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<!--
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<!--
2D in O3D.
2d is easy in o3d.
Things to notice:
*) Pixel perfect alignment with the screen.
The client area is 800x600 pixels. google-square.png is 200x200 pixels.
There is a 1 pixel border in the google-square.png texture. Notice they line
up exactly with each other and to the edge of the client area.
*) Screen Top Left = 0,0 vs Center = 0,0
This demo is set so the client area's top left corner is 0,0.
If you want the center to be 0,0 just call setScreenOriginToCenter.
You will have to adjust the math below to match.
*) Image Top left = 0,0 vs Center = 0,0
The g_googleSquares are all loaded with their origin set to the top left
so you can see they rotate around the top left and are positioned from
the top left
The g_squares and the g_things are loaded with their origin set to the center
so you can see they rotate and scale around their centers.
*) 2d rotation, scale, fading, color changing
transform.rotateZ rotates in 2d.
transform.scale(x, y, 1) scales in 2d.
image.setColor(1, 1, 1, ?) fades out.
image.setColor(?, ?, ?, 1) sets the color multiplier
*) Setting draw order by setting Z. negative z is more behind.
the g_googleSquares have a Z of -2 so they are the furthest back.
the g_squares have Z of -1 so they are in the middle
the g_things have a Z of 0 so they are in the front.
The Z range is -0.998 to 999
That is because the camera is sitting at -1 Z and has the range set
in the projection matrix from 0.001 to 1000
*) Things to be aware of.
Because we are doing 2d, draw order matters but you can only choose
the order by setting the Z value. If you don't set the Z values correctly
you will see issues. For example if 2 images are at the same Z and draw
so that they overlap there is no guarntee which one will get drawn first.
Note: Right now I think it is which ever one happens to be in the transform
graph first. Maybe we should enforce this and then you can use insertBefore,
insertAfter to change the order instead of setting Z.
-->
<!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>
2D in O3D.
</title>
<!-- Include sample javascript library functions-->
<script type="text/javascript" src="o3djs/base.js"></script>
<!-- Our javascript code -->
<script type="text/javascript" id="o3dscript">
o3djs.require('o3djs.util');
o3djs.require('o3djs.math');
o3djs.require('o3djs.rendergraph');
o3djs.require('o3djs.primitives');
o3djs.require('o3djs.material');
o3djs.require('o3djs.loader');
// global variables
var g_coordWidth = 800; // The number of units across our area
var g_coordHeight = 600; // The number of units down our area
var g_tileWidth = 64;
var g_tileHeight = 64;
var g_pillarWidth = 128;
var g_pillarHeight = 256;
var g_playerWidth = 183;
var g_playerHeight = 198;
var g_tilesAcross = Math.floor((g_coordWidth + g_tileWidth - 1) /
g_tileWidth) + 1;
var g_tilesDown = Math.floor((g_coordHeight + g_tileHeight - 1) /
g_tileHeight) + 1;
var g_pixelsAcrossMap = g_tilesAcross * 64;
var g_pixelsAcrossPillarMap = (Math.floor((g_coordWidth + g_pillarWidth - 1) /
g_pillarWidth) + 1) * g_pillarWidth;
var g_o3d;
var g_math;
var g_client;
var g_viewInfo;
var g_pack;
var g_planeShape;
var g_textures = [];
var g_textureUrls = [
'assets/purple-flower.png', // 0
'assets/orange-flower.png', // 1
'assets/egg.png', // 2
'assets/google-square.png', // 3
'assets/square.png', // 4
'assets/texture_b3.jpg', // 5
'assets/pillar.png', // 6
'assets/block.png', // 7
'assets/android.png' // 8
];
var g_googleSquares = [];
var g_squares = [];
var g_things = [];
var g_tiles = [];
var g_pillars = [];
var g_pillarScale = [];
var g_player;
var g_map = [
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1],
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[ 0, 0, 0, 1, 1, 0, 0, 0, 1, 1, 1, 1, 0, 0],
[ 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0],
[ 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0],
[ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
];
var g_randSeed = 0;
/**
* Creates the client area.
*/
function init() {
// These are here so they are visible to both the browser (so selenium sees
// them) and V8.
window.g_clock = 0;
window.g_timeMult = 1;
window.g_finished = false; // for selenium testing
// Comment out the line below to run the sample in the browser JavaScript
// engine. This may be helpful for debugging.
o3djs.util.setMainEngine(o3djs.util.Engine.V8);
o3djs.util.makeClients(initStep2);
}
/**
* Sets the origin of the screen to the top left. Assumes the area is 800 pixels
* by 600 pixels.
*
* We have to pick some representation. If we have an image that's 800x600 and
* we want to display it pixel perfect in an 800x600 area then we set the values
* below to 800x600. If instead we were to set them to the width and height of
* the area and say our area was 400x300 it will still be pixel perfect (1 to 1
* pixels) which would meaning only the top left 400x300 pixels of our 800x600
* image would show up.
