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| 1 // Copyright (c) 2012, the Dart project authors. Please see the AUTHORS file | |
| 2 // for details. All rights reserved. Use of this source code is governed by a | |
| 3 // BSD-style license that can be found in the LICENSE file. | |
| 4 // | |
| 5 // This sample is based upon the Ray Tracer sample by Jonas Sicking at: | |
| 6 // http://www.khronos.org/webgl/wiki/Demo_Repository | |
| 7 | |
| 8 /** | |
| 9 * A sample GL application. | |
| 10 */ | |
| 11 library raytrace; | |
| 12 | |
| 13 import 'gl.dart'; | |
| 14 import 'dart:math' as Math; | |
| 15 | |
| 16 const FRAGMENT_PROGRAM = """ | |
| 17 precision mediump float; | |
| 18 | |
| 19 const vec3 lightDir = vec3(0.577350269, 0.577350269, -0.577350269); | |
| 20 varying vec3 vPosition; | |
| 21 uniform vec3 cameraPos; | |
| 22 uniform vec3 sphere1Center; | |
| 23 uniform vec3 sphere2Center; | |
| 24 uniform vec3 sphere3Center; | |
| 25 | |
| 26 bool intersectSphere(vec3 center, vec3 lStart, vec3 lDir, | |
| 27 out float dist) { | |
| 28 vec3 c = center - lStart; | |
| 29 float b = dot(lDir, c); | |
| 30 float d = b*b - dot(c, c) + 1.0; | |
| 31 if (d < 0.0) { | |
| 32 dist = 10000.0; | |
| 33 return false; | |
| 34 } | |
| 35 | |
| 36 dist = b - sqrt(d); | |
| 37 if (dist < 0.0) { | |
| 38 dist = 10000.0; | |
| 39 return false; | |
| 40 } | |
| 41 | |
| 42 return true; | |
| 43 } | |
| 44 | |
| 45 vec3 lightAt(vec3 N, vec3 V, vec3 color) { | |
| 46 vec3 L = lightDir; | |
| 47 vec3 R = reflect(-L, N); | |
| 48 | |
| 49 float c = 0.3 + 0.4 * pow(max(dot(R, V), 0.0), 30.0) + 0.7 * dot(L, N); | |
| 50 | |
| 51 if (c > 1.0) { | |
| 52 return mix(color, vec3(1.6, 1.6, 1.6), c - 1.0); | |
| 53 } | |
| 54 | |
| 55 return c * color; | |
| 56 } | |
| 57 | |
| 58 bool intersectWorld(vec3 lStart, vec3 lDir, out vec3 pos, | |
| 59 out vec3 normal, out vec3 color) { | |
| 60 float d1, d2, d3; | |
| 61 bool h1, h2, h3; | |
| 62 | |
| 63 h1 = intersectSphere(sphere1Center, lStart, lDir, d1); | |
| 64 h2 = intersectSphere(sphere2Center, lStart, lDir, d2); | |
| 65 h3 = intersectSphere(sphere3Center, lStart, lDir, d3); | |
| 66 | |
| 67 if (h1 && d1 < d2 && d1 < d3) { | |
| 68 pos = lStart + d1 * lDir; | |
| 69 normal = pos - sphere1Center; | |
| 70 color = vec3(0.0, 0.0, 0.9); | |
| 71 if (fract(pos.x / 1.5) > 0.5 ^^ | |
| 72 fract(pos.y / 1.5) > 0.5 ^^ | |
| 73 fract(pos.z / 1.5) > 0.5) { | |
| 74 color = vec3(1.0, 0.0, 1.0); | |
| 75 } | |
| 76 else { | |
| 77 color = vec3(1.0, 1.0, 0.0); | |
| 78 } | |
| 79 } | |
| 80 else if (h2 && d2 < d3) { | |
| 81 pos = lStart + d2 * lDir; | |
| 82 normal = pos - sphere2Center; | |
| 83 color = vec3(0.9, mod(normal.y * 2.5, 1.0), 0.0); | |
| 84 } | |
| 85 else if (h3) { | |
| 86 pos = lStart + d3 * lDir; | |
| 87 normal = pos - sphere3Center; | |
| 88 color = vec3(0.0, clamp(sphere3Center.y/1.5, 0.0, 0.9), | |
| 89 clamp(0.9 - sphere3Center.y/1.5, 0.0, 0.9)); | |
| 90 } | |
| 91 else if (lDir.y < -0.01) { | |
| 92 pos = lStart + ((lStart.y + 2.7) / -lDir.y) * lDir; | |
| 93 if (pos.x*pos.x + pos.z*pos.z > 30.0) { | |
| 94 return false; | |
| 95 } | |
| 96 normal = vec3(0.0, 1.0, 0.0); | |
