Spine Highlight

A Node-Material Spine Highlight for BookNest's Shelves

When a shopper selects a book (picking arrives in Actions and Picking), BookNest swaps its cover material for the rim material, pulls it 4 cm off the shelf and pulses the strength uniform. Changing an InputBlock's value updates a uniform, not the shader, so the pulse costs nothing to recompile:

A selected book, pulled out and outlined by the node-material rimHTML
<canvas id="view" style="width: 620px; height: 180px"></canvas>
<script src="https://cdn.jsdelivr.net/npm/babylonjs@9.28.0/babylon.js"></script>
<script src="bookstore.js"></script>
<script>
{
  const engine = new BABYLON.Engine(view, true, {}, true);
  const scene = BookNestStore.createScene(engine);
  BookNestStore.createRoom(scene);
  const left = BookNestStore.createBookcase(scene, 'bookcaseLeft', -1.8);
  const books = BookNestStore.placeBooks(scene, left);
  const covers = BookNestStore.coverBooks(scene, books);
  const selected = books[1];                                    // Patterns of the Deep Web
  selected.material = BookNestStore.createSpineHighlight(scene, covers[1].albedoTexture);
  selected.position.z -= 0.04;                                  // toward the shopper
  BookNestStore.lightRoom(scene);                               // Section 7.7.8's shadows
  const strength = selected.material.getBlockByName('strength');
  scene.onBeforeRenderObservable.add(() => {                    // pulse 0.8 to 1.6
    strength.value = 1.2 + 0.4 * Math.sin(scene.getFrameId() / 20);
  });
  const target = new BABYLON.Vector3(-1.75, 1.35, 2.65);
  new BABYLON.ArcRotateCamera('browse', -1.95, 1.4, 0.8, target, scene).minZ = 0.05;
  BookNestStore.renderWhenReady(engine, scene, 10);
}
</script>
Browser output of Listing 7.37
Browser output of 37

Under lightRoom's sun and cascaded shadows, the selected book's side and top catch a warm rim where they turn from the camera, while its spine keeps the lit cover color. To deselect, assign covers[1] back. For many highlighted objects at once, HighlightLayer (Glow and Highlight) outlines meshes in a post-process instead.

