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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 // This sample is based upon the Ray Tracer sample by Jonas Sicking at: | |
| 6 // http://www.khronos.org/webgl/wiki/Demo_Repository | |
| 7 | |
| 8 /** | |
| 9 * A sample GL application. | |
| 10 */ | |
| 11 library openglui_raytrace; | |
| 12 | |
| 13 import 'gl.dart'; | |
| 14 import 'dart:math' as Math; | |
| 15 | |
| 16 WebGLRenderingContext gl = null; | |
| 17 | |
| 18 // Note: The first line of the fragment shader ("precision mediump float") | |
| 19 // is not portable. It is required for WebGL and OpenGL ES. Desktop OpenGL | |
| 20 // does not use precision specifiers. Some desktop systems treat this as a | |
| 21 // no-op and some treat it as a syntax error. In particular, this line needs | |
| 22 // to be removed to this this shader on a MAc. | |
| 23 const FRAGMENT_PROGRAM = """ | |
| 24 // TODO(vsm): Remove this ifdef. It's a temporary workaround to get | |
| 25 // this sample running on the Mac desktop emulator. | |
| 26 #ifdef GL_ES | |
| 27 precision mediump float; | |
| 28 #endif | |
| 29 | |
| 30 const vec3 lightDir = vec3(0.577350269, 0.577350269, -0.577350269); | |
| 31 varying vec3 vPosition; | |
| 32 uniform vec3 cameraPos; | |
| 33 uniform vec3 sphere1Center; | |
| 34 uniform vec3 sphere2Center; | |
| 35 uniform vec3 sphere3Center; | |
| 36 | |
| 37 bool intersectSphere(vec3 center, vec3 lStart, vec3 lDir, | |
| 38 out float dist) { | |
| 39 vec3 c = center - lStart; | |
| 40 float b = dot(lDir, c); | |
| 41 float d = b*b - dot(c, c) + 1.0; | |
| 42 if (d < 0.0) { | |
| 43 dist = 10000.0; | |
| 44 return false; | |
| 45 } | |
| 46 | |
| 47 dist = b - sqrt(d); | |
| 48 if (dist < 0.0) { | |
| 49 dist = 10000.0; | |
| 50 return false; | |
| 51 } | |
| 52 | |
| 53 return true; | |
| 54 } | |
| 55 | |
| 56 vec3 lightAt(vec3 N, vec3 V, vec3 color) { | |
| 57 vec3 L = lightDir; | |
| 58 vec3 R = reflect(-L, N); | |
| 59 | |
| 60 float c = 0.3 + 0.4 * pow(max(dot(R, V), 0.0), 30.0) + 0.7 * dot(L, N); | |
| 61 | |
| 62 if (c > 1.0) { | |
| 63 return mix(color, vec3(1.6, 1.6, 1.6), c - 1.0); | |
| 64 } | |
| 65 | |
| 66 return c * color; | |
| 67 } | |
| 68 | |
| 69 bool intersectWorld(vec3 lStart, vec3 lDir, out vec3 pos, | |
| 70 out vec3 normal, out vec3 color) { | |
| 71 float d1, d2, d3; | |
| 72 bool h1, h2, h3; | |
| 73 | |
| 74 h1 = intersectSphere(sphere1Center, lStart, lDir, d1); | |
| 75 h2 = intersectSphere(sphere2Center, lStart, lDir, d2); | |
| 76 h3 = intersectSphere(sphere3Center, lStart, lDir, d3); | |
| 77 | |
| 78 if (h1 && d1 < d2 && d1 < d3) { | |
| 79 pos = lStart + d1 * lDir; | |
| 80 normal = pos - sphere1Center; | |
| 81 color = vec3(0.0, 0.0, 0.9); | |
| 82 if (fract(pos.x / 1.5) > 0.5 ^^ | |
| 83 fract(pos.y / 1.5) > 0.5 ^^ | |
| 84 fract(pos.z / 1.5) > 0.5) { | |
| 85 color = vec3(1.0, 0.0, 1.0); | |
| 86 } | |
| 87 else { | |
| 88 color = vec3(1.0, 1.0, 0.0); | |
| 89 } | |
| 90 } | |
| 91 else if (h2 && d2 < d3) { | |
| 92 pos = lStart + d2 * lDir; | |
| 93 normal = pos - sphere2Center; | |
| 94 color = vec3(0.9, mod(normal.y * 2.5, 1.0), 0.0); | |
| 95 } | |
| 96 else if (h3) { | |
| 97 pos = lStart + d3 * lDir; | |
| 98 normal = pos - sphere3Center; | |
