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Issue 150058: expose bitmap in js. (Closed) Base URL: svn://chrome-svn/chrome/trunk/src/o3d/
Patch Set: '' Created 11 years, 5 months ago
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1 <!--
2 Copyright 2009, Google Inc.
3 All rights reserved.
4
5 Redistribution and use in source and binary forms, with or without
6 modification, are permitted provided that the following conditions are
7 met:
8
9 * Redistributions of source code must retain the above copyright
10 notice, this list of conditions and the following disclaimer.
11 * Redistributions in binary form must reproduce the above
12 copyright notice, this list of conditions and the following disclaimer
13 in the documentation and/or other materials provided with the
14 distribution.
15 * Neither the name of Google Inc. nor the names of its
16 contributors may be used to endorse or promote products derived from
17 this software without specific prior written permission.
18
19 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
20 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
21 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
22 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
23 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
24 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
25 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
26 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
27 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
28 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
29 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
30 -->
31
32 <!--
33 In this tutorial, we show how to create bitmap and how to draw
34 image on both bitmap and texture.
35 -->
36 <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
37 "http://www.w3.org/TR/html4/loose.dtd">
38 <html>
39 <head>
40 <meta http-equiv="content-type" content="text/html; charset=UTF-8">
41 <title>
42 Bitmap Draw Image Demo
43 </title>
44 <script type="text/javascript" src="o3djs/base.js"></script>
45 <script type="text/javascript">
46 o3djs.require('o3djs.util');
47 o3djs.require('o3djs.math');
48 o3djs.require('o3djs.io');
49 o3djs.require('o3djs.rendergraph');
50 o3djs.require('o3djs.primitives');
51 o3djs.require('o3djs.effect');
52
53 // Events
54 // Run the init() once the page has finished loading.
55 window.onload = init;
56
57 // global variables
58 var g_o3d;
59 var g_math;
60 var g_client;
61 var g_pack;
62 var g_viewInfo;
63 var g_finished = false; // for selenium testing
64 var g_eye;
65 var g_target;
66 var g_up;
67
68 function makeShape(texture, effect) {
69 // Create a Material for the effect.
70 var myMaterial = g_pack.createObject('Material');
71
72 // Set the material's drawList for opaque objects.
73 myMaterial.drawList = g_viewInfo.performanceDrawList;
74
75 // Apply our effect to this material.
76 myMaterial.effect = effect;
77
78 // Create the parameters the effect needs on the material.
79 effect.createUniformParameters(myMaterial);
80
81 // Creates a quad.
82 var myShape = o3djs.primitives.createPlane(g_pack,
83 myMaterial,
84 3, // width
85 3, // height
86 1, // quads across
87 1); // quads down
88
89 // Get the material's sampler parameter and put a sampler on it.
90 var sampler_param = myMaterial.getParam('texSampler0');
91 var sampler = g_pack.createObject('Sampler');
92 sampler_param.value = sampler;
93
94 // Set the texture to use.
95 sampler.texture = texture;
96
97 // adjust the scale of our transform to match the aspect ratio of
98 // the texture. Of course we could also have waited until now to build
99 // our plane and set its width and height to match instead of scaling
100 // here.
101 var textureWidth = texture.width;
102 var textureHeight = texture.height;
103 var hScale = 1;
104 var vScale = 1;
105 if (textureWidth > textureHeight) {
106 vScale = textureHeight / textureWidth;
107 } else if (textureHeight > textureWidth) {
108 hScale = textureWidth / textureHeight;
109 }
110 // We now attach our quad to the root of the transform graph.
111 // We do this after the texture has loaded, otherwise we'd be attempting
112 // to display something invalid.
113
114 // Make a transform for each quad.
115 var transform = g_pack.createObject('Transform');
116
117 transform.translate(0, 0, 0);
118 transform.scale(hScale, 1, vScale);
119 transform.addShape(myShape);
120 transform.parent = g_client.root;
121
122 return myShape;
123 }
124
125 /**
126 * Creates the client area.
127 */
128 function init() {
129 o3djs.util.makeClients(initStep2);
130 }
131
132 /**
133 * Initializes O3D, loads the effect, and loads a tar.gz archive containing
134 * a bunch of image files. We'll create bitmaps from them.
135 * And use drawImage function to create texture as well as mipmaps.
136 */
137 function initStep2(clientElements) {
138 // Initialize global variables and libraries.
