foam-framework
Version:
MVC metaprogramming framework
110 lines (98 loc) • 2.93 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: 'Rectangle',
requires: [
'foam.graphics.webgl.core.Shader',
'foam.graphics.webgl.core.ArrayBuffer',
'foam.graphics.webgl.core.Program',
'foam.graphics.webgl.matrix.ScaleMatrix4'
],
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;
this.instance_.alpha = this.color[3];
}
},
{
name: 'alpha',
postSet: function() {
if ( this.instance_.color ) this.color = [this.color[0], this.color[1], this.color[2], this.instance_.alpha];
this.translucent = this.alpha < 1.0;
}
},
{
name: 'width',
defaultValue: 10,
},
{
name: 'height',
defaultValue: 10,
},
{
name: 'meshMatrix',
lazyFactory: function() {
return this.ScaleMatrix4.create({ sx$: this.width$, sy$: this.height$ });
}
}
],
methods: [
function init() {
this.SUPER();
this.mesh = this.ArrayBuffer.create({
drawMode: 'triangle strip',
vertices: [
1.0, 1.0, 0.0,
0.0, 1.0, 0.0,
1.0, 0.0, 0.0,
0.0, 0.0, 0.0
]
});
this.textureCoords = this.mesh;
this.program = this.Program.create();
this.color = this.color;
this.program.fragmentShader = this.Shader.create({
type: "fragment",
source:
"precision lowp float;\n"+
"uniform vec4 color;\n"+
"void main(void) {\n" +
" gl_FragColor = color;\n"+
"}\n"
});
this.program.vertexShader = this.Shader.create({
type: "vertex",
source: function() {/*
attribute vec3 aVertexPosition;
uniform mat4 positionMatrix;
uniform mat4 relativeMatrix;
uniform mat4 projectionMatrix;
uniform mat4 meshMatrix;
void main(void) {
gl_Position = projectionMatrix * positionMatrix * relativeMatrix * meshMatrix * vec4(aVertexPosition, 1.0);
}
*/}
});
}
]
});