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Merge pull request xeolabs#498 from xeolabs/revert-497-shrekshao-clip…
…ping-caps-stencil-plugin Revert 497 shrekshao clipping caps stencil plugin
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/** | ||
* Box geometry node type | ||
* init in a boundary style | ||
* | ||
* @author xeolabs / http://xeolabs.com | ||
* | ||
* <p>Usage example:</p> | ||
* | ||
* <pre> | ||
* someNode.addNode({ | ||
* type: "geometry/box", | ||
* min: [-9, -3, -2], | ||
* max: [2,3,12], | ||
* wire: false // Default | ||
* }); | ||
* </pre> | ||
*/ | ||
(function () { | ||
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SceneJS.Types.addType("geometry/boxBoundary", { | ||
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construct:function (params) { | ||
this.addNode(build.call(this, params)); | ||
} | ||
}); | ||
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function build(params) { | ||
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var min = params.min || [0, 0, 0]; | ||
var max = params.max || [0, 0, 0]; | ||
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var xmin = min[0]; | ||
var ymin = min[1]; | ||
var zmin = min[2]; | ||
var xmax = max[0]; | ||
var ymax = max[1]; | ||
var zmax = max[2]; | ||
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var x = xmax - xmin; | ||
var y = ymax - ymin; | ||
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var coreId = "geometry/boxBoundary_" + xmin + "_" + ymin + "_" + zmin + "_" | ||
+ xmax + "_" + ymax + "_" + zmax + (params.wire ? "wire" : "_solid"); | ||
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// If a node core already exists for a prim with the given properties, | ||
// then for efficiency we'll share that core rather than create another geometry | ||
if (this.getScene().hasCore("geometry", coreId)) { | ||
return { | ||
type:"geometry", | ||
coreId:coreId | ||
}; | ||
} | ||
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// Otherwise, create a new geometry | ||
return { | ||
type:"geometry", | ||
primitive:params.wire ? "lines" : "triangles", | ||
coreId:coreId, | ||
positions:new Float32Array([ | ||
xmax, ymax, zmax, xmin, ymax, zmax, xmin, ymin, zmax, xmax, ymin, zmax, // v0-v1-v2-v3 front | ||
xmax, ymax, zmax, xmax, ymin, zmax, xmax, ymin, zmin, xmax, ymax, zmin, // v0-v3-v4-v5 right | ||
xmax, ymax, zmax, xmax, ymax, zmin, xmin, ymax, zmin, xmin, ymax, zmax, // v0-v5-v6-v1 top | ||
xmin, ymax, zmax, xmin, ymax, zmin, xmin, ymin, zmin, xmin, ymin, zmax, // v1-v6-v7-v2 left | ||
xmin, ymin, zmin, xmax, ymin, zmin, xmax, ymin, zmax, xmin, ymin, zmax, // v7-v4-v3-v2 bottom | ||
xmax, ymin, zmin, xmin, ymin, zmin, xmin, ymax, zmin, xmax, ymax, zmin // v4-v7-v6-v5 back | ||
]), | ||
normals:new Float32Array([ | ||
0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, // v0-v1-v2-v3 front | ||
1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, // v0-v3-v4-v5 right | ||
0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, // v0-v5-v6-v1 top | ||
-1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, // v1-v6-v7-v2 left | ||
0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, // v7-v4-v3-v2 bottom | ||
0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1 // v4-v7-v6-v5 back | ||
]), | ||
uv:new Float32Array([ | ||
x, y, 0, y, 0, 0, x, 0, // v0-v1-v2-v3 front | ||
0, y, 0, 0, x, 0, x, y, // v0-v3-v4-v5 right | ||
x, 0, x, y, 0, y, 0, 0, // v0-v5-v6-v1 top | ||
x, y, 0, y, 0, 0, x, 0, // v1-v6-v7-v2 left | ||
0, 0, x, 0, x, y, 0, y, // v7-v4-v3-v2 bottom | ||
0, 0, x, 0, x, y, 0, y // v4-v7-v6-v5 back | ||
]), | ||
indices:[ | ||
0, 1, 2, 0, 2, 3, // front | ||
4, 5, 6, 4, 6, 7, // right | ||
8, 9, 10, 8, 10, 11, // top | ||
12, 13, 14, 12, 14, 15, // left | ||
16, 17, 18, 16, 18, 19, // bottom | ||
20, 21, 22, 20, 22, 23 // back | ||
] | ||
}; | ||
} | ||
})(); |
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/** | ||
* Credit: algorithm learnt from: https://github.com/daign/clipping-with-caps | ||
*/ | ||
SceneJS.Types.addType("postprocess/clippingCap", { | ||
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construct: function (params) { | ||
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var clipsNodeId = params.clipsNodeId || "clippingCapClipsNode"; | ||
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var solidColorCaps = params.solidColorCaps !== undefined ? params.solidColorCaps : true; | ||
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this._clips = params.clips != undefined ? params.clips : [{x: 0, y: 0, z: 1, dist: 0, mode: "inside"}]; | ||
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var lenClips = this._clips.length; | ||
var i; | ||
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// Build custom clipping shader | ||
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var frontClippingFS = [ | ||
"precision highp float;\n", | ||
"uniform vec3 SCENEJS_uWorldEye;\n", | ||
"uniform vec3 SCENEJS_uWorldLook;\n", | ||
"uniform vec3 SCENEJS_uMaterialColor;\n"//, | ||
]; | ||
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for (i = 0; i < lenClips; i++) { | ||
frontClippingFS.push("uniform float SCENEJS_uClipMode" + i + ";\n"); | ||
