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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
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-->
<!--
Full-Screen Mode Example
In this tutorial, we load and display a scene in O3D.
-->
<!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>
Full-Screen Mode Example
</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.camera');
o3djs.require('o3djs.pack');
o3djs.require('o3djs.scene');
o3djs.require('o3djs.primitives');
// Events
// init() once the page has finished loading.
window.onload = init;
window.onunload = uninit;
// global variables
var g_o3d;
var g_math;
var g_client;
var g_viewInfo;
var g_pack;
var g_finished = false; // for selenium testing
var g_teapotRoot;
var g_orthoRoot;
var g_bannerTexture;
var g_o3dElement;
/**
* Creates the polygon and texture that will display the fullscreen banner, and
* makes a clickable region to match that will trigger the transition.
* @param {!number} clientHeight the height of the plugin region in pixels.
* @param {!o3djs.rendergraph.viewInfo} viewInfo the view corresponding to the
* orthographic projection on which we'll be displaying the banner.
*/
function createBannerSurfaceAndClickableRegion(clientHeight, viewInfo) {
// Create a material.
var material = o3djs.material.createMaterialFromFile(
g_pack,
'shaders/texture-only.shader',
viewInfo.zOrderedDrawList);
// 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 manipulations in XZ but most people seem to like XY for 2D.
var 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 our banner.
var url = o3djs.util.getCurrentURI() + 'assets/fullscreen.png';
o3djs.io.loadTexture(g_pack, url, function(texture, exception) {
if (exception) {
alert(exception);
} else {
var sampler = g_pack.createObject('Sampler');
sampler.addressModeU = g_o3d.Sampler.CLAMP;
sampler.addressModeV = g_o3d.Sampler.CLAMP;
var paramSampler = g_orthoRoot.createParam('texSampler0', 'ParamSampler');
paramSampler.value = sampler;
g_bannerTexture = sampler.texture = texture;
g_orthoRoot.addShape(planeShape);
// Convert to a top-left-corner-based coordinate system from the
// center-based default.
g_orthoRoot.translate(texture.width / 2, texture.height / 2, 0);
// Place the banner 10 pixels in from the bottom-left corner.
g_orthoRoot.translate(10, clientHeight - texture.height - 10, 0);
// Adjust the scale such that the above adjustment is in pixels; we could
// alternatively make the order work out by doing the scaling and
// transformation in separate transforms, with the translation in the
// parent and the scaling in the child.
g_orthoRoot.scale(texture.width, -texture.height, 1);
o3djs.event.addEventListener(g_o3dElement, 'resize', handleResizeEvent);
updateBanner();
}
g_finished = true; // for selenium testing.
});
}
/**
* Creates an orthographic projection view that will overlay the main display,
* and places on it the fullscreen banner. Also creates the corresponding
* clickable region that triggers the fullscreen transition.
* @param {!number} width the width of the plugin region.
* @param {!number} height the height of the plugin region.
* @param {!o3djs.rendergraph.viewInfo} viewInfo the view corresponding to the
* orthographic projection on which we'll be displaying the banner.
*/
function setupBanner(width, height, viewInfo) {
g_orthoRoot = g_pack.createObject('Transform');
// Create a view for the orthographic display of the fullscreen banner.
var orthoViewInfo = o3djs.rendergraph.createBasicView(
g_pack,
g_orthoRoot,
g_client.renderGraphRoot);
// Make sure the orthographic view gets drawn after the 3d stuff
orthoViewInfo.root.priority = g_viewInfo.root.priority + 1;
// Turn off clearing the color for the orthographic view, since that would
// erase the 3d parts. Leave clearing the depth and stencil, so it's
// unaffected by anything done by the 3d parts.
orthoViewInfo.clearBuffer.clearColorFlag = false;
// Set culling to none so we can flip images using rotation or negative scale.
orthoViewInfo.zOrderedState.getStateParam('CullMode').value =
g_o3d.State.CULL_NONE;
orthoViewInfo.zOrderedState.getStateParam('ZWriteEnable').value = false;
// Create an orthographic matrix for the banner.
// The area we're using for display is width by height pixels.
// If we change the size of the client area after setup, everything will get
// scaled to match, but we don't have to change any of our code.
orthoViewInfo.drawContext.projection = g_math.matrix4.orthographic(
0 + 0.5,
width + 0.5,
height + 0.5,
0 + 0.5,
0.001,
1000);
orthoViewInfo.drawContext.view = g_math.matrix4.lookAt(
[0, 0, 1], // eye
[0, 0, 0], // target
[0, 1, 0]); // up
createBannerSurfaceAndClickableRegion(g_client.height, orthoViewInfo);
}
/**
* Sets up the view and protection matrices, given a transform holding camera
* parameters.
* @param {!o3d.Transform} camera Transform with camera information on it.
