/* */ SceneJS.createScene({ type: "scene", id: "theScene", canvasId: "theCanvas", nodes: [ { 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: [ { 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 } }, { type: "rotate", id: "pitch", angle: 0.0, x : 1.0, nodes: [ { type: "rotate", id: "yaw", angle: 0.0, y : 1.0, nodes: [ { type: "material", emit: 0, baseColor: { r: 0.3, g: 0.3, b: 0.6 }, specularColor: { r: 0.9, g: 0.9, b: 0.9 }, specular: 0.7, shine: 10.0, alpha: 0.9, flags: { transparent: true }, nodes: [ /*---------------------------------------------------------------------- * Our shader node defines a GLSL fragment containing a "time" uniform * and a function that wobbles a 3D position as a function of that. * * Then then binds the function to the "modelPos" hook that SceneJS * provides within its automatically-generated vertex shader. * * Within the "idleFunc" callback on our scene render loop (down below), * we'll then update the "time" uniform to drive the wobbling. *--------------------------------------------------------------------*/ { type: "shader", id: "myShader", shaders: [ { stage: "fragment", code: [], /* Bind our custom function to a SceneJS vertex shader hook */ hooks: { modelPos: "myModelPosFunc" } }, /* Fragment shader */ { stage: "fragment", code: "uniform float time; float time2 = time;\n\ \n\ float myMaterialAlphaFunc(float alpha){\n\ return alpha+sin(time2);\n\ }\n\ void myWorldPosFunc(vec4 worldVertex){\n\ if (worldVertex.x > 0.0) time2 = time2 * 3.0;\n\ }\n\ vec4 myPixelColorFunc(vec4 color){\n\ color.r=color.r+sin(time2)*0.3;\n\ color.g=color.g+sin(time2+0.3)*0.3;\n\ color.b=color.b+sin(time2+0.6)*0.3;\n\ color.a=color.a+sin(time2);\n\ return color;\n\ }\n\ void myEyeVecFunc(vec3 eyeVec){\n\ }\n\ void myNormalFunc(vec3 normal){\n\ }\n", /* Bind our custom function to a SceneJS vertex shader hook */ hooks: { worldPos: "myWorldPosFunc", eyeVec: "myEyeVecFunc", normal: "normalFunc", materialAlpha: "myMaterialAlphaFunc", pixelColor: "myPixelColorFunc" } } ], /* Optional initial values for uniforms within our GLSL: */ vars: { time: 0.5 }, /* This teapot will enjoy our custom shader injection: */ nodes: [ { type : "teapot" } ] } ] } ] } ] } ] } ] } ] }); SceneJS.setDebugConfigs({ shading : { logScripts : false, validate: true } }); /*---------------------------------------------------------------------- * Scene rendering loop and mouse handler stuff follows *---------------------------------------------------------------------*/ 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 mouseUp() { dragging = false; } /* On a mouse drag, we'll re-render the scene, passing in * incremented angles in each time. */ function mouseMove(event) { if (dragging) { yaw += (event.clientX - lastX) * 0.5; pitch += (event.clientY - lastY) * 0.5; var scene = SceneJS.scene("theScene"); scene.findNode("yaw").set("angle", yaw); scene.findNode("pitch").set("angle", pitch); lastX = event.clientX; lastY = event.clientY; } } canvas.addEventListener('mousedown', mouseDown, true); canvas.addEventListener('mousemove', mouseMove, true); canvas.addEventListener('mouseup', mouseUp, true); var time = 0; SceneJS.scene("theScene").start({ idleFunc: function() { this.findNode("myShader").set("vars", { time: time , time2: time }); time += 0.1; } });