| 97 if (fract(pos.x / 5.0) > 0.5 == fract(pos.z / 5.0) > 0.5) { | |
| 98 color = vec3(1.0); | |
| 99 } | |
| 100 else { | |
| 101 color = vec3(0.0); | |
| 102 } | |
| 103 } | |
| 104 else { | |
| 105 return false; | |
| 106 } | |
| 107 | |
| 108 return true; | |
| 109 } | |
| 110 | |
| 111 void main(void) | |
| 112 { | |
| 113 vec3 cameraDir = normalize(vPosition - cameraPos); | |
| 114 | |
| 115 vec3 p1, norm, p2; | |
| 116 vec3 col, colT, colM, col3; | |
| 117 if (intersectWorld(cameraPos, cameraDir, p1, | |
| 118 norm, colT)) { | |
| 119 col = lightAt(norm, -cameraDir, colT); | |
| 120 colM = (colT + vec3(0.2)) / 1.2; | |
| 121 cameraDir = reflect(cameraDir, norm); | |
| 122 if (intersectWorld(p1, cameraDir, p2, norm, colT)) { | |
| 123 col += lightAt(norm, -cameraDir, colT) * colM; | |
| 124 colM *= (colT + vec3(0.2)) / 1.2; | |
| 125 cameraDir = reflect(cameraDir, norm); | |
| 126 if (intersectWorld(p2, cameraDir, p1, norm, colT)) { | |
| 127 col += lightAt(norm, -cameraDir, colT) * colM; | |
| 128 } | |
| 129 } | |
| 130 | |
| 131 gl_FragColor = vec4(col, 1.0); | |
| 132 } | |
| 133 else { | |
| 134 gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); | |
| 135 } | |
| 136 } | |
| 137 """; | |
| 138 | |
| 139 const VERTEX_PROGRAM = """ | |
| 140 attribute vec2 aVertexPosition; | |
| 141 attribute vec3 aPlotPosition; | |
| 142 | |
| 143 varying vec3 vPosition; | |
| 144 | |
| 145 void main(void) | |
| 146 { | |
| 147 gl_Position = vec4(aVertexPosition, 1.0, 1.0); | |
| 148 vPosition = aPlotPosition; | |
| 149 } | |
| 150 """; | |
| 151 | |
| 152 loadShader(final type, final program) { | |
| 153 final shader = gl.createShader(type); | |
| 154 gl.shaderSource(shader, program); | |
| 155 gl.compileShader(shader); | |
| 156 if (gl.getShaderParameter(shader, WebGLRenderingContext.COMPILE_STATUS) != tru e) { | |
| 157 throw new Exception("Could not compile shader"); | |
|
Cutch
2012/11/15 15:06:13
How about calling getshaderinfolog and include the
vsm
2012/11/15 20:22:09
Done.
| |
| 158 } | |
| 159 | |
| 160 return shader; | |
| 161 } | |
| 162 | |
| 163 var shaderProgram; | |
| 164 var aVertexPosition; | |
| 165 var aPlotPosition; | |
| 166 var cameraPos; | |
| 167 var sphere1Center; | |
| 168 var sphere2Center; | |
| 169 var sphere3Center; | |
| 170 var ratio; | |
| 171 | |
| 172 void initShaders() { | |
| 173 var vertexShader = loadShader(WebGLRenderingContext.VERTEX_SHADER, VERTEX_PROG RAM); | |
| 174 var fragmentShader = loadShader(WebGLRenderingContext.FRAGMENT_SHADER, FRAGMEN T_PROGRAM); | |
| 175 | |
| 176 shaderProgram = gl.createProgram(); | |
| 177 if (shaderProgram == 0) { | |
| 178 throw new Exception("Could not create program."); | |
| 179 } | |
| 180 | |
| 181 gl.attachShader(shaderProgram, vertexShader); | |
| 182 gl.attachShader(shaderProgram, fragmentShader); | |
| 183 gl.linkProgram(shaderProgram); | |
| 184 | |
| 185 if (gl.getProgramParameter(shaderProgram, WebGLRenderingContext.LINK_STATUS) ! = true) { | |
| 186 throw new Exception("Could not initialize shaders"); | |
|
Cutch
2012/11/15 15:06:13
Same here but with getprograminfolog
vsm
2012/11/15 20:22:09
Done.
