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sample-webgl-share.js / js



  /*
   SceneJS allows a mesh to be collectively constructed by a hierarchy of multiple Geometry nodes, such that the root
   Geometry defines arrays for positions and uv coordinates, while sub-Geometry's supply indexes to define primitives
   (faces, lines etc). When a geometry is defined with positions but no indices, then child Geometry nodes are expected
   to supply the indices.
  
   This is a powerful technique for optimising static scenes, and is used in games such as Quake etc. It is also
   neccessary for "multi-materials", where different materials/textures can be applied to different subsections of the
   same mesh.
  
   It may also be useful for switching representations of geometry - between wireframe and solid, for example.
  
   This example constructs a custom cube from multiple geometries, decorating different faces with different textures.
  
   github.com/xeolabs/scenejs/wiki/geometry
  
   */
  
  SceneJS.createScene({
    type: "scene",
    id: "theScene",
    canvasId: "theCanvas",
    loggingElementId: "theLoggingDiv",
  
    nodes: [
      {
        type: "lookAt",
        eye : { x: 0.0, y: 10.0, z: -55 },
        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: [
              {
                type: "light",
                mode:          "dir",
                color:         { r: 0.5, g: 0.5, b: 0.5 },
                diffuse:        true,
                specular:        true,
                dir:          { x: 1.0, y: 1.0, z: -1.0 }
              },
              {
                type: "light",
                mode:          "dir",
                color:         { r: 0.7, g: 0.7, b: 0.7 },
                diffuse:        true,
                specular:        true,
                dir:          { x: 0.0, y: 1.0, z: -1.0 }
              },
              {
                type: "light",
                mode:          "dir",
                color:         { r: 0.8, g: 0.8, b: 0.8 },
                diffuse:        true,
                specular:        true,
                dir:          { x: -1.0, y: 0.0, z: -1.0 }
              },
  
              /* Next, modelling transforms to orient our teapot
               * by a given angle.
               */
              {
                type: "rotate",
                id: "pitch",
                angle: 0.0,
                x : 1.0,
  
                nodes: [
                  {
                    type: "rotate",
                    id: "yaw",
                    angle: 0.0,
                    y : 1.0,
  
                    nodes: [
  
                      
Root Geometry defines vertex and uv arrays which are shared among index arrays on sub-Geometry's

  
                      {
                        type: "geometry",
  
                        /* The vertices - eight for our cube, each
                         * one spanning three array elements for X,Y and Z
                         */
                        positions : [
  
                          /* v0-v1-v2-v3 front
                           */
                          5, 5, 5,
                          -5, 5, 5,
                          -5,-5, 5,
                          5,-5, 5,
  
                          /* v0-v3-v4-v5 right
                           */
                          5, 5, 5,
                          5,-5, 5,
                          5,-5,-5,
                          5, 5,-5,
  
                          /* v0-v5-v6-v1 top
                           */
                          5, 5, 5,
                          5, 5,-5,
                          -5, 5,-5,
                          -5, 5, 5,
  
                          /* v1-v6-v7-v2 left
                           */
                          -5, 5, 5,
                          -5, 5,-5,
                          -5,-5,-5,
                          -5,-5, 5,
  
                          /* v7-v4-v3-v2 bottom
                           */
                          -5,-5,-5,
                          5,-5,-5,
                          5,-5, 5,
                          -5,-5, 5,
  
                          /* v4-v7-v6-v5 back
                           */
                          5,-5,-5,
                          -5,-5,-5,
                          -5, 5,-5,
                          5, 5,-5
                        ],
  
                        /* Normal vectors, one for each vertex
                         */
                        normals : [
  
                          /* v0-v1-v2-v3 front
                           */
                          0, 0, -1,
                          0, 0, -1,
                          0, 0, -1,
                          0, 0, -1,
  
                          /* v0-v3-v4-v5 right
                           */
                          -1, 0, 0,
                          -1, 0, 0,
                          -1, 0, 0,
                          -1, 0, 0,
  
                          /* v0-v5-v6-v1 top
                           */
                          0, -1, 0,
                          0, -1, 0,
                          0, -1, 0,
                          0, -1, 0,
  
                          /* v1-v6-v7-v2 left
                           */
                          1, 0, 0,
                          1, 0, 0,
                          1, 0, 0,
                          1, 0, 0,
  
                          /* v7-v4-v3-v2 bottom
                           */
                          0,1, 0,
                          0,1, 0,
                          0,1, 0,
                          0,1, 0,
  
