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Unified Diff: examples/js/cube.js

Issue 788863003: Restore the JS Spinning Cube demo (Closed) Base URL: https://github.com/domokit/mojo.git@master
Patch Set: Changes per review feedback Created 6 years ago
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Index: examples/js/cube.js
diff --git a/examples/js/cube.js b/examples/js/cube.js
new file mode 100644
index 0000000000000000000000000000000000000000..0f772ecf3f9f3881aebce73badb2152e5a9f91a5
--- /dev/null
+++ b/examples/js/cube.js
@@ -0,0 +1,416 @@
+#!mojo:js_content_handler
+
+// Copyright 2014 The Chromium Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+
+define("main", [
+ "console",
+ "mojo/services/public/js/application",
+ "mojo/services/public/interfaces/gpu/command_buffer.mojom",
+ "mojo/services/public/interfaces/geometry/geometry.mojom",
+ "mojo/services/public/interfaces/gpu/gpu.mojom",
+ "mojo/services/public/interfaces/native_viewport/native_viewport.mojom",
+ "mojo/services/public/interfaces/gpu/viewport_parameter_listener.mojom",
+ "mojo/public/js/core",
+ "services/js/modules/gl",
+ "services/js/modules/clock",
+ "timer",
+], function(console,
+ appModule,
+ cbModule,
+ geoModule,
+ gpuModule,
+ nvModule,
+ vplModule,
+ coreModule,
+ glModule,
+ clockModule,
+ timerModule) {
+
+ 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');
+
+ class ESMatrix {
+ constructor() {
+ this.m = new Float32Array(16);
+ }
+
+ getIndex(x, y) {
+ return x * 4 + y;
+ }
+
+ set(x, y, v) {
+ this.m[this.getIndex(x, y)] = v;
+ }
+
+ get(x, y) {
+ return this.m[this.getIndex(x, y)];
+ }
+
+ loadZero() {
+ for (var i = 0; i < this.m.length; i++) {
+ this.m[i] = 0;
+ }
+ }
+
+ loadIdentity() {
+ this.loadZero();
+ for (var i = 0; i < 4; i++) {
+ this.set(i, i, 1);
+ }
+ }
+
+ multiply(a, b) {
+ var result = new ESMatrix();
+ for (var i = 0; i < 4; i++) {
+ result.set(i, 0,
+ (a.get(i, 0) * b.get(0, 0)) +
+ (a.get(i, 1) * b.get(1, 0)) +
+ (a.get(i, 2) * b.get(2, 0)) +
+ (a.get(i, 3) * b.get(3, 0)));
+
+ result.set(i, 1,
+ (a.get(i, 0) * b.get(0, 1)) +
+ (a.get(i, 1) * b.get(1, 1)) +
+ (a.get(i, 2) * b.get(2, 1)) +
+ (a.get(i, 3) * b.get(3, 1)));
+
+ result.set(i, 2,
+ (a.get(i, 0) * b.get(0, 2)) +
+ (a.get(i, 1) * b.get(1, 2)) +
+ (a.get(i, 2) * b.get(2, 2)) +
+ (a.get(i, 3) * b.get(3, 2)));
+
+ result.set(i, 3,
+ (a.get(i, 0) * b.get(0, 3)) +
+ (a.get(i, 1) * b.get(1, 3)) +
+ (a.get(i, 2) * b.get(2, 3)) +
+ (a.get(i, 3) * b.get(3, 3)));
+ }
+ for (var i = 0; i < result.m.length; i++) {
+ this.m[i] = result.m[i];
+ }
+ }
+
+ frustrum(left, right, bottom, top, nearZ, farZ) {
+ var deltaX = right - left;
+ var deltaY = top - bottom;
+ var deltaZ = farZ - nearZ;
+
+ if (nearZ < 0 || farZ < 0 || deltaZ < 0 || deltaY < 0 || deltaX < 0) {
+ return;
+ }
+
+ var frust = new ESMatrix();
+ frust.set(0, 0, 2 * nearZ / deltaX);
+
+ frust.set(1, 1, 2 * nearZ / deltaY);