| |
| 187 } | |
| 188 | |
| 189 gl.useProgram(shaderProgram); | |
| 190 | |
| 191 aVertexPosition = gl.getAttribLocation(shaderProgram, "aVertexPosition"); | |
| 192 gl.enableVertexAttribArray(aVertexPosition); | |
| 193 | |
| 194 aPlotPosition = gl.getAttribLocation(shaderProgram, "aPlotPosition"); | |
| 195 gl.enableVertexAttribArray(aPlotPosition); | |
| 196 | |
| 197 cameraPos = gl.getUniformLocation(shaderProgram, "cameraPos"); | |
| 198 sphere1Center = gl.getUniformLocation(shaderProgram, "sphere1Center"); | |
| 199 sphere2Center = gl.getUniformLocation(shaderProgram, "sphere2Center"); | |
| 200 sphere3Center = gl.getUniformLocation(shaderProgram, "sphere3Center"); | |
| 201 } | |
| 202 | |
| 203 void initBuffers() { | |
| 204 var vertexPositionBuffer = gl.createBuffer(); | |
| 205 gl.bindBuffer(WebGLRenderingContext.ARRAY_BUFFER, vertexPositionBuffer); | |
| 206 var vertices = [ | |
| 207 1.0, 1.0, | |
| 208 -1.0, 1.0, | |
| 209 1.0, -1.0, | |
| 210 -1.0, -1.0, | |
| 211 ]; | |
| 212 | |
| 213 gl.bufferData(WebGLRenderingContext.ARRAY_BUFFER, new Float32Array.fromList(ve rtices), WebGLRenderingContext.STATIC_DRAW); | |
| 214 gl.bindBuffer(WebGLRenderingContext.ARRAY_BUFFER, vertexPositionBuffer); | |
|
Cutch
2012/11/15 15:06:13
This bind is unnecessary.
vsm
2012/11/15 20:22:09
Done. Thanks for the catch.
On 2012/11/15 15:06:
| |
| 215 gl.vertexAttribPointer(aVertexPosition, 2, WebGLRenderingContext.FLOAT, false, 0, 0); | |
| 216 | |
| 217 var plotPositionBuffer = gl.createBuffer(); | |
| 218 gl.bindBuffer(WebGLRenderingContext.ARRAY_BUFFER, plotPositionBuffer); | |
| 219 gl.vertexAttribPointer(aPlotPosition, 3, WebGLRenderingContext.FLOAT, false, 0 , 0); | |
| 220 } | |
| 221 | |
| 222 class Vector { | |
| 223 var x; | |
| 224 var y; | |
| 225 var z; | |
| 226 | |
| 227 Vector(this.x, this.y, this.z); | |
| 228 } | |
| 229 | |
| 230 crossProd(v1, v2) => | |
| 231 new Vector(v1.y*v2.z - v2.y*v1.z, | |
| 232 v1.z*v2.x - v2.z*v1.x, | |
| 233 v1.x*v2.y - v2.x*v1.y); | |
| 234 | |
| 235 Vector normalize(v) { | |
| 236 var l = Math.sqrt(v.x*v.x + v.y*v.y + v.z*v.z); | |
| 237 return new Vector( v.x/l, v.y/l, v.z/l ); | |
|
Cutch
2012/11/15 15:06:13
Do the division once:
var lr = 1.0 / l;
return ne
vsm
2012/11/15 20:22:09
Done.
