1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 | 1× 45× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 12× 12× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× | import Node from './Node'; import glenum from './core/glenum'; /** * @constructor * @alias clay.Renderable * @extends clay.Node */ var Renderable = Node.extend(/** @lends clay.Renderable# */ { /** * @type {clay.Material} */ material: null, /** * @type {clay.Geometry} */ geometry: null, /** * @type {number} */ mode: glenum.TRIANGLES, _renderInfo: null }, /** @lends clay.Renderable.prototype */ { __program: null, /** * Group of received light. */ lightGroup: 0, /** * Render order, Nodes with smaller value renders before nodes with larger values. * @type {Number} */ renderOrder: 0, /** * Used when mode is LINES, LINE_STRIP or LINE_LOOP * @type {number} */ lineWidth: 1, /** * If enable culling * @type {boolean} */ culling: true, /** * Specify which side of polygon will be culled. * Possible values: * + {@link clay.Renderable.BACK} * + {@link clay.Renderable.FRONT} * + {@link clay.Renderable.FRONT_AND_BACK} * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/cullFace * @type {number} */ cullFace: glenum.BACK, /** * Specify which side is front face. * Possible values: * + {@link clay.Renderable.CW} * + {@link clay.Renderable.CCW} * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/frontFace * @type {number} */ frontFace: glenum.CCW, /** * If enable software frustum culling * @type {boolean} */ frustumCulling: true, /** * @type {boolean} */ receiveShadow: true, /** * @type {boolean} */ castShadow: true, /** * @type {boolean} */ ignorePicking: false, /** * @type {boolean} */ ignorePreZ: false, /** * @type {boolean} */ ignoreGBuffer: false, /** * @return {boolean} */ isRenderable: function() { // TODO Shader ? return this.geometry && this.material && this.material.shader && !this.invisible && this.geometry.vertexCount > 0; }, /** * Before render hook * @type {Function} */ beforeRender: function (_gl) {}, /** * Before render hook * @type {Function} */ afterRender: function (_gl, renderStat) {}, getBoundingBox: function (filter, out) { out = Node.prototype.getBoundingBox.call(this, filter, out); Eif (this.geometry && this.geometry.boundingBox) { out.union(this.geometry.boundingBox); } return out; }, /** * Clone a new renderable * @function * @return {clay.Renderable} */ clone: (function() { var properties = [ 'castShadow', 'receiveShadow', 'mode', 'culling', 'cullFace', 'frontFace', 'frustumCulling', 'renderOrder', 'lineWidth', 'ignorePicking', 'ignorePreZ', 'ignoreGBuffer' ]; return function() { var renderable = Node.prototype.clone.call(this); renderable.geometry = this.geometry; renderable.material = this.material; for (var i = 0; i < properties.length; i++) { var name = properties[i]; // Try not to overwrite the prototype property Iif (renderable[name] !== this[name]) { renderable[name] = this[name]; } } return renderable; }; })() }); /** * @type {number} */ Renderable.POINTS = glenum.POINTS; /** * @type {number} */ Renderable.LINES = glenum.LINES; /** * @type {number} */ Renderable.LINE_LOOP = glenum.LINE_LOOP; /** * @type {number} */ Renderable.LINE_STRIP = glenum.LINE_STRIP; /** * @type {number} */ Renderable.TRIANGLES = glenum.TRIANGLES; /** * @type {number} */ Renderable.TRIANGLE_STRIP = glenum.TRIANGLE_STRIP; /** * @type {number} */ Renderable.TRIANGLE_FAN = glenum.TRIANGLE_FAN; /** * @type {number} */ Renderable.BACK = glenum.BACK; /** * @type {number} */ Renderable.FRONT = glenum.FRONT; /** * @type {number} */ Renderable.FRONT_AND_BACK = glenum.FRONT_AND_BACK; /** * @type {number} */ Renderable.CW = glenum.CW; /** * @type {number} */ Renderable.CCW = glenum.CCW; export default Renderable; |