| // Copyright (c) 2012, the Dart project authors. Please see the AUTHORS file |
| // for details. All rights reserved. Use of this source code is governed by a |
| // BSD-style license that can be found in the LICENSE file. |
| |
| library android_extension; |
| |
| // The simplest way to call native code: top-level functions. |
| int systemRand() native "SystemRand"; |
| void systemSrand(int seed) native "SystemSrand"; |
| void log(String what) native "Log"; |
| |
| // EGL functions. |
| void glSwapBuffers() native "SwapBuffers"; |
| |
| // GL functions. |
| void glAttachShader(int program, int shader) native "GLAttachShader"; |
| void glBindBuffer(int target, int buffer) native "GLBindBuffer"; |
| void glBufferData(int target, List data, int usage) native "GLBufferData"; |
| void glClearColor(num r, num g, num b, num alpha) native "GLClearColor"; |
| void glClearDepth(num depth) native "GLClearDepth"; |
| void glClear(int mask) native "GLClear"; |
| void glCompileShader(int shader) native "GLCompileShader"; |
| int glCreateBuffer() native "GLCreateBuffer"; |
| int glCreateProgram() native "GLCreateProgram"; |
| int glCreateShader(int shaderType) native "GLCreateShader"; |
| void glDrawArrays(int mode, int first, int count) native "GLDrawArrays"; |
| void glEnableVertexAttribArray(int index) native "GLEnableVertexAttribArray"; |
| int glGetAttribLocation(int program, String name) native "GLGetAttribLocation"; |
| int glGetError() native "GLGetError"; |
| int glGetProgramParameter(int program, int param) |
| native "GLGetProgramParameter"; |
| int glGetShaderParameter(int shader, int param) native "GLGetShaderParameter"; |
| int glGetUniformLocation(int program, String name) |
| native "GLGetUniformLocation"; |
| void glLinkProgram(int program) native "GLLinkProgram"; |
| void glShaderSource(int shader, String source) native "GLShaderSource"; |
| void glUniform1f(int location, double v0) native "GLUniform1f"; |
| void glUniform2f(int location, double v0, double v1) native "GLUniform2f"; |
| void glUniform3f(int location, double v0, double v1, double v2) |
| native "GLUniform3f"; |
| void glUniform4f(int location, double v0, double v1, double v2, double v3) |
| native "GLUniform4f"; |
| void glUniform1i(int location, int v0) native "GLUniform1i"; |
| void glUniform2i(int location, int v0, int v1) native "GLUniform2i"; |
| void glUniform3i(int location, int v0, int v1, int v2) native "GLUniform3i"; |
| void glUniform4i(int location, int v0, int v1, int v2, int v3) |
| native "GLUniform4i"; |
| void glUniform1fv(int location, List values) native "GLUniform1fv"; |
| void glUniform2fv(int location, List values) native "GLUniform2fv"; |
| void glUniform3fv(int location, List values) native "GLUniform3fv"; |
| void glUniform4fv(int location, List values) native "GLUniform4fv"; |
| void glUniform1iv(int location, List values) native "GLUniform1iv"; |
| void glUniform2iv(int location, List values) native "GLUniform2iv"; |
| void glUniform3iv(int location, List values) native "GLUniform3iv"; |
| void glUniform4iv(int location, List values) native "GLUniform4iv"; |
| void glUseProgram(int program) native "GLUseProgram"; |
| void glVertexAttribPointer(int index, int size, int type, bool normalized, |
| int stride, int pointer) native "GLVertexAttribPointer"; |
| void glViewport(int x, int y, int width, int height) native "GLViewport"; |
| |
| int glArrayBuffer() native "GLArrayBuffer"; |
| int glColorBufferBit() native "GLColorBufferBit"; |
| int glCompileStatus() native "GLCompileStatus"; |
| int glDeleteStatus() native "GLDeleteStatus"; |
| int glDepthBufferBit() native "GLDepthBufferBit"; |
| int glFloat() native "GLFloat"; |
| int glFragmentShader() native "GLFragmentShader"; |
| int glLinkStatus() native "GLLinkStatus"; |
| int glStaticDraw() native "GLStaticDraw"; |
| int glTriangleStrip() native "GLTriangleStrip"; |
| int glTriangles() native "GLTriangles"; |
| int glTrue() native "GLTrue"; |
| int glValidateStatus() native "GLValidateStatus"; |
| int glVertexShader() native "GLVertexShader"; |
| |
| String glGetShaderInfoLog(int shader) native "GLGetShaderInfoLog"; |
| String glGetProgramInfoLog(int program) native "GLGetProgramInfoLog"; |
| |
| class WebGLRenderingContext { |
| WebGLRenderingContext(); |
| |
| static get ARRAY_BUFFER => glArrayBuffer(); |
| static get COLOR_BUFFER_BIT => glColorBufferBit(); |
