/* Custom vertex displacement shader example Read through the comments inline for more information. Lindsay S. Kay, lindsay.kay@xeolabs.com http://scenejs.wikispaces.com/shader */ SceneJS.createScene({ type: "scene", id: "theScene", canvasId: "theCanvas", loggingElementId: "theLoggingDiv", nodes: [ /*---------------------------------------------------------------------- * View and projection transforms *--------------------------------------------------------------------*/ { type: "lookAt", eye : { x: 0.0, y: 10.0, z: 15 }, look : { y:1.0 }, up : { y: 1.0 }, nodes: [ { type: "camera", optics: { type: "perspective", fovy : 25.0, 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: -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 *--------------------------------------------------------------------*/ { type: "rotate", id: "pitch", angle: 0.0, x : 1.0, nodes: [ { type: "rotate", id: "yaw", angle: 0.0, y : 1.0, nodes: [ /*---------------------------------------------------------------------- * Material properties *--------------------------------------------------------------------*/ { type: "material", emit: 0, baseColor: { r: 0.3, g: 0.3, b: 0.6 }, specularColor: { r: 0.9, g: 0.9, b: 0.9 }, specular: 0.7, shine: 10.0, nodes: [ /*---------------------------------------------------------------------- * Our shader node defines a GLSL fragment containing a "time" uniform * and a function that wobbles a 3D position as a function of that. * * Then then binds the function to the "modelPos" hook that SceneJS * provides within its automatically-generated vertex shader. * * Within the "idleFunc" callback on our scene render loop (down below), * we'll then update the "time" uniform to drive the wobbling. *--------------------------------------------------------------------*/ { type: "shader", id: "myShader", shaders: [ /* Vertex shader */ { stage: "vertex", /* A GLSL snippet containing a custom function. * * The snippet can be given as either a string or an array * of strings. */ code: [ "uniform float time;", "vec4 myModelPosFunc(vec4 pos){", " pos.x+=sin(pos.x*5.0+time+10.0)*0.1;", " pos.y+=sin(pos.y*5.0+time+10.0)*0.1;", " pos.z+=sin(pos.z*5.0+time+10.0)*0.1;", " return pos;", "}"], /* Bind our custom function to a SceneJS vertex shader hook */ hooks: { modelPos: "myModelPosFunc" } }, /* Fragment shader */ { stage: "fragment", code: [ "uniform float time; ", "vec4 myPixelColorFunc(vec4 color){", " color.r=color.r+sin(time)*0.3;", " color.g=color.g+sin(time+0.3)*0.3;", " color.b=color.b+sin(time+0.6)*0.3;", " color.a=color.a+sin(time);", " return color;", "}"], /* Bind our custom function to a SceneJS vertex shader hook */ hooks: { pixelColor: "myPixelColorFunc" } } ], /* Expose the time uniform as a parameter which we'll set * on this shader node within the render loop. * * We can also set shader parameters using a child shaderParams * node - see other custom shader examples for how. * */ params: { time: 0.0 }, nodes: [ { type : "teapot" } ] } ] } ] } ] } ] } ] } ] }); /*---------------------------------------------------------------------- * Scene rendering loop and mouse handler stuff follows *---------------------------------------------------------------------*/ var scene = SceneJS.scene("theScene"); var pitchRotate = scene.findNode("pitch"); var yawRotate = scene.findNode("yaw"); var shader = scene.findNode("myShader"); var yaw = 0; var pitch = 0; 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); } /* On a mouse/touch drag, we'll re-render the scene, passing in * incremented angles in each time. */ function actionMove(posX, posY) { if (dragging) { yaw += (posX - lastX) * 0.5; pitch += (posY - lastY) * 0.5; var scene = SceneJS.scene("theScene"); yawRotate.set("angle", yaw); pitchRotate.set("angle", pitch); lastX = posX; lastY = posY; } } 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); var time = 0; scene.start({ idleFunc: function() { shader.set("params", { time: time }); time += 0.1; } });