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Unified Diff: native_client_sdk/src/examples/demo/life/life.c

Issue 15011003: ppapi_simple (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: Restore images Created 7 years, 7 months ago
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Index: native_client_sdk/src/examples/demo/life/life.c
diff --git a/native_client_sdk/src/examples/demo/life/life.c b/native_client_sdk/src/examples/demo/life/life.c
new file mode 100644
index 0000000000000000000000000000000000000000..d16270b0975a8b172a2d16044edaea564f8afd3d
--- /dev/null
+++ b/native_client_sdk/src/examples/demo/life/life.c
@@ -0,0 +1,285 @@
+// Copyright 2011 The Native Client SDK Authors. All rights reserved.
binji 2013/05/23 18:06:49 2013
noelallen1 2013/05/30 18:07:18 Done.
+// Use of this source code is governed by a BSD-style license that can
+// be found in the LICENSE file.
+
+#include <assert.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+
+#include "ppapi/c/pp_resource.h"
+#include "ppapi/c/ppb_core.h"
+#include "ppapi/c/ppb_graphics_2d.h"
+#include "ppapi/c/ppb_image_data.h"
+#include "ppapi/c/ppb_input_event.h"
+#include "ppapi/c/ppb_instance.h"
+#include "ppapi/c/ppb_view.h"
+
+#include "ppapi_simple/ppapi_event.h"
+#include "ppapi_simple/ppapi_simple_main.h"
+
+PPB_Core* g_pCore;
+PPB_Graphics2D* g_pGraphics2D;
+PPB_ImageData* g_pImageData;
+PPB_Instance* g_pInstance;
+PPB_View* g_pView;
+PPB_InputEvent* g_pInputEvent;
+PPB_KeyboardInputEvent* g_pKeyboardInput;
+PPB_MouseInputEvent* g_pMouseInput;
+PPB_TouchInputEvent* g_pTouchInput;
+
+struct {
binji 2013/05/23 18:06:49 why store this is a struct instead of individual g
noelallen1 2013/05/23 22:01:24 Just for organization reasons.
+ PP_Resource ctx_;
binji 2013/05/23 18:06:49 public members for structs don't have trailing _
noelallen1 2013/05/23 22:01:24 Done.
+ struct PP_Size size_;
+ int bound_;
+ uint8_t* cell_in_;
+ uint8_t* cell_out_;
+} g_Context;
+
+
+const unsigned int kInitialRandSeed = 0xC0DE533D;
+
+#define MakeRGBA(r, g, b, a) \
+ (((a) << 24) | ((r) << 16) | ((g) << 8) | (b))
+
+// Map of neighboring colors.
binji 2013/05/23 18:06:49 these numbers seem pretty random. Maybe explain a
noelallen1 2013/05/23 22:01:24 Done.
+const uint32_t kNeighborColors[] = {
+ MakeRGBA(0x00, 0x00, 0x00, 0xff),
+ MakeRGBA(0x00, 0x40, 0x00, 0xff),
+ MakeRGBA(0x00, 0x60, 0x00, 0xff),
+ MakeRGBA(0x00, 0x80, 0x00, 0xff),
+ MakeRGBA(0x00, 0xA0, 0x00, 0xff),
+ MakeRGBA(0x00, 0xC0, 0x00, 0xff),
+ MakeRGBA(0x00, 0xE0, 0x00, 0xff),
+ MakeRGBA(0x00, 0x00, 0x00, 0xff),
+ MakeRGBA(0x00, 0x40, 0x00, 0xff),
+ MakeRGBA(0x00, 0x60, 0x00, 0xff),
+ MakeRGBA(0x00, 0x80, 0x00, 0xff),
+ MakeRGBA(0x00, 0xA0, 0x00, 0xff),
+ MakeRGBA(0x00, 0xC0, 0x00, 0xff),
+ MakeRGBA(0x00, 0xE0, 0x00, 0xff),
+ MakeRGBA(0x00, 0xFF, 0x00, 0xff),
+ MakeRGBA(0x00, 0xFF, 0x00, 0xff),
+ MakeRGBA(0x00, 0xFF, 0x00, 0xff),
+ MakeRGBA(0x00, 0xFF, 0x00, 0xff),
+};
+
+// These represent the new health value of a cell based on its neighboring
+// values. The health is binary: either alive or dead.
+const uint8_t kIsAlive[] = {
+ 0, 0, 0, 1, 0, 0, 0, 0, 0, // Values if the center cell is dead.
+ 0, 0, 1, 1, 0, 0, 0, 0, 0 // Values if the center cell is alive.
+};
+
+
+void UpdateContext(uint32_t width, uint32_t height) {
+ size_t size = width * height;
+ size_t index;
+
+ free(g_Context.cell_in_);
+ free(g_Context.cell_out_);
+
+ //
+ // Create a new context
+ //
+ g_Context.cell_in_ = (uint8_t*) malloc(size);
+ g_Context.cell_out_ = (uint8_t*) malloc(size);
+
+ memset(g_Context.cell_out_, 0, size);
+ for (index = 0; index < size; index++) {
+ g_Context.cell_in_[index] = rand() & 1;
+ }
+}
+
+void ProcessEvent(PSEvent* event) {
+ static int mouse_down = 0;
binji 2013/05/23 18:06:49 unused
noelallen1 2013/05/23 22:01:24 Done.
