topical media & game development
graphic-webgl-scenejs-examples-custom-shaders-clipping-custom-shader-clipping.js / js
/*
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();
(C) Æliens
04/09/2009
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