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<!--
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
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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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" id="o3dscript">
o3djs.require('o3djs.util');
o3djs.require('o3djs.math');
o3djs.require('o3djs.io');
o3djs.require('o3djs.rendergraph');
o3djs.require('o3djs.primitives');
o3djs.require('o3djs.material');
o3djs.require('o3djs.texture');
// 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) {
// Create a material.
var myMaterial = o3djs.material.createMaterialFromFile(
g_pack,
'shaders/texture-only.shader',
g_viewInfo.performanceDrawList);
// 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, get the sampler on it and set its
// texture.
var sampler_param = myMaterial.getParam('texSampler0');
var sampler = sampler_param.value;
// 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.
*/
function createArchiveRequest() {
// 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();
}
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 = o3djs.texture.createTextureFromRawData(g_pack, 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);
}
}
}
/**
* 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
createArchiveRequest();
}, 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>
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