| Index: samples/android_sample/assets/dart/main.dart
|
| ===================================================================
|
| --- samples/android_sample/assets/dart/main.dart (revision 0)
|
| +++ samples/android_sample/assets/dart/main.dart (revision 0)
|
| @@ -0,0 +1,358 @@
|
| +// 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.
|
| +
|
| +import "dart:math" as Math;
|
| +import "android_extension.dart";
|
| +
|
| +const FRAGMENT_PROGRAM = """
|
| + precision mediump float;
|
| +
|
| + const vec3 lightDir = vec3(0.577350269, 0.577350269, -0.577350269);
|
| + varying vec3 vPosition;
|
| + uniform vec3 cameraPos;
|
| + uniform vec3 sphere1Center;
|
| + uniform vec3 sphere2Center;
|
| + uniform vec3 sphere3Center;
|
| +
|
| + bool intersectSphere(vec3 center, vec3 lStart, vec3 lDir,
|
| + out float dist) {
|
| + vec3 c = center - lStart;
|
| + float b = dot(lDir, c);
|
| + float d = b*b - dot(c, c) + 1.0;
|
| + if (d < 0.0) {
|
| + dist = 10000.0;
|
| + return false;
|
| + }
|
| +
|
| + dist = b - sqrt(d);
|
| + if (dist < 0.0) {
|
| + dist = 10000.0;
|
| + return false;
|
| + }
|
| +
|
| + return true;
|
| + }
|
| +
|
| + vec3 lightAt(vec3 N, vec3 V, vec3 color) {
|
| + vec3 L = lightDir;
|
| + vec3 R = reflect(-L, N);
|
| +
|
| + float c = 0.3 + 0.4 * pow(max(dot(R, V), 0.0), 30.0) + 0.7 * dot(L, N);
|
| +
|
| + if (c > 1.0) {
|
| + return mix(color, vec3(1.6, 1.6, 1.6), c - 1.0);
|
| + }
|
| +
|
| + return c * color;
|
| + }
|
| +
|
| + bool intersectWorld(vec3 lStart, vec3 lDir, out vec3 pos,
|
| + out vec3 normal, out vec3 color) {
|
| + float d1, d2, d3;
|
| + bool h1, h2, h3;
|
| +
|
| + h1 = intersectSphere(sphere1Center, lStart, lDir, d1);
|
| + h2 = intersectSphere(sphere2Center, lStart, lDir, d2);
|
| + h3 = intersectSphere(sphere3Center, lStart, lDir, d3);
|
| +
|
| + if (h1 && d1 < d2 && d1 < d3) {
|
| + pos = lStart + d1 * lDir;
|
| + normal = pos - sphere1Center;
|
| + color = vec3(0.0, 0.0, 0.9);
|
| + if (fract(pos.x / 1.5) > 0.5 ^^
|
| + fract(pos.y / 1.5) > 0.5 ^^
|
| + fract(pos.z / 1.5) > 0.5) {
|
| + color = vec3(1.0, 0.0, 1.0);
|
| + }
|
| + else {
|
| + color = vec3(1.0, 1.0, 0.0);
|
| + }
|
| + }
|
| + else if (h2 && d2 < d3) {
|
| + pos = lStart + d2 * lDir;
|
| + normal = pos - sphere2Center;
|
| + color = vec3(0.9, mod(normal.y * 2.5, 1.0), 0.0);
|
| + }
|
| + else if (h3) {
|
| + pos = lStart + d3 * lDir;
|
| + normal = pos - sphere3Center;
|
| + color = vec3(0.0, clamp(sphere3Center.y/1.5, 0.0, 0.9),
|
| + clamp(0.9 - sphere3Center.y/1.5, 0.0, 0.9));
|
| + }
|
| + else if (lDir.y < -0.01) {
|
| + pos = lStart + ((lStart.y + 2.7) / -lDir.y) * lDir;
|
| + if (pos.x*pos.x + pos.z*pos.z > 30.0) {
|
| + return false;
|
| + }
|
| + normal = vec3(0.0, 1.0, 0.0);
|
| + if (fract(pos.x / 5.0) > 0.5 == fract(pos.z / 5.0) > 0.5) {
|
| + color = vec3(1.0);
|
| + }
|
| + else {
|
| + color = vec3(0.0);
|
| + }
|
| + }
|
| + else {
|
| + return false;
|
| + }
|
| +
|
| + return true;
|
| + }
|
| +
|
| + void main(void)
|
| + {
|
| + vec3 cameraDir = normalize(vPosition - cameraPos);
|
| +
|
| + vec3 p1, norm, p2;
|
| + vec3 col, colT, colM, col3;
|
| + if (intersectWorld(cameraPos, cameraDir, p1,
|
| + norm, colT)) {