*/
function setupCamera(camera) {
// Get a CameraInfo (an object with a view and projection matrix)
// using our javascript library function
var cameraInfo = o3djs.camera.getViewAndProjectionFromCameras(
camera,
g_client.width,
g_client.height);
// Copy the view and projection to the draw context.
g_viewInfo.drawContext.view = cameraInfo.view;
g_viewInfo.drawContext.projection = cameraInfo.projection;
}
/**
* Loads a scene into the transform graph.
* @param {!o3d.Pack} pack Pack to load scene into.
* @param {string} fileName filename of the scene.
* @param {!o3d.Transform} parent parent node in the transform graph to
* which to load the scene into.
*/
function loadScene(pack, fileName, parent) {
// Get our full path to the scene
var scenePath = o3djs.util.getCurrentURI() + fileName;
// Load the file given the full path, and call the callback function
// when its done loading.
o3djs.scene.loadScene(g_client, pack, parent, scenePath, callback);
/**
* Our callback is called once the scene has been loaded into memory
* from the web or locally.
* @param {!o3d.Pack} pack The pack that was passed in above.
* @param {!o3d.Transform} parent The parent that was passed in above.
* @param {*} exception null if loading succeeded.
*/
function callback(pack, parent, exception) {
if (exception) {
alert('Could not load: ' + fileName + '\n' + exception);
return;
}
setupCamera(parent);
// Generate draw elements and setup material draw lists.
o3djs.pack.preparePack(pack, g_viewInfo);
setupBanner(g_client.width, g_client.height, g_viewInfo);
}
}
/**
* Creates the client area.
*/
function init() {
o3djs.util.makeClients(initStep2);
}
/**
* Initializes O3D and loads the scene into the transform graph.
* @param {Array} clientElements Array of o3d object elements.
*/
function initStep2(clientElements) {
// Initializes global variables and libraries.
g_o3dElement = clientElements[0];
g_o3d = g_o3dElement.o3d;
g_math = o3djs.math;
g_client = g_o3dElement.client;
// Creates 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);
// Creates a transform to put our data on.
g_teapotRoot = g_pack.createObject('Transform');
// Connects our root to the client root.
g_teapotRoot.parent = g_client.root;
// Load the scene into the transform graph as a child g_teapotRoot
loadScene(g_pack, 'assets/teapot.o3dtgz', g_teapotRoot);
}
/**
* Finds a good, large display mode that the current screen supports.
*/
function getFullscreenModeId() {
var displayModes = g_client.getDisplayModes();
var bestMode;
for (var index in displayModes) {
var mode = displayModes[index];
if (!bestMode ||
(mode.width > bestMode.width && mode.height > bestMode.height)) {
bestMode = mode;
}
}
if (bestMode) {
return bestMode.id;
} else { // getDisplayModes isn't implemented on all platforms yet.
return g_o3d.Renderer.DISPLAY_MODE_DEFAULT;
}
}
var timeoutId;
function handleResizeEvent(event) {
// Only show the fullscreen banner if we're in plugin mode.
g_orthoRoot.visible = !event.fullscreen &&
document.getElementById("show_banner").checked;
setupCamera(g_teapotRoot);
// Set a timer to pop us back out of full-screen mode, just to show how easy
// it is to cancel. You need a user action [a mouse click] to get into
// full-screen mode, but you can revert back to a plugin without asking.
if (event.fullscreen &&
document.getElementById("cancel_fullscreen").checked) {
timeoutId = setTimeout(
function () {
g_client.cancelFullscreenDisplay()
},
5000);
} else {
if (timeoutId) {
clearTimeout(timeoutId);
timeoutId = null;
}
}
}
function updateBanner() {
if (document.getElementById("show_banner").checked) {
g_client.setFullscreenClickRegion(10,
g_client.height - g_bannerTexture.height - 10, g_bannerTexture.width,
g_bannerTexture.height, getFullscreenModeId());
g_orthoRoot.visible = true;
} else {
g_client.clearFullscreenClickRegion();
g_orthoRoot.visible = false;
}
}
function uninit() {
if (timeoutId) {
clearTimeout(timeoutId);
timeoutId = null;
}
}
</script>
</head>
<body>
<h1>Full-screen mode.</h1>
This tutorial shows how to toggle between plugin and full-screen display.
<p>It's built on top of helloworld.html; diff the two to see what changes were
necessary.
<p>Shortly after transitioning to full-screen mode, the teapot will
automatically revert back to plugin mode, to demonstrate how programs can cancel
full-screen mode on demand.
<br/>
<!-- Start of O3D plugin -->
<div id="o3d" style="width: 600px; height: 600px;"></div>
<!-- End of O3D plugin -->
<input type="checkbox" id="show_banner" checked onclick=updateBanner()>
Show full-screen banner when not full-screen.</input>
<br>
<input type="checkbox" id="cancel_fullscreen" checked>
Revert back to plugin mode automatically after a few seconds of full-screen mode.</input>
</body>
</html>
|