+
+ frust.set(2, 0, (right + left) / deltaX);
+ frust.set(2, 1, (top + bottom) / deltaY);
+ frust.set(2, 2, -(nearZ + farZ) / deltaZ);
+ frust.set(2, 3, -1);
+
+ frust.set(3, 2, -2 * nearZ * farZ / deltaZ);
+
+ this.multiply(frust, this);
+ }
+
+ perspective(fovY, aspect, nearZ, farZ) {
+ var frustrumH = Math.tan(fovY / 360 * Math.PI) * nearZ;
+ var frustrumW = frustrumH * aspect;
+ this.frustrum(-frustrumW, frustrumW, -frustrumH, frustrumH, nearZ, farZ);
+ }
+
+ translate(tx, ty, tz) {
+ this.set(3, 0, this.get(3, 0) + this.get(0, 0) *
+ tx + this.get(1, 0) * ty + this.get(2, 0) * tz);
+ this.set(3, 1, this.get(3, 1) + this.get(0, 1) *
+ tx + this.get(1, 1) * ty + this.get(2, 1) * tz);
+ this.set(3, 2, this.get(3, 2) + this.get(0, 2) *
+ tx + this.get(1, 2) * ty + this.get(2, 2) * tz);
+ this.set(3, 3, this.get(3, 3) + this.get(0, 3) *
+ tx + this.get(1, 3) * ty + this.get(2, 3) * tz);
+ }
+
+ rotate(angle, x, y, z) {
+ var mag = Math.sqrt(x * x + y * y + z * z);
+ var sinAngle = Math.sin(angle * Math.PI / 180);
+ var cosAngle = Math.cos(angle * Math.PI / 180);
+ if (mag <= 0) {
+ return;
+ }
+
+ var xx, yy, zz, xy, yz, zx, xs, ys, zs, oneMinusCos;
+ var rotation = new ESMatrix();
+
+ x /= mag;
+ y /= mag;
+ z /= mag;
+
+ xx = x * x;
+ yy = y * y;
+ zz = z * z;
+ xy = x * y;
+ yz = y * z;
+ zx = z * x;
+ xs = x * sinAngle;
+ ys = y * sinAngle;
+ zs = z * sinAngle;
+ oneMinusCos = 1 - cosAngle;
+
+ rotation.set(0, 0, (oneMinusCos * xx) + cosAngle);
+ rotation.set(0, 1, (oneMinusCos * xy) - zs);
+ rotation.set(0, 2, (oneMinusCos * zx) + ys);
+ rotation.set(0, 3, 0);
+
+ rotation.set(1, 0, (oneMinusCos * xy) + zs);
+ rotation.set(1, 1, (oneMinusCos * yy) + cosAngle);
+ rotation.set(1, 2, (oneMinusCos * yz) - xs);
+ rotation.set(1, 3, 0);
+
+ rotation.set(2, 0, (oneMinusCos * zx) - ys);
+ rotation.set(2, 1, (oneMinusCos * yz) + xs);
+ rotation.set(2, 2, (oneMinusCos * zz) + cosAngle);
+ rotation.set(2, 3, 0);
+
+ rotation.set(3, 0, 0);
+ rotation.set(3, 1, 0);
+ rotation.set(3, 2, 0);
+ rotation.set(3, 3, 1);
+
+ this.multiply(rotation, this);
+ }
+ }
+
+ 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;
+ }
+
+ class GLES2ClientImpl {
+ constructor (remotePipe, size) {
+ this.gl_ = new glModule.Context(remotePipe, this.contextLost.bind(this));
+ this.lastTime_ = clockModule.seconds();
+ this.angle_ = 45;
+
+ this.program_ = loadProgram(this.gl_);
+ this.positionLocation_ =
+ this.gl_.getAttribLocation(this.program_, 'a_position');
+ this.mvpLocation_ =
+ this.gl_.getUniformLocation(this.program_, 'u_mvpMatrix');
+ this.numIndices_ = generateCube(this.gl_);
+ this.mvpMatrix_ = new ESMatrix();
+ this.mvpMatrix_.loadIdentity();
+
+ this.gl_.clearColor(0, 0, 0, 0);
+ this.setDimensions(size);
+ this.timer_ =
+ timerModule.createRepeating(16, this.handleTimer.bind(this));
+ }
+
+ setDimensions(size) {
+ this.width_ = size.width;
+ this.height_ = size.height;
