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diff --git a/o3d/samples/hud-2d-overlay.html b/o3d/samples/hud-2d-overlay.html new file mode 100644 index 0000000..49c114b --- /dev/null +++ b/o3d/samples/hud-2d-overlay.html @@ -0,0 +1,503 @@ +<!-- +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. +--> + +<!-- +HUD 2D Overlay. + +This example shows implementing a HUD or 2d Overlay +--> +<!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> +HUD 2D Overlay. +</title> +<!-- Include sample javascript library functions--> +<script type="text/javascript" src="o3djs/base.js"></script> + +<!-- Our javascript code --> +<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.loader'); + +// Events +// init() once the page has finished loading. +// unload() when the page is unloaded. +window.onload = init; +window.onunload= unload; + +// global variables +var g_o3d; +var g_math; +var g_client; +var g_3dRoot; +var g_hudRoot; +var g_viewInfo; +var g_hudViewInfo; +var g_pack; +var g_clock = 0; +var g_timeMult = 1; +var g_finished = false; // for selenium testing +var g_cameraRadius = 35; +var g_cameraSpeed = 0.3; +var g_gaugeWidth = 145; +var g_gaugeHeight = 16; +var g_planeShape; +var g_groundShape; +var g_cubeShape; +var g_materialUrls = [ + 'shaders/texture-colormult.shader', // 0 + 'shaders/phong-with-colormult.shader' // 1 +]; +var g_materials = []; +var g_textures = []; +var g_textureUrls = [ + 'assets/purple-flower.png', // 0 + 'assets/orange-flower.png', // 1 + 'assets/egg.png', // 2 + 'assets/gaugeback.png', // 3 + 'assets/gauge.png', // 4 + 'assets/iconback.png', // 5 + 'assets/radar.png', // 6 + 'assets/one-pixel-white.tga' // 7 +]; +var g_radar; +var g_radarNeedle; +var g_gaugeBack; +var g_gauges = []; +var g_gaugeFrames = []; +var g_iconBacks = []; +var g_icons = []; +var g_selectedIndex = 0; +var g_randSeed = 0; + +/** + * Returns a deterministic pseudorandom number bewteen 0 and 1 + * @return {number} a random number between 0 and 1 + */ +function pseudoRandom() { + var range = Math.pow(2, 32); + + return (g_randSeed = (134775813 * g_randSeed + 1) % range) / range; +} + +/** + * Creates the client area. + */ +function init() { + o3djs.util.makeClients(initStep2); +} + +/** + * Initializes O3D and creates one shape. + * @param {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; + g_client = o3dElement.client; + + // Creates a pack to manage our resources/assets + g_pack = g_client.createPack(); + + // Create 2 root transforms, one for the 3d parts, one for the 2d parts. + // This is not strictly neccassary but it is helpful for organization. + g_3dRoot = g_pack.createObject('Transform'); + g_hudRoot = g_pack.createObject('Transform'); + + g_viewInfo = o3djs.rendergraph.createBasicView( + g_pack, + g_3dRoot, + g_client.renderGraphRoot); + + // Create a second view for the hud. There are other ways to do this but + // this is the easiest. + 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 culling to none so we can flip images using rotation or negative scale. + g_hudViewInfo.zOrderedState.getStateParam('CullMode').value = + g_o3d.State.CULL_NONE; + g_hudViewInfo.zOrderedState.getStateParam('ZWriteEnable').value = false; + + // Create an orthographic matrix for 2d stuff in the HUD. + // We assume the area is 800 pixels by 600 pixels and therefore we can + // position things using a 0-799, 0-599 coordinate system. If we change the + // size of the client area everything will get scaled to fix but we don't + // have to change any of our code. See 2d.html + g_hudViewInfo.drawContext.projection = g_math.matrix4.orthographic( + 0 + 0.5, + 800 + 0.5, + 600 + 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 + + g_viewInfo.drawContext.projection = g_math.matrix4.perspective( + g_math.degToRad(30), // 30 degree fov. + g_client.width / g_client.height, + 0.1, // Near plane. + 5000); // Far plane. + + for (var ii = 0; ii < g_materialUrls.length; ++ii) { + var effect = g_pack.createObject('Effect'); + o3djs.effect.loadEffect(effect, g_materialUrls[ii]); + + // Create a Material for the effect. + var material = g_pack.createObject('Material'); + + // Apply our effect to this material. + material.effect = effect; + + // Create the params the effect needs on the