The selected book on BookNest's shelf, pulled forward with a pulsing Fresnel rim-light node materialHTMLLive
<!doctype html>
<style>
  body { margin: 0; background: #f7f3ec; font: 13px system-ui, sans-serif; color: #333; }
  canvas { width: 100%; max-width: 600px; height: 300px; display: block; touch-action: none; outline: none; }
</style>
<canvas id="view"></canvas>
<script src="https://cdn.jsdelivr.net/npm/babylonjs@9.28.0/babylon.js"></script>
<script>
// ---- BookNest's bookstore: the helpers the book keeps in bookstore.js ----
const ROOM = { width: 8, depth: 6, height: 3, wall: 0.15 };
const BOOKS = [
  { id: 1, title: 'The Quiet Harbor', author: 'Mara Ellison', color: '#1f5f8b', pages: 312, price: 14.99, rating: 4.6, inStock: true },
  { id: 2, title: 'Patterns of the Deep Web', author: 'Tomas Reyes', color: '#5b3f99', pages: 428, price: 32.5, rating: 4.4, inStock: true },
  { id: 3, title: 'Salt and Saffron', author: 'Priya Nair', color: '#e09a10', pages: 256, price: 24, rating: 4.8, inStock: false },
  { id: 4, title: 'Small Steps to Big Summits', author: 'Dana Whitfield', color: '#3f7d3a', pages: 198, price: 18.5, rating: 4.3, inStock: true },
  { id: 5, title: "The Clockmaker's Paradox", author: 'Julian Voss', color: '#b5452f', pages: 344, price: 16.75, rating: 4.7, inStock: true },
  { id: 6, title: 'Gardens in Glass', author: 'Lena Hart', color: '#2a9d8f', pages: 176, price: 21.3, rating: 4.5, inStock: true },
];
function createScene(engine) {
  const scene = new BABYLON.Scene(engine);
  scene.clearColor = BABYLON.Color4.FromHexString('#cfd8dcff');
  const sky = new BABYLON.HemisphericLight('sky', new BABYLON.Vector3(0.3, 1, -0.4), scene);
  sky.groundColor = new BABYLON.Color3(0.35, 0.32, 0.3);
  return scene;
}
function paint(scene, name, hex) {                  // a matte color
  const material = new BABYLON.StandardMaterial(name, scene);
  material.diffuseColor = BABYLON.Color3.FromHexString(hex);
  material.specularColor = BABYLON.Color3.Black();
  return material;
}
function createRoom(scene) {                        // floor and three walls, front open
  const room = new BABYLON.TransformNode('room', scene);
  const floor = BABYLON.MeshBuilder.CreateGround('floor', { width: ROOM.width, height: ROOM.depth }, scene);
  floor.material = paint(scene, 'oak', '#b08d6a');
  floor.parent = room;
  const plaster = paint(scene, 'plaster', '#fff3e0');
  for (const [name, width, x, z] of [['backWall', 8, 0, 3], ['leftWall', 6, -4, 0], ['rightWall', 6, 4, 0]]) {
    const wall = BABYLON.MeshBuilder.CreateBox(name, { width, height: ROOM.height, depth: ROOM.wall }, scene);
    wall.position.set(x, ROOM.height / 2, z);
    wall.rotation.y = x ? Math.PI / 2 : 0;
    wall.material = plaster;
    wall.parent = room;
  }
  return room;
}
function createBookcase(scene, name, x) {           // 8 boxes merged into 1 mesh
  const [w, h, d, t] = [3, 2.2, 0.35, 0.04];
  const parts = [[t, h, d, -w / 2, h / 2, 0], [t, h, d, w / 2, h / 2, 0], [w, h, t, 0, h / 2, d / 2 - t / 2]];
  for (let i = 0; i < 5; i++) parts.push([w, t, d, 0, 0.1 + i * 0.5, 0]);
  const bookcase = BABYLON.Mesh.MergeMeshes(parts.map(([width, height, depth, px, py, pz]) => {
    const part = BABYLON.MeshBuilder.CreateBox('part', { width, height, depth }, scene);
    part.position.set(px, py, pz);
    return part;
  }), true);
  bookcase.name = name;
  bookcase.material = paint(scene, 'walnut', '#6d4c33');
  bookcase.position.set(x, 0, ROOM.depth / 2 - ROOM.wall / 2 - d / 2);   // against the back wall
  return bookcase;
}
function drawCover(scene, book) {                   // cover art painted on a canvas
  const tex = new BABYLON.DynamicTexture('cover' + book.id, { width: 256, height: 384 }, scene);
  const c = tex.getContext();
  c.fillStyle = book.color; c.fillRect(0, 0, 256, 384);
  c.fillStyle = 'rgba(0,0,0,0.4)'; c.fillRect(0, 0, 18, 384);         // the dark left edge
  c.strokeStyle = '#fff8e1'; c.lineWidth = 3; c.strokeRect(34, 24, 202, 336);
  c.fillStyle = '#fff8e1'; c.textAlign = 'center'; c.font = 'bold 30px Georgia';
  const lines = [''];
  for (const word of book.title.split(' ')) {
    const test = (lines[lines.length - 1] + ' ' + word).trim();
    if (c.measureText(test).width > 180) lines.push(word); else lines[lines.length - 1] = test;
  }
  lines.forEach((line, i) => c.fillText(line, 135, 110 + i * 38));
  c.font = '20px Georgia'; c.fillText(book.author, 135, 330);
  tex.update();
  return tex;
}
function placeBooks(scene, bookcase, shelf = 2) {   // six books, spines out, covers on +x
  const strip = new BABYLON.Vector4(0, 0, 0.07, 1);
  const faceUV = [strip, strip, new BABYLON.Vector4(0, 0, 1, 1), strip, strip, strip];
  let x = -0.35;                                    // left end of the row, local to the bookcase
  return BOOKS.map((record) => {
    const width = record.pages / 4000 + 0.02;       // spine thickness from page count
    const book = BABYLON.MeshBuilder.CreateBox(`book${record.id}`, { width, height: 0.3, depth: 0.22, faceUV, wrap: true }, scene);
    book.parent = bookcase;
    book.position.set(x + width / 2, 0.12 + shelf * 0.5 + 0.15, -0.02);
    x += width + 0.012;
    book.material = new BABYLON.StandardMaterial(record.title, scene);
    book.material.diffuseTexture = drawCover(scene, record);
    book.material.specularColor = new BABYLON.Color3(0.15, 0.15, 0.15);
    book.metadata = record;                         // the record, for picking
    return book;
  });
}
// The book cuts the storefront with CSG2 (Manifold WebAssembly); this sandbox cannot download
// the .wasm, so the older pure-JavaScript BABYLON.CSG makes the same cuts here.
function createFrontWall(scene) {
  const box = (width, height, depth, x, y) => {
    const mesh = BABYLON.MeshBuilder.CreateBox('cut', { width, height, depth }, scene);
    mesh.position.set(x, y, -ROOM.depth / 2);
    return mesh;
  };
  const solid = box(ROOM.width, ROOM.height, ROOM.wall, 0, ROOM.height / 2);
  const windowHole = box(3.2, 1.6, 1, -1.4, 1.6), doorHole = box(1.1, 2.2, 1, 2.3, 1.1);
  const wall = BABYLON.CSG.FromMesh(solid).subtract(BABYLON.CSG.FromMesh(windowHole))
    .subtract(BABYLON.CSG.FromMesh(doorHole)).toMesh('frontWall', scene.getMaterialByName('plaster'), scene);
  [solid, windowHole, doorHole].forEach((mesh) => mesh.dispose());
  return wall;
}
// ---- end of the bookstore helpers ----

