/** * Bump mapping example * * More info: * * https://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();