+
+ switch(event->type_) {
+ /* If the view updates, build a new Graphics 2D Context */
+ case PS_VIEW_EVENT: {
+ struct PP_Rect rect;
+ int32_t width;
+ int32_t height;
+ if (g_Context.ctx_) {
+ g_pCore->ReleaseResource(g_Context.ctx_);
+ g_Context.ctx_ = 0;
+ }
+
+ g_pView->GetRect(event->resource_, &rect);
+ width = rect.size.width;
+ height = rect.size.height;
+
+ if (width != g_Context.size_.width || height != g_Context.size_.height) {
+ UpdateContext(rect.size.width, rect.size.height);
+ }
+ if (width != g_Context.size_.width || height != g_Context.size_.height ||
+ !g_Context.bound_) {
+ g_Context.ctx_ =
+ g_pGraphics2D->Create(PSGetInstanceId(), &rect.size, PP_TRUE);
+ g_Context.bound_ =
+ g_pInstance->BindGraphics(PSGetInstanceId(), g_Context.ctx_);
+ g_Context.size_ = rect.size;
+ }
+ break;
+ }
+
+ case PS_INPUT_EVENT: {
nfullagar1 2013/05/23 21:58:36 I'm not super keen on how PS is defining a PS_INPU
noelallen1 2013/05/30 18:07:18 Done.
+ PP_InputEvent_Type type = g_pInputEvent->GetType(event->resource_);
+ PP_InputEvent_Modifier modifiers =
+ g_pInputEvent->GetModifiers(event->resource_);
+ int32_t width = g_Context.size_.width;
+ int32_t height = g_Context.size_.height;
+
+ switch(type) {
+ case PP_INPUTEVENT_TYPE_MOUSEMOVE:
+ {
+ struct PP_Point location =
+ g_pMouseInput->GetPosition(event->resource_);
+
+ if (!g_Context.cell_in_) break;
+
+ // If the button is down, draw
+ if (modifiers & PP_INPUTEVENT_MODIFIER_LEFTBUTTONDOWN) {
+ int x = location.x;
+ int y = location.y;
+
+ if (x > 0 && x < width && y > 0 && y < height) {
binji 2013/05/23 18:06:49 x < width - 1 y < height - 1
noelallen1 2013/05/23 22:01:24 Done.
binji 2013/05/30 05:07:50 Missed this one.
noelallen1 2013/05/30 18:07:18 Done.
+ g_Context.cell_in_[x-1 + y * width] = 1;
+ g_Context.cell_in_[x+1 + y * width] = 1;
+ g_Context.cell_in_[x + (y - 1) * width] = 1;
+ g_Context.cell_in_[x + (y + 1) * width] = 1;
+ }
+ }
+ }
+ break;
+
+ case PP_INPUTEVENT_TYPE_KEYUP: {
+ if (g_pKeyboardInput->GetKeyCode(event->resource_) == 13) {
binji 2013/05/23 18:06:49 enter key
noelallen1 2013/05/30 18:07:18 Done.
+ // PSToggleFullscreen();
binji 2013/05/23 18:06:49 does this not work?
noelallen1 2013/05/23 22:01:24 Done.
+ }
+ break;
+ }
+
+ default:
+ break;
+ }
+ break;
+ }
+
+ default:
+ break;
+ }
+}
+
+
+void Stir(uint32_t width, uint32_t height) {
+ int i;
+ if (g_Context.cell_in_ == NULL || g_Context.cell_out_ == NULL)
+ return;
+
+ for (i = 0; i < width; ++i) {
+ g_Context.cell_in_[i] = rand() & 1;
binji 2013/05/23 18:06:49 probably not a big deal, but I always heard that t
+ g_Context.cell_in_[i + (height - 1) * width] = rand() & 1;
+ }
+ for (i = 0; i < height; ++i) {
+ g_Context.cell_in_[i * width] = rand() & 1;
+ g_Context.cell_in_[i * width + (width - 1)] = rand() & 1;
+ }
+}
+
+void Render() {
+ struct PP_Size* psize = &g_Context.size_;
+ PP_ImageDataFormat format = g_pImageData->GetNativeImageDataFormat();
+ PP_Resource image =
+ g_pImageData->Create(PSGetInstanceId(), format, psize, PP_FALSE);
binji 2013/05/23 18:06:49 seems strange to create a new image every frame. M
noelallen1 2013/05/23 22:01:24 Done.
+ uint8_t* pixels = g_pImageData->Map(image);
+
+ struct PP_ImageDataDesc desc;
+ uint8_t* cell_temp;
+ uint32_t x, y;
+
+ // If we somehow have not allocated these pointers yet, skip this frame.
