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// Copyright 2013 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([
'console',
'monotonic_clock',
'timer',
'mojo/public/js/bindings/connection',
'mojo/public/js/bindings/core',
'mojo/apps/js/bindings/gl',
'mojo/apps/js/bindings/threading',
'mojo/services/native_viewport/native_viewport.mojom',
'mojo/public/interfaces/service_provider/service_provider.mojom',
], function(console,
monotonicClock,
timer,
connection,
core,
gljs,
threading,
nativeViewport,
service_provider) {
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.getIndex = function(x, y) {
return x * 4 + y;
}
ESMatrix.prototype.set = function(x, y, v) {
this.m[this.getIndex(x, y)] = v;
};
ESMatrix.prototype.get = function(x, y) {
return this.m[this.getIndex(x, y)];
};
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.set(i, i, 1);
}
};
ESMatrix.prototype.multiply = function(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];
}
};
ESMatrix.prototype.frustrum = function(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);
};
ESMatrix.prototype.perspective = function(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);
};
ESMatrix.prototype.translate = function(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);
};
ESMatrix.prototype.rotate = function(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;
}
function SampleApp(service_provider) {
this.service_provider_ = service_provider;
var pipe = new core.createMessagePipe();
this.service_provider_.connect('mojo:mojo_native_viewport_service',
pipe.handle1);
new connection.Connection(pipe.handle0, NativeViewportClientImpl,
nativeViewport.NativeViewportProxy);
}
// TODO(aa): It is a bummer to need this stub object in JavaScript. We should
// have a 'client' object that contains both the sending and receiving bits of
// the client side of the interface. Since JS is loosely typed, we do not need
// a separate base class to inherit from to receive callbacks.
SampleApp.prototype =
Object.create(service_provider.ServiceProviderStub.prototype);
function NativeViewportClientImpl(remote) {
this.remote_ = remote;
var pipe = core.createMessagePipe();
var rect = new nativeViewport.Rect;
rect.position = new nativeViewport.Point;
rect.size = new nativeViewport.Size;
rect.size.width = 800;
rect.size.height = 600;
this.remote_.create(rect);
this.remote_.show();
this.remote_.createGLES2Context(pipe.handle1);
this.gles2_ = new GLES2ClientImpl(pipe.handle0);
}
NativeViewportClientImpl.prototype =
Object.create(nativeViewport.NativeViewportClientStub.prototype);
NativeViewportClientImpl.prototype.onCreated = function() {
console.log('NativeViewportClientImpl.prototype.OnCreated');
};
NativeViewportClientImpl.prototype.onBoundsChanged = function(bounds) {
console.log('NativeViewportClientImpl.prototype.OnBoundsChanged');
this.gles2_.setDimensions(bounds.size);
}
function GLES2ClientImpl(remotePipe) {
this.gl_ = new gljs.Context(remotePipe, this.contextLost.bind(this));
this.lastTime_ = monotonicClock.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);
}
GLES2ClientImpl.prototype.setDimensions = function(size) {
this.width_ = size.width;
this.height_ = size.height;
this.timer_ = timer.createRepeating(16, this.handleTimer.bind(this));
}
GLES2ClientImpl.prototype.drawCube = function() {
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();
};
GLES2ClientImpl.prototype.handleTimer = function() {
var now = monotonicClock.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();
};
GLES2ClientImpl.prototype.getRotationForTimeDelta = function(secondsDelta) {
return secondsDelta * 40;
};
GLES2ClientImpl.prototype.contextLost = function() {
console.log('GLES2ClientImpl.prototype.contextLost');
};
return function(handle) {
new connection.Connection(
handle, SampleApp, service_provider.ServiceProviderProxy);
};
});