function lightRoom(scene) {                         // call after the meshes exist
  scene.getLightByName('sky').intensity = 0.5;      // the sky light becomes fill light
  const sun = new BABYLON.DirectionalLight('sun', new BABYLON.Vector3(0.2, -0.33, 1), scene);
  sun.intensity = 0.8;
  sun.diffuse = BABYLON.Color3.FromHexString('#fff1d6');   // warm afternoon sun
  const ceiling = BABYLON.MeshBuilder.CreateBox('ceiling', { width: ROOM.width, height: ROOM.wall, depth: ROOM.depth }, scene);
  ceiling.position.y = ROOM.height + ROOM.wall / 2;
  ceiling.layerMask = 0x10000000;                   // no camera draws it; it still casts
  const shadows = new BABYLON.CascadedShadowGenerator(2048, sun);
  Object.assign(shadows, { numCascades: 3, shadowMaxZ: 20, lambda: 1,
    autoCalcDepthBounds: true, bias: 0.002, normalBias: 0.01 });
  for (const mesh of scene.meshes) {
    if (mesh.name !== 'floor') shadows.addShadowCaster(mesh);
    mesh.receiveShadows = true;
  }
  const lamp = new BABYLON.PointLight('lamp', new BABYLON.Vector3(-1.2, 2.3, 1.4), scene);
  lamp.diffuse = BABYLON.Color3.FromHexString('#ffd9a0');
  Object.assign(lamp, { intensity: 0.7, range: 5 });   // a warm reading lamp
  return { sun, lamp, shadows };
}

function createSpineHighlight(scene, texture, rimHex = '#ffe082') {
  const material = new BABYLON.NodeMaterial('spineHighlight', scene, { emitComments: true });
  const input = (name, value) => {                  // attribute, system value or uniform
    const node = new BABYLON.InputBlock(name);
    if (value === 'attribute') node.setAsAttribute(name);
    else if (typeof value !== 'string') node.value = value;
    else node.setAsSystemValue(BABYLON.NodeMaterialSystemValues[value]);
    return node.output;
  };
  const block = (type, name, inputs, props = {}) => {   // a block with its inputs wired
    const node = Object.assign(new BABYLON[type](name), props);
    for (const [port, source] of Object.entries(inputs)) source.connectTo(node[port]);
    return node;
  };
  const world = input('world', 'World');
  const eye = input('cameraPosition', 'CameraPosition');
  const worldPos = block('TransformBlock', 'worldPos',
    { vector: input('position', 'attribute'), transform: world }).output;
  const clipPos = block('TransformBlock', 'clipPos',
    { vector: worldPos, transform: input('viewProjection', 'ViewProjection') });
  const vertexOut = block('VertexOutputBlock', 'vertexOut', { vector: clipPos.output });
  const normal = block('TransformBlock', 'worldNormal', { vector: input('normal', 'attribute'),
    transform: world }, { complementW: 0 }).output;       // a direction: no translation
  const cover = block('TextureBlock', 'cover', { uv: input('uv', 'attribute') }, { texture });
  const light = block('LightBlock', 'light', { worldPosition: worldPos, worldNormal: normal,
    cameraPosition: eye, diffuseColor: cover.rgb, view: input('view', 'View') });   // the scene's lights
  const toEye = block('ViewDirectionBlock', 'toEye', { worldPosition: worldPos, cameraPosition: eye });
  const fresnel = block('FresnelBlock', 'fresnel', { worldNormal: normal,
    viewDirection: toEye.output, bias: input('bias', 0), power: input('power', 1) });
  const edge = block('OneMinusBlock', 'edge', { input: fresnel.fresnel });  // 1 at the rim
  const amount = block('MultiplyBlock', 'amount', { left: edge.output, right: input('strength', 1) });
  const rim = block('ScaleBlock', 'rim', { factor: amount.output,
    input: input('rimColor', BABYLON.Color3.FromHexString(rimHex)) });
  const sum = block('AddBlock', 'sum', { left: light.diffuseOutput, right: rim.output });
  const fragmentOut = block('FragmentOutputBlock', 'fragmentOut', { rgb: sum.output });
  [vertexOut, fragmentOut].forEach((node) => material.addOutputNode(node));
  material.build();
  return material;
}

const canvas = document.getElementById('view');
const engine = new BABYLON.Engine(canvas, true, {}, true);
const scene = createScene(engine);
createRoom(scene);
const left = createBookcase(scene, 'bookcaseLeft', -1.8);
const books = placeBooks(scene, left);
const selected = books[1];                                    // Patterns of the Deep Web
const cover = selected.material;                              // keep it to deselect later
selected.material = createSpineHighlight(scene, cover.diffuseTexture);
selected.position.z -= 0.04;                                  // 4 cm toward the shopper
lightRoom(scene);
// Changing an InputBlock's value updates a uniform, so the pulse never recompiles the shader
const strength = selected.material.getBlockByName('strength');
scene.onBeforeRenderObservable.add(() => {                    // pulse 0.8 to 1.6
  strength.value = 1.2 + 0.4 * Math.sin(scene.getFrameId() / 20);
});
selected.computeWorldMatrix(true);
const target = selected.getAbsolutePosition().clone();
const camera = new BABYLON.ArcRotateCamera('browse', -1.95, 1.4, 1.1, target, scene);
camera.minZ = 0.05;
camera.attachControl(canvas, true);
engine.runRenderLoop(() => scene.render());
addEventListener('resize', () => engine.resize());
</script>