frontClippingFS.push("uniform vec4 SCENEJS_uClipNormalAndDist" + i + ";\n"); | ||
} | ||
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frontClippingFS.push("varying vec4 SCENEJS_vWorldVertex;\n"); | ||
frontClippingFS.push("varying vec2 vUv;\n"); | ||
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frontClippingFS.push("void main () {\n"); | ||
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frontClippingFS.push(" float dist = 0.0;\n"); | ||
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for (i = 0; i < lenClips; i++) { | ||
frontClippingFS.push(" if (SCENEJS_uClipMode" + i + " != 0.0) {"); | ||
frontClippingFS.push(" if (dot(SCENEJS_uWorldLook - SCENEJS_uWorldEye, SCENEJS_uClipNormalAndDist" + i + ".xyz) < -SCENEJS_uClipNormalAndDist" + i + ".w) {"); | ||
frontClippingFS.push(" dist += clamp(dot(SCENEJS_vWorldVertex.xyz, SCENEJS_uClipNormalAndDist" + i + ".xyz) - SCENEJS_uClipNormalAndDist" + i + ".w, 0.0, 1000.0);"); | ||
frontClippingFS.push(" }"); | ||
frontClippingFS.push(" }"); | ||
} | ||
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frontClippingFS.push(" if (dist > 0.0) { discard; }\n"); | ||
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frontClippingFS.push(" gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n"); | ||
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frontClippingFS.push("}"); | ||
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// Whether use solid color cheap frag shader or not | ||
var capDrawingNodes; | ||
if (solidColorCaps) { | ||
capDrawingNodes = [{ | ||
type: "shader", | ||
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shaders: [ | ||
{ | ||
stage: "fragment", | ||
code: [ | ||
"precision mediump float;", | ||
"uniform vec3 SCENEJS_uMaterialColor;", | ||
"void main () {", | ||
" gl_FragColor = vec4(SCENEJS_uMaterialColor, 1.0);", | ||
"}" | ||
] | ||
} | ||
], | ||
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nodes: params.capNodes | ||
}]; | ||
} else { | ||
capDrawingNodes = params.capNodes; | ||
} | ||
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this.addNodes([ | ||
{ | ||
type: "clips", | ||
id: clipsNodeId, | ||
clips: this._clips, | ||
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nodes: [ | ||
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// Stage 1 | ||
// Back face frag -> stencil buffer +1 | ||
// Front face frag -> stencil buffer -1 | ||
// Use Front face clipping plane only | ||
{ | ||
type: "stage", | ||
priority: 1, | ||
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nodes: [ | ||
{ | ||
type: "depthBuffer", | ||
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clearDepth: 1.0, | ||
enabled: true, | ||
depthFunc: "lequal", | ||
clear: true, | ||
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nodes: [ | ||
{ | ||
type: "stencilBuffer", | ||
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enabled: true, | ||
clear: true, | ||
clearStencil: 128, | ||
stencilFunc: { | ||
func: "always", | ||
ref: 128, | ||
mask: 0xff | ||
}, | ||
stencilOp: { | ||
front: { | ||
sfail: "keep", | ||
dpfail: "decr", | ||
dppass: "decr" | ||
}, | ||
back: { | ||
sfail: "keep", | ||
dpfail: "incr", | ||
dppass: "incr" | ||
} | ||
}, | ||
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nodes: [ | ||
{ | ||
type: "shader", | ||
shaders: [ | ||
{ | ||
stage: "fragment", | ||
code: frontClippingFS | ||
} | ||
], | ||
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nodes: params.nodes | ||
} | ||
] | ||
} | ||
] | ||
} | ||
] | ||
} | ||
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, | ||
// Stage 2 | ||
// Draw the actual clipped geometry | ||
{ | ||
type: "stage", | ||
priority: 2, | ||
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nodes: [ | ||
{ | ||
type: "depthBuffer", | ||
clear: true, | ||
nodes: [ | ||
{ | ||
type: "flags", | ||
flags: { | ||
backfaces: false, | ||
clearColorBuffer: true | ||
}, | ||
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nodes: params.nodes | ||
} | ||
] | ||
} | ||
] | ||
} | ||
] | ||
} | ||
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, | ||
// Stage 3 | ||
// Draw Caps with stencil test | ||
// Draw the capNodes as the caps | ||
// With certain knowledge of the clipping planes, we can use appropriate | ||
// capNodes geometry to get rid of the overlapping clipping planes artifacts | ||
{ | ||
type: "stage", | ||
priority: 3, | ||
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nodes: [ | ||
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{ | ||
type: "depthBuffer", | ||
enabled: true, | ||
clear: true, | ||
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nodes: [ | ||
{ | ||
type: "stencilBuffer", | ||
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enabled: true, | ||
clear: false, | ||
stencilFunc: { | ||
func: "less", | ||
ref: 128, | ||
mask: 0xff | ||
}, | ||
stencilOp: { | ||
sfail: "keep", | ||
dpfail: "keep", | ||
dppass: "keep" | ||
}, | ||
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nodes: capDrawingNodes | ||
} | ||
] | ||
} | ||
] | ||
} | ||
]); | ||
} | ||
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}); |
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