| 99 color = vec3(0.0, clamp(sphere3Center.y/1.5, 0.0, 0.9), | |
| 100 clamp(0.9 - sphere3Center.y/1.5, 0.0, 0.9)); | |
| 101 } | |
| 102 else if (lDir.y < -0.01) { | |
| 103 pos = lStart + ((lStart.y + 2.7) / -lDir.y) * lDir; | |
| 104 if (pos.x*pos.x + pos.z*pos.z > 30.0) { | |
| 105 return false; | |
| 106 } | |
| 107 normal = vec3(0.0, 1.0, 0.0); | |
| 108 if (fract(pos.x / 5.0) > 0.5 == fract(pos.z / 5.0) > 0.5) { | |
| 109 color = vec3(1.0); | |
| 110 } | |
| 111 else { | |
| 112 color = vec3(0.0); | |
| 113 } | |
| 114 } | |
| 115 else { | |
| 116 return false; | |
| 117 } | |
| 118 | |
| 119 return true; | |
| 120 } | |
| 121 | |
| 122 void main(void) | |
| 123 { | |
| 124 vec3 cameraDir = normalize(vPosition - cameraPos); | |
| 125 | |
| 126 vec3 p1, norm, p2; | |
| 127 vec3 col, colT, colM, col3; | |
| 128 if (intersectWorld(cameraPos, cameraDir, p1, | |
| 129 norm, colT)) { | |
| 130 col = lightAt(norm, -cameraDir, colT); | |
| 131 colM = (colT + vec3(0.2)) / 1.2; | |
| 132 cameraDir = reflect(cameraDir, norm); | |
| 133 if (intersectWorld(p1, cameraDir, p2, norm, colT)) { | |
| 134 col += lightAt(norm, -cameraDir, colT) * colM; | |
| 135 colM *= (colT + vec3(0.2)) / 1.2; | |
| 136 cameraDir = reflect(cameraDir, norm); | |
| 137 if (intersectWorld(p2, cameraDir, p1, norm, colT)) { | |
| 138 col += lightAt(norm, -cameraDir, colT) * colM; | |
| 139 } | |
| 140 } | |
| 141 | |
| 142 gl_FragColor = vec4(col, 1.0); | |
| 143 } | |
| 144 else { | |
| 145 gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); | |
| 146 } | |
| 147 } | |
| 148 """; | |
| 149 | |
| 150 const VERTEX_PROGRAM = """ | |
| 151 attribute vec2 aVertexPosition; | |
| 152 attribute vec3 aPlotPosition; | |
| 153 | |
| 154 varying vec3 vPosition; | |
| 155 | |
| 156 void main(void) | |
| 157 { | |
| 158 gl_Position = vec4(aVertexPosition, 1.0, 1.0); | |
| 159 vPosition = aPlotPosition; | |
| 160 } | |
| 161 """; | |
| 162 | |
| 163 loadShader(final type, final program) { | |
| 164 final shader = gl.createShader(type); | |
| 165 gl.shaderSource(shader, program); | |
| 166 gl.compileShader(shader); | |
| 167 if (gl.getShaderParameter(shader, WebGLRenderingContext.COMPILE_STATUS) != tru
e) { | |
| 168 final error = gl.getShaderInfoLog(shader); | |
| 169 log(error); | |
| 170 throw new Exception("Shader compilation error: $error"); | |
| 171 } | |
| 172 | |
| 173 return shader; | |
| 174 } | |
| 175 | |
| 176 var shaderProgram; | |
| 177 var aVertexPosition; | |
| 178 var aPlotPosition; | |
| 179 var cameraPos; | |
| 180 var sphere1Center; | |
| 181 var sphere2Center; | |
| 182 var sphere3Center; | |
| 183 var ratio; | |
| 184 | |
| 185 void initShaders() { | |
| 186 var vertexShader = loadShader(WebGLRenderingContext.VERTEX_SHADER, | |
| 187 VERTEX_PROGRAM); | |
| 188 var fragmentShader = loadShader(WebGLRenderingContext.FRAGMENT_SHADER, | |
| 189 FRAGMENT_PROGRAM); | |
| 190 | |
| 191 shaderProgram = gl.createProgram(); | |
| 192 if (shaderProgram == 0) { | |
| 193 throw new Exception("Could not create program."); | |
| 194 } | |
| 195 | |
| 196 gl.attachShader(shaderProgram, vertexShader); | |
| 197 gl.attachShader(shaderProgram, fragmentShader); | |
| 198 gl.linkProgram(shaderProgram); | |
| 199 | |
| 200 if (gl.getProgramParameter(shaderProgram, WebGLRenderingContext.LINK_STATUS) !