|
| + col = lightAt(norm, -cameraDir, colT);
|
| + colM = (colT + vec3(0.2)) / 1.2;
|
| + cameraDir = reflect(cameraDir, norm);
|
| + if (intersectWorld(p1, cameraDir, p2, norm, colT)) {
|
| + col += lightAt(norm, -cameraDir, colT) * colM;
|
| + colM *= (colT + vec3(0.2)) / 1.2;
|
| + cameraDir = reflect(cameraDir, norm);
|
| + if (intersectWorld(p2, cameraDir, p1, norm, colT)) {
|
| + col += lightAt(norm, -cameraDir, colT) * colM;
|
| + }
|
| + }
|
| +
|
| + gl_FragColor = vec4(col, 1.0);
|
| + }
|
| + else {
|
| + gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
|
| + }
|
| + }
|
| +""";
|
| +
|
| +const VERTEX_PROGRAM = """
|
| + attribute vec2 aVertexPosition;
|
| + attribute vec3 aPlotPosition;
|
| +
|
| + varying vec3 vPosition;
|
| +
|
| + void main(void)
|
| + {
|
| + gl_Position = vec4(aVertexPosition, 1.0, 1.0);
|
| + vPosition = aPlotPosition;
|
| + }
|
| +""";
|
| +
|
| +loadShader(final type, final program) {
|
| + final shader = gl.createShader(type);
|
| + gl.shaderSource(shader, program);
|
| + gl.compileShader(shader);
|
| + if (gl.getShaderParameter(shader, WebGLRenderingContext.COMPILE_STATUS)
|
| + != WebGLRenderingContext.TRUE) {
|
| + log("Could not compile shader: ${gl.getShaderInfoLog(shader)}");
|
| + throw new Exception("Could not compile shader");
|
| + }
|
| +
|
| + return shader;
|
| +}
|
| +
|
| +var shaderProgram;
|
| +var aVertexPosition;
|
| +var aPlotPosition;
|
| +var cameraPos;
|
| +var sphere1Center;
|
| +var sphere2Center;
|
| +var sphere3Center;
|
| +var ratio;
|
| +
|
| +initShaders() {
|
| + var vertexShader = loadShader(WebGLRenderingContext.VERTEX_SHADER,
|
| + VERTEX_PROGRAM);
|
| + var fragmentShader = loadShader(WebGLRenderingContext.FRAGMENT_SHADER,
|
| + FRAGMENT_PROGRAM);
|
| +
|
| + shaderProgram = gl.createProgram();
|
| + if (shaderProgram == 0) {
|
| + throw new Exception("Could not create program.");
|
| + }
|
| +
|
| + gl.attachShader(shaderProgram, vertexShader);
|
| + gl.attachShader(shaderProgram, fragmentShader);
|
| + gl.linkProgram(shaderProgram);
|
| +
|
| + if (gl.getProgramParameter(shaderProgram, WebGLRenderingContext.LINK_STATUS)
|
| + != WebGLRenderingContext.TRUE) {
|
| + log("Could not link program: ${gl.getProgramInfoLog(shaderProgram)}");
|
| + throw new Exception("Could not initialize shaders");
|
| + }
|
| +
|
| + gl.useProgram(shaderProgram);
|
| +
|
| + aVertexPosition = gl.getAttribLocation(shaderProgram, "aVertexPosition");
|
| + gl.enableVertexAttribArray(aVertexPosition);
|
| +
|
| + aPlotPosition = gl.getAttribLocation(shaderProgram, "aPlotPosition");
|
| + gl.enableVertexAttribArray(aPlotPosition);
|
| +
|
| + cameraPos = gl.getUniformLocation(shaderProgram, "cameraPos");
|
| + sphere1Center = gl.getUniformLocation(shaderProgram, "sphere1Center");
|
| + sphere2Center = gl.getUniformLocation(shaderProgram, "sphere2Center");
|
| + sphere3Center = gl.getUniformLocation(shaderProgram, "sphere3Center");
|
| +}
|
| +
|
| +initBuffers() {
|
| + var vertexPositionBuffer = gl.createBuffer();
|
| + gl.bindBuffer(WebGLRenderingContext.ARRAY_BUFFER, vertexPositionBuffer);
|
| + // TODO(gram): vertices should be a Float32Array to be consistent with WebGL.
