OLD | NEW |
(Empty) | |
| 1 // Copyright 2014 The Chromium Authors. All rights reserved. |
| 2 // Use of this source code is governed by a BSD-style license that can be |
| 3 // found in the LICENSE file. |
| 4 |
| 5 // This example program is based on Simple_VertexShader.c from: |
| 6 |
| 7 // |
| 8 // Book: OpenGL(R) ES 2.0 Programming Guide |
| 9 // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner |
| 10 // ISBN-10: 0321502795 |
| 11 // ISBN-13: 9780321502797 |
| 12 // Publisher: Addison-Wesley Professional |
| 13 // URLs: http://safari.informit.com/9780321563835 |
| 14 // http://www.opengles-book.com |
| 15 // |
| 16 |
| 17 #include "ppapi/examples/compositor/spinning_cube.h" |
| 18 |
| 19 #include <math.h> |
| 20 #include <stdlib.h> |
| 21 #include <string.h> |
| 22 |
| 23 #include <algorithm> |
| 24 |
| 25 #include "ppapi/lib/gl/include/GLES2/gl2.h" |
| 26 |
| 27 namespace { |
| 28 |
| 29 const float kPi = 3.14159265359f; |
| 30 |
| 31 int GenerateCube(GLuint *vbo_vertices, |
| 32 GLuint *vbo_indices) { |
| 33 const int num_indices = 36; |
| 34 |
| 35 const GLfloat cube_vertices[] = { |
| 36 -0.5f, -0.5f, -0.5f, |
| 37 0.5f, -0.5f, -0.5f, |
| 38 0.5f, -0.5f, 0.5f, |
| 39 -0.5f, -0.5f, 0.5f, |
| 40 -0.5f, 0.5f, -0.5f, |
| 41 0.5f, 0.5f, -0.5f, |
| 42 0.5f, 0.5f, 0.5f, |
| 43 -0.5f, 0.5f, 0.5f, |
| 44 }; |
| 45 |
| 46 const GLushort cube_indices[] = { |
| 47 0, 2, 1, |
| 48 0, 3, 2, |
| 49 4, 5, 6, |
| 50 4, 6, 7, |
| 51 3, 6, 2, |
| 52 3, 7, 6, |
| 53 0, 1, 5, |
| 54 0, 5, 4, |
| 55 0, 7, 3, |
| 56 0, 4, 7, |
| 57 1, 2, 6, |
| 58 1, 6, 5, |
| 59 }; |
| 60 |
| 61 if (vbo_vertices) { |
| 62 glGenBuffers(1, vbo_vertices); |
| 63 glBindBuffer(GL_ARRAY_BUFFER, *vbo_vertices); |
| 64 glBufferData(GL_ARRAY_BUFFER, |
| 65 sizeof(cube_vertices), |
| 66 cube_vertices, |
| 67 GL_STATIC_DRAW); |
| 68 glBindBuffer(GL_ARRAY_BUFFER, 0); |
| 69 } |
| 70 |
| 71 if (vbo_indices) { |
| 72 glGenBuffers(1, vbo_indices); |
| 73 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, *vbo_indices); |
| 74 glBufferData(GL_ELEMENT_ARRAY_BUFFER, |
| 75 sizeof(cube_indices), |
| 76 cube_indices, |
| 77 GL_STATIC_DRAW); |
| 78 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); |
| 79 } |
| 80 |
| 81 return num_indices; |
| 82 } |
| 83 |
| 84 GLuint LoadShader(GLenum type, |
| 85 const char* shader_source) { |
| 86 GLuint shader = glCreateShader(type); |
| 87 glShaderSource(shader, 1, &shader_source, NULL); |
| 88 glCompileShader(shader); |
| 89 |
| 90 GLint compiled = 0; |
| 91 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); |
| 92 |
| 93 if (!compiled) { |
| 94 glDeleteShader(shader); |
| 95 return 0; |
| 96 } |
| 97 |
| 98 return shader; |
| 99 } |
| 100 |
| 101 GLuint LoadProgram(const char* vertext_shader_source, |
