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Side by Side Diff: samples/android_sample/assets/dart/main.dart

Issue 11883013: Refactored OpenGL embedder that works on Android, Mac or Linux. (Closed) Base URL: http://dart.googlecode.com/svn/branches/bleeding_edge/dart/
Patch Set: Created 7 years, 11 months ago
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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 import "dart:math" as Math;
6 import "android_extension.dart";
7
8 const FRAGMENT_PROGRAM = """
9 precision mediump float;
10
11 const vec3 lightDir = vec3(0.577350269, 0.577350269, -0.577350269);
12 varying vec3 vPosition;
13 uniform vec3 cameraPos;
14 uniform vec3 sphere1Center;
15 uniform vec3 sphere2Center;
16 uniform vec3 sphere3Center;
17
18 bool intersectSphere(vec3 center, vec3 lStart, vec3 lDir,
19 out float dist) {
20 vec3 c = center - lStart;
21 float b = dot(lDir, c);
22 float d = b*b - dot(c, c) + 1.0;
23 if (d < 0.0) {
24 dist = 10000.0;
25 return false;
26 }
27
28 dist = b - sqrt(d);
29 if (dist < 0.0) {
30 dist = 10000.0;
31 return false;
32 }
33
34 return true;
35 }
36
37 vec3 lightAt(vec3 N, vec3 V, vec3 color) {
38 vec3 L = lightDir;
39 vec3 R = reflect(-L, N);
40
41 float c = 0.3 + 0.4 * pow(max(dot(R, V), 0.0), 30.0) + 0.7 * dot(L, N);
42
43 if (c > 1.0) {
44 return mix(color, vec3(1.6, 1.6, 1.6), c - 1.0);
45 }
46
47 return c * color;
48 }
49
50 bool intersectWorld(vec3 lStart, vec3 lDir, out vec3 pos,
51 out vec3 normal, out vec3 color) {
52 float d1, d2, d3;
53 bool h1, h2, h3;
54
55 h1 = intersectSphere(sphere1Center, lStart, lDir, d1);
56 h2 = intersectSphere(sphere2Center, lStart, lDir, d2);
57 h3 = intersectSphere(sphere3Center, lStart, lDir, d3);
58
59 if (h1 && d1 < d2 && d1 < d3) {
60 pos = lStart + d1 * lDir;
61 normal = pos - sphere1Center;
62 color = vec3(0.0, 0.0, 0.9);
63 if (fract(pos.x / 1.5) > 0.5 ^^
64 fract(pos.y / 1.5) > 0.5 ^^
65 fract(pos.z / 1.5) > 0.5) {
66 color = vec3(1.0, 0.0, 1.0);
67 }
68 else {
69 color = vec3(1.0, 1.0, 0.0);
70 }
71 }
72 else if (h2 && d2 < d3) {
73 pos = lStart + d2 * lDir;
74 normal = pos - sphere2Center;
75 color = vec3(0.9, mod(normal.y * 2.5, 1.0), 0.0);
76 }
77 else if (h3) {
78 pos = lStart + d3 * lDir;
79 normal = pos - sphere3Center;
80 color = vec3(0.0, clamp(sphere3Center.y/1.5, 0.0, 0.9),
81 clamp(0.9 - sphere3Center.y/1.5, 0.0, 0.9));
82 }
83 else if (lDir.y < -0.01) {
84 pos = lStart + ((lStart.y + 2.7) / -lDir.y) * lDir;
85 if (pos.x*pos.x + pos.z*pos.z > 30.0) {
86 return false;
87 }
88 normal = vec3(0.0, 1.0, 0.0);
89 if (fract(pos.x / 5.0) > 0.5 == fract(pos.z / 5.0) > 0.5) {
90 color = vec3(1.0);
91 }
92 else {
93 color = vec3(0.0);
94 }
95 }
96 else {
97 return false;
98 }
99
100 return true;
101 }
102
103 void main(void)
104 {
105 vec3 cameraDir = normalize(vPosition - cameraPos);
106
107 vec3 p1, norm, p2;
108 vec3 col, colT, colM, col3;
109 if (intersectWorld(cameraPos, cameraDir, p1,
110 norm, colT)) {
111 col = lightAt(norm, -cameraDir, colT);
112 colM = (colT + vec3(0.2)) / 1.2;
113 cameraDir = reflect(cameraDir, norm);
114 if (intersectWorld(p1, cameraDir, p2, norm, colT)) {
115 col += lightAt(norm, -cameraDir, colT) * colM;
116 colM *= (colT + vec3(0.2)) / 1.2;
117 cameraDir = reflect(cameraDir, norm);
118 if (intersectWorld(p2, cameraDir, p1, norm, colT)) {
119 col += lightAt(norm, -cameraDir, colT) * colM;
