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Unified Diff: third_party/gles_book_examples/Chapter_13/ParticleSystem/ParticleSystem.c

Issue 543002: Renamed gles_book_examples to gles2_book to make it shorter and more correct.... (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src/
Patch Set: Created 10 years, 11 months ago
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Index: third_party/gles_book_examples/Chapter_13/ParticleSystem/ParticleSystem.c
===================================================================
--- third_party/gles_book_examples/Chapter_13/ParticleSystem/ParticleSystem.c (revision 35873)
+++ third_party/gles_book_examples/Chapter_13/ParticleSystem/ParticleSystem.c (working copy)
@@ -1,294 +0,0 @@
-//
-// Book: OpenGL(R) ES 2.0 Programming Guide
-// Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner
-// ISBN-10: 0321502795
-// ISBN-13: 9780321502797
-// Publisher: Addison-Wesley Professional
-// URLs: http://safari.informit.com/9780321563835
-// http://www.opengles-book.com
-//
-
-// ParticleSystem.c
-//
-// This is an example that demonstrates rendering a particle system
-// using a vertex shader and point sprites.
-//
-#include <stdlib.h>
-#include <math.h>
-#include "esUtil.h"
-
-#define NUM_PARTICLES 1000
-#define PARTICLE_SIZE 7
-
-typedef struct
-{
- // Handle to a program object
- GLuint programObject;
-
- // Attribute locations
- GLint lifetimeLoc;
- GLint startPositionLoc;
- GLint endPositionLoc;
-
- // Uniform location
- GLint timeLoc;
- GLint colorLoc;
- GLint centerPositionLoc;
- GLint samplerLoc;
-
- // Texture handle
- GLuint textureId;
-
- // Particle vertex data
- float particleData[ NUM_PARTICLES * PARTICLE_SIZE ];
-
- // Current time
- float time;
-
-} UserData;
-
-///
-// Load texture from disk
-//
-GLuint LoadTexture ( char *fileName )
-{
- int width,
- height;
- char *buffer = esLoadTGA ( fileName, &width, &height );
- GLuint texId;
-
- if ( buffer == NULL )
- {
- esLogMessage ( "Error loading (%s) image.\n", fileName );
- return 0;
- }
-
- glGenTextures ( 1, &texId );
- glBindTexture ( GL_TEXTURE_2D, texId );
-
- glTexImage2D ( GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, buffer );
- glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
- glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
- glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
- glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
-
- free ( buffer );
-
- return texId;
-}
-
-
-///
-// Initialize the shader and program object
-//
-int Init ( ESContext *esContext )
-{
- UserData *userData = esContext->userData;
- int i;
-
- GLbyte vShaderStr[] =
- "uniform float u_time; \n"
- "uniform vec3 u_centerPosition; \n"
- "attribute float a_lifetime; \n"
- "attribute vec3 a_startPosition; \n"
- "attribute vec3 a_endPosition; \n"
- "varying float v_lifetime; \n"
- "void main() \n"
- "{ \n"
- " if ( u_time <= a_lifetime ) \n"
- " { \n"
- " gl_Position.xyz = a_startPosition + \n"
- " (u_time * a_endPosition); \n"
- " gl_Position.xyz += u_centerPosition; \n"
- " gl_Position.w = 1.0; \n"
- " } \n"
- " else \n"
- " gl_Position = vec4( -1000, -1000, 0, 0 ); \n"
- " v_lifetime = 1.0 - ( u_time / a_lifetime ); \n"
- " v_lifetime = clamp ( v_lifetime, 0.0, 1.0 ); \n"
- " gl_PointSize = ( v_lifetime * v_lifetime ) * 40.0; \n"
- "}";
-
- GLbyte fShaderStr[] =
- "precision mediump float; \n"
- "uniform vec4 u_color; \n"
- "varying float v_lifetime; \n"
- "uniform sampler2D s_texture; \n"
- "void main() \n"
- "{ \n"
- " vec4 texColor; \n"
- " texColor = texture2D( s_texture, gl_PointCoord ); \n"
- " gl_FragColor = vec4( u_color ) * texColor; \n"
- " gl_FragColor.a *= v_lifetime; \n"
- "} \n";
-
- // Load the shaders and get a linked program object
- userData->programObject = esLoadProgram ( vShaderStr, fShaderStr );
-
- // Get the attribute locations
- userData->lifetimeLoc = glGetAttribLocation ( userData->programObject, "a_lifetime" );
- userData->startPositionLoc = glGetAttribLocation ( userData->programObject, "a_startPosition" );
- userData->endPositionLoc = glGetAttribLocation ( userData->programObject, "a_endPosition" );
-
- // Get the uniform locations
- userData->timeLoc = glGetUniformLocation ( userData->programObject, "u_time" );
- userData->centerPositionLoc = glGetUniformLocation ( userData->programObject, "u_centerPosition" );
