'use strict' module.exports = createBackgroundCube var createBuffer = require('gl-buffer') var createVAO = require('gl-vao') var createShader = require('./shaders').bg function BackgroundCube(gl, buffer, vao, shader) { this.gl = gl this.buffer = buffer this.vao = vao this.shader = shader } var proto = BackgroundCube.prototype proto.draw = function(model, view, projection, bounds, enable, colors) { var needsBG = false for(var i=0; i<3; ++i) { needsBG = needsBG || enable[i] } if(!needsBG) { return } var gl = this.gl gl.enable(gl.POLYGON_OFFSET_FILL) gl.polygonOffset(1, 2) this.shader.bind() this.shader.uniforms = { model: model, view: view, projection: projection, bounds: bounds, enable: enable, colors: colors } this.vao.bind() this.vao.draw(this.gl.TRIANGLES, 36) this.vao.unbind() gl.disable(gl.POLYGON_OFFSET_FILL) } proto.dispose = function() { this.vao.dispose() this.buffer.dispose() this.shader.dispose() } function createBackgroundCube(gl) { //Create cube vertices var vertices = [] var indices = [] var ptr = 0 for(var d=0; d<3; ++d) { var u = (d+1) % 3 var v = (d+2) % 3 var x = [0,0,0] var c = [0,0,0] for(var s=-1; s<=1; s+=2) { indices.push(ptr, ptr+2, ptr+1, ptr+1, ptr+2, ptr+3) x[d] = s c[d] = s for(var i=-1; i<=1; i+=2) { x[u] = i for(var j=-1; j<=1; j+=2) { x[v] = j vertices.push(x[0], x[1], x[2], c[0], c[1], c[2]) ptr += 1 } } //Swap u and v var tt = u u = v v = tt } } //Allocate buffer and vertex array var buffer = createBuffer(gl, new Float32Array(vertices)) var elements = createBuffer(gl, new Uint16Array(indices), gl.ELEMENT_ARRAY_BUFFER) var vao = createVAO(gl, [ { buffer: buffer, type: gl.FLOAT, size: 3, offset: 0, stride: 24 }, { buffer: buffer, type: gl.FLOAT, size: 3, offset: 12, stride: 24 } ], elements) //Create shader object var shader = createShader(gl) shader.attributes.position.location = 0 shader.attributes.normal.location = 1 return new BackgroundCube(gl, buffer, vao, shader) }