| 102 const char* fragment_shader_source) { |
| 103 GLuint vertex_shader = LoadShader(GL_VERTEX_SHADER, |
| 104 vertext_shader_source); |
| 105 if (!vertex_shader) |
| 106 return 0; |
| 107 |
| 108 GLuint fragment_shader = LoadShader(GL_FRAGMENT_SHADER, |
| 109 fragment_shader_source); |
| 110 if (!fragment_shader) { |
| 111 glDeleteShader(vertex_shader); |
| 112 return 0; |
| 113 } |
| 114 |
| 115 GLuint program_object = glCreateProgram(); |
| 116 glAttachShader(program_object, vertex_shader); |
| 117 glAttachShader(program_object, fragment_shader); |
| 118 |
| 119 glLinkProgram(program_object); |
| 120 |
| 121 glDeleteShader(vertex_shader); |
| 122 glDeleteShader(fragment_shader); |
| 123 |
| 124 GLint linked = 0; |
| 125 glGetProgramiv(program_object, GL_LINK_STATUS, &linked); |
| 126 |
| 127 if (!linked) { |
| 128 glDeleteProgram(program_object); |
| 129 return 0; |
| 130 } |
| 131 |
| 132 return program_object; |
| 133 } |
| 134 |
| 135 class ESMatrix { |
| 136 public: |
| 137 GLfloat m[4][4]; |
| 138 |
| 139 ESMatrix() { |
| 140 LoadZero(); |
| 141 } |
| 142 |
| 143 void LoadZero() { |
| 144 memset(this, 0x0, sizeof(ESMatrix)); |
| 145 } |
| 146 |
| 147 void LoadIdentity() { |
| 148 LoadZero(); |
| 149 m[0][0] = 1.0f; |
| 150 m[1][1] = 1.0f; |
| 151 m[2][2] = 1.0f; |
| 152 m[3][3] = 1.0f; |
| 153 } |
| 154 |
| 155 void Multiply(ESMatrix* a, ESMatrix* b) { |
| 156 ESMatrix result; |
| 157 for (int i = 0; i < 4; ++i) { |
| 158 result.m[i][0] = (a->m[i][0] * b->m[0][0]) + |
| 159 (a->m[i][1] * b->m[1][0]) + |
| 160 (a->m[i][2] * b->m[2][0]) + |
| 161 (a->m[i][3] * b->m[3][0]); |
| 162 |
| 163 result.m[i][1] = (a->m[i][0] * b->m[0][1]) + |
| 164 (a->m[i][1] * b->m[1][1]) + |
| 165 (a->m[i][2] * b->m[2][1]) + |
| 166 (a->m[i][3] * b->m[3][1]); |
| 167 |
| 168 result.m[i][2] = (a->m[i][0] * b->m[0][2]) + |
| 169 (a->m[i][1] * b->m[1][2]) + |
| 170 (a->m[i][2] * b->m[2][2]) + |
| 171 (a->m[i][3] * b->m[3][2]); |
| 172 |
| 173 result.m[i][3] = (a->m[i][0] * b->m[0][3]) + |
| 174 (a->m[i][1] * b->m[1][3]) + |
| 175 (a->m[i][2] * b->m[2][3]) + |
| 176 (a->m[i][3] * b->m[3][3]); |
| 177 } |
| 178 *this = result; |
| 179 } |
| 180 |
| 181 void Frustum(float left, |
| 182 float right, |
| 183 float bottom, |
| 184 float top, |
| 185 float near_z, |
| 186 float far_z) { |
| 187 float delta_x = right - left; |
| 188 float delta_y = top - bottom; |
| 189 float delta_z = far_z - near_z; |
| 190 |
| 191 if ((near_z <= 0.0f) || |
| 192 (far_z <= 0.0f) || |
| 193 (delta_z <= 0.0f) || |
| 194 (delta_y <= 0.0f) || |
| 195 (delta_y <= 0.0f)) |
| 196 return; |
| 197 |
| 198 ESMatrix frust; |
| 199 frust.m[0][0] = 2.0f * near_z / delta_x; |
| 200 frust.m[0][1] = frust.m[0][2] = frust.m[0][3] = 0.0f; |
| 201 |
