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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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