topical media & game development
graphic-webgl-scenejs-examples-custom-shaders-fog-custom-shaders-fog.js / js
/*
Custom fog shader example
Demonstrates the parameterised reuse of a custom shader via a shared node core.
More info on custom shaders:
http://scenejs.wikispaces.com/shader
http://scenejs.wikispaces.com/shaderParams
*/
SceneJS.createScene({
type: "scene",
id: "theScene",
canvasId: "theCanvas",
loggingElementId: "theLoggingDiv",
nodes: [
/*----------------------------------------------------------------------
* Library section containing a shader node which defines a fog effect.
*
* The shader binds two custom functions into the fragment shader that
* is automatically generated by SceneJS; one function collects the
* view-space fragment position, while the other function intercepts
* the outgoing fragment colour and applies the fog effect to it, which is
* computed from the fragment position's Z-depth.
*
* The fog effect is configured by a set of uniforms, which the shader
* node exposes as parameters with default values.
*
* The shader is "instantiated" later in the scene by another shader
* which shares its node core.
*--------------------------------------------------------------------*/
{
type: "library",
nodes: [
{
type: "shader",
coreId: "fogShader",
shaders: [
/*----------------------------------------------------------------------
* Custom fog fragment shader
*--------------------------------------------------------------------*/
{
stage: "fragment",
code: [
/* Parameter uniforms
*/
"uniform float fogMode;",
"uniform float fogDensity;",
"uniform float fogStart;",
"uniform float fogEnd;",
"uniform vec3 fogColor;",
/* Collected view-space fragment position
*/
"vec4 _viewPos;",
/* Collects view-space fragment position
*/
"void fogViewPosFunc(vec4 viewPos) {",
" _viewPos = viewPos;",
"}",
/* Modifies fragment colour
*/
"vec4 fogPixelColorFunc(vec4 color) {",
" if (fogMode != 0.0) {", // not "disabled"
" float fogFactor = (1.0 - fogDensity);",
" if (fogMode != 4.0) {", // not "constant"
" if (fogMode == 1.0) {", // "linear"
" fogFactor *= clamp(pow(max((fogEnd - length(- _viewPos.xyz)) / " +
" (fogEnd - fogStart), 0.0), 2.0), 0.0, 1.0);",
" } else {", // "exp" or "exp2"
" fogFactor *= clamp((fogEnd - length(- _viewPos.xyz)) / (fogEnd - fogStart), 0.0, 1.0);",
" }",
" }",
" return color * (fogFactor + vec4(fogColor, 1.0)) * (1.0 - fogFactor);",
" }",
" return color;",
"}"
],
/* Bind our functions to hooks
*/
hooks: {
viewPos: "fogViewPosFunc",
pixelColor: "fogPixelColorFunc"
}
}
],
/* Declare parameters and set default values
*/
params: {
fogMode: 0.0, // 0.0 disabled, 1.0 linear, 2.0 exponential, 3.0 quadratic, 4.0 constant
fogDensity: 1.0, // Fog density in range of [0.0..1.0]
fogStart: 0.0, // Nearest point of fog in view space (receeding Z-axis is positive)
fogEnd: 1000.0, // Furthest point of fog in view space
fogColor: [0.0, 0.0, 0.0, 1.0] // Colour of fog - the colour that objects blend into
}
}
]
},
/*----------------------------------------------------------------------
* View and projection transforms
*--------------------------------------------------------------------*/
{
type: "lookAt",
eye : { x: 0.0, y: 10.0, z: 25 },
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,
alpha: 0.9,
nodes: [
/*----------------------------------------------------------------------
* Three teapots share the shader by instancing its node core, wrapping
* each teapot in a shaderParams node to set different parameters for
* the uniforms that are exposed by the shader as parameters.
*--------------------------------------------------------------------*/
/*----------------------------------------------------------------------
* First teapot, wrapped in an instance of the shader, which is
* parameterised to make the teapot red
*--------------------------------------------------------------------*/
// Instance the custom shader
{
type: "shader",
coreId: "fogShader",
nodes: [
// Set the shader's params
{
type: "shaderParams",
params: {
fogMode: 3.0,
fogDensity: 0.5,
fogStart: 20.0,
fogEnd: 30.0,
fogColor: [0.0, 0.0, 0.0]
},
nodes: [
{
type: "translate",
x: -7.0,
nodes: [
{
type : "teapot"
}
]
},
{
type: "translate",
x: 0.0,
nodes: [
{
type : "teapot"
}
]
},
{
type: "translate",
x: 7.0,
nodes: [
{
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
You may not copy or print any of this material without explicit permission of the author or the publisher.
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