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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 #library("simplegl"); |
| 6 |
| 7 #import("gl.dart"); |
| 8 |
| 9 #import("dart:math", prefix: 'Math'); |
| 10 |
| 11 const FRAGMENT_PROGRAM = """ |
| 12 precision mediump float; |
| 13 |
| 14 const vec3 lightDir = vec3(0.577350269, 0.577350269, -0.577350269); |
| 15 varying vec3 vPosition; |
| 16 uniform vec3 cameraPos; |
| 17 uniform vec3 sphere1Center; |
| 18 uniform vec3 sphere2Center; |
| 19 uniform vec3 sphere3Center; |
| 20 |
| 21 bool intersectSphere(vec3 center, vec3 lStart, vec3 lDir, |
| 22 out float dist) { |
| 23 vec3 c = center - lStart; |
| 24 float b = dot(lDir, c); |
| 25 float d = b*b - dot(c, c) + 1.0; |
| 26 if (d < 0.0) { |
| 27 dist = 10000.0; |
| 28 return false; |
| 29 } |
| 30 |
| 31 dist = b - sqrt(d); |
| 32 if (dist < 0.0) { |
| 33 dist = 10000.0; |
| 34 return false; |
| 35 } |
| 36 |
| 37 return true; |
| 38 } |
| 39 |
| 40 vec3 lightAt(vec3 N, vec3 V, vec3 color) { |
| 41 vec3 L = lightDir; |
| 42 vec3 R = reflect(-L, N); |
| 43 |
| 44 float c = 0.3 + 0.4 * pow(max(dot(R, V), 0.0), 30.0) + 0.7 * dot(L, N); |
| 45 |
| 46 if (c > 1.0) { |
| 47 return mix(color, vec3(1.6, 1.6, 1.6), c - 1.0); |
| 48 } |
| 49 |
| 50 return c * color; |
| 51 } |
| 52 |
| 53 bool intersectWorld(vec3 lStart, vec3 lDir, out vec3 pos, |
| 54 out vec3 normal, out vec3 color) { |
| 55 float d1, d2, d3; |
| 56 bool h1, h2, h3; |
| 57 |
| 58 h1 = intersectSphere(sphere1Center, lStart, lDir, d1); |
| 59 h2 = intersectSphere(sphere2Center, lStart, lDir, d2); |
| 60 h3 = intersectSphere(sphere3Center, lStart, lDir, d3); |
| 61 |
| 62 if (h1 && d1 < d2 && d1 < d3) { |
| 63 pos = lStart + d1 * lDir; |
| 64 normal = pos - sphere1Center; |
| 65 color = vec3(0.0, 0.0, 0.9); |
| 66 if (fract(pos.x / 1.5) > 0.5 ^^ |
| 67 fract(pos.y / 1.5) > 0.5 ^^ |
| 68 fract(pos.z / 1.5) > 0.5) { |
| 69 color = vec3(1.0, 0.0, 1.0); |
| 70 } |
| 71 else { |
| 72 color = vec3(1.0, 1.0, 0.0); |
| 73 } |
| 74 } |
| 75 else if (h2 && d2 < d3) { |
| 76 pos = lStart + d2 * lDir; |
| 77 normal = pos - sphere2Center; |
| 78 color = vec3(0.9, mod(normal.y * 2.5, 1.0), 0.0); |
| 79 } |
| 80 else if (h3) { |
| 81 pos = lStart + d3 * lDir; |
| 82 normal = pos - sphere3Center; |
| 83 color = vec3(0.0, clamp(sphere3Center.y/1.5, 0.0, 0.9), |
| 84 clamp(0.9 - sphere3Center.y/1.5, 0.0, 0.9)); |
| 85 } |
| 86 else if (lDir.y < -0.01) { |
| 87 pos = lStart + ((lStart.y + 2.7) / -lDir.y) * lDir; |
| 88 if (pos.x*pos.x + pos.z*pos.z > 30.0) { |
| 89 return false; |
| 90 } |
| 91 normal = vec3(0.0, 1.0, 0.0); |
| 92 if (fract(pos.x / 5.0) > 0.5 == fract(pos.z / 5.0) > 0.5) { |
