| // Copyright 2018 The Immersive Web Community Group |
| // |
| // 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. |
| |
| import {Material} from '../core/material.js'; |
| import {Node} from '../core/node.js'; |
| import {PrimitiveStream} from '../geometry/primitive-stream.js'; |
| |
| const GL = WebGLRenderingContext; // For enums |
| |
| const SHADOW_SEGMENTS = 32; |
| const SHADOW_GROUND_OFFSET = 0.01; |
| const SHADOW_CENTER_ALPHA = 0.7; |
| const SHADOW_INNER_ALPHA = 0.3; |
| const SHADOW_OUTER_ALPHA = 0.0; |
| const SHADOW_INNER_RADIUS = 0.6; |
| const SHADOW_OUTER_RADIUS = 1.0; |
| |
| class DropShadowMaterial extends Material { |
| constructor() { |
| super(); |
| |
| this.state.blend = true; |
| this.state.blendFuncSrc = GL.ONE; |
| this.state.blendFuncDst = GL.ONE_MINUS_SRC_ALPHA; |
| this.state.depthFunc = GL.LEQUAL; |
| this.state.depthMask = false; |
| } |
| |
| get materialName() { |
| return 'DROP_SHADOW_MATERIAL'; |
| } |
| |
| get vertexSource() { |
| return ` |
| attribute vec3 POSITION; |
| attribute vec2 TEXCOORD_0; |
| |
| varying float vShadow; |
| |
| vec4 vertex_main(mat4 proj, mat4 view, mat4 model) { |
| vShadow = TEXCOORD_0.x; |
| return proj * view * model * vec4(POSITION, 1.0); |
| }`; |
| } |
| |
| get fragmentSource() { |
| return ` |
| varying float vShadow; |
| |
| vec4 fragment_main() { |
| return vec4(0.0, 0.0, 0.0, vShadow); |
| }`; |
| } |
| } |
| |
| export class DropShadowNode extends Node { |
| constructor(iconTexture, callback) { |
| super(); |
| } |
| |
| onRendererChanged(renderer) { |
| let stream = new PrimitiveStream(); |
| |
| stream.startGeometry(); |
| |
| // Shadow center |
| stream.pushVertex(0, SHADOW_GROUND_OFFSET, 0, SHADOW_CENTER_ALPHA); |
| |
| let segRad = ((Math.PI * 2.0) / SHADOW_SEGMENTS); |
| |
| let idx; |
| for (let i = 0; i < SHADOW_SEGMENTS; ++i) { |
| idx = stream.nextVertexIndex; |
| |
| let rad = i * segRad; |
| let x = Math.cos(rad); |
| let y = Math.sin(rad); |
| stream.pushVertex(x * SHADOW_INNER_RADIUS, SHADOW_GROUND_OFFSET, y * SHADOW_INNER_RADIUS, SHADOW_INNER_ALPHA); |
| stream.pushVertex(x * SHADOW_OUTER_RADIUS, SHADOW_GROUND_OFFSET, y * SHADOW_OUTER_RADIUS, SHADOW_OUTER_ALPHA); |
| |
| if (i > 0) { |
| // Inner circle |
| stream.pushTriangle(0, idx, idx-2); |
| |
| // Outer circle |
| stream.pushTriangle(idx, idx+1, idx-1); |
| stream.pushTriangle(idx, idx-1, idx-2); |
| } |
| } |
| |
| stream.pushTriangle(0, 1, idx); |
| |
| stream.pushTriangle(1, 2, idx+1); |
| stream.pushTriangle(1, idx+1, idx); |
| |
| stream.endGeometry(); |
| |
| let shadowPrimitive = stream.finishPrimitive(renderer); |
| this._shadowRenderPrimitive = renderer.createRenderPrimitive(shadowPrimitive, new DropShadowMaterial()); |
| this.addRenderPrimitive(this._shadowRenderPrimitive); |
| } |
| } |