Chromium Code Reviews| Index: samples/android_sample/assets/dart/android_extension.dart |
| =================================================================== |
| --- samples/android_sample/assets/dart/android_extension.dart (revision 0) |
| +++ samples/android_sample/assets/dart/android_extension.dart (revision 0) |
| @@ -0,0 +1,140 @@ |
| +// Copyright (c) 2012, the Dart project authors. Please see the AUTHORS file |
| +// for details. All rights reserved. Use of this source code is governed by a |
| +// BSD-style license that can be found in the LICENSE file. |
| + |
| +library android_extension; |
| + |
| +import "dart-ext:android_extension"; |
| + |
| +// The simplest way to call native code: top-level functions. |
| +int systemRand() native "SystemRand"; |
| +void systemSrand(int seed) native "SystemSrand"; |
| +void log(String what) native "Log"; |
| + |
| +// EGL functions. |
| +void eglSwapBuffers() native "EGLSwapBuffers"; |
| + |
| +// GL functions. |
| +void glAttachShader(int program, int shader) native "GLAttachShader"; |
| +void glBindBuffer(int target, int buffer) native "GLBindBuffer"; |
| +void glBufferData(int target, List data, int usage) native "GLBufferData"; |
| +void glClearColor(num r, num g, num b, num alpha) native "GLClearColor"; |
| +void glClearDepth(num depth) native "GLClearDepth"; |
| +void glClear(int mask) native "GLClear"; |
| +void glCompileShader(int shader) native "GLCompileShader"; |
| +int glCreateBuffer() native "GLCreateBuffer"; |
| +int glCreateProgram() native "GLCreateProgram"; |
| +int glCreateShader(int shaderType) native "GLCreateShader"; |
| +void glDrawArrays(int mode, int first, int count) native "GLDrawArrays"; |
| +void glEnableVertexAttribArray(int index) native "GLEnableVertexAttribArray"; |
| +int glGetAttribLocation(int program, String name) native "GLGetAttribLocation"; |
| +int glGetError() native "GLGetError"; |
| +int glGetProgramParameter(int program, int param) |
| + native "GLGetProgramParameter"; |
| +int glGetShaderParameter(int shader, int param) native "GLGetShaderParameter"; |
| +int glGetUniformLocation(int program, String name) |
| + native "GLGetUniformLocation"; |
| +void glLinkProgram(int program) native "GLLinkProgram"; |
| +void glShaderSource(int shader, String source) native "GLShaderSource"; |
| +void glUniform1f(int location, double v0) native "GLUniform1f"; |
| +void glUniform2f(int location, double v0, double v1) native "GLUniform2f"; |
| +void glUniform3f(int location, double v0, double v1, double v2) native "GLUniform3f"; |
|
vsm
2012/11/30 17:00:30
nit: a few too long lines here.
gram
2012/11/30 18:01:31
Done.
|
| +void glUniform4f(int location, double v0, double v1, double v2, double v3) native "GLUniform4f"; |
| +void glUniform1i(int location, int v0) native "GLUniform1i"; |
| +void glUniform2i(int location, int v0, int v1) native "GLUniform2i"; |
| +void glUniform3i(int location, int v0, int v1, int v2) native "GLUniform3i"; |
| +void glUniform4i(int location, int v0, int v1, int v2, int v3) native "GLUniform4i"; |
|
vsm
2012/11/30 17:00:30
ditto
gram
2012/11/30 18:01:31
Done.
