| Index: ppapi/examples/compositor/spinning_cube.cc
|
| diff --git a/ppapi/examples/compositor/spinning_cube.cc b/ppapi/examples/compositor/spinning_cube.cc
|
| new file mode 100644
|
| index 0000000000000000000000000000000000000000..2e76699c04609a3a7e47ea627840e2c2e4de0788
|
| --- /dev/null
|
| +++ b/ppapi/examples/compositor/spinning_cube.cc
|
| @@ -0,0 +1,459 @@
|
| +// Copyright 2014 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.
|
| +
|
| +// This example program is based on Simple_VertexShader.c from:
|
| +
|
| +//
|
| +// 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
|
| +//
|
| +
|
| +#include "ppapi/examples/compositor/spinning_cube.h"
|
| +
|
| +#include <math.h>
|
| +#include <stdlib.h>
|
| +#include <string.h>
|
| +
|
| +#include <algorithm>
|
| +
|
| +#include "ppapi/lib/gl/include/GLES2/gl2.h"
|
| +
|
| +namespace {
|
| +
|
| +const float kPi = 3.14159265359f;
|
| +
|
| +int GenerateCube(GLuint *vbo_vertices,
|
| + GLuint *vbo_indices) {
|
| + const int num_indices = 36;
|
| +
|
| + const GLfloat cube_vertices[] = {
|
| + -0.5f, -0.5f, -0.5f,
|
| + 0.5f, -0.5f, -0.5f,
|
| + 0.5f, -0.5f, 0.5f,
|
| + -0.5f, -0.5f, 0.5f,
|
| + -0.5f, 0.5f, -0.5f,
|
| + 0.5f, 0.5f, -0.5f,
|
| + 0.5f, 0.5f, 0.5f,
|
| + -0.5f, 0.5f, 0.5f,
|
| + };
|
| +
|
| + const GLushort cube_indices[] = {
|
| + 0, 2, 1,
|
| + 0, 3, 2,
|
| + 4, 5, 6,
|
| + 4, 6, 7,
|
| + 3, 6, 2,
|
| + 3, 7, 6,
|
| + 0, 1, 5,
|
| + 0, 5, 4,
|
| + 0, 7, 3,
|
| + 0, 4, 7,
|
| + 1, 2, 6,
|
| + 1, 6, 5,
|
| + };
|
| +
|
| + if (vbo_vertices) {
|
| + glGenBuffers(1, vbo_vertices);
|
| + glBindBuffer(GL_ARRAY_BUFFER, *vbo_vertices);
|
| + glBufferData(GL_ARRAY_BUFFER,
|
| + sizeof(cube_vertices),
|
| + cube_vertices,
|
| + GL_STATIC_DRAW);
|
| + glBindBuffer(GL_ARRAY_BUFFER, 0);
|
| + }
|
| +
|
| + if (vbo_indices) {
|
| + glGenBuffers(1, vbo_indices);
|
| + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, *vbo_indices);
|
| + glBufferData(GL_ELEMENT_ARRAY_BUFFER,
|
| + sizeof(cube_indices),
|
| + cube_indices,
|
| + GL_STATIC_DRAW);
|
| + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
| + }
|
| +
|
| + return num_indices;
|
| +}
|
| +
|
| +GLuint LoadShader(GLenum type,
|
| + const char* shader_source) {
|
| + GLuint shader = glCreateShader(type);
|
| + glShaderSource(shader, 1, &shader_source, NULL);
|
| + glCompileShader(shader);
|
| +
|
| + GLint compiled = 0;
|
| + glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
|
| +
|
| + if (!compiled) {
|
| + glDeleteShader(shader);
|
| + return 0;
|
| + }
|
| +
|
| + return shader;
|
| +}
|
| +
|
| +GLuint LoadProgram(const char* vertext_shader_source,
|
| + const char* fragment_shader_source) {