|
| + var vertices = [
|
| + 1.0, 1.0,
|
| + -1.0, 1.0,
|
| + 1.0, -1.0,
|
| + -1.0, -1.0,
|
| + ];
|
| +
|
| + gl.bufferData(WebGLRenderingContext.ARRAY_BUFFER, vertices,
|
| + WebGLRenderingContext.STATIC_DRAW);
|
| + gl.bindBuffer(WebGLRenderingContext.ARRAY_BUFFER, vertexPositionBuffer);
|
| + gl.vertexAttribPointer(aVertexPosition, 2, WebGLRenderingContext.FLOAT,
|
| + false,0, 0);
|
| +
|
| + var plotPositionBuffer = gl.createBuffer();
|
| + gl.bindBuffer(WebGLRenderingContext.ARRAY_BUFFER, plotPositionBuffer);
|
| + gl.vertexAttribPointer(aPlotPosition, 3, WebGLRenderingContext.FLOAT,
|
| + false, 0, 0);
|
| +}
|
| +
|
| +class Vector {
|
| + var x;
|
| + var y;
|
| + var z;
|
| + Vector(this.x, this.y, this.z);
|
| +}
|
| +
|
| +// TODO(gram): This should be using vector_math.
|
| +crossProd(v1, v2) {
|
| + return
|
| + new Vector(
|
| + v1.y*v2.z - v2.y*v1.z,
|
| + v1.z*v2.x - v2.z*v1.x,
|
| + v1.x*v2.y - v2.x*v1.y);
|
| +}
|
| +
|
| +normalize(v) {
|
| + var l = Math.sqrt(v.x*v.x + v.y*v.y + v.z*v.z);
|
| + return new Vector( v.x/l, v.y/l, v.z/l );
|
| +}
|
| +
|
| +vectAdd(v1, v2) {
|
| + return new Vector( v1.x + v2.x, v1.y + v2.y, v1.z + v2.z );
|
| +}
|
| +
|
| +vectSub(v1, v2) {
|
| + return new Vector( v1.x - v2.x, v1.y - v2.y, v1.z - v2.z );
|
| +}
|
| +
|
| +vectMul(v, l) {
|
| + return new Vector( v.x*l, v.y*l, v.z*l );
|
| +}
|
| +
|
| +pushVec(v, arr) {
|
| + arr.addAll([v.x, v.y, v.z]);
|
| +}
|
| +
|
| +var t = 0;
|
| +int width, height;
|
| +
|
| +drawScene() {
|
| + var x1 = Math.sin(t * 1.1) * 1.5;
|
| + var y1 = Math.cos(t * 1.3) * 1.5;
|
| + var z1 = Math.sin(t + Math.PI/3) * 1.5;
|
| + var x2 = Math.cos(t * 1.2) * 1.5;
|
| + var y2 = Math.sin(t * 1.4) * 1.5;
|
| + var z2 = Math.sin(t*1.25 - Math.PI/3) * 1.5;
|
| + var x3 = Math.cos(t * 1.15) * 1.5;
|
| + var y3 = Math.sin(t * 1.37) * 1.5;
|
| + var z3 = Math.sin(t*1.27) * 1.5;
|
| +
|
| + var cameraFrom = new Vector(
|
| + Math.sin(t * 0.4) * 18,
|
| + Math.sin(t * 0.13) * 5 + 5,
|
| + Math.cos(t * 0.4) * 18 );
|
| + var cameraTo = new Vector(0.0, 0.0, 0.0);
|
| + var cameraPersp = 6.0;
|
| + var up = new Vector(0.0, 1.0, 0.0);
|
| + var cameraDir = normalize(vectSub(cameraTo, cameraFrom));
|
| +
|
| + var cameraLeft = normalize(crossProd(cameraDir, up));
|
| + var cameraUp = normalize(crossProd(cameraLeft, cameraDir));
|
| + // cameraFrom + cameraDir * cameraPersp