| 93 color = vec3(1.0); |
| 94 } |
| 95 else { |
| 96 color = vec3(0.0); |
| 97 } |
| 98 } |
| 99 else { |
| 100 return false; |
| 101 } |
| 102 |
| 103 return true; |
| 104 } |
| 105 |
| 106 void main(void) |
| 107 { |
| 108 vec3 cameraDir = normalize(vPosition - cameraPos); |
| 109 |
| 110 vec3 p1, norm, p2; |
| 111 vec3 col, colT, colM, col3; |
| 112 if (intersectWorld(cameraPos, cameraDir, p1, |
| 113 norm, colT)) { |
| 114 col = lightAt(norm, -cameraDir, colT); |
| 115 colM = (colT + vec3(0.2)) / 1.2; |
| 116 cameraDir = reflect(cameraDir, norm); |
| 117 if (intersectWorld(p1, cameraDir, p2, norm, colT)) { |
| 118 col += lightAt(norm, -cameraDir, colT) * colM; |
| 119 colM *= (colT + vec3(0.2)) / 1.2; |
| 120 cameraDir = reflect(cameraDir, norm); |
| 121 if (intersectWorld(p2, cameraDir, p1, norm, colT)) { |
| 122 col += lightAt(norm, -cameraDir, colT) * colM; |
| 123 } |
| 124 } |
| 125 |
| 126 gl_FragColor = vec4(col, 1.0); |
| 127 } |
| 128 else { |
| 129 gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); |
| 130 } |
| 131 } |
| 132 """; |
| 133 |
| 134 const VERTEX_PROGRAM = """ |
| 135 attribute vec2 aVertexPosition; |
| 136 attribute vec3 aPlotPosition; |
| 137 |
| 138 varying vec3 vPosition; |
| 139 |
| 140 void main(void) |
| 141 { |
| 142 gl_Position = vec4(aVertexPosition, 1.0, 1.0); |
| 143 vPosition = aPlotPosition; |
| 144 } |
| 145 """; |
| 146 |
| 147 loadShader(final type, final program) { |
| 148 final shader = gl.createShader(type); |
| 149 gl.shaderSource(shader, program); |
| 150 gl.compileShader(shader); |
| 151 if (gl.getShaderParameter(shader, WebGLRenderingContext.COMPILE_STATUS) != Web
GLRenderingContext.TRUE) { |
| 152 throw new Exception("Could not compile shader"); |
| 153 } |
| 154 |
| 155 return shader; |
| 156 } |
| 157 |
| 158 var shaderProgram; |
| 159 var aVertexPosition; |
| 160 var aPlotPosition; |
| 161 var cameraPos; |
| 162 var sphere1Center; |
| 163 var sphere2Center; |
| 164 var sphere3Center; |
| 165 var ratio; |
| 166 |
| 167 initShaders() { |
| 168 var vertexShader = loadShader(WebGLRenderingContext.VERTEX_SHADER, VERTEX_PROG
RAM); |
| 169 var fragmentShader = loadShader(WebGLRenderingContext.FRAGMENT_SHADER, FRAGMEN
T_PROGRAM); |
| 170 |
| 171 shaderProgram = gl.createProgram(); |
| 172 if (shaderProgram == 0) { |
| 173 throw new Exception("Could not create program."); |
| 174 } |
| 175 |
| 176 gl.attachShader(shaderProgram, vertexShader); |
| 177 gl.attachShader(shaderProgram, fragmentShader); |
| 178 gl.linkProgram(shaderProgram); |
| 179 |
| 180 if (gl.getProgramParameter(shaderProgram, WebGLRenderingContext.LINK_STATUS) !