|
| + GLuint vertex_shader = LoadShader(GL_VERTEX_SHADER,
|
| + vertext_shader_source);
|
| + if (!vertex_shader)
|
| + return 0;
|
| +
|
| + GLuint fragment_shader = LoadShader(GL_FRAGMENT_SHADER,
|
| + fragment_shader_source);
|
| + if (!fragment_shader) {
|
| + glDeleteShader(vertex_shader);
|
| + return 0;
|
| + }
|
| +
|
| + GLuint program_object = glCreateProgram();
|
| + glAttachShader(program_object, vertex_shader);
|
| + glAttachShader(program_object, fragment_shader);
|
| +
|
| + glLinkProgram(program_object);
|
| +
|
| + glDeleteShader(vertex_shader);
|
| + glDeleteShader(fragment_shader);
|
| +
|
| + GLint linked = 0;
|
| + glGetProgramiv(program_object, GL_LINK_STATUS, &linked);
|
| +
|
| + if (!linked) {
|
| + glDeleteProgram(program_object);
|
| + return 0;
|
| + }
|
| +
|
| + return program_object;
|
| +}
|
| +
|
| +class ESMatrix {
|
| + public:
|
| + GLfloat m[4][4];
|
| +
|
| + ESMatrix() {
|
| + LoadZero();
|
| + }
|
| +
|
| + void LoadZero() {
|
| + memset(this, 0x0, sizeof(ESMatrix));
|
| + }
|
| +
|
| + void LoadIdentity() {
|
| + LoadZero();
|
| + m[0][0] = 1.0f;
|
| + m[1][1] = 1.0f;
|
| + m[2][2] = 1.0f;
|
| + m[3][3] = 1.0f;
|
| + }
|
| +
|
| + void Multiply(ESMatrix* a, ESMatrix* b) {
|
| + ESMatrix result;
|
| + for (int i = 0; i < 4; ++i) {
|
| + result.m[i][0] = (a->m[i][0] * b->m[0][0]) +
|
| + (a->m[i][1] * b->m[1][0]) +
|
| + (a->m[i][2] * b->m[2][0]) +
|
| + (a->m[i][3] * b->m[3][0]);
|
| +
|
| + result.m[i][1] = (a->m[i][0] * b->m[0][1]) +
|
| + (a->m[i][1] * b->m[1][1]) +
|
| + (a->m[i][2] * b->m[2][1]) +
|
| + (a->m[i][3] * b->m[3][1]);
|
| +
|
| + result.m[i][2] = (a->m[i][0] * b->m[0][2]) +
|
| + (a->m[i][1] * b->m[1][2]) +
|
| + (a->m[i][2] * b->m[2][2]) +
|
| + (a->m[i][3] * b->m[3][2]);
|
| +
|
| + result.m[i][3] = (a->m[i][0] * b->m[0][3]) +
|
| + (a->m[i][1] * b->m[1][3]) +
|
| + (a->m[i][2] * b->m[2][3]) +
|
| + (a->m[i][3] * b->m[3][3]);
|
| + }
|
| + *this = result;
|
| + }
|
| +
|
| + void Frustum(float left,
|
| + float right,
|
| + float bottom,
|
| + float top,
|
| + float near_z,
|
| + float far_z) {
|
| + float delta_x = right - left;
|
| + float delta_y = top - bottom;
|
| + float delta_z = far_z - near_z;
|
| +
|
| + if ((near_z <= 0.0f) ||
|
| + (far_z <= 0.0f) ||
|
| + (delta_z <= 0.0f) ||
|
| + (delta_y <= 0.0f) ||
|
| + (delta_y <= 0.0f))
|
| + return;
|
| +
|
| + ESMatrix frust;
|
| + frust.m[0][0] = 2.0f * near_z / delta_x;
|
| + frust.m[0][1] = frust.m[0][2] = frust.m[0][3] = 0.0f;
|
| +
|
| + frust.m[1][1] = 2.0f * near_z / delta_y;
|
| + frust.m[1][0] = frust.m[1][2] = frust.m[1][3] = 0.0f;
|
| +
|
| + frust.m[2][0] = (right + left) / delta_x;