| 202 frust.m[1][1] = 2.0f * near_z / delta_y; |
| 203 frust.m[1][0] = frust.m[1][2] = frust.m[1][3] = 0.0f; |
| 204 |
| 205 frust.m[2][0] = (right + left) / delta_x; |
| 206 frust.m[2][1] = (top + bottom) / delta_y; |
| 207 frust.m[2][2] = -(near_z + far_z) / delta_z; |
| 208 frust.m[2][3] = -1.0f; |
| 209 |
| 210 frust.m[3][2] = -2.0f * near_z * far_z / delta_z; |
| 211 frust.m[3][0] = frust.m[3][1] = frust.m[3][3] = 0.0f; |
| 212 |
| 213 Multiply(&frust, this); |
| 214 } |
| 215 |
| 216 void Perspective(float fov_y, float aspect, float near_z, float far_z) { |
| 217 GLfloat frustum_h = tanf(fov_y / 360.0f * kPi) * near_z; |
| 218 GLfloat frustum_w = frustum_h * aspect; |
| 219 Frustum(-frustum_w, frustum_w, -frustum_h, frustum_h, near_z, far_z); |
| 220 } |
| 221 |
| 222 void Translate(GLfloat tx, GLfloat ty, GLfloat tz) { |
| 223 m[3][0] += m[0][0] * tx + m[1][0] * ty + m[2][0] * tz; |
| 224 m[3][1] += m[0][1] * tx + m[1][1] * ty + m[2][1] * tz; |
| 225 m[3][2] += m[0][2] * tx + m[1][2] * ty + m[2][2] * tz; |
| 226 m[3][3] += m[0][3] * tx + m[1][3] * ty + m[2][3] * tz; |
| 227 } |
| 228 |
| 229 void Rotate(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) { |
| 230 GLfloat mag = sqrtf(x * x + y * y + z * z); |
| 231 |
| 232 GLfloat sin_angle = sinf(angle * kPi / 180.0f); |
| 233 GLfloat cos_angle = cosf(angle * kPi / 180.0f); |
| 234 if (mag > 0.0f) { |
| 235 GLfloat xx, yy, zz, xy, yz, zx, xs, ys, zs; |
| 236 GLfloat one_minus_cos; |
| 237 ESMatrix rotation; |
| 238 |
| 239 x /= mag; |
| 240 y /= mag; |
| 241 z /= mag; |
| 242 |
| 243 xx = x * x; |
| 244 yy = y * y; |
| 245 zz = z * z; |
| 246 xy = x * y; |
| 247 yz = y * z; |
| 248 zx = z * x; |
| 249 xs = x * sin_angle; |
| 250 ys = y * sin_angle; |
| 251 zs = z * sin_angle; |
| 252 one_minus_cos = 1.0f - cos_angle; |
| 253 |
| 254 rotation.m[0][0] = (one_minus_cos * xx) + cos_angle; |
| 255 rotation.m[0][1] = (one_minus_cos * xy) - zs; |
| 256 rotation.m[0][2] = (one_minus_cos * zx) + ys; |
| 257 rotation.m[0][3] = 0.0F; |
| 258 |
| 259 rotation.m[1][0] = (one_minus_cos * xy) + zs; |
| 260 rotation.m[1][1] = (one_minus_cos * yy) + cos_angle; |
| 261 rotation.m[1][2] = (one_minus_cos * yz) - xs; |
| 262 rotation.m[1][3] = 0.0F; |
| 263 |
| 264 rotation.m[2][0] = (one_minus_cos * zx) - ys; |
| 265 rotation.m[2][1] = (one_minus_cos * yz) + xs; |
| 266 rotation.m[2][2] = (one_minus_cos * zz) + cos_angle; |
| 267 rotation.m[2][3] = 0.0F; |
| 268 |
| 269 rotation.m[3][0] = 0.0F; |
| 270 rotation.m[3][1] = 0.0F; |
| 271 rotation.m[3][2] = 0.0F; |
| 272 rotation.m[3][3] = 1.0F; |
| 273 |
| 274 Multiply(&rotation, this); |
| 275 } |
| 276 } |
| 277 }; |
| 278 |
| 279 float RotationForTimeDelta(float delta_time) { |
| 280 return delta_time * 40.0f; |
| 281 } |