*
* Doing it this way, we get pixel perfect at 800x600 and if we change the size
* of the area, say to 400x300 to 640x480 or any other 4:3 ratio, our program
* will still work as expected. It won't be 1x1 pixels but it will put things
* where we want them within our scaled area. If our area is not 4:3 our image
* will get a little stretched into the new aspect ratio but generally that's
* still better than having some of our app not appear.
*
* The other option is to always set the values below to the width and height of
* our area and then make all the code that positions things calculate where to
* put things and how to scale them to fit which is a lot more work though may
* be appropriate depending on the application.
*/
function setScreenOriginToTopLeft() {
g_viewInfo.drawContext.projection = g_math.matrix4.orthographic(
0 + 0.5,
g_coordWidth + 0.5,
g_coordHeight + 0.5,
0 + 0.5,
0.001,
1000);
g_viewInfo.drawContext.view = g_math.matrix4.lookAt(
[0, 0, 1], // eye
[0, 0, 0], // target
[0, 1, 0]); // up
}
/**
* Sets the origin of the screen to the center. Assumes the area is 800 pixels
* by 600 pixels. See setScreenOriginToTopLeft.
*/
function setScreenOriginToCenter() {
g_viewInfo.drawContext.projection = g_math.matrix4.orthographic(
-g_coordWidth * 0.5 + 0.5,
g_coordWidth * 0.5 + 0.5,
g_coordHeight * 0.5 + 0.5,
-g_coordHeight * 0.5 + 0.5,
0.001,
1000);
g_viewInfo.drawContext.view = g_math.matrix4.lookAt(
[0, 0, 1], // eye
[0, 0, 0], // target
[0, 1, 0]); // up
}
/**
* 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;
// Set window.g_client as well. Otherwise when the sample runs in V8, selenium
// won't be able to find this variable (it can only see the browser
// environment).
window.g_client = g_client = o3dElement.client;
// Creates a pack to manage our resources/assets
g_pack = g_client.createPack();
g_viewInfo = o3djs.rendergraph.createBasicView(
g_pack,
g_client.root,
g_client.renderGraphRoot);
// Set the background color to blue.
g_viewInfo.clearBuffer.clearColor = [0.1, 0.1, 1, 1];
// Set culling to none so we can flip images using rotation or negative scale.
g_viewInfo.zOrderedState.getStateParam('CullMode').value =
g_o3d.State.CULL_NONE;
g_viewInfo.zOrderedState.getStateParam('ZWriteEnable').value = false;
// Create an orthographic matrix for 2d stuff.
setScreenOriginToTopLeft();
//setScreenOriginToCenter();
// Load an effect file and create an effect and material with it.
var material = o3djs.material.createMaterialFromFile(
g_pack,
'shaders/texture-colormult.shader',
g_viewInfo.zOrderedDrawList);
// Set the material params which act as the default. We'll override these with
// params on transforms.
material.getParam('colorMult').value = [1, 1, 1, 1];
// Create a 2d plane. 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,
material,
1,
1,
1,
1,
[[1, 0, 0, 0],
[0, 0, 1, 0],
[0,-1, 0, 0],
[0, 0, 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 {!o3djs.loader.Loader} loader The loader to load with.
* @param {string} 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() {
for (var ii = 0; ii < 12; ++ii) {
g_googleSquares[ii] = new Image(g_textures[3], true);
g_squares[ii] = new Image(g_textures[4], false);
g_things[ii] = new Image(g_textures[ii % 3], false);
g_pillars[ii] = new Image(g_textures[6], true);
g_pillarScale[ii] = g_math.pseudoRandom() * 1.5 + 0.5;
}
for (var yy = 0; yy < g_tilesDown; ++yy) {
g_tiles[yy] = [];
for (var xx = 0; xx < g_tilesAcross; ++xx) {
if (g_map[yy][xx]) {
g_tiles[yy][xx] = new Image(g_textures[7], true);
}
}
}
g_player = new Image(g_textures[8], true);
// Setup an onrender callback for animation.
g_client.setRenderCallback(onrender);
window.g_finished = true; // for selenium testing.
}
/**
* Called every frame.
* @param {!o3d.RenderEvent} renderEvent Rendering Information.