|
| + frust.m[2][1] = (top + bottom) / delta_y;
|
| + frust.m[2][2] = -(near_z + far_z) / delta_z;
|
| + frust.m[2][3] = -1.0f;
|
| +
|
| + frust.m[3][2] = -2.0f * near_z * far_z / delta_z;
|
| + frust.m[3][0] = frust.m[3][1] = frust.m[3][3] = 0.0f;
|
| +
|
| + Multiply(&frust, this);
|
| + }
|
| +
|
| + void Perspective(float fov_y, float aspect, float near_z, float far_z) {
|
| + GLfloat frustum_h = tanf(fov_y / 360.0f * kPi) * near_z;
|
| + GLfloat frustum_w = frustum_h * aspect;
|
| + Frustum(-frustum_w, frustum_w, -frustum_h, frustum_h, near_z, far_z);
|
| + }
|
| +
|
| + void Translate(GLfloat tx, GLfloat ty, GLfloat tz) {
|
| + m[3][0] += m[0][0] * tx + m[1][0] * ty + m[2][0] * tz;
|
| + m[3][1] += m[0][1] * tx + m[1][1] * ty + m[2][1] * tz;
|
| + m[3][2] += m[0][2] * tx + m[1][2] * ty + m[2][2] * tz;
|
| + m[3][3] += m[0][3] * tx + m[1][3] * ty + m[2][3] * tz;
|
| + }
|
| +
|
| + void Rotate(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) {
|
| + GLfloat mag = sqrtf(x * x + y * y + z * z);
|
| +
|
| + GLfloat sin_angle = sinf(angle * kPi / 180.0f);
|
| + GLfloat cos_angle = cosf(angle * kPi / 180.0f);
|
| + if (mag > 0.0f) {
|
| + GLfloat xx, yy, zz, xy, yz, zx, xs, ys, zs;
|
| + GLfloat one_minus_cos;
|
| + ESMatrix rotation;
|
| +
|
| + 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 * sin_angle;
|
| + ys = y * sin_angle;
|
| + zs = z * sin_angle;
|
| + one_minus_cos = 1.0f - cos_angle;
|
| +
|
| + rotation.m[0][0] = (one_minus_cos * xx) + cos_angle;
|
| + rotation.m[0][1] = (one_minus_cos * xy) - zs;
|
| + rotation.m[0][2] = (one_minus_cos * zx) + ys;
|
| + rotation.m[0][3] = 0.0F;
|
| +
|
| + rotation.m[1][0] = (one_minus_cos * xy) + zs;
|
| + rotation.m[1][1] = (one_minus_cos * yy) + cos_angle;
|
| + rotation.m[1][2] = (one_minus_cos * yz) - xs;
|
| + rotation.m[1][3] = 0.0F;
|
| +
|
| + rotation.m[2][0] = (one_minus_cos * zx) - ys;
|
| + rotation.m[2][1] = (one_minus_cos * yz) + xs;
|
| + rotation.m[2][2] = (one_minus_cos * zz) + cos_angle;
|
| + rotation.m[2][3] = 0.0F;
|
| +
|
| + rotation.m[3][0] = 0.0F;
|
| + rotation.m[3][1] = 0.0F;
|
| + rotation.m[3][2] = 0.0F;
|
| + rotation.m[3][3] = 1.0F;
|
| +
|
| + Multiply(&rotation, this);
|
| + }
|
| + }
|
| +};
|
| +
|
| +float RotationForTimeDelta(float delta_time) {
|
| + return delta_time * 40.0f;
|
| +}
|
| +
|
| +float RotationForDragDistance(float drag_distance) {
|
| + return drag_distance / 5; // Arbitrary damping.
|
| +}
|
| +
|
| +} // namespace
|
| +
|
| +class SpinningCube::GLState {
|
| + public:
|
| + GLState();
|
| +
|
| + void OnGLContextLost();
|
| +
|
| + GLfloat angle_; // Survives losing the GL context.
