topical media & game development
sample-webgl-vertex.js / js
/*
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;
}
});
(C) Æliens
04/09/2009
You may not copy or print any of this material without explicit permission of the author or the publisher.
In case of other copyright issues, contact the author.