120 }
121 }
122
123 gl_FragColor = vec4(col, 1.0);
124 }
125 else {
126 gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
127 }
128 }
129 """;
130
131 const VERTEX_PROGRAM = """
132 attribute vec2 aVertexPosition;
133 attribute vec3 aPlotPosition;
134
135 varying vec3 vPosition;
136
137 void main(void)
138 {
139 gl_Position = vec4(aVertexPosition, 1.0, 1.0);
140 vPosition = aPlotPosition;
141 }
142 """;
143
144 loadShader(final type, final program) {
145 final shader = gl.createShader(type);
146 gl.shaderSource(shader, program);
147 gl.compileShader(shader);
148 if (gl.getShaderParameter(shader, WebGLRenderingContext.COMPILE_STATUS)
149 != WebGLRenderingContext.TRUE) {
150 log("Could not compile shader: ${gl.getShaderInfoLog(shader)}");
151 throw new Exception("Could not compile shader");
152 }
153
154 return shader;
155 }
156
157 var shaderProgram;
158 var aVertexPosition;
159 var aPlotPosition;
160 var cameraPos;
161 var sphere1Center;
162 var sphere2Center;
163 var sphere3Center;
164 var ratio;
165
166 initShaders() {
167 var vertexShader = loadShader(WebGLRenderingContext.VERTEX_SHADER,
168 VERTEX_PROGRAM);
169 var fragmentShader = loadShader(WebGLRenderingContext.FRAGMENT_SHADER,
170 FRAGMENT_PROGRAM);
171
172 shaderProgram = gl.createProgram();
173 if (shaderProgram == 0) {
174 throw new Exception("Could not create program.");
175 }
176
177 gl.attachShader(shaderProgram, vertexShader);
178 gl.attachShader(shaderProgram, fragmentShader);
179 gl.linkProgram(shaderProgram);
180
181 if (gl.getProgramParameter(shaderProgram, WebGLRenderingContext.LINK_STATUS)
182 != WebGLRenderingContext.TRUE) {
183 log("Could not link program: ${gl.getProgramInfoLog(shaderProgram)}");
184 throw new Exception("Could not initialize shaders");
185 }
186
187 gl.useProgram(shaderProgram);
188
189 aVertexPosition = gl.getAttribLocation(shaderProgram, "aVertexPosition");
190 gl.enableVertexAttribArray(aVertexPosition);
191
192 aPlotPosition = gl.getAttribLocation(shaderProgram, "aPlotPosition");
193 gl.enableVertexAttribArray(aPlotPosition);
194
195 cameraPos = gl.getUniformLocation(shaderProgram, "cameraPos");
196 sphere1Center = gl.getUniformLocation(shaderProgram, "sphere1Center");
197 sphere2Center = gl.getUniformLocation(shaderProgram, "sphere2Center");
198 sphere3Center = gl.getUniformLocation(shaderProgram, "sphere3Center");
199 }
200
201 initBuffers() {
202 var vertexPositionBuffer = gl.createBuffer();
203 gl.bindBuffer(WebGLRenderingContext.ARRAY_BUFFER, vertexPositionBuffer);
204 // TODO(gram): vertices should be a Float32Array to be consistent with WebGL.
205 var vertices = [
206 1.0, 1.0,
207 -1.0, 1.0,
208 1.0, -1.0,
209 -1.0, -1.0,
210 ];
211
212 gl.bufferData(WebGLRenderingContext.ARRAY_BUFFER, vertices,
213 WebGLRenderingContext.STATIC_DRAW);
214 gl.bindBuffer(WebGLRenderingContext.ARRAY_BUFFER, vertexPositionBuffer);
215 gl.vertexAttribPointer(aVertexPosition, 2, WebGLRenderingContext.FLOAT,
216 false,0, 0);
217
218 var plotPositionBuffer = gl.createBuffer();
219 gl.bindBuffer(WebGLRenderingContext.ARRAY_BUFFER, plotPositionBuffer);
220 gl.vertexAttribPointer(aPlotPosition, 3, WebGLRenderingContext.FLOAT,
221 false, 0, 0);
222 }
223
224 class Vector {
225 var x;
226 var y;
227 var z;
228 Vector(this.x, this.y, this.z);
229 }
230
231 // TODO(gram): This should be using vector_math.