= WebGLRenderingContext.TRUE) { |
| 181 throw new Exception("Could not initialize shaders"); |
| 182 } |
| 183 |
| 184 gl.useProgram(shaderProgram); |
| 185 |
| 186 aVertexPosition = gl.getAttribLocation(shaderProgram, "aVertexPosition"); |
| 187 gl.enableVertexAttribArray(aVertexPosition); |
| 188 |
| 189 aPlotPosition = gl.getAttribLocation(shaderProgram, "aPlotPosition"); |
| 190 gl.enableVertexAttribArray(aPlotPosition); |
| 191 |
| 192 cameraPos = gl.getUniformLocation(shaderProgram, "cameraPos"); |
| 193 sphere1Center = gl.getUniformLocation(shaderProgram, "sphere1Center"); |
| 194 sphere2Center = gl.getUniformLocation(shaderProgram, "sphere2Center"); |
| 195 sphere3Center = gl.getUniformLocation(shaderProgram, "sphere3Center"); |
| 196 } |
| 197 |
| 198 initBuffers() { |
| 199 var vertexPositionBuffer = gl.createBuffer(); |
| 200 gl.bindBuffer(WebGLRenderingContext.ARRAY_BUFFER, vertexPositionBuffer); |
| 201 var vertices = [ |
| 202 1.0, 1.0, |
| 203 -1.0, 1.0, |
| 204 1.0, -1.0, |
| 205 -1.0, -1.0, |
| 206 ]; |
| 207 |
| 208 gl.bufferData(WebGLRenderingContext.ARRAY_BUFFER, vertices, WebGLRenderingCont
ext.STATIC_DRAW); |
| 209 gl.bindBuffer(WebGLRenderingContext.ARRAY_BUFFER, vertexPositionBuffer); |
| 210 gl.vertexAttribPointer(aVertexPosition, 2, WebGLRenderingContext.FLOAT, false,
0, 0); |
| 211 |
| 212 var plotPositionBuffer = gl.createBuffer(); |
| 213 gl.bindBuffer(WebGLRenderingContext.ARRAY_BUFFER, plotPositionBuffer); |
| 214 gl.vertexAttribPointer(aPlotPosition, 3, WebGLRenderingContext.FLOAT, false, 0
, 0); |
| 215 } |
| 216 |
| 217 class Vector { |
| 218 var x; |
| 219 var y; |
| 220 var z; |
| 221 Vector(this.x, this.y, this.z); |
| 222 } |
| 223 |
| 224 crossProd(v1, v2) { |
| 225 return |
| 226 new Vector( |
| 227 v1.y*v2.z - v2.y*v1.z, |
| 228 v1.z*v2.x - v2.z*v1.x, |
| 229 v1.x*v2.y - v2.x*v1.y); |
| 230 } |
| 231 |
| 232 normalize(v) { |
| 233 var l = Math.sqrt(v.x*v.x + v.y*v.y + v.z*v.z); |
| 234 return new Vector( v.x/l, v.y/l, v.z/l ); |
| 235 } |
| 236 |
| 237 vectAdd(v1, v2) { |
| 238 return new Vector( v1.x + v2.x, v1.y + v2.y, v1.z + v2.z ); |
| 239 } |
| 240 |
| 241 vectSub(v1, v2) { |
| 242 return new Vector( v1.x - v2.x, v1.y - v2.y, v1.z - v2.z ); |
| 243 } |
| 244 |
| 245 vectMul(v, l) { |
| 246 return new Vector( v.x*l, v.y*l, v.z*l ); |
| 247 } |
| 248 |
| 249 pushVec(v, arr) { |
| 250 arr.addAll([v.x, v.y, v.z]); |
| 251 } |
| 252 |
| 253 var t = 0; |
| 254 drawScene() { |
| 255 var x1 = Math.sin(t * 1.1) * 1.5; |
| 256 var y1 = Math.cos(t * 1.3) * 1.5; |
| 257 var z1 = Math.sin(t + Math.PI/3) * 1.5; |
| 258 var x2 = Math.cos(t * 1.2) * 1.5; |
