foam-framework
Version:
MVC metaprogramming framework
159 lines (134 loc) • 4.62 kB
JavaScript
/**
* @license
* Copyright 2015 Google Inc. All Rights Reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
CLASS({
package: 'foam.graphics.webgl.primitives',
name: 'Circle',
requires: [
'foam.graphics.webgl.core.Shader',
'foam.graphics.webgl.core.ArrayBuffer',
'foam.graphics.webgl.core.Program',
'foam.graphics.webgl.matrix.ScaleMatrix4'
],
imports: [
'glMeshLibrary'
],
extends: 'foam.graphics.webgl.core.Object',
properties: [
{
name: 'color',
defaultValueFn: function() { return [1.0, 1.0, 1.0, 1.0]; }, // white
postSet: function() {
// auto-set translucent rendering mode
this.translucent = this.color[3] < 1.0;
}
},
{
model_: 'IntProperty',
name: 'segments',
defaultValue: 64,
postSet: function() {
this.borderRatio = this.borderRatio;
}
},
{
name: 'r',
defaultValue: 1,
},
{
name: 'borderRatio',
defaultValue: 1.0,
help: 'The proportion of radius to draw as solid. 1.0 is a filled circle, 0.01 a thin ring. Negative values extend outward.',
postSet: function() {
this.mesh = this.glMeshLibrary.getMesh('flatRing', this.segments, this.borderRatio, (this.borderRatio < 1)? this.borderRatio : 0 );
this.meshNormals = this.glMeshLibrary.getNormals('flatRing', this.segments, this.borderRatio, (this.borderRatio < 1)? this.borderRatio : 0 );
}
},
{
name: 'meshMatrix',
lazyFactory: function() {
return this.ScaleMatrix4.create({ sx$: this.r$, sy$: this.r$, sz$: this.r$ });
}
},
{
model_: 'IntProperty',
name: 'dynamicLOD',
help: 'If above zero, scales the segments with the radius. This value acts as a divisor: Log(r/dynamicLOD). Large values mean fewer segments for a given radius.',
postSet: function(old,nu) {
Events.unfollow(this.r$, this.segments$);
if (nu > 0) {
Events.map(this.r$, this.segments$, function(r) {
var n = Math.max(Math.ceil(Math.log( r / nu )), 1);
n = Math.pow(2,n) * 8;
return n;
});
}
}
}
],
methods: [
function init() {
this.SUPER();
this.program = this.Program.create();
this.program.fragmentShader = this.Shader.create({
type: "fragment",
source: function() {/*
precision lowp float;
uniform vec4 color;
varying vec3 vNormal;
varying vec3 vPosition;
void main(void) {
vec4 dark = vec4(0.0, 0.0, 0.0, 1.0);
vec3 uLight = vec3(-10, -10, 15);
// Mix in diffuse light
float diffuse = dot(normalize(uLight), normalize(vNormal));
diffuse = max(0.0, diffuse);
gl_FragColor = mix(dark, color, 0.5 + 0.9 * diffuse);
}
*/},
});
this.program.vertexShader = this.Shader.create({
type: "vertex",
source: function() {/*
attribute vec3 aVertexPosition;
attribute vec3 aNormal;
uniform mat4 positionMatrix;
uniform mat4 relativeMatrix;
uniform mat4 projectionMatrix;
uniform mat4 meshMatrix;
uniform mat4 normalMatrix;
varying vec3 vNormal;
varying vec3 vPosition;
//vec3 aNormal = vec3(0.5, 0.5, 1);
void main(void) {
mat4 matrix = projectionMatrix * positionMatrix * relativeMatrix * meshMatrix;
vNormal = vec3(normalMatrix * vec4(aNormal, 1.0));
vPosition = vec3(matrix * vec4(aVertexPosition, 1.0));
gl_Position = matrix * vec4(aVertexPosition, 1.0);
}
*/},
});
//this.color = this.color; // reset the fragment shader
this.borderRatio = this.borderRatio;
},
function intersects(c) {
var r = this.r + c.r;
var dx = this.x-c.x;
var dy = this.y-c.y;
return ( ((dx+dy) < r) ) && ( Movement.distance(dx, dy) < r );
},
]
});