= true) { | |
| 201 final error = gl.getProgramInfoLog(shaderProgram); | |
| 202 throw new Exception("Program compilation error: $error"); | |
| 203 } | |
| 204 | |
| 205 gl.useProgram(shaderProgram); | |
| 206 | |
| 207 aVertexPosition = gl.getAttribLocation(shaderProgram, "aVertexPosition"); | |
| 208 gl.enableVertexAttribArray(aVertexPosition); | |
| 209 | |
| 210 aPlotPosition = gl.getAttribLocation(shaderProgram, "aPlotPosition"); | |
| 211 gl.enableVertexAttribArray(aPlotPosition); | |
| 212 | |
| 213 cameraPos = gl.getUniformLocation(shaderProgram, "cameraPos"); | |
| 214 sphere1Center = gl.getUniformLocation(shaderProgram, "sphere1Center"); | |
| 215 sphere2Center = gl.getUniformLocation(shaderProgram, "sphere2Center"); | |
| 216 sphere3Center = gl.getUniformLocation(shaderProgram, "sphere3Center"); | |
| 217 } | |
| 218 | |
| 219 // TODO(gram): This should go away at some point. For now it is a kludge | |
| 220 // to allow us to run same .dart file with WebGL and natively; the WebGL | |
| 221 // version will set this to true. | |
| 222 var wrapVertexArray = false; | |
| 223 | |
| 224 wrapVertices(a) => wrapVertexArray ? (new Float32Array.fromList(a)) : a; | |
| 225 | |
| 226 void initBuffers() { | |
| 227 var vertexPositionBuffer = gl.createBuffer(); | |
| 228 gl.bindBuffer(WebGLRenderingContext.ARRAY_BUFFER, vertexPositionBuffer); | |
| 229 var vertices = [ | |
| 230 1.0, 1.0, | |
| 231 -1.0, 1.0, | |
| 232 1.0, -1.0, | |
| 233 -1.0, -1.0, | |
| 234 ]; | |
| 235 | |
| 236 gl.bufferData(WebGLRenderingContext.ARRAY_BUFFER, wrapVertices(vertices), | |
| 237 WebGLRenderingContext.STATIC_DRAW); | |
| 238 gl.bindBuffer(WebGLRenderingContext.ARRAY_BUFFER, vertexPositionBuffer); | |
| 239 gl.vertexAttribPointer(aVertexPosition, 2, WebGLRenderingContext.FLOAT, | |
| 240 false,0, 0); | |
| 241 | |
| 242 var plotPositionBuffer = gl.createBuffer(); | |
| 243 gl.bindBuffer(WebGLRenderingContext.ARRAY_BUFFER, plotPositionBuffer); | |
| 244 gl.vertexAttribPointer(aPlotPosition, 3, WebGLRenderingContext.FLOAT, | |
| 245 false, 0, 0); | |
| 246 } | |
| 247 | |
| 248 class Vector { | |
| 249 var x; | |
| 250 var y; | |
| 251 var z; | |
| 252 Vector(this.x, this.y, this.z); | |
| 253 } | |
| 254 | |
| 255 // TODO(gram): This should be using vector_math. | |
| 256 crossProd(v1, v2) => | |
| 257 new Vector(v1.y*v2.z - v2.y*v1.z, | |
| 258 v1.z*v2.x - v2.z*v1.x, | |
| 259 v1.x*v2.y - v2.x*v1.y); | |
| 260 | |
| 261 Vector normalize(v) { | |
| 262 var l = 1 / Math.sqrt(v.x*v.x + v.y*v.y + v.z*v.z); | |
| 263 return new Vector( v.x*l, v.y*l, v.z*l ); | |
| 264 } | |
| 265 | |
| 266 vectAdd(v1, v2) => new Vector( v1.x + v2.x, v1.y + v2.y, v1.z + v2.z ); | |
| 267 | |
| 268 vectSub(v1, v2) => new Vector( v1.x - v2.x, v1.y - v2.y, v1.z - v2.z ); | |
| 269 | |
| 270 vectMul(v, l) => new Vector( v.x*l, v.y*l, v.z*l ); | |
| 271 | |
| 272 void pushVec(v, arr) { | |
| 273 arr.addAll([v.x, v.y, v.z]); | |
| 274 } | |
| 275 | |
| 276 var t = 0; | |
| 277 | |
| 278 void drawScene() { | |
| 279 var x1 = Math.sin(t * 1.1) * 1.5; | |
| 280 var y1 = Math.cos(t * 1.3) * 1.5; | |
| 281 var z1 = Math.sin(t + Math.PI/3) * 1.5; | |
| 282 var x2 = Math.cos(t * 1.2) * 1.5; | |