- userData->colorLoc = glGetUniformLocation ( userData->programObject, "u_color" );
- userData->samplerLoc = glGetUniformLocation ( userData->programObject, "s_texture" );
-
- glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f );
-
- // Fill in particle data array
- srand ( 0 );
- for ( i = 0; i < NUM_PARTICLES; i++ )
- {
- float *particleData = &userData->particleData[i * PARTICLE_SIZE];
-
- // Lifetime of particle
- (*particleData++) = ( (float)(rand() % 10000) / 10000.0f );
-
- // End position of particle
- (*particleData++) = ( (float)(rand() % 10000) / 5000.0f ) - 1.0f;
- (*particleData++) = ( (float)(rand() % 10000) / 5000.0f ) - 1.0f;
- (*particleData++) = ( (float)(rand() % 10000) / 5000.0f ) - 1.0f;
-
- // Start position of particle
- (*particleData++) = ( (float)(rand() % 10000) / 40000.0f ) - 0.125f;
- (*particleData++) = ( (float)(rand() % 10000) / 40000.0f ) - 0.125f;
- (*particleData++) = ( (float)(rand() % 10000) / 40000.0f ) - 0.125f;
-
- }
-
- // Initialize time to cause reset on first update
- userData->time = 1.0f;
-
- userData->textureId = LoadTexture ( "smoke.tga" );
- if ( userData->textureId <= 0 )
- {
- return FALSE;
- }
-
- return TRUE;
-}
-
-///
-// Update time-based variables
-//
-void Update ( ESContext *esContext, float deltaTime )
-{
- UserData *userData = esContext->userData;
-
- userData->time += deltaTime;
-
- if ( userData->time >= 1.0f )
- {
- float centerPos[3];
- float color[4];
-
- userData->time = 0.0f;
-
- // Pick a new start location and color
- centerPos[0] = ( (float)(rand() % 10000) / 10000.0f ) - 0.5f;
- centerPos[1] = ( (float)(rand() % 10000) / 10000.0f ) - 0.5f;
- centerPos[2] = ( (float)(rand() % 10000) / 10000.0f ) - 0.5f;
-
- glUniform3fv ( userData->centerPositionLoc, 1, &centerPos[0] );
-
- // Random color
- color[0] = ( (float)(rand() % 10000) / 20000.0f ) + 0.5f;
- color[1] = ( (float)(rand() % 10000) / 20000.0f ) + 0.5f;
- color[2] = ( (float)(rand() % 10000) / 20000.0f ) + 0.5f;
- color[3] = 0.5;
-
- glUniform4fv ( userData->colorLoc, 1, &color[0] );
- }
-
- // Load uniform time variable
- glUniform1f ( userData->timeLoc, userData->time );
-}
-
-///
-// Draw a triangle using the shader pair created in Init()
-//
-void Draw ( ESContext *esContext )
-{
- UserData *userData = esContext->userData;
-
- // Set the viewport
- glViewport ( 0, 0, esContext->width, esContext->height );
-
- // Clear the color buffer
- glClear ( GL_COLOR_BUFFER_BIT );
-
- // Use the program object
- glUseProgram ( userData->programObject );
-
- // Load the vertex attributes
- glVertexAttribPointer ( userData->lifetimeLoc, 1, GL_FLOAT,
- GL_FALSE, PARTICLE_SIZE * sizeof(GLfloat),
- userData->particleData );
-
- glVertexAttribPointer ( userData->endPositionLoc, 3, GL_FLOAT,
- GL_FALSE, PARTICLE_SIZE * sizeof(GLfloat),
- &userData->particleData[1] );
-
- glVertexAttribPointer ( userData->startPositionLoc, 3, GL_FLOAT,
- GL_FALSE, PARTICLE_SIZE * sizeof(GLfloat),
- &userData->particleData[4] );
-
-
- glEnableVertexAttribArray ( userData->lifetimeLoc );
- glEnableVertexAttribArray ( userData->endPositionLoc );
- glEnableVertexAttribArray ( userData->startPositionLoc );
- // Blend particles
- glEnable ( GL_BLEND );
- glBlendFunc ( GL_SRC_ALPHA, GL_ONE );
-
- // Bind the texture
- glActiveTexture ( GL_TEXTURE0 );
- glBindTexture ( GL_TEXTURE_2D, userData->textureId );
- glEnable ( GL_TEXTURE_2D );
-
- // Set the sampler texture unit to 0
- glUniform1i ( userData->samplerLoc, 0 );
-
- glDrawArrays( GL_POINTS, 0, NUM_PARTICLES );
-
- eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface );
-}
-
-///
-// Cleanup
-//
-void ShutDown ( ESContext *esContext )
-{
- UserData *userData = esContext->userData;
-
- // Delete texture object
- glDeleteTextures ( 1, &userData->textureId );
-
- // Delete program object
- glDeleteProgram ( userData->programObject );
-}
-
-
-int main ( int argc, char *argv[] )
-{
- ESContext esContext;
- UserData userData;
-
- esInitContext ( &esContext );
- esContext.userData = &userData;
-
- esCreateWindow ( &esContext, "ParticleSystem", 640, 480, ES_WINDOW_RGB );
-
- if ( !Init ( &esContext ) )
- return 0;
-
- esRegisterDrawFunc ( &esContext, Draw );
- esRegisterUpdateFunc ( &esContext, Update );
-
- esMainLoop ( &esContext );
-
- ShutDown ( &esContext );
-}

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