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Sonntag 5. September 2010
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O3D Tutorial 4: Die Anfänge eines HUD

Beitrag geschrieben von King of Darkness am 2010-04-19

Kurzbeschreibung:
In diesem Kapitel geht es darum ein HUD mit O3D zu erstellen.

Das einfachste um ein HUD in einer 3D Anwendung zu erstellen ist, die Kombination einer 3D Szene mit einem 2D overlay.

Das kann ganz einfach erledigt werden indem wir die Szene die wir rendern wollen aufteilen. Wir teilen die 2D und 3D Bereiche in unabhängige Viewbereich auf.

Der Code in diesem Tutorial besteht überwiegend aus dem Code von Tutorial 2 und Tutorial 3 die ich kombiniert habe.

Der größte Unterschied ist das wir anstatt einem View Object (g_viewInfo) zwei erstellen, eins für 2D und eins für 3D. Der Code der die Instance von g_viewInfo nutzt ist der 3D teil, während g_hudViewInfo zum erstellen des HUD genutzt wird. Ich will hier nicht nochmal ins Detail für den Setup block gehen da dies in den letzten beiden Tutorials schon besprochen wurde, mit einer Ausnahme.

Code:
g_hudViewInfo.root.priority = g_viewInfo.root.priority + 1;
g_hudViewInfo.clearBuffer.clearColorFlag = false;


Dieser Teil setzt die Reihenfolge in der die Grafik gerendert wird. Wir wollen dass die 2D Elemente als letztes oben drauf gezeichnet werden. Außerdem schalten wir die „Hintergrundfarbe“ des HUD aus, wir wollen ja schließlich durchschauen.

Ich setze zudem die Hintergrundfarbe in dem der Text dargestellt wird auf Grau mit einer Transparenz von 0.5, das zeigt wie das HUD auf die Haupt Szene gelegt wird.

Deine Vorstellungskraft ist das einzige Limit beim Designen eines HUD, aber das soll hier ja nur der Anfang sein.

Code:
<html>
   <head>
      <meta http-equiv="content-type" content="text/html; charset=UTF-8">
      <title>Tutorial 4: The beginnings of a HUD</title>
      <script type="text/javascript" src="o3djs/base.js"></script>
      <script type="text/javascript">
         o3djs.require('o3djs.util');
         o3djs.require('o3djs.math');
         o3djs.require('o3djs.rendergraph');
         o3djs.require('o3djs.canvas');

         // Events
         // Run the init() function once the page has finished loading.
         // Run the uninit() function when the page has is unloaded.
         window.onload = init;
         window.onunload = uninit;

         // global variables
         var g_o3d;
         var g_math;
         var g_client;
         var g_pack;
         var g_clock = 0;
         var g_timeMult = 1;
         var g_cubeTransform;
         var g_textCanvas;
         var g_paint;
         var g_canvasLib;
         var g_3dRoot;
         var g_hudRoot;
         var g_viewInfo;
         var g_hudViewInfo;

         function createCube(material) {
           var cubeShape = g_pack.createObject('Shape');
           var cubePrimitive = g_pack.createObject('Primitive');
           var streamBank = g_pack.createObject('StreamBank');

           cubePrimitive.material = material;
           cubePrimitive.owner = cubeShape;
           cubePrimitive.streamBank = streamBank;

           cubePrimitive.primitiveType = g_o3d.Primitive.TRIANGLELIST;
           cubePrimitive.numberPrimitives = 12; // 12 triangles
           cubePrimitive.numberVertices = 8;    // 8 vertices in total

           var positionArray = [
             -0.5, -0.5,  0.5,  // vertex 0
              0.5, -0.5,  0.5,  // vertex 1
             -0.5,  0.5,  0.5,  // vertex 2
              0.5,  0.5,  0.5,  // vertex 3
             -0.5,  0.5, -0.5,  // vertex 4
              0.5,  0.5, -0.5,  // vertex 5
             -0.5, -0.5, -0.5,  // vertex 6
              0.5, -0.5, -0.5   // vertex 7
           ];

           var indicesArray = [
               0, 1, 2,  // face 1
               2, 1, 3,
               2, 3, 4,  // face 2
               4, 3, 5,
               4, 5, 6,  // face 3
               6, 5, 7,
               6, 7, 0,  // face 4
               0, 7, 1,
               1, 7, 3,  // face 5
               3, 7, 5,
               6, 0, 4,  // face 6
               4, 0, 2
           ];

           var positionsBuffer = g_pack.createObject('VertexBuffer');
           var positionsField = positionsBuffer.createField('FloatField', 3);
           positionsBuffer.set(positionArray);

           var indexBuffer = g_pack.createObject('IndexBuffer');
           indexBuffer.set(indicesArray);

           streamBank.setVertexStream(
               g_o3d.Stream.POSITION, // This stream stores vertex positions
               0,                     // First (and only) position stream
               positionsField,        // field: the field this stream uses.
               0);                    // start_index

           // Associate the triangle indices Buffer with the primitive.
           cubePrimitive.indexBuffer = indexBuffer;

           return cubeShape;
         }

         function drawText(str) {
           // Clear to completely transparent.
           g_textCanvas.canvas.clear([0.5, 0.5, 0.5, 0.5]);