|
| + var cameraCenter = vectAdd(cameraFrom, vectMul(cameraDir, cameraPersp));
|
| +
|
| + // cameraCenter + cameraUp + cameraLeft * ratio
|
| + var cameraTopLeft = vectAdd(vectAdd(cameraCenter, cameraUp),
|
| + vectMul(cameraLeft, ratio));
|
| + var cameraBotLeft = vectAdd(vectSub(cameraCenter, cameraUp),
|
| + vectMul(cameraLeft, ratio));
|
| + var cameraTopRight = vectSub(vectAdd(cameraCenter, cameraUp),
|
| + vectMul(cameraLeft, ratio));
|
| + var cameraBotRight = vectSub(vectSub(cameraCenter, cameraUp),
|
| + vectMul(cameraLeft, ratio));
|
| +
|
| + // TODO(gram): corners should be a Float32Array to be consistent with WebGL.
|
| + var corners = [];
|
| + pushVec(cameraTopRight, corners);
|
| + pushVec(cameraTopLeft, corners);
|
| + pushVec(cameraBotRight, corners);
|
| + pushVec(cameraBotLeft, corners);
|
| +
|
| + gl.bufferData(WebGLRenderingContext.ARRAY_BUFFER, corners,
|
| + WebGLRenderingContext.STATIC_DRAW);
|
| +
|
| + gl.uniform3f(cameraPos, cameraFrom.x, cameraFrom.y, cameraFrom.z);
|
| + gl.uniform3f(sphere1Center, x1, y1, z1);
|
| + gl.uniform3f(sphere2Center, x2, y2, z2);
|
| + gl.uniform3f(sphere3Center, x3, y3, z3);
|
| +
|
| + gl.drawArrays(WebGLRenderingContext.TRIANGLE_STRIP, 0, 4);
|
| +
|
| + t += 0.03;
|
| + if (t > Math.PI * 200) {
|
| + t -= Math.PI * 200;
|
| + }
|
| +}
|
| +
|
| +setup(int w, int h) {
|
| + initShaders();
|
| + gl.clearColor(0.0, 0.0, 0.0, 1.0);
|
| + gl.clearDepth(1.0);
|
| + initBuffers();
|
| + resize(w, h);
|
| +}
|
| +
|
| +resize(int w, int h) {
|
| + width = w;
|
| + height = h;
|
| + ratio = width / height;
|
| + gl.viewport(0, 0, width, height);
|
| + t -= 0.03;
|
| + drawScene();
|
| +}
|
| +
|
| +update() {
|
| + drawScene();
|
| + eglSwapBuffers();
|
| +}
|
| +
|
| +onMotionDown(num when, num x, num y) {
|
| + t = (x / width) * Math.PI * 200;
|
| +}
|
| +
|
| +onMotionUp(num when, num x, num y) {}
|
| +onMotionMove(num when, num x, num y) {}
|
| +onMotionCancel(num when, num x, num y) {}
|
| +onMotionOutside(num when, num x, num y) {}
|
| +onMotionPointerDown(num when, num x, num y) {}
|
| +onMotionPointerUp(num when, num x, num y) {}
|
| +onKeyDown(num when, int flags, int keycode, int metastate, int repeat) {}
|
| +onKeyUp(num when, int flags, int keycode, int metastate, int repeat) {}
|
| +onKeyMultiple(num when, int flags, int keycode, int metastate, int repeat) {
|
| +}
|
| +
|
|
|