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box.js
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box.js
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/* Copyright (c) 2009-2010 King Abdullah University of Science and Technology
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
/**
* This class encapsulates the box primitive. It is mostly
* meant for use with isosurface rendering to give the user
* an impression of the orientation of an object.
*
* @param {int} options just a place-holder for future changes
* @constructor
* @requires primitive Inherits from primitive
* @requires screen Has a reference to a screen object
*/
function box(options, source) {
/** The WebGL context we'll be using */
this.gl = null;
/** The VBO that stores the vertices */
this.vertexVBO = null;
/** The VBO that stores the indices of the vertices */
this.indexVBO = null;
/** The count of indices in indexVBO */
this.index_ct = 0;
/**
* This function is called by the grapher class so that the box
* has access to relevant information, but it is only initialized
* when grapher deems appropriates
*
* @param {WebGLContext} gl a WebGL context, provided by grapher
* @param {screen} scr a reference to the screen object, provided by grapher
*
* @see grapher
*/
this.initialize = function(gl, scr) {
this.gl = gl;
this.refresh(scr);
this.gen_program();
}
/**
* Refresh is a way for the grapher instance to notify surface
* of changes to the viewing environment. This just updates the VBO
* to draw a box around the whole screen
*
* This method is meant to only be called by the grapher class.
*
* @param {screen} scr required for information about the viewable screen
*/
this.refresh = function(scr) {
this.gen_vbo(scr);
}
/**
* All primitives are responsible for knowing how to construct
* themselves and so this is the function that constructs the VBO for
* the objects.
*
* This method is meant to be private
*
* @param {screen} scr is information about the viewable screen
*/
this.gen_vbo = function(scr) {
// Victory! It works!
var vertices = [ scr.maxx, scr.maxy, scr.minx, //A 0
scr.minx, scr.miny, -scr.minx, //B 1
scr.maxx, scr.miny, scr.minx, //C 2
scr.maxx, scr.miny, -scr.minx, //D 3
scr.maxx, scr.maxy, -scr.minx, //E 4
scr.minx, scr.miny, scr.minx, //F 5
scr.minx, scr.maxy, scr.minx, //G 6
scr.minx, scr.maxy, -scr.minx]; //H 7
var indices = [ 0, 2, 0, 4, 0, 6, 6, 7, 6, 5, 5, 1, 5, 2, 2, 3, 3, 4, 3, 1, 1, 7, 7, 4];
if (this.vertexVBO) {
this.gl.deleteBuffer(this.vertexVBO);
}
this.vertexVBO = this.gl.createBuffer();
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.vertexVBO);
this.gl.bufferData(this.gl.ARRAY_BUFFER, new WebGLFloatArray(vertices), this.gl.STATIC_DRAW);
if (this.indexVBO) {
this.gl.deleteBuffer(this.indexVBO);
}
this.indexVBO = this.gl.createBuffer();
this.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, this.indexVBO);
this.gl.bufferData(this.gl.ELEMENT_ARRAY_BUFFER, new WebGLUnsignedShortArray(indices), this.gl.STATIC_DRAW);
this.index_ct = indices.length;
}
/**
* Every primitive is also responsible for knowing how to draw
* itself, and that behavior is encapsulated in this function. It should
* be completely self-contained, returning the context state to what it
* was before it's called.
*
* This method can be called at any time after initialization to draw
* the box to the screen. Though, it is meant to be primarily called by
* grapher.
*
* @param {screen} scr the current screen
*/
this.draw = function(scr) {
scr.perspective();
this.setUniforms(scr);
this.gl.enableVertexAttribArray(0);
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.vertexVBO);
this.gl.vertexAttribPointer(0, 3, this.gl.FLOAT, this.gl.FALSE, 0, 0);
this.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, this.indexVBO);
this.gl.drawElements(this.gl.LINES, this.index_ct, this.gl.UNSIGNED_SHORT, 0);
this.gl.disableVertexAttribArray(0);
}
/**
* Any class who inherits from the primitive class gets free
* access to shader compilation and program linking, but only must
* provide the fragment and vertex shader sources. The primitive class
* also provides free access to functionality for reading files.
*
* This function generates its program, and stores it back in
* this.program (this is done impliciatly through the call to
* primitive.compile_program).
*/
this.gen_program = function() {
var vertex_source = this.read("shaders/passthru.vert");
var frag_source = this.read("shaders/passthru.frag");
vertex_source = vertex_source.replace("/* CYLINDRICAL", "//* Cylindrical")
this.compile_program(vertex_source, frag_source);
}
}
box.prototype = new primitive();