|
| +void glUniform1fv(int location, List values) native "GLUniform1fv"; |
| +void glUniform2fv(int location, List values) native "GLUniform2fv"; |
| +void glUniform3fv(int location, List values) native "GLUniform3fv"; |
| +void glUniform4fv(int location, List values) native "GLUniform4fv"; |
| +void glUniform1iv(int location, List values) native "GLUniform1iv"; |
| +void glUniform2iv(int location, List values) native "GLUniform2iv"; |
| +void glUniform3iv(int location, List values) native "GLUniform3iv"; |
| +void glUniform4iv(int location, List values) native "GLUniform4iv"; |
| +void glUseProgram(int program) native "GLUseProgram"; |
| +void glVertexAttribPointer(int index, int size, int type, bool normalized, |
| + int stride, int pointer) native "GLVertexAttribPointer"; |
| +void glViewport(int x, int y, int width, int height) native "GLViewport"; |
| + |
| +int glArrayBuffer() native "GLArrayBuffer"; |
| +int glColorBufferBit() native "GLColorBufferBit"; |
| +int glCompileStatus() native "GLCompileStatus"; |
| +int glDepthBufferBit() native "GLDepthBufferBit"; |
| +int glFloat() native "GLFloat"; |
| +int glFragmentShader() native "GLFragmentShader"; |
| +int glLinkStatus() native "GLLinkStatus"; |
| +int glStaticDraw() native "GLStaticDraw"; |
| +int glTriangleStrip() native "GLTriangleStrip"; |
| +int glTriangles() native "GLTriangles"; |
| +int glTrue() native "GLTrue"; |
| +int glVertexShader() native "GLVertexShader"; |
| + |
| +String glGetShaderInfoLog(int shader) native "GLGetShaderInfoLog"; |
| +String glGetProgramInfoLog(int program) native "GLGetProgramInfoLog"; |
| + |
| +class WebGLRenderingContext { |
| + WebGLRenderingContext(); |
| + |
| + static get ARRAY_BUFFER => glArrayBuffer(); |
| + static get COLOR_BUFFER_BIT => glColorBufferBit(); |
| + static get COMPILE_STATUS => glCompileStatus(); |
| + static get DEPTH_BUFFER_BIT => glDepthBufferBit(); |
| + static get FLOAT => glFloat(); |
| + static get FRAGMENT_SHADER => glFragmentShader(); |
| + static get LINK_STATUS => glLinkStatus(); |
| + static get VERTEX_SHADER => glVertexShader(); |
| + static get STATIC_DRAW => glStaticDraw(); |
| + static get TRUE => glTrue(); |
| + static get TRIANGLE_STRIP => glTriangleStrip(); |
| + static get TRIANGLES => glTriangles(); |
| + |
| + attachShader(program, shader) => glAttachShader(program, shader); |
| + bindBuffer(target, buffer) => glBindBuffer(target, buffer); |
| + bufferData(target, data, usage) => glBufferData(target, data, usage); |
| + clearColor(r, g, b, alpha) => glClearColor(r, g, b, alpha); |
| + clearDepth(depth) => glClearDepth(depth); |
| + clear(mask) => glClear(mask); |
| + compileShader(shader) => glCompileShader(shader); |
| + createBuffer() => glCreateBuffer(); |
| + createProgram() => glCreateProgram(); |
| + createShader(shaderType) => glCreateShader(shaderType); |
| + drawArrays(mode, first, count) => glDrawArrays(mode, first, count); |
| + enableVertexAttribArray(index) => glEnableVertexAttribArray(index); |
| + getAttribLocation(program, name) => glGetAttribLocation(program, name); |
| + getError() => glGetError(); |
| + getProgramParameter(program, name) => glGetProgramParameter(program, name); |
| + getShaderParameter(shader, name) => glGetShaderParameter(shader, name); |
| + getUniformLocation(program, name) => glGetUniformLocation(program, name); |
| + linkProgram(program) => glLinkProgram(program); |
| + shaderSource(shader, source) => glShaderSource(shader, source); |
| + uniform1f(location, v0) => glUniform1f(location, v0); |
| + uniform2f(location, v0, v1) => glUniform2f(location, v0, v1); |
| + uniform3f(location, v0, v1, v2) => glUniform3f(location, v0, v1, v2); |
| + uniform4f(location, v0, v1, v2, v3) => glUniform4f(location, v0, v1, v2, v3); |
| + uniform1i(location, v0) => glUniform1i(location, v0); |
| + uniform2i(location, v0, v1) => glUniform2i(location, v0, v1); |
| + uniform3i(location, v0, v1, v2) => glUniform3i(location, v0, v1, v2); |
| + uniform4i(location, v0, v1, v2, v3) => glUniform4i(location, v0, v1, v2, v3); |
| + uniform1fv(location, values) => glUniform1fv(location, values); |
| + uniform2fv(location, values) => glUniform2fv(location, values); |
| + uniform3fv(location, values) => glUniform3fv(location, values); |
| + uniform4fv(location, values) => glUniform4fv(location, values); |
| + uniform1iv(location, values) => glUniform1iv(location, values); |
| + uniform2iv(location, values) => glUniform2iv(location, values); |
| + uniform3iv(location, values) => glUniform3iv(location, values); |
| + uniform4iv(location, values) => glUniform4iv(location, values); |
| + useProgram(program) => glUseProgram(program); |
| + vertexAttribPointer(index, size, type, normalized, stride, pointer) => |
| + glVertexAttribPointer(index, size, type, normalized, stride, pointer); |
| + viewport(x, y, width, height) => glViewport(x, y, width, height); |
| + getShaderInfoLog(shader) => glGetShaderInfoLog(shader); |
| + getProgramInfoLog(program) => glGetProgramInfoLog(program); |
| + |
| + // TODO(vsm): Kill. |
| + noSuchMethod(invocation) { |
| + throw new Exception('Unimplemented ${invocation.memberName}'); |
| + } |
| +} |
| + |
| +var gl = new WebGLRenderingContext(); |