| Index: samples/bitmap-draw-image.html
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| +<!--
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| +Copyright 2009, Google Inc.
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| +All rights reserved.
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| +
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| +Redistribution and use in source and binary forms, with or without
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| +modification, are permitted provided that the following conditions are
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| +met:
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| +
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| + * Redistributions of source code must retain the above copyright
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| +notice, this list of conditions and the following disclaimer.
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| + * Redistributions in binary form must reproduce the above
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| +copyright notice, this list of conditions and the following disclaimer
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| +in the documentation and/or other materials provided with the
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| +distribution.
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| + * Neither the name of Google Inc. nor the names of its
|
| +contributors may be used to endorse or promote products derived from
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| +this software without specific prior written permission.
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| +
|
| +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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| +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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| +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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| +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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| +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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| +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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| +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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| +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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| +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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| +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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| +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
| +-->
|
| +
|
| +<!--
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| +In this tutorial, we show how to create bitmap and how to draw
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| +image on both bitmap and texture.
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| +-->
|
| +<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
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| + "http://www.w3.org/TR/html4/loose.dtd">
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| +<html>
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| +<head>
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| +<meta http-equiv="content-type" content="text/html; charset=UTF-8">
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| +<title>
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| +Bitmap Draw Image Demo
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| +</title>
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| +<script type="text/javascript" src="o3djs/base.js"></script>
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| +<script type="text/javascript">
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| +o3djs.require('o3djs.util');
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| +o3djs.require('o3djs.math');
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| +o3djs.require('o3djs.io');
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| +o3djs.require('o3djs.rendergraph');
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| +o3djs.require('o3djs.primitives');
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| +o3djs.require('o3djs.effect');
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| +
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| +// Events
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| +// Run the init() once the page has finished loading.
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| +window.onload = init;
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| +
|
| +// global variables
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| +var g_o3d;
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| +var g_math;
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| +var g_client;
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| +var g_pack;
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| +var g_viewInfo;
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| +var g_finished = false; // for selenium testing
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| +var g_eye;
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| +var g_target;
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| +var g_up;
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| +
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| +function makeShape(texture, effect) {
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| + // Create a Material for the effect.
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| + var myMaterial = g_pack.createObject('Material');
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| +
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| + // Set the material's drawList for opaque objects.
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| + myMaterial.drawList = g_viewInfo.performanceDrawList;
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| +
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| + // Apply our effect to this material.
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| + myMaterial.effect = effect;
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| +
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| + // Create the parameters the effect needs on the material.
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| + effect.createUniformParameters(myMaterial);
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| +
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| + // Creates a quad.
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| + var myShape = o3djs.primitives.createPlane(g_pack,
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| + myMaterial,
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| + 3, // width
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| + 3, // height
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| + 1, // quads across
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| + 1); // quads down
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| +
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| + // Get the material's sampler parameter and put a sampler on it.
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| + var sampler_param = myMaterial.getParam('texSampler0');
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| + var sampler = g_pack.createObject('Sampler');
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| + sampler_param.value = sampler;
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| +
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| + // Set the texture to use.
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| + sampler.texture = texture;
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| +
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| + // adjust the scale of our transform to match the aspect ratio of
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| + // the texture. Of course we could also have waited until now to build
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| + // our plane and set its width and height to match instead of scaling
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| + // here.
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| + var textureWidth = texture.width;
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| + var textureHeight = texture.height;
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| + var hScale = 1;
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| + var vScale = 1;
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| + if (textureWidth > textureHeight) {
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| + vScale = textureHeight / textureWidth;
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| + } else if (textureHeight > textureWidth) {
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| + hScale = textureWidth / textureHeight;
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| + }
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| + // We now attach our quad to the root of the transform graph.
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| + // We do this after the texture has loaded, otherwise we'd be attempting
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| + // to display something invalid.
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| +
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| + // Make a transform for each quad.
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| + var transform = g_pack.createObject('Transform');
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| +
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| + transform.translate(0, 0, 0);
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| + transform.scale(hScale, 1, vScale);
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| + transform.addShape(myShape);
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| + transform.parent = g_client.root;
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| +
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| + return myShape;
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| +}
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| +
|
| +/**
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| + * Creates the client area.
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| + */
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| +function init() {
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| + o3djs.util.makeClients(initStep2);
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| +}
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| +
|
| +/**
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| + * Initializes O3D, loads the effect, and loads a tar.gz archive containing
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| + * a bunch of image files. We'll create bitmaps from them.
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| + * And use drawImage function to create texture as well as mipmaps.
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| + */
|
| +function initStep2(clientElements) {
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| + // Initialize global variables and libraries.
