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Unified Diff: mojo/apps/js/main.js

Issue 114883003: Implement more of the JavaScript GL API. (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: cleanup Created 7 years ago
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Index: mojo/apps/js/main.js
diff --git a/mojo/apps/js/main.js b/mojo/apps/js/main.js
index 88115ffacaced518a6cd0def8cb311ed8298acf1..17cff8fb6b1a12564883d3bd17588d0714e26108 100644
--- a/mojo/apps/js/main.js
+++ b/mojo/apps/js/main.js
@@ -3,13 +3,13 @@
// found in the LICENSE file.
define([
- "console",
- "mojo/apps/js/bindings/connector",
- "mojo/apps/js/bindings/core",
- "mojo/apps/js/bindings/gl",
- "mojo/apps/js/bindings/threading",
- "mojom/native_viewport",
- "mojom/gles2",
+ 'console',
+ 'mojo/apps/js/bindings/connector',
+ 'mojo/apps/js/bindings/core',
+ 'mojo/apps/js/bindings/gl',
+ 'mojo/apps/js/bindings/threading',
+ 'mojom/native_viewport',
+ 'mojom/gles2',
], function(console,
connector,
core,
@@ -18,13 +18,137 @@ define([
nativeViewport,
gles2) {
- const VERTEX_SHADER_SOURCE =
- "uniform mat4 u_mvpMatrix; \n" +
- "attribute vec4 a_position; \n" +
- "void main() \n" +
- "{ \n" +
- " gl_Position = u_mvpMatrix * a_position; \n" +
- "} \n";
+ const VERTEX_SHADER_SOURCE = [
+ 'uniform mat4 u_mvpMatrix;',
+ 'attribute vec4 a_position;',
+ 'void main()',
+ '{',
+ ' gl_Position = u_mvpMatrix * a_position;',
+ '}'
+ ].join('\n');
+
+ const FRAGMENT_SHADER_SOURCE = [
+ 'precision mediump float;',
+ 'void main()',
+ '{',
+ ' gl_FragColor = vec4( 0.0, 1.0, 0.0, 1.0 );',
+ '}'
+ ].join('\n');
+
+ function ESMatrix() {
+ this.m = new Float32Array(16);
+ }
+
+ ESMatrix.prototype.loadZero = function() {
+ for (var i = 0; i < this.m.length; i++) {
+ this.m[i] = 0;
+ }
+ };
+
+ ESMatrix.prototype.loadIdentity = function() {
+ this.loadZero();
+ for (var i = 0; i < 4; i++) {
+ this.m[i*4+i] = 1;
+ }
+ };
+
+ function loadProgram(gl) {
+ var vertexShader = gl.createShader(gl.VERTEX_SHADER);
+ gl.shaderSource(vertexShader, VERTEX_SHADER_SOURCE);
+ gl.compileShader(vertexShader);
+
+ var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
+ gl.shaderSource(fragmentShader, FRAGMENT_SHADER_SOURCE);
+ gl.compileShader(fragmentShader);
+
+ var program = gl.createProgram();
+ gl.attachShader(program, vertexShader);
+ gl.attachShader(program, fragmentShader);
+
+ gl.linkProgram(program);
+ // TODO(aa): Check for errors using getProgramiv and LINK_STATUS.
