NasimiAsl Posted September 27, 2016 Share Posted September 27, 2016 9 hours ago, royibernthal said: @NasimiAsl that is like My Name what can i do Quote Link to comment Share on other sites More sharing options...
royibernthal Posted September 27, 2016 Author Share Posted September 27, 2016 You've yet to tackle the shader I'm trying to create Notice it's different than what you did in the old "Real 3D Mask" topic. On 9/16/2016 at 1:53 AM, royibernthal said: This topic is a bit similar to an old topic of mine "Real 3D Mask", only this time I know a little more what I need and how I need it. I created a box mesh. I'd like to create a shader in which I can specify the y of 2 lines: -top line - nothing above it is drawn -bottom line - nothing below it is drawn The areas above the top line or below the bottom line should be "cut" in a 3d way, a 2d mask or anything of the sort will have a bad looking result. I added a sketch to demonstrate how the result should look like. Second picture from the left - Red parts are either above top line or below bottom line and shouldn't be drawn, green part should be drawn. From what I understood from the previous topic ("Real 3D Mask"), it should be pretty simple, just check in a vertex shader if the current pixel is above the top line or below the bottom line, and if so, discard it. As simple as it is, I have no idea how to do it, as I'm clueless when it comes to shaders. Here's a link to the old Playground (by @NasimiAsl), please don't use it, it's just to remind you of a similar solution so we don't start from scratch. http://www.babylonjs-playground.com/#QHMT1#7 For this topic I created a new playground: http://www.babylonjs-playground.com/#1IUU00#0 Can you please help me write this shader? I'd be twice more grateful if you'll help me understand what you write. Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted September 27, 2016 Share Posted September 27, 2016 ok let look that step by step this is a simple shader but have Mathematical Stuff ( that make it compilicated ) step 1 : setup ShaderBuilder --------------------------------------------------------------------------------------------------- line 1,2,3,4 : Add ShaderBuilder js line 38 : wait to load SB.js **** in real sample you dont need wait line 39 : BABYLONX.ShaderBuilder.InitializeEngine(); // initialize some script ShaderBuilder need to Create ShaderMaterial from BABYLON.JS **** for use the ShaderBuilder you Most be Initialize That line 82-87 : this put default information about scene to Shader like Camera position , ... per each render step 2 : make CustomShader From ShaderBuilder ------------------------------------------------------------------------ line 40 : make a new mesh array line 51 - 66 : make on 4 box and add in to the array and calculate 3 const uniforms line 59,60 : minh , maxh : minimum and maximum height (we don't access to this part in shader so we need send that for shader) line 61 : steph : all box have some space between we can calculate that in javascript easly so add this like const uniform too line 116 : start making Shader material = new BABYLONX.ShaderBuilder() line 117 : .Solid({ b: 1 }) : //no matter just set the blue color for first shade line 118 : // me : current instance .Func(function (me) { // this method let us to change some parameter like setting inside the fluent pattern me.Setting.FragmentWorld = true; // enable wordviewMatrix for fragment shader this let shader now about world poistion return me; // back to current state }) line 112 : inline let you make your wanted code inside the shaderBuilder generated you can do anything you do in main method in shader .InLine(' vec3 wpos = vec3(world * vec4(pos,1.));') // calculate world position line 123 : define a new uniform 'maskHeight' this is main position all box is cut line 124,125 , 126 : define ather uniforms line 127 : .VertexShader : this help you to make Vertex Shader (other line make a fragment shader ) math part : // this condition choose all top 4 vertex on all box becase top position have positive value in y if(nrm.y>0.) keep x pos keep z pos result = vec4(vec3( pos.x , max(minh,min(maxh,maskHeight))-steph , pos.z ) ,1.); ***** max(minh,min(maxh,maskHeight))-steph : choose between minh and maxh and step and dont let this go more than maskHeight // this condition choose all bottom 4 vertex on all box else result = vec4(pos,1.); // keep defult position .Map({path:'http://jerome.bousquie.fr/BJS/images/spriteAtlas.png' }) // texture box .InLine('if((nrm.y<=0. && wpos.y > maskHeight ) || maskHeight < minh ) discard;') // hide other position line 132 : make your final shader this function called 4 times line 74 - 79 : this part set special Uniform "maskHeight" in shader per each render line 69 : var maskH = Math.sin(time*0.01)*3.+3.; make animation per time for maskHieght see this is simple :DDD ps : http://www.babylonjs-playground.com/#QHMT1#7 adam and royibernthal 2 Quote Link to comment Share on other sites More sharing options...
adam Posted September 27, 2016 Share Posted September 27, 2016 Here is another good example: http://babylonjs-playground.com/#QO7CR http://babylonjs-playground.com/#QO7CR#3 Quote Link to comment Share on other sites More sharing options...
adam Posted September 27, 2016 Share Posted September 27, 2016 http://babylonjs-playground.com/#QO7CR#4 http://babylonjs-playground.com/#QO7CR#6 NasimiAsl and royibernthal 2 Quote Link to comment Share on other sites More sharing options...
royibernthal Posted September 27, 2016 Author Share Posted September 27, 2016 NasimiAsl - thank you very much for the detailed explanation. Did you go over the old playground in that explanation or is it a modified solution according to this topic? adam - thank you, looks nice and simple. Is there a way to display the fill of the box along with the cut top and bottom faces as well? At the moment only the surface is displayed. You can see what I mean in this picture: Here's another example, if we were to cut only the top part of a 3d triangle it'd look something like that: Quote Link to comment Share on other sites More sharing options...
adam Posted September 27, 2016 Share Posted September 27, 2016 8 minutes ago, royibernthal said: Is there a way to display the fill of the box along with the cut top and bottom faces as well? study this: http://babylonjs-playground.com/#QO7CR jerome 1 Quote Link to comment Share on other sites More sharing options...
royibernthal Posted September 27, 2016 Author Share Posted September 27, 2016 When using a Sphere instead of a box this is what I get: http://babylonjs-playground.com/#QO7CR#7 I might not have mentioned this very important detail - this shader will later on be applied to much more complex loaded 3d models. It should be a dynamic 3d mask for any given 3d shape / model. In addition, the above playground only cuts the top and doesn't cut bottom - but I think once we figure out the idea it won't be a problem to add this. By the way, such a feature would also be a nice addition to the bjs core in my opinion. Hopefully I'm not asking for too much. Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted September 27, 2016 Share Posted September 27, 2016 wow nice i think i retired in version 1 and i started sb v2 this have geometry Builder too Quote Link to comment Share on other sites More sharing options...
royibernthal Posted September 27, 2016 Author Share Posted September 27, 2016 Sorry, can you rephrase? Do you mean it won't be possible to do with the current version of ShaderBuilder? Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted September 27, 2016 Share Posted September 27, 2016 no version 2 support all version 1 and have more tools for make shader i think this version of ShaderBuilder is complete 90 percet for make shader from source just i make a wizard for make shader Quote Link to comment Share on other sites More sharing options...
royibernthal Posted September 27, 2016 Author Share Posted September 27, 2016 Good to know, however you didn't really answer any of my questions (or maybe you did and I didn't understand), would you like me to rephrase perhaps? Quote Link to comment Share on other sites More sharing options...
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