| 282 |
| 283 float RotationForDragDistance(float drag_distance) { |
| 284 return drag_distance / 5; // Arbitrary damping. |
| 285 } |
| 286 |
| 287 } // namespace |
| 288 |
| 289 class SpinningCube::GLState { |
| 290 public: |
| 291 GLState(); |
| 292 |
| 293 void OnGLContextLost(); |
| 294 |
| 295 GLfloat angle_; // Survives losing the GL context. |
| 296 |
| 297 GLuint program_object_; |
| 298 GLint position_location_; |
| 299 GLint mvp_location_; |
| 300 GLuint vbo_vertices_; |
| 301 GLuint vbo_indices_; |
| 302 int num_indices_; |
| 303 ESMatrix mvp_matrix_; |
| 304 }; |
| 305 |
| 306 SpinningCube::GLState::GLState() |
| 307 : angle_(0) { |
| 308 OnGLContextLost(); |
| 309 } |
| 310 |
| 311 void SpinningCube::GLState::OnGLContextLost() { |
| 312 program_object_ = 0; |
| 313 position_location_ = 0; |
| 314 mvp_location_ = 0; |
| 315 vbo_vertices_ = 0; |
| 316 vbo_indices_ = 0; |
| 317 num_indices_ = 0; |
| 318 } |
| 319 |
| 320 SpinningCube::SpinningCube() |
| 321 : initialized_(false), |
| 322 width_(0), |
| 323 height_(0), |
| 324 state_(new GLState()), |
| 325 fling_multiplier_(1.0f), |
| 326 direction_(1) { |
| 327 state_->angle_ = 45.0f; |
| 328 } |
| 329 |
| 330 SpinningCube::~SpinningCube() { |
| 331 if (!initialized_) |
| 332 return; |
| 333 if (state_->vbo_vertices_) |
| 334 glDeleteBuffers(1, &state_->vbo_vertices_); |
| 335 if (state_->vbo_indices_) |
| 336 glDeleteBuffers(1, &state_->vbo_indices_); |
| 337 if (state_->program_object_) |
| 338 glDeleteProgram(state_->program_object_); |
| 339 |
| 340 delete state_; |
| 341 } |
| 342 |
| 343 void SpinningCube::Init(uint32_t width, uint32_t height) { |
| 344 width_ = width; |
| 345 height_ = height; |
| 346 |
| 347 if (!initialized_) { |
| 348 initialized_ = true; |
| 349 const char vertext_shader_source[] = |
| 350 "uniform mat4 u_mvpMatrix; \n" |
| 351 "attribute vec4 a_position; \n" |
| 352 "varying vec4 v_color; \n" |
| 353 "void main() \n" |
| 354 "{ \n" |
| 355 " gl_Position = u_mvpMatrix * a_position; \n" |
| 356 " v_color = vec4(a_position.x + 0.5, \n" |
| 357 " a_position.y + 0.5, \n" |
| 358 " a_position.z + 0.5, \n" |
| 359 " 0.8); \n" |
| 360 "} \n"; |
| 361 |
| 362 const char fragment_shader_source[] = |
| 363 "precision mediump float; \n" |
| 364 "varying vec4 v_color; \n" |
| 365 "void main() \n" |
| 366 "{ \n" |
| 367 " gl_FragColor = v_color; \n" |
| 368 "} \n"; |
| 369 |
| 370 state_->program_object_ = LoadProgram( |
| 371 vertext_shader_source, fragment_shader_source); |
| 372 state_->position_location_ = glGetAttribLocation( |
| 373 state_->program_object_, "a_position"); |
| 374 state_->mvp_location_ = glGetUniformLocation( |
| 375 state_->program_object_, "u_mvpMatrix"); |
| 376 state_->num_indices_ = GenerateCube(&state_->vbo_vertices_, |
