topical media & game development
graphic-webgl-scenejs-examples-transparency-sorting-using-layers-transparency-with-layers.js / js
/*
Introductory SceneJS scene which demonstrates the use of layers with transparency blending.
In this example we have three nested cubes - an inner opaque blue cube, enclosed by a
transparent red cube, enclosed by an outer transparent green cube.
When SceneJS blends the cubes with (SRC_ALPHA, ONE_MINUS_SRC_ALPHA), we allocate "layers" to
the cubes to ensure that they are rendered in the order neccessary for a correct transparency effect.
On the transparent cubes we cull backfaces because we can't control the render order within a geometry's faces.
We don't want front faces rendering before back faces, which would cause the back faces to be rejected by the
depth buffer and deny the opportunity to blend the faces - easy fix is just not to render the backfaces.
More info on the layer node:
github.com/xeolabs/scenejs/wiki/layer
More info on transparency sorting:
http://www.opengl.org/wiki/Transparency_Sorting
*/
SceneJS.createScene({
type: "scene",
id: "theScene",
canvasId: "theCanvas",
loggingElementId: "theLoggingDiv",
nodes: [
{
type: "lookAt",
eye : { x: 0.0, y: 0.0, z: 35.0},
look : { x : .0, y : 0.0, z : 0 },
up : { x: 0.0, y: 1.0, z: 0.0 },
nodes: [
{
type: "camera",
optics: {
type: "perspective",
fovy : 65.0,
aspect : 1.47,
near : 0.10,
far : 300.0
},
nodes: [
/*--------------------------------------------------------------------------------------
* Light sources which will illuminate the cubes, because they are rendered next
* in sequence.
*------------------------------------------------------------------------------------*/
{
type: "light",
mode: "dir",
color: { r: 1.0, g: 1.0, b: 1.0 },
diffuse: true,
specular: true,
dir: { x: 1.0, y: 1.0, z: -1.0 }
},
{
type: "light",
mode: "dir",
color: { r: 1.0, g: 1.0, b: 0.5 },
diffuse: true,
specular: true,
dir: { x: -1.0, y: 0.0, z: -0.7 }
},
{
type: "rotate",
id: "pitch",
angle: -30.0,
x : 1.0,
nodes: [
{
type: "rotate",
id: "yaw",
angle: -30.0,
y : 1.0,
nodes: [
/*------------------------------------------------------------------------------
*
* LAYER -1 - blended first
*
* Inner opaque blue cube
*----------------------------------------------------------------------------*/
{
type: "layer",
priority: -1,
nodes: [
{
type: "material",
baseColor: { r: 0.0, g: 0.0, b: 1.0 },
specularColor: { r: 1.0, g: 1.0, b: 1.0 },
specular: 0.3,
shine: 6.0,
nodes: [
{
type:"scale",
x: 3,
y: 3,
z: 3,
nodes: [
{
type: "cube"
}
]
}
]
}
]
},
/*------------------------------------------------------------------------------
*
* LAYER 0 (default) - blended next
*
* Middle transparent red cube
*
* See how we cull backfaces because we can't control the order in which faces
* render. We don't want front faces rendering before back faces, which would
* cause the back faces to be rejected by the depth buffer and deny the
* opportunity to blend the faces - easy fix is just to not render the backfaces.
*----------------------------------------------------------------------------*/
{
type: "flags",
flags: {
transparent: true,
backfaces: false // Hide backfaces
},
nodes: [
{
type: "material",
baseColor: { r: 1.0, g: 0.0, b: 0.0 },
specularColor: { r: 1.0, g: 1.0, b: 1.0 },
specular: 0.3,
shine: 6.0,
alpha: 0.2,
nodes: [
{
type:"scale",
x: 6,
y: 6,
z: 6,
nodes: [
{
type: "cube"
}
]
}
]
},
/*------------------------------------------------------------------------------
*
* LAYER 1 - blended last
*
* Outer transparent green cube
*----------------------------------------------------------------------------*/
{
type: "layer",
priority: 1,
nodes: [
{
type: "material",
baseColor: { r: 0.0, g: 1.0, b: 0.0 },
specularColor: { r: 1.0, g: 1.0, b: 1.0 },
specular: 0.3,
shine: 6.0,
alpha: 0.2,
nodes: [
{
type:"scale",
x: 9,
y: 9,
z: 9,
nodes: [
{
type: "cube"
}
]
}
]
}
]
}
]
}
]
}
]
}
]
}
]
}
]
});
/*-------------------------------------------------------------------------------------------
* Cause the inner cube to render first, then the middle cube in the default layer,
* then the outer cube. This ensures that when SceneJS blends the cubes with
* (SRC_ALPHA, ONE_MINUS_SRC_ALPHA), they will be are blended into each other
* in the order neccessary for a correct transparency effect.
*-------------------------------------------------------------------------------------------*/
//SceneJS.scene("theScene").set("layers", {
// "inner-layer": -1, // Higher priority than default layer's 0 priority
// "outer-layer": 1 // Lower priority than default layer's 0 priority
//});
/*----------------------------------------------------------------------
* 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;
}
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;
var scene = SceneJS.scene("theScene");
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);
SceneJS.scene("theScene").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.
In case of other copyright issues, contact the author.