material. + effect.createUniformParameters(material); + + // Set the default params. We'll override these with params on transforms. + material.getParam('colorMult').value = [1, 1, 1, 1]; + + g_materials[ii] = material; + } + + // Set the materials' drawLists + g_materials[0].drawList = g_hudViewInfo.zOrderedDrawList; + g_materials[1].drawList = g_viewInfo.performanceDrawList; + + g_materials[1].getParam('lightWorldPos').value = [500, 1000, 0]; + g_materials[1].getParam('lightIntensity').value = [1, 1, 1, 1]; + g_materials[1].getParam('ambientIntensity').value = [0.1, 0.1, 0.1, 1]; + g_materials[1].getParam('ambient').value = [1, 1, 1, 1]; + g_materials[1].getParam('diffuse').value = [1, 1, 1, 1]; + g_materials[1].getParam('specular').value = [0.5, 0.5, 0.5, 1]; + g_materials[1].getParam('shininess').value = 20; + + // Create a 2d plane for images. createPlane makes an XZ plane by default + // so we pass in matrix to rotate it to an XY plane. We could do + // all our manipluations in XZ but most people seem to like XY for 2D. + g_planeShape = o3djs.primitives.createPlane( + g_pack, + g_materials[0], + 1, + 1, + 1, + 1, + [[1, 0, 0, 0], + [0, 0, 1, 0], + [0,-1, 0, 0], + [0, 0, 0, 1]]); + + // Create a ground plane + g_groundShape = o3djs.primitives.createPlane( + g_pack, + g_materials[1], + 30, + 30, + 10, + 10); + + // Create a cube with its origin at the bottom center. + g_cubeShape = o3djs.primitives.createCube( + g_pack, + g_materials[1], + 1, + [[0.9, 0, 0, 0], + [0, 1, 0, 0], + [0, 0, 0.9, 0], + [0, 0.5, 0, 1]]); + + // Load all the textures. + var loader = o3djs.loader.createLoader(initStep3); + for (var ii = 0; ii < g_textureUrls.length; ++ii) { + loadTexture(loader, g_textureUrls[ii], ii); + } + loader.finish(); +} + +/** + * Loads a texture and saves it in the g_textures array. + * @param {Object} loader The loader to load with. + * @param {stinrg} url of texture to load + * @param {number} index Index to put texture in g_textures + */ +function loadTexture(loader, url, index) { + loader.loadTexture(g_pack, url, function(texture, exception) { + if (exception) { + alert(exception); + } else { + g_textures[index] = texture; + } + }); +} + +/** + * Now that the textures are loaded continue. + */ +function initStep3() { + // Setup the hud images. + g_radar = new Image(g_textures[6], true); + g_radar.transform.translate(3, 1, -2); + + g_radarNeedle = new Image(g_textures[7], false); + g_radarNeedle.scaleTransform.translate(0, 0.5, 0); + + g_gaugeBack = new Image(g_textures[3], true); + g_gaugeBack.transform.translate(201, 17, -2); + + for (var ii = 0; ii < 3; ++ii) { + g_gaugeFrames[ii] = new Image(g_textures[4], true); + g_gaugeFrames[ii].transform.translate(220, 39 + ii * 21, -2); + + g_gauges[ii] = new Image(g_textures[7], true); + g_gauges[ii].setColor((ii == 0) ? 1 : 0, + (ii == 1) ? 1 : 0, + (ii == 2) ? 1 : 0, + 1); + + g_iconBacks[ii] = new Image(g_textures[5], true); + g_iconBacks[ii].transform.translate(634, 17 + ii * 140, -2); + + // Make the icons' origin their center so we can easily rotate/scale them. + g_icons[ii] = new Image(g_textures[ii], false); + } + + resetIcons(); + + // make the ground plane. + var transform = g_pack.createObject('Transform'); + transform.addShape(g_groundShape); + transform.parent = g_3dRoot; + transform.createParam('colorMult', 'ParamFloat4').value = + [166 / 255, 124 / 255, 82 / 255, 1]; + + // Make a random city with 25 blocks. + for (var bz = -2; bz <= 2; ++bz) { + for (var bx = -2; bx <= 2; ++bx) { + for (var xx = 0; xx < 4; ++xx) { + createBuilding(bx * 5 + 1 + xx - 1.5, bz * 5 + 1 - 1.5); + createBuilding(bx * 5 + 1 + xx - 1.5, bz * 5 + 4 - 1.5); + } + for (var zz = 1; zz < 3; ++zz) { + createBuilding(bx * 5 + 1 - 1.5, bz * 5 + 1 + zz - 1.5); + createBuilding(bx * 5 + 4 - 1.5, bz * 5 + 1 + zz - 1.5); + } + } + } + + // Setup an onrender callback for animation. + g_client.setRenderCallback(onrender); + + g_finished = true; // for selenium testing. +} + +/** + * Creates a building. + * @param {number} x X coordinate to create building at + * @param {number} z Y coordinate to create building at + */ +function createBuilding(x, z) { + var transform = g_pack.createObject('Transform'); + transform.addShape(g_cubeShape); + transform.parent = g_3dRoot; + transform.translate(x, 