| 377 &state_->vbo_indices_); |
| 378 |
| 379 glClearColor(0.0f, 0.0f, 0.0f, 0.2f); |
| 380 } |
| 381 } |
| 382 |
| 383 void SpinningCube::OnGLContextLost() { |
| 384 // TODO(yzshen): Is it correct that in this case we don't need to do cleanup |
| 385 // for program and buffers? |
| 386 initialized_ = false; |
| 387 height_ = 0; |
| 388 width_ = 0; |
| 389 state_->OnGLContextLost(); |
| 390 } |
| 391 |
| 392 void SpinningCube::SetFlingMultiplier(float drag_distance, |
| 393 float drag_time) { |
| 394 fling_multiplier_ = RotationForDragDistance(drag_distance) / |
| 395 RotationForTimeDelta(drag_time); |
| 396 |
| 397 } |
| 398 |
| 399 void SpinningCube::UpdateForTimeDelta(float delta_time) { |
| 400 state_->angle_ += RotationForTimeDelta(delta_time) * fling_multiplier_; |
| 401 if (state_->angle_ >= 360.0f) |
| 402 state_->angle_ -= 360.0f; |
| 403 |
| 404 // Arbitrary 50-step linear reduction in spin speed. |
| 405 if (fling_multiplier_ > 1.0f) { |
| 406 fling_multiplier_ = |
| 407 std::max(1.0f, fling_multiplier_ - (fling_multiplier_ - 1.0f) / 50); |
| 408 } |
| 409 |
| 410 Update(); |
| 411 } |
| 412 |
| 413 void SpinningCube::UpdateForDragDistance(float distance) { |
| 414 state_->angle_ += RotationForDragDistance(distance); |
| 415 if (state_->angle_ >= 360.0f ) |
| 416 state_->angle_ -= 360.0f; |
| 417 |
| 418 Update(); |
| 419 } |
| 420 |
| 421 void SpinningCube::Draw() { |
| 422 glViewport(0, 0, width_, height_); |
| 423 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| 424 glEnable(GL_DEPTH_TEST); |
| 425 glUseProgram(state_->program_object_); |
| 426 |
| 427 glBindBuffer(GL_ARRAY_BUFFER, state_->vbo_vertices_); |
| 428 glVertexAttribPointer(state_->position_location_, |
| 429 3, |
| 430 GL_FLOAT, |
| 431 GL_FALSE, 3 * sizeof(GLfloat), |
| 432 0); |
| 433 glEnableVertexAttribArray(state_->position_location_); |
| 434 |
| 435 glUniformMatrix4fv(state_->mvp_location_, |
| 436 1, |
| 437 GL_FALSE, |
| 438 (GLfloat*) &state_->mvp_matrix_.m[0][0]); |
| 439 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, state_->vbo_indices_); |
| 440 glDrawElements(GL_TRIANGLES, |
| 441 state_->num_indices_, |
| 442 GL_UNSIGNED_SHORT, |
| 443 0); |
| 444 } |
| 445 |
| 446 void SpinningCube::Update() { |
| 447 float aspect = static_cast<GLfloat>(width_) / static_cast<GLfloat>(height_); |
| 448 |
| 449 ESMatrix perspective; |
| 450 perspective.LoadIdentity(); |
| 451 perspective.Perspective(60.0f, aspect, 1.0f, 20.0f ); |
| 452 |
| 453 ESMatrix modelview; |
| 454 modelview.LoadIdentity(); |
| 455 modelview.Translate(0.0, 0.0, -2.0); |
| 456 modelview.Rotate(state_->angle_ * direction_, 1.0, 0.0, 1.0); |
| 457 |
| 458 state_->mvp_matrix_.Multiply(&modelview, &perspective); |
| 459 } |
OLD | NEW |