topical media & game development
graphic-webgl-scenejs-examples-bump-mapping-bump-mapping.js / js
Bump mapping example
More info:
github.com/xeolabs/scenejs/wiki/texture
/*----------------------------------------------------------------------
* Scene graph definition
*---------------------------------------------------------------------*/
SceneJS.createScene({
type: "scene",
id: "the-scene",
canvasId: "theCanvas",
nodes: [
{
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
},
nodes: [
{
type: "light",
mode: "dir",
color: { r: 1.0, g: 1.0, b: 1.0 },
diffuse: true,
specular: true,
dir: { x: 1.0, y: -0.5, z: -1.0 }
},
{
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 }
},
/* Material properties
*/
{
type: "material",
baseColor: { r: 1.0, g: 1.0, b: 1.0 },
specularColor: { r: 1.0, g: 1.0, b: 1.0 },
specular: 0.9,
shine: 6.0,
nodes: [
{
type: "texture",
/* A texture can have multiple layers, each applying an
* image to a different material or geometry component.
*/
layers: [
/* Our first texture layer is applied to the baseColor of our material.
*/
{
uri:"graphic-webgl-scenejs-examples-web-images-pattern.jpg",
minFilter: "linear",
magFilter: "linear",
wrapS: "repeat",
wrapT: "repeat",
isDepth: false,
depthMode:"luminance",
depthCompareMode: "compareRToTexture",
depthCompareFunc: "lequal",
flipY: false,
width: 1,
height: 1,
internalFormat:"lequal",
sourceFormat:"alpha",
sourceType: "unsignedByte",
applyTo:"baseColor",
blendMode: "multiply"
},
/* Our second layer texture is the bump map, and is applied to
* our geometry node's normal vectors.
*/
{
uri:"graphic-webgl-scenejs-examples-web-images-normal-map.jpg",
minFilter: "linear",
magFilter: "linear",
wrapS: "repeat",
wrapT: "repeat",
isDepth: false,
depthMode:"luminance",
depthCompareMode: "compareRToTexture",
depthCompareFunc: "lequal",
flipY: false,
width: 1,
height: 1,
internalFormat:"lequal",
sourceFormat:"alpha",
sourceType: "unsignedByte",
applyTo:"normals",
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: [
{
type: "cube"
}
]
}
]
}
]
}
]
}
]
}
]
}
]
});
/*----------------------------------------------------------------------
* Scene rendering loop and mouse handler stuff follows
*---------------------------------------------------------------------*/
var yaw = -30;
var pitch = -30;
var lastX;
var lastY;
var dragging = false;
/* For texture animation
*/
var timeLast = (new Date()).getTime();
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("the-scene");
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;
scene.findNode("pitch").set("angle", pitch);
scene.findNode("yaw").set("angle", yaw);
lastX = posX;
lastY = posY;
}
}
var canvas = document.getElementById("theCanvas");
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 - more info: http://scenejs.wikispaces.com/scene#Starting
*/
scene.start();
(C) Æliens
04/09/2009
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