*/
function onrender(renderEvent) {
var elapsedTime = renderEvent.elapsedTime;
// Update g_clock in the browser and cache a V8 copy that can be accesse
// efficiently. g_clock must be in the browser for selenium.
var clock = window.g_clock + elapsedTime * window.g_timeMult;
window.g_clock = clock;
var duration = 4;
var parts = 4;
var fadeTime = 1;
var partOffset = duration - fadeTime;
var cycle = duration * parts - parts;
var computeFade = function(fadeClock) {
var fade = 1;
if (fadeClock < fadeTime) {
fade = fadeClock / fadeTime;
} else if (fadeClock > duration - fadeTime) {
fade = Math.max(duration - fadeClock, 0) / fadeTime;
}
return fade;
};
// Position, fade and rotate the google squares and flowers, eggs.
for (var yy = 0; yy < 3; ++yy) {
for (var xx = 0; xx < 4; ++xx) {
var index = yy * 4 + xx;
var newIndex = (index + Math.floor(clock * 0.5)) % 12
var offset = (newIndex == 0) ? (clock * 0.5 % 1) : 0;
// compute the amount to fade the google squares.
var fade = computeFade((clock + partOffset * 0) % cycle);
// position and rotate the google squares.
var image = g_googleSquares[newIndex];
image.transform.identity();
image.transform.translate(xx * 200, yy * 200, -2);
image.transform.rotateZ(Math.PI * 2 * offset);
image.setColor(Math.sin(index + clock * 2.2) * 0.2 + 0.6,
Math.sin(index + clock * 3.3) * 0.2 + 0.6,
Math.sin(index + clock * 4.4) * 0.2 + 0.6,
fade);
// compute the amount to fade the squares.
fade = computeFade((clock + partOffset * 1) % cycle);
// position and rotate the squares.
var image = g_squares[index];
image.setColor(1, 1, 1,
fade * (Math.sin(index + clock) * 0.5 + 0.5));
image.transform.identity();
image.transform.translate(xx * 200 + 100, yy * 200 + 100, -1);
image.transform.rotateZ(Math.PI * 2 * offset);
image.transform.scale(1, Math.sin(clock * 2+ index), 1);
// compute the amount to fade the things.
fade = computeFade((clock + partOffset * 2) % cycle);
// position, rotate and scale the things.
var image = g_things[index];
var nx = newIndex % 4;
var ny = Math.floor(newIndex / 4);
offset = clock * 0.5 % 1;
image.transform.identity();
image.transform.translate(nx * 300 - 200 + offset * 300,
ny * 200 + 100 +
Math.sin(clock * 4 + index * 2) * 50,
0);
image.transform.rotateZ((0.1 + index * 0.1) * clock);
var scale = Math.sin(index + clock) * 1.0 + 1.7;
image.transform.scale(scale, scale, 1);
image.setColor(1, 1, 1, fade);
}
}
// Position and fade the 2d tile based game.
{
// This is NOT the best way to a 2d platformer but it does at least show
// displaying the graphics of one.
// compute the amount to fade the tiles and pillars.
var fade = computeFade((clock + partOffset * 3) % cycle);
// position the pillars
for (var xx = 0; xx < 12; ++xx) {
var image = g_pillars[xx];
image.setColor(1, 1 , 1, fade);
image.transform.identity();
var xOffset =
(g_pixelsAcrossPillarMap - g_pillarWidth * 2) -
((((xx + clock * 0.3) * 238) + g_pillarWidth) %
g_pixelsAcrossPillarMap - g_pillarWidth);
image.transform.translate(xOffset, 600 - 256 * g_pillarScale[xx],
-6);
image.transform.scale(1, g_pillarScale[xx], 1);
}
// position the tiles.
for (var yy = 0; yy < g_tilesDown; ++yy) {
for (var xx = 0; xx < g_tilesAcross; ++xx) {
if (g_map[yy][xx]) {
var image = g_tiles[yy][xx];
image.setColor(1, 1, 1, fade);
image.transform.identity();
var xOffset =
(g_pixelsAcrossMap - g_tileWidth * 2) -
((((xx + clock * 2) * g_tileWidth) + g_tileWidth) %
g_pixelsAcrossMap - g_tileWidth);
image.transform.translate(xOffset, yy * g_tileHeight, -5);
}
}
}
{
// position the player.
g_player.setColor(1, 1, 1, fade);
var xOffset =
(g_pixelsAcrossMap - g_tileWidth * 2) -
(((((4.0 + clock * 2) * g_tileWidth) + g_tileWidth) %
g_pixelsAcrossMap + g_tileWidth) - g_tileWidth);
g_player.transform.identity();
g_player.transform.translate(xOffset,
5 * g_tileHeight - g_playerHeight -
Math.abs(Math.sin(clock * 5)) * 100,
-4);
}
}
}
/**
* 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 it's
* 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_client.root;
// 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 onload="init()" onunload="unload()">
<h1>2D In O3D</h1>
Doing 2D in O3D.
<br/>
<!-- Start of O3D plugin -->
<div id="o3d" style="width: 800px; height: 600px;"></div>
<!-- End of O3D plugin -->
</body>
</html>
|