139 var o3dElement = clientElements[0];
140 g_o3d = o3dElement.o3d;
141 g_math = o3djs.math;
142 g_client = o3dElement.client;
143
144 // Create a pack to manage our resources/assets
145 g_pack = g_client.createPack();
146
147 // Create the render graph for a view.
148 g_viewInfo = o3djs.rendergraph.createBasicView(
149 g_pack,
150 g_client.root,
151 g_client.renderGraphRoot);
152
153 // Set up an orthographic projection.
154 var proj_matrix = g_math.matrix4.perspective(
155 g_math.degToRad(45),
156 g_client.width / g_client.height,
157 0.1,
158 100);
159
160 // Create the view matrix which tells the camera which way to point to.
161 g_eye = [0, 4, 0];
162 g_target = [0, 0, 0];
163 g_up = [0, 0, -1];
164 var view_matrix = g_math.matrix4.lookAt(g_eye, g_target, g_up);
165
166 g_viewInfo.drawContext.view = view_matrix;
167 g_viewInfo.drawContext.projection = proj_matrix;
168
169 // Create and load the effect.
170 var effect = g_pack.createObject('Effect');
171 o3djs.effect.loadEffect(effect, 'shaders/texture-only.shader');
172
173 // Start a request for loading the tar.gz archive containing a bunch of
174 // image files. We'll then make textures from each one...
175 var loadInfo = o3djs.io.loadArchive(
176 g_pack,
177 './assets/bmp_mip.o3dtgz',
178 callback);
179 function callback(archiveInfo, exception) {
180 if (!exception) {
181 var rawdata1 = archiveInfo.getFileByURI('yellow_grid.jpg', true);
182 var bitmap1 = g_pack.createBitmapFromRawData(rawdata1);
183 var rawdata2 = archiveInfo.getFileByURI('four_pixel.png', true);
184 var bitmap2 = g_pack.createBitmapFromRawData(rawdata2);
185 var rawdata_hi = archiveInfo.getFileByURI('hi.jpg', true);
186 var bitmap_hi = g_pack.createBitmapFromRawData(rawdata_hi);
187 var bitmap = g_pack.createBitmap(300, 300, g_o3d.Texture.XRGB8);
188 // draw image on bitmap.
189 // draw on top left corner.
190 bitmap.drawImage(bitmap1, 0, 0, 300, 300, 0, 0, 150, 150);
191 // draw out of boundary.
192 bitmap.drawImage(bitmap1, 0, 0, 200, 200, 150, -50, 200, 200);
193 // set src or dest width or height to negative can flip the bitmap.
194 bitmap.drawImage(bitmap1, 0, 0, 150, 150, 150, 300, -150, -150);
195 // scale 4 pixels up.
196 bitmap.drawImage(bitmap2, 0, 0, 2, 2, 150, 150, 150, 150);
197 bitmap.drawImage(bitmap_hi, 0, 0, 100, 100, 100, 100, 100, 100);
198
199 var texture = g_pack.createTexture2D(300, 300, g_o3d.Texture.XRGB8,
200 0, false);
201 if (texture) {
202 // draw image on texture.
203 texture.drawImage(bitmap, 0, 0, 300, 300, 0, 0, 300, 300, 0);
204
205 // draw image on different mip-maps.
206 texture.drawImage(bitmap1, 0, 0, 300, 300, 0, 0, 150, 150, 1);
207 texture.drawImage(bitmap2, 0, 0, 2, 2, 0, 0, 75, 75, 2);
208
209 makeShape(texture, effect);
210 }
211 }
212 }
213 o3djs.event.addEventListener(o3dElement, 'wheel', scrollMe);
214 }
215
216 function scrollMe(e) {
217 g_eye = g_math.mulScalarVector((e.deltaY < 0 ? 11 : 13) / 12, g_eye);
218 g_viewInfo.drawContext.view = g_math.matrix4.lookAt(g_eye, g_target, g_up);
219 }
220 </script>
221 </head>
222 <body>
223 <h1>Bitmap Draw Image Demo</h1>
224 This tutorial shows how to create bitmap and how to draw image
225 on both bitmap and texture.
226 <br/>
227 Scroll wheel to see different mipmaps.
228 <br/>
229 <!-- Start of O3D plugin -->
230 <div id="o3d" style="width: 600px; height: 600px"></div>
231 <!-- End of O3D plugin -->
232 </body>
233 </html>
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