232 crossProd(v1, v2) {
233 return
234 new Vector(
235 v1.y*v2.z - v2.y*v1.z,
236 v1.z*v2.x - v2.z*v1.x,
237 v1.x*v2.y - v2.x*v1.y);
238 }
239
240 normalize(v) {
241 var l = Math.sqrt(v.x*v.x + v.y*v.y + v.z*v.z);
242 return new Vector( v.x/l, v.y/l, v.z/l );
243 }
244
245 vectAdd(v1, v2) {
246 return new Vector( v1.x + v2.x, v1.y + v2.y, v1.z + v2.z );
247 }
248
249 vectSub(v1, v2) {
250 return new Vector( v1.x - v2.x, v1.y - v2.y, v1.z - v2.z );
251 }
252
253 vectMul(v, l) {
254 return new Vector( v.x*l, v.y*l, v.z*l );
255 }
256
257 pushVec(v, arr) {
258 arr.addAll([v.x, v.y, v.z]);
259 }
260
261 var t = 0;
262 int width, height;
263
264 drawScene() {
265 var x1 = Math.sin(t * 1.1) * 1.5;
266 var y1 = Math.cos(t * 1.3) * 1.5;
267 var z1 = Math.sin(t + Math.PI/3) * 1.5;
268 var x2 = Math.cos(t * 1.2) * 1.5;
269 var y2 = Math.sin(t * 1.4) * 1.5;
270 var z2 = Math.sin(t*1.25 - Math.PI/3) * 1.5;
271 var x3 = Math.cos(t * 1.15) * 1.5;
272 var y3 = Math.sin(t * 1.37) * 1.5;
273 var z3 = Math.sin(t*1.27) * 1.5;
274
275 var cameraFrom = new Vector(
276 Math.sin(t * 0.4) * 18,
277 Math.sin(t * 0.13) * 5 + 5,
278 Math.cos(t * 0.4) * 18 );
279 var cameraTo = new Vector(0.0, 0.0, 0.0);
280 var cameraPersp = 6.0;
281 var up = new Vector(0.0, 1.0, 0.0);
282 var cameraDir = normalize(vectSub(cameraTo, cameraFrom));
283
284 var cameraLeft = normalize(crossProd(cameraDir, up));
285 var cameraUp = normalize(crossProd(cameraLeft, cameraDir));
286 // cameraFrom + cameraDir * cameraPersp
287 var cameraCenter = vectAdd(cameraFrom, vectMul(cameraDir, cameraPersp));
288
289 // cameraCenter + cameraUp + cameraLeft * ratio
290 var cameraTopLeft = vectAdd(vectAdd(cameraCenter, cameraUp),
291 vectMul(cameraLeft, ratio));
292 var cameraBotLeft = vectAdd(vectSub(cameraCenter, cameraUp),
293 vectMul(cameraLeft, ratio));
294 var cameraTopRight = vectSub(vectAdd(cameraCenter, cameraUp),
295 vectMul(cameraLeft, ratio));
296 var cameraBotRight = vectSub(vectSub(cameraCenter, cameraUp),
297 vectMul(cameraLeft, ratio));
298
299 // TODO(gram): corners should be a Float32Array to be consistent with WebGL.
300 var corners = [];
301 pushVec(cameraTopRight, corners);
302 pushVec(cameraTopLeft, corners);
303 pushVec(cameraBotRight, corners);
304 pushVec(cameraBotLeft, corners);
305
306 gl.bufferData(WebGLRenderingContext.ARRAY_BUFFER, corners,
307 WebGLRenderingContext.STATIC_DRAW);
308
309 gl.uniform3f(cameraPos, cameraFrom.x, cameraFrom.y, cameraFrom.z);
310 gl.uniform3f(sphere1Center, x1, y1, z1);
311 gl.uniform3f(sphere2Center, x2, y2, z2);
312 gl.uniform3f(sphere3Center, x3, y3, z3);
313
314 gl.drawArrays(WebGLRenderingContext.TRIANGLE_STRIP, 0, 4);
315
316 t += 0.03;
317 if (t > Math.PI * 200) {
318 t -= Math.PI * 200;
319 }
320 }
321
322 setup(int w, int h) {
323 initShaders();
324 gl.clearColor(0.0, 0.0, 0.0, 1.0);
325 gl.clearDepth(1.0);
326 initBuffers();
327 resize(w, h);
328 playBackground("music/la_ere_gymnopedie.mp3");
329 }
330
331 resize(int w, int h) {
332 width = w;
333 height = h;
334 ratio = width / height;
335 gl.viewport(0, 0, width, height);
336 t -= 0.03;
337 drawScene();
338 }
339
340 update() {
341 drawScene();
342 eglSwapBuffers();
343 }
344
345 onMotionDown(num when, num x, num y) {
346 t = (x / width) * Math.PI * 200;
347 }
348
349 onMotionUp(num when, num x, num y) {}
350 onMotionMove(num when, num x, num y) {}
351 onMotionCancel(num when, num x, num y) {}
352 onMotionOutside(num when, num x, num y) {}
353 onMotionPointerDown(num when, num x, num y) {}
354 onMotionPointerUp(num when, num x, num y) {}
355 onKeyDown(num when, int flags, int keycode, int metastate, int repeat) {}
356 onKeyUp(num when, int flags, int keycode, int metastate, int repeat) {}
357 onKeyMultiple(num when, int flags, int keycode, int metastate, int repeat) {
358 }
359
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