| 283 var y2 = Math.sin(t * 1.4) * 1.5; | |
| 284 var z2 = Math.sin(t*1.25 - Math.PI/3) * 1.5; | |
| 285 var x3 = Math.cos(t * 1.15) * 1.5; | |
| 286 var y3 = Math.sin(t * 1.37) * 1.5; | |
| 287 var z3 = Math.sin(t*1.27) * 1.5; | |
| 288 | |
| 289 var cameraFrom = new Vector( | |
| 290 Math.sin(t * 0.4) * 18, | |
| 291 Math.sin(t * 0.13) * 5 + 5, | |
| 292 Math.cos(t * 0.4) * 18 ); | |
| 293 var cameraTo = new Vector(0.0, 0.0, 0.0); | |
| 294 var cameraPersp = 6.0; | |
| 295 var up = new Vector(0.0, 1.0, 0.0); | |
| 296 var cameraDir = normalize(vectSub(cameraTo, cameraFrom)); | |
| 297 | |
| 298 var cameraLeft = normalize(crossProd(cameraDir, up)); | |
| 299 var cameraUp = normalize(crossProd(cameraLeft, cameraDir)); | |
| 300 // cameraFrom + cameraDir * cameraPersp | |
| 301 var cameraCenter = vectAdd(cameraFrom, vectMul(cameraDir, cameraPersp)); | |
| 302 | |
| 303 // cameraCenter + cameraUp + cameraLeft * ratio | |
| 304 log("cameraLeft = ${cameraLeft}"); | |
| 305 log("ratio = ${ratio}"); | |
| 306 var vl = vectMul(cameraLeft, ratio); | |
| 307 var cameraTopLeft = vectAdd(vectAdd(cameraCenter, cameraUp), vl); | |
| 308 //vectMul(cameraLeft, ratio)); | |
| 309 var cameraBotLeft = vectAdd(vectSub(cameraCenter, cameraUp), vl); | |
| 310 //vectMul(cameraLeft, ratio)); | |
| 311 var cameraTopRight = vectSub(vectAdd(cameraCenter, cameraUp), vl); | |
| 312 //vectMul(cameraLeft, ratio)); | |
| 313 var cameraBotRight = vectSub(vectSub(cameraCenter, cameraUp), vl); | |
| 314 //vectMul(cameraLeft, ratio)); | |
| 315 | |
| 316 var corners = []; | |
| 317 pushVec(cameraTopRight, corners); | |
| 318 pushVec(cameraTopLeft, corners); | |
| 319 pushVec(cameraBotRight, corners); | |
| 320 pushVec(cameraBotLeft, corners); | |
| 321 | |
| 322 gl.bufferData(WebGLRenderingContext.ARRAY_BUFFER, wrapVertices(corners), | |
| 323 WebGLRenderingContext.STATIC_DRAW); | |
| 324 | |
| 325 gl.uniform3f(cameraPos, cameraFrom.x, cameraFrom.y, cameraFrom.z); | |
| 326 gl.uniform3f(sphere1Center, x1, y1, z1); | |
| 327 gl.uniform3f(sphere2Center, x2, y2, z2); | |
| 328 gl.uniform3f(sphere3Center, x3, y3, z3); | |
| 329 | |
| 330 gl.drawArrays(WebGLRenderingContext.TRIANGLE_STRIP, 0, 4); | |
| 331 glSwapBuffers(); | |
| 332 | |
| 333 t += 0.03; | |
| 334 if (t > Math.PI * 200) { | |
| 335 t -= Math.PI * 200; | |
| 336 } | |
| 337 } | |
| 338 | |
| 339 void setup(canvas, int w, int h, int f) { | |
| 340 if (canvas == null) { | |
| 341 canvas = new CanvasElement(width: w, height: h); | |
| 342 } | |
| 343 gl = canvas.getContext("experimental-webgl"); | |
| 344 initShaders(); | |
| 345 gl.clearColor(0.0, 0.0, 0.0, 1.0); | |
| 346 gl.clearDepth(1.0); | |
| 347 initBuffers(); | |
| 348 resize(w, h); | |
| 349 window.requestAnimationFrame(update); | |
| 350 log("Done setup"); | |
| 351 } | |
| 352 | |
| 353 void resize(int width, int height) { | |
| 354 gl.viewport(0, 0, width, height); | |
| 355 ratio = width / height; | |
| 356 t -= 0.03; | |
| 357 drawScene(); | |
| 358 } | |
| 359 | |
| 360 void update(when) { | |
| 361 drawScene(); | |
| 362 window.requestAnimationFrame(update); | |
| 363 } | |
| 364 | |
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