// 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/shell/shell.mojom', ], function(console, monotonicClock, timer, connection, core, gljs, threading, nativeViewport, shell) { 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(shell) { this.shell_ = shell; var pipe = new core.createMessagePipe(); this.shell_.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(shell.ShellClientStub.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, shell.ShellProxy); }; });