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| + var o3dElement = clientElements[0];
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| + g_o3d = o3dElement.o3d;
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| + g_math = o3djs.math;
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| + g_client = o3dElement.client;
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| +
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| + // Create a pack to manage our resources/assets
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| + g_pack = g_client.createPack();
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| +
|
| + // Create the render graph for a view.
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| + g_viewInfo = o3djs.rendergraph.createBasicView(
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| + g_pack,
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| + g_client.root,
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| + g_client.renderGraphRoot);
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| +
|
| + // Set up an orthographic projection.
|
| + var proj_matrix = g_math.matrix4.perspective(
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| + g_math.degToRad(45),
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| + g_client.width / g_client.height,
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| + 0.1,
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| + 100);
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| +
|
| + // Create the view matrix which tells the camera which way to point to.
|
| + g_eye = [0, 4, 0];
|
| + g_target = [0, 0, 0];
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| + g_up = [0, 0, -1];
|
| + var view_matrix = g_math.matrix4.lookAt(g_eye, g_target, g_up);
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| +
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| + g_viewInfo.drawContext.view = view_matrix;
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| + g_viewInfo.drawContext.projection = proj_matrix;
|
| +
|
| + // Create and load the effect.
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| + var effect = g_pack.createObject('Effect');
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| + o3djs.effect.loadEffect(effect, 'shaders/texture-only.shader');
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| +
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| + // Start a request for loading the tar.gz archive containing a bunch of
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| + // image files. We'll then make textures from each one...
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| + var loadInfo = o3djs.io.loadArchive(
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| + g_pack,
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| + './assets/bmp_mip.o3dtgz',
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| + callback);
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| + function callback(archiveInfo, exception) {
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| + if (!exception) {
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| + var rawdata1 = archiveInfo.getFileByURI('yellow_grid.jpg', true);
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| + var bitmap1 = g_pack.createBitmapFromRawData(rawdata1);
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| + var rawdata2 = archiveInfo.getFileByURI('four_pixel.png', true);
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| + var bitmap2 = g_pack.createBitmapFromRawData(rawdata2);
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| + var rawdata_hi = archiveInfo.getFileByURI('hi.jpg', true);
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| + var bitmap_hi = g_pack.createBitmapFromRawData(rawdata_hi);
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| + var bitmap = g_pack.createBitmap(300, 300, g_o3d.Texture.XRGB8);
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| + // draw image on bitmap.
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| + // draw on top left corner.
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| + bitmap.drawImage(bitmap1, 0, 0, 300, 300, 0, 0, 150, 150);
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| + // draw out of boundary.
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| + bitmap.drawImage(bitmap1, 0, 0, 200, 200, 150, -50, 200, 200);
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| + // set src or dest width or height to negative can flip the bitmap.
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| + bitmap.drawImage(bitmap1, 0, 0, 150, 150, 150, 300, -150, -150);
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| + // scale 4 pixels up.
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| + bitmap.drawImage(bitmap2, 0, 0, 2, 2, 150, 150, 150, 150);
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| + bitmap.drawImage(bitmap_hi, 0, 0, 100, 100, 100, 100, 100, 100);
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| +
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| + var texture = g_pack.createTexture2D(300, 300, g_o3d.Texture.XRGB8,
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| + 0, false);
|
| + if (texture) {
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| + // draw image on texture.
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| + texture.drawImage(bitmap, 0, 0, 300, 300, 0, 0, 300, 300, 0);
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| +
|
| + // draw image on different mip-maps.
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| + texture.drawImage(bitmap1, 0, 0, 300, 300, 0, 0, 150, 150, 1);
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| + texture.drawImage(bitmap2, 0, 0, 2, 2, 0, 0, 75, 75, 2);
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| +
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| + makeShape(texture, effect);
|
| + }
|
| + }
|
| + }
|
| + o3djs.event.addEventListener(o3dElement, 'wheel', scrollMe);
|
| +}
|
| +
|
| +function scrollMe(e) {
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| + g_eye = g_math.mulScalarVector((e.deltaY < 0 ? 11 : 13) / 12, g_eye);
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| + g_viewInfo.drawContext.view = g_math.matrix4.lookAt(g_eye, g_target, g_up);
|
| +}
|
| +</script>
|
| +</head>
|
| +<body>
|
| +<h1>Bitmap Draw Image Demo</h1>
|
| +This tutorial shows how to create bitmap and how to draw image
|
| +on both bitmap and texture.
|
| +<br/>
|
| +Scroll wheel to see different mipmaps.
|
| +<br/>
|
| +<!-- Start of O3D plugin -->
|
| +<div id="o3d" style="width: 600px; height: 600px"></div>
|
| +<!-- End of O3D plugin -->
|
| +</body>
|
| +</html>
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|
|