| |
| 238 } | |
| 239 | |
| 240 vectAdd(v1, v2) => new Vector( v1.x + v2.x, v1.y + v2.y, v1.z + v2.z ); | |
| 241 | |
| 242 vectSub(v1, v2) => new Vector( v1.x - v2.x, v1.y - v2.y, v1.z - v2.z ); | |
| 243 | |
| 244 vectMul(v, l) => new Vector( v.x*l, v.y*l, v.z*l ); | |
| 245 | |
| 246 void pushVec(v, arr) { | |
| 247 arr.addAll([v.x, v.y, v.z]); | |
| 248 } | |
| 249 | |
| 250 var t = 0; | |
| 251 | |
| 252 void drawScene() { | |
| 253 var x1 = Math.sin(t * 1.1) * 1.5; | |
| 254 var y1 = Math.cos(t * 1.3) * 1.5; | |
| 255 var z1 = Math.sin(t + Math.PI/3) * 1.5; | |
| 256 var x2 = Math.cos(t * 1.2) * 1.5; | |
| 257 var y2 = Math.sin(t * 1.4) * 1.5; | |
| 258 var z2 = Math.sin(t*1.25 - Math.PI/3) * 1.5; | |
| 259 var x3 = Math.cos(t * 1.15) * 1.5; | |
| 260 var y3 = Math.sin(t * 1.37) * 1.5; | |
| 261 var z3 = Math.sin(t*1.27) * 1.5; | |
| 262 | |
| 263 var cameraFrom = new Vector( | |
| 264 Math.sin(t * 0.4) * 18, | |
| 265 Math.sin(t * 0.13) * 5 + 5, | |
| 266 Math.cos(t * 0.4) * 18 ); | |
| 267 var cameraTo = new Vector(0.0, 0.0, 0.0); | |
| 268 var cameraPersp = 6.0; | |
| 269 var up = new Vector(0.0, 1.0, 0.0); | |
| 270 var cameraDir = normalize(vectSub(cameraTo, cameraFrom)); | |
| 271 | |
| 272 var cameraLeft = normalize(crossProd(cameraDir, up)); | |
| 273 var cameraUp = normalize(crossProd(cameraLeft, cameraDir)); | |
| 274 // cameraFrom + cameraDir * cameraPersp | |
| 275 var cameraCenter = vectAdd(cameraFrom, vectMul(cameraDir, cameraPersp)); | |
| 276 | |
| 277 // cameraCenter + cameraUp + cameraLeft * ratio | |
| 278 var cameraTopLeft = vectAdd(vectAdd(cameraCenter, cameraUp), | |
| 279 vectMul(cameraLeft, ratio)); | |
| 280 var cameraBotLeft = vectAdd(vectSub(cameraCenter, cameraUp), | |
| 281 vectMul(cameraLeft, ratio)); | |
| 282 var cameraTopRight = vectSub(vectAdd(cameraCenter, cameraUp), | |
| 283 vectMul(cameraLeft, ratio)); | |
| 284 var cameraBotRight = vectSub(vectSub(cameraCenter, cameraUp), | |
| 285 vectMul(cameraLeft, ratio)); | |
| 286 | |
| 287 // corners = [1.2, 1, -12, -1.2, 1, -12, 1.2, -1, -12, -1.2, -1, -12]; | |
| 288 var corners = []; | |
| 289 pushVec(cameraTopRight, corners); | |
| 290 pushVec(cameraTopLeft, corners); | |
| 291 pushVec(cameraBotRight, corners); | |
| 292 pushVec(cameraBotLeft, corners); | |
| 293 var cornersArray = new Float32Array.fromList(corners); | |
| 294 gl.bufferData(WebGLRenderingContext.ARRAY_BUFFER, cornersArray, | |
| 295 WebGLRenderingContext.STATIC_DRAW); | |
| 296 | |
| 297 gl.uniform3f(cameraPos, cameraFrom.x, cameraFrom.y, cameraFrom.z); | |
| 298 gl.uniform3f(sphere1Center, x1, y1, z1); | |
| 299 gl.uniform3f(sphere2Center, x2, y2, z2); | |
| 300 gl.uniform3f(sphere3Center, x3, y3, z3); | |
| 301 | |
| 302 gl.drawArrays(WebGLRenderingContext.TRIANGLE_STRIP, 0, 4); | |
| 303 | |
| 304 t += 0.03; | |
| 305 if (t > Math.PI * 200) { | |
| 306 t -= Math.PI * 200; | |
| 307 } | |
| 308 } | |
| 309 | |
| 310 void setup() { | |
| 311 initShaders(); | |
| 312 gl.clearColor(0.0, 0.0, 0.0, 1.0); | |
| 313 gl.clearDepth(1.0); | |
| 314 initBuffers(); | |
| 315 } | |
| 316 | |
| 317 void resize(int width, int height) { | |
| 318 ratio = width / height; | |
| 319 gl.viewport(0, 0, width, height); | |
| 320 t -= 0.03; | |
| 321 drawScene(); | |
| 322 } | |
| 323 | |
| 324 void draw() { | |
| 325 drawScene(); | |
| 326 } | |
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