+ this.gl_.resize(size.width, size.height, 1);
+ }
+
+ drawCube() {
+ this.gl_.viewport(0, 0, this.width_, this.height_);
+ this.gl_.clear(this.gl_.COLOR_BUFFER_BIT);
+ this.gl_.useProgram(this.program_);
+ this.gl_.bindBuffer(this.gl_.ARRAY_BUFFER, vboVertices);
+ this.gl_.bindBuffer(this.gl_.ELEMENT_ARRAY_BUFFER, vboIndices);
+ this.gl_.vertexAttribPointer(this.positionLocation_, 3, this.gl_.FLOAT,
+ false, 12, 0);
+ this.gl_.enableVertexAttribArray(this.positionLocation_);
+ this.gl_.uniformMatrix4fv(this.mvpLocation_, false, this.mvpMatrix_.m);
+ this.gl_.drawElements(this.gl_.TRIANGLES, this.numIndices_,
+ this.gl_.UNSIGNED_SHORT, 0);
+ this.gl_.swapBuffers();
+ };
+
+ handleTimer() {
+ var now = clockModule.seconds();
+ var secondsDelta = now - this.lastTime_;
+ this.lastTime_ = now;
+
+ this.angle_ += this.getRotationForTimeDelta(secondsDelta);
+ this.angle_ = this.angle_ % 360;
+
+ var aspect = this.width_ / this.height_;
+
+ var perspective = new ESMatrix();
+ perspective.loadIdentity();
+ perspective.perspective(60, aspect, 1, 20);
+
+ var modelView = new ESMatrix();
+ modelView.loadIdentity();
+ modelView.translate(0, 0, -2);
+ modelView.rotate(this.angle_, 1, 0, 1);
+
+ this.mvpMatrix_.multiply(modelView, perspective);
+
+ this.drawCube();
+ };
+
+ getRotationForTimeDelta(secondsDelta) {
+ return secondsDelta * 40;
+ };
+
+ contextLost() {
+ console.log('GLES2ClientImpl.prototype.contextLost');
+ };
+
+ quit() {
+ if (this.timer_) {
+ console.log("CANCEL");
+ this.timer_.cancel();
+ this.timer_ = null;
+ }
+ }
+ }
+
+ class CubeDemo extends appModule.Application {
+ initialize(args) {
+ this.viewport = this.shell.connectToService(
+ "mojo:native_viewport_service", nvModule.NativeViewport, this);
+
+ this.gpu = this.shell.connectToService(
+ "mojo:native_viewport_service", gpuModule.Gpu);
+
+ var app = this;
+ var viewportSize = new geoModule.Size({width: 800, height: 600});
+ this.viewport.create(viewportSize).then(
+ function(result) {
+ app.onViewportCreated(result.native_viewport_id, viewportSize);
+ });
+
+ this.eventDispatcher =
+ new nvModule.NativeViewportEventDispatcher.stubClass(this);
+ this.viewport.setEventDispatcher(this.eventDispatcher);
+ this.viewport.show();
+ }
+
+ onViewportCreated(id, size) {
+ this.vpl = new vplModule.ViewportParameterListener.stubClass({
+ onVSyncParametersUpdated: function(timebase, interval) {
+ console.log("onVSyncParametersUpdated");
+ }
+ });
+ var pipe = coreModule.createMessagePipe();
+ this.gpu.createOnscreenGLES2Context(id, size, pipe.handle1, this.vpl);
+ this.gles2_ = new GLES2ClientImpl(pipe.handle0, size);
+ }
+
+ onEvent(event) {
+ return Promise.resolve(); // This just gates the next event delivery
+ }
+
+ onSizeChanged(size) {
+ if (this.gles2_)
+ this.gles2_.setDimensions(size);
+ }
+
+ onDestroyed() {
+ this.quit();
+ }
+ }
+
+ return CubeDemo;
+});
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