| 259 var y2 = Math.sin(t * 1.4) * 1.5; |
| 260 var z2 = Math.sin(t*1.25 - Math.PI/3) * 1.5; |
| 261 var x3 = Math.cos(t * 1.15) * 1.5; |
| 262 var y3 = Math.sin(t * 1.37) * 1.5; |
| 263 var z3 = Math.sin(t*1.27) * 1.5; |
| 264 |
| 265 var cameraFrom = new Vector( |
| 266 Math.sin(t * 0.4) * 18, |
| 267 Math.sin(t * 0.13) * 5 + 5, |
| 268 Math.cos(t * 0.4) * 18 ); |
| 269 var cameraTo = new Vector(0.0, 0.0, 0.0); |
| 270 var cameraPersp = 6.0; |
| 271 var up = new Vector(0.0, 1.0, 0.0); |
| 272 var cameraDir = normalize(vectSub(cameraTo, cameraFrom)); |
| 273 |
| 274 var cameraLeft = normalize(crossProd(cameraDir, up)); |
| 275 var cameraUp = normalize(crossProd(cameraLeft, cameraDir)); |
| 276 // cameraFrom + cameraDir * cameraPersp |
| 277 var cameraCenter = vectAdd(cameraFrom, vectMul(cameraDir, cameraPersp)); |
| 278 |
| 279 // cameraCenter + cameraUp + cameraLeft * ratio |
| 280 var cameraTopLeft = vectAdd(vectAdd(cameraCenter, cameraUp), |
| 281 vectMul(cameraLeft, ratio)); |
| 282 var cameraBotLeft = vectAdd(vectSub(cameraCenter, cameraUp), |
| 283 vectMul(cameraLeft, ratio)); |
| 284 var cameraTopRight = vectSub(vectAdd(cameraCenter, cameraUp), |
| 285 vectMul(cameraLeft, ratio)); |
| 286 var cameraBotRight = vectSub(vectSub(cameraCenter, cameraUp), |
| 287 vectMul(cameraLeft, ratio)); |
| 288 |
| 289 //corners = [1.2, 1, -12, -1.2, 1, -12, 1.2, -1, -12, -1.2, -1, -12]; |
| 290 var corners = []; |
| 291 pushVec(cameraTopRight, corners); |
| 292 pushVec(cameraTopLeft, corners); |
| 293 pushVec(cameraBotRight, corners); |
| 294 pushVec(cameraBotLeft, corners); |
| 295 |
| 296 gl.bufferData(WebGLRenderingContext.ARRAY_BUFFER, corners, WebGLRenderingConte
xt.STATIC_DRAW); |
| 297 |
| 298 gl.uniform3f(cameraPos, cameraFrom.x, cameraFrom.y, cameraFrom.z); |
| 299 gl.uniform3f(sphere1Center, x1, y1, z1); |
| 300 gl.uniform3f(sphere2Center, x2, y2, z2); |
| 301 gl.uniform3f(sphere3Center, x3, y3, z3); |
| 302 |
| 303 gl.drawArrays(WebGLRenderingContext.TRIANGLE_STRIP, 0, 4); |
| 304 |
| 305 t += 0.03; |
| 306 if (t > Math.PI * 200) { |
| 307 t -= Math.PI * 200; |
| 308 } |
| 309 } |
| 310 |
| 311 setup() { |
| 312 initShaders(); |
| 313 gl.clearColor(0.0, 0.0, 0.0, 1.0); |
| 314 gl.clearDepth(1.0); |
| 315 initBuffers(); |
| 316 } |
| 317 |
| 318 resize(int width, int height) { |
| 319 ratio = width / height; |
| 320 gl.viewport(0, 0, width, height); |
| 321 t -= 0.03; |
| 322 drawScene(); |
| 323 return "setup $width $height"; |
| 324 } |
| 325 |
| 326 draw() { |
| 327 drawScene(); |
| 328 return "draw"; |
| 329 } |
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