/* A custom shader to do a special transparency effect Lindsay S. Kay, lindsay.kay@xeolabs.com http://scenejs.wikispaces.com/shader https://github.com/xeolabs/scenejs/wiki/layers */ SceneJS.createScene({ type: "scene", id: "theScene", canvasId: "theCanvas", loggingElementId: "theLoggingDiv", nodes: [ { type: "library", nodes: [ /*-------------------------------------------------------------------------------- * A custom shader to do our special transparency effect. * * SceneJS automatically generates shaders for us - this shader node hooks custom * functions into the fragment shader to set the outgoing fragment's alpha * in proportion to the direction of the fragment's normal vector, providing * the cool transparency effect. * * The shader is then instanced later on in this scene graph to apply it to * the teapot. * * Although not shown in this example, you can have uniforms in your shaders * and expose those as parameters - see the other custom shader examples for * how to do that. *-----------------------------------------------------------------------------*/ { type: "shader", coreId: "facingRatioXRay", shaders: [ /* Just the fragment shader in this example, with no uniforms */ { stage: "fragment", code: [ "vec3 worldNormal = vec3(0.0, 0.0, 1.0);", "vec3 worldEyeVec = vec3(0.0, 0.0, -1.0);", "void myWorldNormalFunc(vec3 vec) {", " worldNormal = vec;", "}", "void myWorldEyeVecFunc(vec3 vec) {", " worldEyeVec = vec;", "}", "vec4 myPixelColorFunc(vec4 color) {", " color.a = (1.0 - abs(dot(worldNormal, worldEyeVec))) - 0.3;", " return color;", "}" ], /* Bind our custom functions to SceneJS fragment shader hooks */ hooks: { worldNormal: "myWorldNormalFunc", worldEyeVec: "myWorldEyeVecFunc", pixelColor: "myPixelColorFunc" } } ] } ] }, /*---------------------------------------------------------------------- * View and projection transforms *--------------------------------------------------------------------*/ { type: "lookAt", eye : { x: 0.0, y: 0.0, z: 65.0}, 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: [ /*---------------------------------------------------------------------- * Lighting *--------------------------------------------------------------------*/ { 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 } }, /*---------------------------------------------------------------------- * Modelling transforms *--------------------------------------------------------------------*/ { type: "rotate", id: "pitch", angle: 30.0, x : 1.0, nodes: [ { type: "rotate", id: "yaw", angle: -30.0, y : 1.0, nodes: [ /*------------------------------------------------------------------------------ * LAYER 0 (default) - blended first * * Opaque cube in center *----------------------------------------------------------------------------*/ { 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, nodes: [ { type:"scale", x: 6, y: 6, z: 6, nodes: [ { type: "cube" } ] } ] }, /*------------------------------------------------------------------------------ * LAYER 1 - blended last * * Outer transparent teapot * *----------------------------------------------------------------------------*/ { type: "layer", priority: 1, nodes: [ /*---------------------------------------------------------------------- * Flag to enable transparency *--------------------------------------------------------------------*/ { type: "flags", flags: { transparent: true }, nodes: [ /*-------------------------------------------------------------- * Material properties *-----------------------------------------------------------*/ { 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: [ /*------------------------------------------------------ * Modelling transforms *----------------------------------------------------*/ { type:"translate", y: -9, nodes: [ { type:"scale", x: 9, y: 9, z: 9, nodes: [ /*-------------------------------------- * Instance our custom shader *------------------------------------*/ { type: "shader", coreId: "facingRatioXRay", nodes: [ /*------------------------------ * Teapot geometry *----------------------------*/ { type: "teapot" } ] } ] } ] } ] } ] } ] } ] } ] } ] } ] } ] }); /*---------------------------------------------------------------------- * Scene rendering loop and mouse handler stuff *---------------------------------------------------------------------*/ var scene = SceneJS.scene("theScene"); var pitchRotate = scene.findNode("pitch"); var yawRotate = scene.findNode("yaw"); var yaw = -30; var pitch = 30; 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); } function actionMove(posX, posY) { if (dragging) { yaw += (posX - lastX) * 0.5; pitch += (posY - lastY) * 0.5; lastX = posX; lastY = posY; pitchRotate.set("angle", pitch); yawRotate.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); scene.start();