/* Custom fragment shader: a user-defined world-space clip plane More info on custom shaders: http://scenejs.wikispaces.com/shader */ SceneJS.createScene({ type: "scene", id: "theScene", canvasId: "theCanvas", loggingElementId: "theLoggingDiv", nodes: [ /*---------------------------------------------------------------------- * View and projection transforms *--------------------------------------------------------------------*/ { type: "lookAt", eye : { x: 0.0, y: 10.0, z: 15 }, look : { y:1.0 }, up : { y: 1.0 }, nodes: [ { type: "camera", optics: { type: "perspective", fovy : 25.0, aspect : 1.47, near : 0.10, far : 300.0 }, nodes: [ /*---------------------------------------------------------------------- * Lighting *--------------------------------------------------------------------*/ { type: "light", mode: "dir", color: { r: 1.0, g: 1.0, b: 1.0 }, diffuse: true, specular: true, dir: { x: 1.0, y: -0.5, z: -1.0 } }, { type: "light", mode: "dir", color: { r: 1.0, g: 1.0, b: 0.8 }, diffuse: true, specular: false, dir: { x: 0.0, y: -0.5, z: -1.0 } }, /*---------------------------------------------------------------------- * Modelling transforms *--------------------------------------------------------------------*/ { type: "rotate", id: "pitch", angle: 0.0, x : 1.0, nodes: [ { type: "rotate", id: "yaw", angle: 0.0, y : 1.0, nodes: [ /*---------------------------------------------------------------------- * Material properties *--------------------------------------------------------------------*/ { type: "material", emit: 0, baseColor: { r: 0.3, g: 0.3, b: 1.0 }, specularColor: { r: 0.9, g: 0.9, b: 0.9 }, specular: 0.7, shine: 10.0, nodes: [ /*---------------------------------------------------------------------- * Custom shader which creates a user-defined world-space clipping plane *--------------------------------------------------------------------*/ { type: "shader", id: "myShader", shaders: [ /* Fragment shader */ { stage: "fragment", code: [ "uniform bool clipEnabled;", "uniform bool clipInside;", "uniform vec4 clipNormalAndDist;", "vec4 myWorldPosFunc(vec4 pos){", " if (clipEnabled) {", " float dist = dot(pos.xyz, clipNormalAndDist.xyz) - clipNormalAndDist.w;", " if (clipInside) {", " if (dist < 0.0) { discard; }", " } else {", " if (dist > 0.0) { discard; }", " }", " }", " return pos;", "}"], /* Bind our custom function to a SceneJS fragment shader hook */ hooks: { worldPos: "myWorldPosFunc" } } ], /* Default shader params - can also be overridden with a * shaderParams node - see other examples */ params: { clipEnabled: true, clipInside: false, clipNormalAndDist: [0.8, 0.0, 0.1, 0.0] }, nodes: [ /*---------------------------------------------------------------------- * Teapot which will be clipped *--------------------------------------------------------------------*/ { type : "teapot" } ] } ] } ] } ] } ] } ] } ] }); /*---------------------------------------------------------------------- * Scene rendering loop and mouse handler stuff follows *---------------------------------------------------------------------*/ var scene = SceneJS.scene("theScene"); var pitchRotate = scene.findNode("pitch"); var yawRotate = scene.findNode("yaw"); var yaw = 0; var pitch = 0; var lastX; var lastY; var dragging = false; var canvas = document.getElementById("theCanvas"); function mouseDown(event) { lastX = event.clientX; lastY = event.clientY; dragging = true; } function touchStart(event) { lastX = event.targetTouches[0].clientX; lastY = event.targetTouches[0].clientY; dragging = true; } function mouseUp() { dragging = false; } function touchEnd() { dragging = false; } function mouseMove(event) { var posX = event.clientX; var posY = event.clientY; actionMove(posX,posY); } function touchMove(event) { var posX = event.targetTouches[0].clientX; var posY = event.targetTouches[0].clientY; actionMove(posX,posY); } /* On a mouse/touch drag, we'll re-render the scene, passing in * incremented angles in each time. */ function actionMove(posX, posY) { if (dragging) { yaw += (posX - lastX) * 0.5; pitch += (posY - lastY) * 0.5; yawRotate.set("angle", yaw); pitchRotate.set("angle", pitch); lastX = posX; lastY = posY; } } canvas.addEventListener('mousedown', mouseDown, true); canvas.addEventListener('mousemove', mouseMove, true); canvas.addEventListener('mouseup', mouseUp, true); canvas.addEventListener('touchstart', touchStart, true); canvas.addEventListener('touchmove', touchMove, true); canvas.addEventListener('touchend', touchEnd, true); scene.start();