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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
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" 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');

// 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;

/**
 * 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 material = o3djs.material.createMaterialFromFile(
        g_pack,
        g_materialUrls[ii],
        g_viewInfo.performanceDrawList);

    // 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, g_math.pseudoRandom() * 3 + 1, 1);
  transform.createParam('colorMult', 'ParamFloat4').value = [
    g_math.pseudoRandom() * 0.6 + 0.4,
    g_math.pseudoRandom() * 0.6 + 0.4,
    g_math.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

  for (var i = 0; i < g_icons.length; i++) {
    var icon = g_icons[i];
    icon.transform.identity();
    icon.transform.translate(
        634 + 6 + 64, 17 + i * 140 + 5 + 64, -1);
    if (i == g_selectedIndex) {
      icon.transform.rotateZ(g_clock * -1);
      var scale = Math.sin(g_clock * 15) * 0.1 + 0.7;
      icon.transform.scale(scale, scale, 1);
    } else {
      icon.transform.scale(0.8, 0.8, 0);
    }
  }

  // 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>