+ if (!g_Context.cell_in_ || !g_Context.cell_out_) return;
+
+ // Get the stride
+ g_pImageData->Describe(image, &desc);
nfullagar1 2013/05/23 21:58:36 For consistency, use the desc.size.width & height
noelallen1 2013/05/24 18:08:31 Done.
+
+ // Stir up the edges to prevent the simulation from reaching steady state.
+ Stir(psize->width, psize->height);
+
+ // Do neighbor sumation; apply rules, output pixel color.
binji 2013/05/23 18:06:49 sp: summation
noelallen1 2013/05/23 22:01:24 Done.
+ for (y = 1; y < (psize->height - 1); ++y) {
binji 2013/05/23 18:06:49 why ()?
noelallen1 2013/05/23 22:01:24 Done.
+ uint8_t *src0 = (g_Context.cell_in_ + (y - 1) * psize->width) + 1;
+ uint8_t *src1 = src0 + psize->width;
+ uint8_t *src2 = src1 + psize->width;
+ int count;
+ uint32_t color;
+ uint8_t *dst = (g_Context.cell_out_ + (y) * psize->width) + 1;
binji 2013/05/23 18:06:49 why (y)?
noelallen1 2013/05/23 22:01:24 Done.
+ uint32_t *pixel_line = (uint32_t*) (pixels + y * desc.stride);
+
+ for (x = 1; x < (psize->width - 1); ++x) {
+ // Build sum, weight center by 9x.
+ count = src0[-1] + src0[0] + src0[1] +
+ src1[-1] + src1[0] * 9 + src1[1] +
+ src2[-1] + src2[0] + src2[1];
+ color = kNeighborColors[count];
+
+ *pixel_line++ = color;
+ *dst++ = kIsAlive[count];
+ ++src0;
+ ++src1;
+ ++src2;
+ }
+ }
+
+ cell_temp = g_Context.cell_in_;
+ g_Context.cell_in_ = g_Context.cell_out_;
+ g_Context.cell_out_ = cell_temp;
+
+ /* Unmap the range, we no longer need it. */
+ g_pImageData->Unmap(image);
+
+ /* Replace the contexts, and block until it's on the screen. */
+ g_pGraphics2D->ReplaceContents(g_Context.ctx_, image);
+ g_pGraphics2D->Flush(g_Context.ctx_, PP_BlockUntilComplete());
+
+ /* Release the image data, we no longer need it. */
+ g_pCore->ReleaseResource(image);
+}
+
+
+int my_main(int argc, const char *argv[]) {
binji 2013/05/23 18:06:49 might want to mention this can be called anything
noelallen1 2013/05/23 22:01:24 Done.
+ fprintf(stdout,"Started main.\n");
+ g_pCore = (PPB_Core*)PSGetInterface(PPB_CORE_INTERFACE);
+ g_pGraphics2D = (PPB_Graphics2D*)PSGetInterface(PPB_GRAPHICS_2D_INTERFACE);
+ g_pInstance = (PPB_Instance*)PSGetInterface(PPB_INSTANCE_INTERFACE);
+ g_pImageData = (PPB_ImageData*)PSGetInterface(PPB_IMAGEDATA_INTERFACE);
+ g_pView = (PPB_View*)PSGetInterface(PPB_VIEW_INTERFACE);
+
+ g_pInputEvent =
+ (PPB_InputEvent*) PSGetInterface(PPB_INPUT_EVENT_INTERFACE);
+ g_pKeyboardInput = (PPB_KeyboardInputEvent*)
+ PSGetInterface(PPB_KEYBOARD_INPUT_EVENT_INTERFACE);
+ g_pMouseInput =
+ (PPB_MouseInputEvent*) PSGetInterface(PPB_MOUSE_INPUT_EVENT_INTERFACE);
+ g_pTouchInput =
binji 2013/05/23 18:06:49 unused
noelallen1 2013/05/30 18:07:18 Done.
+ (PPB_TouchInputEvent*) PSGetInterface(PPB_TOUCH_INPUT_EVENT_INTERFACE);
+
+ PSSetEventFilter(PS_ALL_EVENTS);
+ while (1) {
+ /* Process all waiting events without blocking */
+ PSEvent* event;
+ while ((event = PSAcquireEvent(0)) != NULL) {
binji 2013/05/23 18:06:49 what is 0?
noelallen1 2013/05/23 22:01:24 Means don't block, see comment above.
+ ProcessEvent(event);
+ PSReleaseEvent(event);
+ }
+
+ /* Render a frame, blocking until complete. */
+ if (g_Context.bound_) {
+ Render();
+ }
+ }
+ return 0;
+}
+
nfullagar1 2013/05/23 21:58:36 How would this sample differ if PPAPI_SIMPLE_MAIN2
noelallen1 2013/05/24 18:08:31 The idea is that PPAPI_SIMPLE_MAIN2D would automat
+PPAPI_SIMPLE_MAIN(my_main);
binji 2013/05/23 18:06:49 what is this doing? Maybe a little comment.
noelallen1 2013/05/23 22:01:24 Done.

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