.event.addEventListener(g_o3dElement, 'mousemove', mouseMove);
  o3djs.event.addEventListener(g_o3dElement, 'mouseup', mouseUp);
  o3djs.event.addEventListener(g_o3dElement, 'wheel', scrollMe);
}

/**
 * Removes callbacks so they aren't called after the page has unloaded.
 */
function uninit() {
  if (g_client) {
    g_client.cleanup();
  }
}
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