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Unified Diff: samples/android_sample/assets/dart/android_extension.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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Index: samples/android_sample/assets/dart/android_extension.dart
===================================================================
--- samples/android_sample/assets/dart/android_extension.dart (revision 16976)
+++ samples/android_sample/assets/dart/android_extension.dart (working copy)
@@ -1,148 +0,0 @@
-// 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;
-
-// 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";
-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";
-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();
-
-//------------------------------------------------------------------
-// Simple audio support.
-
-void playBackground(String path) native "PlayBackground";
-void stopBackground() native "StopBackground";
-
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