#40 new
lindsay.kay (at xeolabs)

Displacement Mapping

Reported by lindsay.kay (at xeolabs) | April 29th, 2010 @ 01:15 AM

Add support for displacement mapping to the SceneJS.Texture node.

This would involve extending the texture layer "applyTo" mode to target texturing output at vertices within GLSL, along with extensions to the GLSL program generator.

Notes

  • Internal pixel format of GL_RGBA_FLOAT32_ATI
  • Map must not be filtered - must be nearest mode

Bilear filtering can be done in GLSL like this though:

#define textureSize 256.0
#define texelSize 1.0 / 256.0

vec4 texture2D_bilinear( uniform sampler2D tex, vec2 uv )
{
    vec2 f = fract( uv.xy * textureSize );
    vec4 t00 = texture2D( tex, uv );
    vec4 t10 = texture2D( tex, uv + vec2( texelSize, 0.0 ));
    vec4 tA = mix( t00, t10, f.x );
    vec4 t01 = texture2D( tex, uv + vec2( 0.0, texelSize ) );
    vec4 t11 = texture2D( tex, uv + vec2( texelSize, texelSize ) );
    vec4 tB = mix( t01, t11, f.x );
    return mix( tA, tB, f.y );
}

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SceneJS provides easy access to WebGL through a simple and declarative JavaScript API. The SceneJS API is functional, which enables its scene definitions to be really compact and expressive, while hooking into other JavaScript code just that little bit more smoothly.

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