0, z); + transform.scale(1, pseudoRandom() * 3 + 1, 1); + transform.createParam('colorMult', 'ParamFloat4').value = [ + pseudoRandom() * 0.6 + 0.4, + pseudoRandom() * 0.6 + 0.4, + pseudoRandom() * 0.6 + 0.4, + 1]; +} + +/** + * Resets the orientation of the icons. + */ +function resetIcons() { + for (var ii = 0; ii < g_icons.length; ++ii) { + g_icons[ii].transform.identity(); + g_icons[ii].transform.translate(634 + 6 + 64, 17 + ii * 140 + 5 + 64, -1); + g_icons[ii].transform.scale(0.8, 0.8, 0); + } +} + +/** + * Called every frame. + * @param {!o3d.RenderEvent} renderEvent Rendering Information. + */ +function onrender(renderEvent) { + var elapsedTime = renderEvent.elapsedTime; + g_clock += elapsedTime * g_timeMult; + + g_selectedIndex = Math.floor(g_clock / 3) % 3; + + // Fly the camera around the city. + var eye = [ + Math.sin(g_clock * g_cameraSpeed) * g_cameraRadius, + 10, + Math.cos(g_clock * g_cameraSpeed) * g_cameraRadius]; + + g_viewInfo.drawContext.view = g_math.matrix4.lookAt( + eye, + [0, 0, 0], // target + [0, 1, 0]); // up + + // Rotate/Scale the selected icon. + var icon = g_icons[g_selectedIndex]; + icon.transform.identity(); + icon.transform.translate( + 634 + 6 + 64, 17 + g_selectedIndex * 140 + 5 + 64, -1); + icon.transform.rotateZ(g_clock * -1); + var scale = Math.sin(g_clock * 15) * 0.1 + 0.7; + icon.transform.scale(scale, scale, 1); + + // Adjust the gauges + for (var ii = 0; ii < 3; ++ii) { + var gauge = g_gauges[ii]; + gauge.transform.identity(); + gauge.transform.translate(220 + 1, 39 + ii * 21 + 1, -1); + switch (ii) { + case 0: + gauge.transform.scale((Math.sin(g_clock) * 0.5 + 0.5) * g_gaugeWidth, + g_gaugeHeight, + 1); + break; + case 1: + gauge.transform.scale((Math.cos(g_clock) * 0.5 + 0.5) * g_gaugeWidth, + g_gaugeHeight, + 1); + break; + case 2: + gauge.transform.scale( + (Math.cos(g_clock * 3.2) * 0.2 + 0.6) * g_gaugeWidth, + g_gaugeHeight, + 1); + break; + } + } + + // Rotate the radar + g_radarNeedle.transform.identity(); + g_radarNeedle.transform.translate(93, 89, 0); + g_radarNeedle.transform.rotateZ(g_clock * 3); + g_radarNeedle.transform.scale(1, 80, 1); +} + +/** + * Creates an Image object which is a transform and a child scaleTransform + * scaled to match the texture + * + * @constructor + * @param {!o3d.Texture} texture The texture + * @param {boolean} opt_topLeft If true the origin of the image will be its + * topleft corner, the default is the center of the image. + */ +function Image(texture, opt_topLeft) { + // create a transform for positioning + this.transform = g_pack.createObject('Transform'); + this.transform.parent = g_hudRoot; + + // create a transform for scaling to the size of the image just so + // we don't have to manage that manually in the transform above. + this.scaleTransform = g_pack.createObject('Transform'); + this.scaleTransform.parent = this.transform; + + // setup the sampler for the texture + this.sampler = g_pack.createObject('Sampler'); + this.sampler.addressModeU = g_o3d.Sampler.CLAMP; + this.sampler.addressModeV = g_o3d.Sampler.CLAMP; + this.paramSampler = this.scaleTransform.createParam('texSampler0', + 'ParamSampler'); + this.paramSampler.value = this.sampler; + + // Setup our UV offsets and color multiplier + this.paramColorMult = this.scaleTransform.createParam('colorMult', + 'ParamFloat4'); + + this.setColor(1, 1, 1, 1); + + this.sampler.texture = texture; + this.scaleTransform.addShape(g_planeShape); + if (opt_topLeft) { + this.scaleTransform.translate(texture.width / 2, texture.height / 2, 0); + } + this.scaleTransform.scale(texture.width, -texture.height, 1); +} + +/** + * Sets the color multiplier for the image. + * @param {number} r Red component. + * @param {number} g Green component. + * @param {number} b Blue component. + * @param {number} a Alpha component. + */ +Image.prototype.setColor = function(r, g, b, a) { + this.paramColorMult.set(r, g, b, a); +}; + +/** + * Remove any callbacks so they don't get called after the page has unloaded. + */ +function unload() { + if (g_client) { + g_client.cleanup(); + } +} +</script> +</head> +<body> +<h1>HUD 2D Overlay</h1> +HUD = Heads Up Display. +<br/> +<!-- Start of O3D plugin --> +<div id="o3d" style="width: 800px; height: 600px;"></div> +<!-- End of O3D plugin --> +</body> +</html> |