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diff --git a/o3d/samples/archive-textures.html b/o3d/samples/archive-textures.html new file mode 100644 index 0000000..00ca148 --- /dev/null +++ b/o3d/samples/archive-textures.html @@ -0,0 +1,297 @@ +<!-- +Copyright 2009, Google Inc. +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions are +met: + + * Redistributions of source code must retain the above copyright +notice, this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above +copyright notice, this list of conditions and the following disclaimer +in the documentation and/or other materials provided with the +distribution. + * Neither the name of Google Inc. nor the names of its +contributors may be used to endorse or promote products derived from +this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +--> + +<!-- + +In this tutorial, we show how to progressively load in textures from a tar.gz archive. +--> +<!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> +Progressive Texture Loading +</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.io'); +o3djs.require('o3djs.rendergraph'); +o3djs.require('o3djs.primitives'); +o3djs.require('o3djs.effect'); + +// 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 +var g_repeatDownload = false; // for selenium testing +var g_streamingStarted = false; +var g_fileCount = 0; +var g_textureCount = 0; + +// This is for offsetting our textures from each other as they arrive +var g_x = -200.0; +var g_y = -200.0; + +function makeShape(texture, effect) { + // Create a Material for the effect. + var myMaterial = g_pack.createObject('Material'); + + // Set the material's drawList for opaque objects. + myMaterial.drawList = g_viewInfo.performanceDrawList; + + // Apply our effect to this material. + myMaterial.effect = effect; + + // Create the parameters the effect needs on the material. + effect.createUniformParameters(myMaterial); + + // Creates a quad. + var myShape = o3djs.primitives.createPlane(g_pack, + myMaterial, + 300, // width + 300, // height + 1, // quads across + 1); // quads down + + // Get the material's sampler parameter and put a sampler on it. + var sampler_param = myMaterial.getParam('texSampler0'); + var sampler = g_pack.createObject('Sampler'); + sampler_param.value = sampler; + + // Set the texture to use. + 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 plane and set its width and height to match instead of scaling + // here. + var textureWidth = texture.width; + var textureHeight = texture.height; + 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. + + // Make a transform for each quad. + var transform = g_pack.createObject('Transform'); + + transform.translate(g_x, g_textureCount, g_y); + transform.scale(hScale, 1, vScale); + transform.addShape(myShape); + transform.parent = g_client.root; + + // Diagonally offset the next texture we load + g_x += 5.0; + g_y += 5.0; + + return myShape; +} + +/** + * Creates the client area. + */ +function init() { + o3djs.util.makeClients(initStep2); +} + +/** + * Spawns a raw-data request, creating a textured quad for each true + * in the downloaded archive_textures.tar.gz file. + * @param {Object} effect O3D effect object for created quads. + */ +function createArchiveRequest(effect) { + // Start a request for loading the tar.gz archive containing a bunch of + // image files. We'll then make textures from each one... + var loadInfo = o3djs.io.loadArchiveAdvanced( + g_pack, + './assets/archive_textures.o3dtgz', + onFileAvailable, + function(request, exception) { + // We are finished with the request so remove it. + g_pack.removeObject(request); + + // Check for errors. + if (!exception) { + // When run in selenium this sample will continuously spawn a data + // request so that it can verify that a page refresh during a + // download does not crash or hang the browser. + if (g_repeatDownload) { + createArchiveRequest(effect); + } + g_finished = true; + } else { + alert('Failed to load archive!\n' + exception); + } + }); + + // This is called for each file in the archive as it arrives + function onFileAvailable(rawData) { + g_streamingStarted = true; + + // Create a texture from the RawData object that was just made available. + var texture = g_pack.createTextureFromRawData(rawData, true); + + // Free the raw data object immediately since we're done with it. + // If we don't call this the RawData will stay around so we can use it + // later. For this app we won't need it later so we discard it now. + rawData.discard(); + + // Verify that the texture was created correctly and count it if so... + if (texture) g_textureCount++; // for selenium testing + + // Display progress information. + var n = loadInfo.getTotalBytesDownloaded(); + var streamLength = loadInfo.getTotalKnownBytesToStreamSoFar(); + + var progressInfo = n + ' bytes of ' + streamLength; + var fileInfo = 'file name = ' + rawData.uri + + ' :: length = ' + rawData.length + ' bytes'; + + var info = document.getElementById('info'); + + var textureInfo = 'texture = ' + texture.width + 'x' + texture.height; + + // If the page is reloaded before all of the textures have been created, + // IE will still invoke this call-back (even after the 'info' element has + // been removed). + if (info) { + info.innerHTML = info.innerHTML + progressInfo + " :: " + fileInfo + + " :: " + textureInfo + "<br>"; + } + + g_fileCount++; + + if (texture) { + var shape = makeShape(texture, effect); + } + } +} + +/** + * Initializes the O3D global variables. + * @param {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; +} + +/** + * Loads the O3D effect, and loads a tar.gz archive containing a bunch of image + * files. We'll create textures from them as they come in. + */ +function startLoad() { + // Disallow streaming of the content more than once. + document.getElementById("startLoad").disabled = true; + var clearId = window.setInterval(function() { + // Wait until the page has finished loading, and the client O3D areas have + // been created. + if (!g_client) { + return; + } else { + window.clearInterval(clearId); + } + + // 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); + + // Set up an orthographic projection. + g_viewInfo.drawContext.projection = g_math.matrix4.orthographic( + -g_client.width * 0.5, + g_client.width * 0.5, + -g_client.height * 0.5, + g_client.height * 0.5, + 0.1, + 1000); + + // Move the camera above the origin looking down. + 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'); + + createArchiveRequest(effect); + }, 200); +} + +</script> +</head> +<body> +<h1>Progressive archive loading</h1> +This tutorial shows how to load textures progressively from a compressed archive. +<br><br/> + +<!-- Start of O3D plugin --> +<div id="o3d" style="width: 600px; height: 600px"></div> +<!-- End of O3D plugin --> + +<br><br/> + +<!-- This div is for logging the progress of the progressive loading --> +<div> +<input type="button" id="startLoad" value="Start Loading" onclick="startLoad()" /> +</div> +<div id="info"> + <h1>File Loading Progress</h1> +</div> + + +</body> +</html> |