                          /* v4-v7-v6-v5 back
                           */
                          0, 0,1,
                          0, 0,1,
                          0, 0,1,
                          0, 0,1
                        ],
  
                        /* 2D texture coordinates corresponding to the
                         * 3D positions defined above - eight for our cube, each
                         * one spaining two array elements for X and Y
                         */
                        uv : [
  
                          /* v0-v1-v2-v3 front
                           */
                          5, 5,
                          0, 5,
                          0, 0,
                          5, 0,
  
                          /* v0-v3-v4-v5 right
                           */
                          0, 5,
                          0, 0,
                          5, 0,
                          5, 5,
  
                          /* v0-v5-v6-v1 top
                           */
                          5, 0,
                          5, 5,
                          0, 5,
                          0, 0,
  
                          /* v1-v6-v7-v2 left
                           */
                          5, 5,
                          0, 5,
                          0, 0,
                          5, 0,
  
                          /* v7-v4-v3-v2 bottom
                           */
                          0, 0,
                          5, 0,
                          5, 5,
                          0, 5,
  
                          /* v4-v7-v6-v5 back
                           */
                          0, 0,
                          5, 0,
                          5, 5,
                          0, 5
                        ],
  
                        nodes: [
                          {
                            type: "texture",
  
                            layers: [
                              {
                                uri:"@eye.gif" ,
                                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",
  
                                /* Texture rotation angle in degrees
                                 */
                                rotate: 0.0,
  
                                /* Texture translation offset
                                 */
                                translate : {
                                  x: 0,
                                  y: 0
                                },
  
                                /* Texture scale factors
                                 */
                                scale : {
                                  x: .1,
                                  y: .05
                                }
                              }
                            ],
  
                            nodes: [
                              {
                                type: "material",
  
                                baseColor:   { r: 1.0, g: 1.0, b: 1.0 },
                                specularColor: { r: 0.9, g: 0.9, b: 0.9 },
                                specular:    0.2,
                                shine:     6.0,
  
                                nodes: [
                                  {
                                    type: "geometry",
  
                                    /* Indices for first three faces
                                     */
                                    indices : [
  
                                      /* Front
                                       */
                                      0, 1, 2,
                                      0, 2, 3,
  
                                      /* Right
                                       */
                                      4, 5, 6,
                                      4, 6, 7,
  
                                      /* Top
                                       */
                                      8, 9,10,
                                      8,10,11
                                    ]
                                  }
                                ]
                              }
                            ]
                          },
                          {
                            type: "texture",
  
                            /* A texture can have multiple layers, each applying an
                             * image to a different material reflection component.
                             * This layer applies the Zod image to the diffuse
                             * component, with animated scaling.
                             */
                            layers: [
                              {
                                uri:"../web/images/general-zod.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",
  
                                /* Texture rotation angle in degrees
                                 */
                                rotate: 0.0,
  
                                /* Texture translation offset
                                 */
                                translate : {
                                  x: 0,
                                  y: 0
                                },
  
                                /* Texture scale factors
                                 */
                                scale : {
                                  x: 1.0,
                                  y: 1.0
                                }
                              }
                            ],
  
                            nodes: [
                              {
                                type: "material",
                                baseColor:   { r: 1.0, g: 1.0, b: 1.0 },
                                specularColor: { r: 0.9, g: 0.9, b: 0.9 },
                                specular:    0.2,
                                shine:     6.0,
  
                                nodes: [
                                  {
                                    type: "geometry",
  
                                    /* Indices for remaining three faces
                                     */
                                    indices : [
  
                                      /* Left
                                       */
                                      12,13,14,
                                      12,14,15,
  
                                      /* Bottom
                                       */
                                      16,17,18,
                                      16,18,19,
  
                                      /* Back
                                       */
                                      20,21,22,
                                      20,22,23
                                    ]
                                  }
                                ]
                              }
                            ]
                          }
                        ]
                      }
                    ]
                  }
                ]
              }
            ]
          }
        ]
      }
    ]
  });
  
  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;
  }
  
  var scene = SceneJS.scene("theScene");
  
  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;
  
      lastX = posX;
      lastY = posY;
  
      scene.findNode("yaw").set({angle: yaw});
      scene.findNode("pitch").set({angle: pitch});
    }
  }
  
  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();
  
  


(C) Æliens 04/09/2009

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