topical media & game development
graphic-webgl-scenejs-examples-hello-teapot-basic-scene.js / js
/*
Introductory SceneJS scene which renders the venerable OpenGL teapot.
Lindsay S. Kay,
lindsay.kay@xeolabs.com
To render the teapot, SceneJS will traverse the scene in depth-first order. Each node will set some
WebGL state on visit, then un-set it again before exit. In this graph, the root
scene node binds to a Canvas element, then the rest of the nodes specify various transforms, lights,
material properties, all wrapping a teapot geometry node.
This scene is interactive; to rotate the view, it takes two variables, "yaw" and "pitch", which are
updated on rotate nodes from mouse input.
github.com/xeolabs/scenejs/wiki/JSON-API
*/
SceneJS.createScene({
/* ID that we'll access the scene by when we want to render it
*/
id: "theScene",
/* Bind scene to a WebGL canvas:
*/
canvasId: "theCanvas",
nodes: [
/* Viewing transform
*/
{
type: "lookAt",
eye : { x: 0.0, y: 10.0, z: 15 },
look : { y:1.0 },
up : { y: 1.0 },
nodes: [
/* Projection
*/
{
type: "camera",
optics: {
type: "perspective",
fovy : 25.0,
aspect : 1.47,
near : 0.10,
far : 300.0
},
nodes: [
/* Renderer node to set BG colour
*/
{
type: "renderer",
clearColor: { r: 0.3, g: 0.3, b: 0.6 },
clear: {
depth : true,
color : true
},
nodes: [
/* Point lights
*/
{
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 - note the IDs, "pitch" and "yaw"
*/
{
type: "rotate",
id: "pitch",
angle: 0.0,
x : 1.0,
nodes: [
{
type: "rotate",
id: "yaw",
angle: 0.0,
y : 1.0,
nodes: [
/* Ambient, diffuse and specular surface properties
*/
{
type: "material",
emit: 0,
baseColor: { r: 0.5, g: 0.5, b: 0.6 },
specularColor: { r: 0.9, g: 0.9, b: 0.9 },
specular: 1.0,
shine: 70.0,
nodes: [
/* Teapot geometry - a built-in teapot type
*/
{
type : "teapot"
}
]
}
]
}
]
}
]
}
]
}
]
}
]
});
/* Get handles to some nodes
*/
var scene = SceneJS.scene("theScene");
var yawNode = scene.findNode("yaw");
var pitchNode = scene.findNode("pitch");
/* As mouse drags, we'll update the rotate nodes
*/
var lastX;
var lastY;
var dragging = false;
var newInput = false;
var yaw = 0;
var pitch = 0;
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);
}
function actionMove(posX, posY) {
if (dragging) {
yaw += (posX - lastX) * 0.5;
pitch += (posY - lastY) * 0.5;
lastX = posX;
lastY = posY;
newInput = true;
}
}
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);
/* Start the scene rendering
*/
scene.start({
idleFunc: function() {
if (newInput) {
yawNode.set("angle", yaw);
pitchNode.set("angle", pitch);
newInput = false;
}
}
});
(C) Æliens
04/09/2009
You may not copy or print any of this material without explicit permission of the author or the publisher.
In case of other copyright issues, contact the author.