+
+ gl.deleteShader(vertexShader);
+ gl.deleteShader(fragmentShader);
+
+ return program;
+ }
+
+ var vboVertices;
+ var vboIndices;
+ function generateCube(gl) {
+ var numVertices = 24 * 3;
+ var numIndices = 12 * 3;
+
+ var cubeVertices = new Float32Array([
+ -0.5, -0.5, -0.5,
+ -0.5, -0.5, 0.5,
+ 0.5, -0.5, 0.5,
+ 0.5, -0.5, -0.5,
+ -0.5, 0.5, -0.5,
+ -0.5, 0.5, 0.5,
+ 0.5, 0.5, 0.5,
+ 0.5, 0.5, -0.5,
+ -0.5, -0.5, -0.5,
+ -0.5, 0.5, -0.5,
+ 0.5, 0.5, -0.5,
+ 0.5, -0.5, -0.5,
+ -0.5, -0.5, 0.5,
+ -0.5, 0.5, 0.5,
+ 0.5, 0.5, 0.5,
+ 0.5, -0.5, 0.5,
+ -0.5, -0.5, -0.5,
+ -0.5, -0.5, 0.5,
+ -0.5, 0.5, 0.5,
+ -0.5, 0.5, -0.5,
+ 0.5, -0.5, -0.5,
+ 0.5, -0.5, 0.5,
+ 0.5, 0.5, 0.5,
+ 0.5, 0.5, -0.5
+ ]);
+
+ var cubeIndices = new Uint16Array([
+ 0, 2, 1,
+ 0, 3, 2,
+ 4, 5, 6,
+ 4, 6, 7,
+ 8, 9, 10,
+ 8, 10, 11,
+ 12, 15, 14,
+ 12, 14, 13,
+ 16, 17, 18,
+ 16, 18, 19,
+ 20, 23, 22,
+ 20, 22, 21
+ ]);
+
+ // TODO(aa): The C++ program branches here on whether the pointer is
+ // non-NULL.
+ vboVertices = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, vboVertices);
+ gl.bufferData(gl.ARRAY_BUFFER, cubeVertices, gl.STATIC_DRAW);
+ gl.bindBuffer(gl.ARRAY_BUFFER, 0);
+
+ vboIndices = gl.createBuffer();
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, vboIndices);
+ gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, cubeIndices, gl.STATIC_DRAW);
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0);
+
+ return cubeIndices.length;
+ }
+
+ function drawCube(gl, width, height, program, positionLocation, mvpLocation,
+ numIndices, mvpMatrix) {
+ gl.viewport(0, 0, width, height);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ gl.useProgram(program);
+ gl.bindBuffer(gl.ARRAY_BUFFER, vboVertices);
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, vboIndices);
+ gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 12, 0);
+ gl.enableVertexAttribArray(positionLocation);
+ gl.uniformMatrix4fv(mvpLocation, false, mvpMatrix.m);
+ gl.drawElements(gl.TRIANGLES, numIndices, gl.UNSIGNED_SHORT, 0);
+ }
function NativeViewportClientImpl() {
}
@@ -37,7 +161,7 @@ define([
Object.create(nativeViewport.NativeViewportClientStub.prototype);
NativeViewportClientImpl.prototype.didOpen = function() {
- console.log("NativeViewportClientImpl.prototype.DidOpen");
+ console.log(['NativeViewportClientImpl.prototype.DidOpen']);
abarth-chromium 2013/12/18 01:19:30 Why the [ ] ?
Aaron Boodman 2013/12/18 02:19:08 Jochen recently changed it to be required: http:/
};
@@ -50,18 +174,23 @@ define([
GLES2ClientImpl.prototype.didCreateContext = function(encoded,
width,
height) {
- console.log("GLES2ClientImpl.prototype.didCreateContext");
+ console.log(['GLES2ClientImpl.prototype.didCreateContext']);
var gl = new gljs.Context(encoded, width, height);
+ var program = loadProgram(gl);
+ var positionLocation = gl.getAttribLocation(program, 'a_position');
+ var mvpLocation = gl.getUniformLocation(program, 'u_mvpMatrix');
+ var numIndices = generateCube(gl);
+ var mvpMatrix = new ESMatrix();
- var shader = gl.createShader(gl.VERTEX_SHADER);
- console.log("shader is: ", String(shader));
- gl.shaderSource(shader, VERTEX_SHADER_SOURCE);
- gl.compileShader(shader);
- console.log("all done");
+ gl.clearColor(0, 0, 0, 0);
+ mvpMatrix.loadIdentity();
+ drawCube(gl, width, height, program, positionLocation, mvpLocation,
+ numIndices, mvpMatrix);
+ gl.swapBuffers();
};
GLES2ClientImpl.prototype.contextLost = function() {
- console.log("GLES2ClientImpl.prototype.contextLost");
+ console.log(['GLES2ClientImpl.prototype.contextLost']);
};
return function(handle) {

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