| static get COMPILE_STATUS => glCompileStatus(); |
| static get DELETE_STATUS => glDeleteStatus(); |
| static get DEPTH_BUFFER_BIT => glDepthBufferBit(); |
| static get FLOAT => glFloat(); |
| static get FRAGMENT_SHADER => glFragmentShader(); |
| static get LINK_STATUS => glLinkStatus(); |
| static get STATIC_DRAW => glStaticDraw(); |
| static get TRUE => glTrue(); |
| static get TRIANGLE_STRIP => glTriangleStrip(); |
| static get TRIANGLES => glTriangles(); |
| static get VALIDATE_STATUS => glValidateStatus(); |
| static get VERTEX_SHADER => glVertexShader(); |
| |
| attachShader(program, shader) => glAttachShader(program, shader); |
| bindBuffer(target, buffer) => glBindBuffer(target, buffer); |
| bufferData(target, data, usage) => glBufferData(target, data, usage); |
| clearColor(r, g, b, alpha) => glClearColor(r, g, b, alpha); |
| clearDepth(depth) => glClearDepth(depth); |
| clear(mask) => glClear(mask); |
| compileShader(shader) => glCompileShader(shader); |
| createBuffer() => glCreateBuffer(); |
| createProgram() => glCreateProgram(); |
| createShader(shaderType) => glCreateShader(shaderType); |
| drawArrays(mode, first, count) => glDrawArrays(mode, first, count); |
| enableVertexAttribArray(index) => glEnableVertexAttribArray(index); |
| getAttribLocation(program, name) => glGetAttribLocation(program, name); |
| getError() => glGetError(); |
| getProgramParameter(program, name) { |
| var rtn = glGetProgramParameter(program, name); |
| if (name == DELETE_STATUS || |
| name == LINK_STATUS || |
| name == VALIDATE_STATUS) { |
| return (rtn == 0) ? false : true; |
| } |
| return rtn; |
| } |
| getShaderParameter(shader, name) { |
| var rtn = glGetShaderParameter(shader, name); |
| if (name == DELETE_STATUS || name == COMPILE_STATUS) { |
| return (rtn == 0) ? false : true; |
| } |
| return rtn; |
| } |
| getUniformLocation(program, name) => glGetUniformLocation(program, name); |
| linkProgram(program) => glLinkProgram(program); |
| shaderSource(shader, source) => glShaderSource(shader, source); |
| uniform1f(location, v0) => glUniform1f(location, v0); |
| uniform2f(location, v0, v1) => glUniform2f(location, v0, v1); |
| uniform3f(location, v0, v1, v2) => glUniform3f(location, v0, v1, v2); |
| uniform4f(location, v0, v1, v2, v3) => glUniform4f(location, v0, v1, v2, v3); |
| uniform1i(location, v0) => glUniform1i(location, v0); |
| uniform2i(location, v0, v1) => glUniform2i(location, v0, v1); |
| uniform3i(location, v0, v1, v2) => glUniform3i(location, v0, v1, v2); |
| uniform4i(location, v0, v1, v2, v3) => glUniform4i(location, v0, v1, v2, v3); |
| uniform1fv(location, values) => glUniform1fv(location, values); |
| uniform2fv(location, values) => glUniform2fv(location, values); |
| uniform3fv(location, values) => glUniform3fv(location, values); |
| uniform4fv(location, values) => glUniform4fv(location, values); |
| uniform1iv(location, values) => glUniform1iv(location, values); |
| uniform2iv(location, values) => glUniform2iv(location, values); |
| uniform3iv(location, values) => glUniform3iv(location, values); |
| uniform4iv(location, values) => glUniform4iv(location, values); |
| useProgram(program) => glUseProgram(program); |
| vertexAttribPointer(index, size, type, normalized, stride, pointer) => |
| glVertexAttribPointer(index, size, type, normalized, stride, pointer); |
| viewport(x, y, width, height) => glViewport(x, y, width, height); |
| getShaderInfoLog(shader) => glGetShaderInfoLog(shader); |
| getProgramInfoLog(program) => glGetProgramInfoLog(program); |
| |
| // TODO(vsm): Kill. |
| noSuchMethod(invocation) { |
| throw new Exception('Unimplemented ${invocation.memberName}'); |
| } |
| } |
| |
| var gl = new WebGLRenderingContext(); |
| |
| //------------------------------------------------------------------ |
| // Simple audio support. |
| |
| void playBackground(String path) native "PlayBackground"; |
| void stopBackground() native "StopBackground"; |
| |
| //------------------------------------------------------------------- |
| // Set up print(). |
| |
| get _printClosure => (s) { |
| try { |
| log(s); |
| } catch (_) { |
| throw(s); |
| } |
| }; |
| |
| //------------------------------------------------------------------ |
| // Temp hack for compat with WebGL. |
| |
| class Float32Array extends List<double> { |
| Float32Array.fromList(List a) { |
| addAll(a); |
| } |
| } |
| |