           // Reuse the global paint object
           var paint = g_paint;
           paint.color = [1, 1, 1, 1];
           paint.textSize = 12;
           paint.textTypeface = 'Comic Sans MS';
           paint.textAlign = g_o3d.CanvasPaint.LEFT;
           paint.shader = null;
           g_textCanvas.canvas.drawText(str, 10, 30, paint);

           g_textCanvas.updateTexture();
        }        

         /**
          * This method gets called every time O3D renders a frame. Here's
          * where we update the cube's transform to make it spin.
          * @param {o3d.RenderEvent} renderEvent The render event object that
          *  gives us the elapsed time since the last time a frame was rendered
          */
         function renderCallback(renderEvent) {
           g_clock += renderEvent.elapsedTime * g_timeMult;
           // Rotate the cube around the Y axis.
           g_cubeTransform.identity();
           g_cubeTransform.rotateY(2.0 * g_clock);
           drawText("Hello world - " + (Math.round(g_clock * 100) / 100) + "s");
         }

         /**
          * Creates the client area.
          */
         function init() {
           o3djs.util.makeClients(initStep2);
         }

         /**
          * Initializes O3D.
          * @param {Array} clientElements Array of o3d object elements.
          */
         function initStep2(clientElements) {
           // Initializes global variables and libraries.
           var o3dElement = clientElements[0];
           g_client = o3dElement.client;
           g_o3d = o3dElement.o3d;
           g_math = o3djs.math;

           // Initialize O3D sample libraries.
           o3djs.base.init(o3dElement);

           // Create a pack to manage the objects created.
           g_pack = g_client.createPack();

           // Create 2 root transforms, one for the 3d parts and 2d parts.
           // This is not strictly neccassary but it is helpful.
           g_3dRoot = g_pack.createObject('Transform');
           g_hudRoot = g_pack.createObject('Transform');

           // Create the render graph for a view.
           g_viewInfo = o3djs.rendergraph.createBasicView(
               g_pack,
               g_3dRoot,
               g_client.renderGraphRoot);

           // Set the background color to black.
           g_viewInfo.clearBuffer.clearColor = [0, 0, 0, 1];

           // Create a second view for the hud.
           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 color for the hud since it 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 up a perspective view
           g_viewInfo.drawContext.projection = g_math.matrix4.perspective(
               g_math.degToRad(30), // 30 degree fov.
               g_client.width / g_client.height,
               1,                  // Near plane.
               5000);              // Far plane.

           // Set up our view transformation to look towards the world origin
           // where the cube is located.
           g_viewInfo.drawContext.view = g_math.matrix4.lookAt([0, 1, 5], //eye
                                                     [0, 0, 0],  // target
                                                     [0, 1, 0]); // up

           //Set up the 2d orthographic view
           g_hudViewInfo.drawContext.projection = g_math.matrix4.orthographic(
              0 + 0.5,
              g_client.width + 0.5,
              g_client.height + 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                                                    

           // Create an Effect object and initialize it using the shaders
           // from the text area.
           var redEffect = g_pack.createObject('Effect');
           var shaderString = document.getElementById('effect').value;
           redEffect.loadFromFXString(shaderString);

           // Create a Material for the mesh.
           var redMaterial = g_pack.createObject('Material');

           // Set the material's drawList.
           redMaterial.drawList = g_viewInfo.performanceDrawList;

           // Apply our effect to this material. The effect tells the 3D
           // hardware which shaders to use.
           redMaterial.effect = redEffect;

           // Create the Shape for the cube mesh and assign its material.
           var cubeShape = createCube(redMaterial);

           // Create a new transform and parent the Shape under it.
           g_cubeTransform = g_pack.createObject('Transform');
           g_cubeTransform.addShape(cubeShape);

           // Parent the cube's transform to the client root.
           g_cubeTransform.parent = g_3dRoot;

           // Generate the draw elements for the cube shape.
           cubeShape.createDrawElements(g_pack, null);

           // Create the global paint object that's used by draw operations.
           g_paint = g_pack.createObject('CanvasPaint');

           // Creates an instance of the canvas utilities library.
           g_canvasLib = o3djs.canvas.create(g_pack, g_hudRoot, g_hudViewInfo);

           // Create a canvas that will be used to display the text.
           g_textCanvas = g_canvasLib.createXYQuad(70, 70, 0, 100, 50, true);
           // Set our render callback for animation.
           // This sets a function to be executed every time frame is rendered.
           g_client.setRenderCallback(renderCallback);
         }

         /**
          * Removes callbacks so they aren't called after the page has unloaded.
          */
         function uninit() {
           if (g_client) {
             g_client.cleanup();
           }
         }

      </script>
   </head>
   <body>
      <h1>Tutorial 4: The beginnings of a HUD</h1>
      Every game has some form of HUD...Fortunately it is easy to do.
      <br/>

      <div id="o3d" style="width: 300px; height: 300px;"></div>
      <div style="display:none">
         <!-- Start of effect -->
         <textarea id="effect">
           // World View Projection matrix that will transform the input
           // vertices to screen space.
           float4x4 worldViewProjection : WorldViewProjection;

           // input parameters for our vertex shader
           struct VertexShaderInput {
             float4 position : POSITION;
           };

           // input parameters for our pixel shader
           struct PixelShaderInput {
             float4 position : POSITION;
           };

           /**
            * The vertex shader transforms the input vertices to screen space.
            */
           PixelShaderInput vertexShaderFunction(VertexShaderInput input) {
             PixelShaderInput output;

             // Multiply the vertex positions by the worldViewProjection
             // matrix to transform them to screen space.
             output.position = mul(input.position, worldViewProjection);
             return output;
           }

           /**
            * This pixel shader just returns the color red.
            */
           float4 pixelShaderFunction(PixelShaderInput input): COLOR {
             return float4(1, 0, 0, 1);  // Red.
           }

           // Here we tell our effect file *which* functions are
           // our vertex and pixel shaders.

           // #o3d VertexShaderEntryPoint vertexShaderFunction
           // #o3d PixelShaderEntryPoint pixelShaderFunction
           // #o3d MatrixLoadOrder RowMajor
         </textarea>
         <!-- End of effect -->
    </div>
  </body>
</html>

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