/** * Texture atlas example * */ SceneJS.createScene({ type: "scene", id: "theScene", canvasId: "theCanvas", nodes: [ /*---------------------------------------------------------------------------- * View and projection *---------------------------------------------------------------------------*/ { type: "lookAt", eye : { x: 0.0, y: 0.0, z: 10}, look : { x : 0.0, y : 0.0, z : 0 }, up : { x: 0.0, y: 1.0, z: 0.0 }, nodes: [ { type: "camera", optics: { type: "perspective", fovy : 25.0, aspect : 1.47, near : 0.10, far : 300.0 }, /*---------------------------------------------------------------------------- * Some light sources *---------------------------------------------------------------------------*/ nodes: [ { type: "light", mode: "dir", color: { r: 1.0, g: 1.0, b: 1.0 }, diffuse: true, specular: true, dir: { x: 1.0, y: 0.0, z: -1.0 } }, { type: "light", mode: "dir", color: { r: 1.0, g: 1.0, b: 1.0 }, diffuse: true, specular: true, dir: { x: 0.0, y: 1.0, z: 0.0 } }, { type: "light", mode: "dir", color: { r: 1.0, g: 1.0, b: 1.0 }, diffuse: true, specular: true, dir: { x: -1.0, y: 0.0, z: 0.0 } }, { type: "material", baseColor: { r: 1.0, g: 1.0, b: 1.0 }, specularColor: { r: 1.0, g: 1.0, b: 1.0 }, specular: 0.2, shine: 6.0, nodes: [ /*------------------------------------------------------------------ * Our texture atlas * * The atlas is the General Zod portrait and the brickwall pattern, * arranged side-by-side within the same image file. *-----------------------------------------------------------------*/ { type: "texture", layers: [ { uri:"graphic-webgl-scenejs-examples-web-images-texture-atlas.jpg", applyTo:"baseColor", blendMode: "multiply" } ], nodes: [ { type: "rotate", id: "pitch", angle: -30.0, x : 1.0, nodes: [ { type: "rotate", id: "yaw", angle: -30.0, y : 1.0, nodes: [ /*-------------------------------------------------------------- * Two quads - geometry nodes that define a four-sided polygon. * * These are arranged on the X-axis by a couple of translate * nodes. * * Each of the quads have different UV coordinates, causing * their verices to map to different regions within the texture. * * The first quad maps to GeneralZod, while second maps to * the brick wall. *-----------------------------------------------------------------*/ /* General Zod */ { type: "translate", x: 1.5, nodes: [ { type: "geometry", positions : [ 1, 1, 0, - 1, 1, 0, -1, -1, 0, 1, -1, 0 ], normals : [ 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1 ], /* UV coords map to left half of texture image */ uv : [ 1, 1, .5, 1, .5, 0, 1, 0 ], indices : [ 0, 1, 2,0, 2, 3] } ] }, /* Brick wall */ { type: "translate", x: -1.5, nodes: [ { type: "geometry", positions : [ 1, 1, 0, - 1, 1, 0, -1, -1, 0, 1, -1, 0 ], normals : [ 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1 ], /* UV coords map to right half of texture image */ uv : [ .5, 1, 0, 1, 0, 0, .5, 0 ], indices : [ 0, 1, 2,0, 2, 3] } ] } ] } ] } ] } ] } ] } ] } ] }); /*---------------------------------------------------------------------- * Scene rendering loop and mouse handler stuff *---------------------------------------------------------------------*/ var yaw = -30; var pitch = -30; var lastX; var lastY; var dragging = false; var texAngle = 0.0; var texScale = 1.0; /* For texture animation */ var timeLast = (new Date()).getTime(); 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; } var scene = SceneJS.scene("theScene"); 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); } function actionMove(posX, posY) { if (dragging) { yaw += (posX - lastX) * 0.5; pitch += (posY - lastY) * -0.5; lastX = posX; lastY = posY; scene.findNode("pitch").set("angle", pitch); scene.findNode("yaw").set("angle", yaw); } } 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();