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<!DOCTYPE html>

<head>
	<meta charset="utf-8"/>
	<title>Циркулярен диск</title>

	<script src="webgl-fmi.js"></script>	
	
	<script id="vshader" type="x-shader/x-vertex">
		// отвън се подава само ъгъла
		attribute float aAngle;
		#define PI 3.14159
		#define eps 0.0001
		#define TEETH 35.0
		#define RADIUS 0.7
		#define TEETH_DEPTH 0.1
		#define LEDGE_MODIFIER 2.0

		void main ()
		{
			float r = RADIUS + mod(aAngle, 2.0 * PI / TEETH) / ((360.0 / TEETH - 1.0) * PI / 180.0) * TEETH_DEPTH;;
			float angle = aAngle - LEDGE_MODIFIER * r;
			gl_Position = vec4(r*cos(angle)/1.5,r*sin(angle),0,1);
		}
	</script>
	
	<script id="fshader" type="x-shader/x-fragment">
		precision mediump float;
		uniform vec3 uColor;
		void main( )
		{
			gl_FragColor = vec4(uColor,1);
		}
	</script>

	<script>
		function start( )
		{
			gl = getContext("picasso");
			glprog = getProgram("vshader","fshader");

			aAngle = gl.getAttribLocation(glprog,"aAngle");
			uColor = gl.getUniformLocation(glprog,"uColor");
			
			gl.clearColor(1,1,1,1);
			gl.clear(gl.COLOR_BUFFER_BIT);

			// точки по зъбното колело
			var n = 360;

			// n ъгъла от 0 до 2*pi
			var data = [ ];
			for(var i=0; i<n; i++)
				data.push(2*Math.PI*i/n);
			console.log(data);

			var buf = gl.createBuffer();
			gl.bindBuffer(gl.ARRAY_BUFFER,buf);
			gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(data), gl.STATIC_DRAW);

			gl.uniform3f(uColor,0.3,0.7,0.2);

			gl.enableVertexAttribArray(aAngle);
			gl.vertexAttribPointer(aAngle,1,gl.FLOAT,false,0,0);
			
			// рисуване на назъбения профил
			// (ама назъбеността да се прави с шейдъра)
			gl.drawArrays(gl.LINE_LOOP,0,n);
		}
	</script>	
</head>

<body onload="start()">
	<h2>Циркулярен диск</h2>

	<noscript>
		Искаме JavaScript, но няма!
	</noscript>
	
	<canvas id="picasso" width="600" height="400" style="border: solid;">
		Искаме canvas, но няма!
	</canvas>
</body>