|
| +
|
| + GLuint program_object_;
|
| + GLint position_location_;
|
| + GLint mvp_location_;
|
| + GLuint vbo_vertices_;
|
| + GLuint vbo_indices_;
|
| + int num_indices_;
|
| + ESMatrix mvp_matrix_;
|
| +};
|
| +
|
| +SpinningCube::GLState::GLState()
|
| + : angle_(0) {
|
| + OnGLContextLost();
|
| +}
|
| +
|
| +void SpinningCube::GLState::OnGLContextLost() {
|
| + program_object_ = 0;
|
| + position_location_ = 0;
|
| + mvp_location_ = 0;
|
| + vbo_vertices_ = 0;
|
| + vbo_indices_ = 0;
|
| + num_indices_ = 0;
|
| +}
|
| +
|
| +SpinningCube::SpinningCube()
|
| + : initialized_(false),
|
| + width_(0),
|
| + height_(0),
|
| + state_(new GLState()),
|
| + fling_multiplier_(1.0f),
|
| + direction_(1) {
|
| + state_->angle_ = 45.0f;
|
| +}
|
| +
|
| +SpinningCube::~SpinningCube() {
|
| + if (!initialized_)
|
| + return;
|
| + if (state_->vbo_vertices_)
|
| + glDeleteBuffers(1, &state_->vbo_vertices_);
|
| + if (state_->vbo_indices_)
|
| + glDeleteBuffers(1, &state_->vbo_indices_);
|
| + if (state_->program_object_)
|
| + glDeleteProgram(state_->program_object_);
|
| +
|
| + delete state_;
|
| +}
|
| +
|
| +void SpinningCube::Init(uint32_t width, uint32_t height) {
|
| + width_ = width;
|
| + height_ = height;
|
| +
|
| + if (!initialized_) {
|
| + initialized_ = true;
|
| + const char vertext_shader_source[] =
|
| + "uniform mat4 u_mvpMatrix; \n"
|
| + "attribute vec4 a_position; \n"
|
| + "varying vec4 v_color; \n"
|
| + "void main() \n"
|
| + "{ \n"
|
| + " gl_Position = u_mvpMatrix * a_position; \n"
|
| + " v_color = vec4(a_position.x + 0.5, \n"
|
| + " a_position.y + 0.5, \n"
|
| + " a_position.z + 0.5, \n"
|
| + " 0.8); \n"
|
| + "} \n";
|
| +
|
| + const char fragment_shader_source[] =
|
| + "precision mediump float; \n"
|
| + "varying vec4 v_color; \n"
|
| + "void main() \n"
|
| + "{ \n"
|
| + " gl_FragColor = v_color; \n"
|
| + "} \n";
|
| +
|
| + state_->program_object_ = LoadProgram(
|
| + vertext_shader_source, fragment_shader_source);
|
| + state_->position_location_ = glGetAttribLocation(
|
| + state_->program_object_, "a_position");
|
| + state_->mvp_location_ = glGetUniformLocation(
|
| + state_->program_object_, "u_mvpMatrix");
|
| + state_->num_indices_ = GenerateCube(&state_->vbo_vertices_,
|
| + &state_->vbo_indices_);
|
| +
|
| + glClearColor(0.0f, 0.0f, 0.0f, 0.2f);
|
| + }
|
| +}
|
| +
|
| +void SpinningCube::OnGLContextLost() {
|
| + // TODO(yzshen): Is it correct that in this case we don't need to do cleanup
|
| + // for program and buffers?
|
| + initialized_ = false;
|
| + height_ = 0;
|
| + width_ = 0;
|
| + state_->OnGLContextLost();
|
| +}
|
| +
|
| +void SpinningCube::SetFlingMultiplier(float drag_distance,
|
| + float drag_time) {
|
| + fling_multiplier_ = RotationForDragDistance(drag_distance) /
|
| + RotationForTimeDelta(drag_time);
|
| +
|
| +}
|
| +
|
| +void SpinningCube::UpdateForTimeDelta(float delta_time) {
|
| + state_->angle_ += RotationForTimeDelta(delta_time) * fling_multiplier_;
|
| + if (state_->angle_ >= 360.0f)
|
| + state_->angle_ -= 360.0f;
|
| +
|
| + // Arbitrary 50-step linear reduction in spin speed.
|
| + if (fling_multiplier_ > 1.0f) {
|
| + fling_multiplier_ =
|
| + std::max(1.0f, fling_multiplier_ - (fling_multiplier_ - 1.0f) / 50);
|
| + }
|
| +
|
| + Update();
|
| +}
|
| +
|
| +void SpinningCube::UpdateForDragDistance(float distance) {
|
| + state_->angle_ += RotationForDragDistance(distance);
|
| + if (state_->angle_ >= 360.0f )
|
| + state_->angle_ -= 360.0f;
|
| +
|
| + Update();
|
| +}
|
| +
|
| +void SpinningCube::Draw() {
|
| + glViewport(0, 0, width_, height_);
|
| + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
| + glEnable(GL_DEPTH_TEST);
|
| + glUseProgram(state_->program_object_);
|
| +
|
| + glBindBuffer(GL_ARRAY_BUFFER, state_->vbo_vertices_);
|
| + glVertexAttribPointer(state_->position_location_,
|
| + 3,
|
| + GL_FLOAT,
|
| + GL_FALSE, 3 * sizeof(GLfloat),
|
| + 0);
|
| + glEnableVertexAttribArray(state_->position_location_);
|
| +
|
| + glUniformMatrix4fv(state_->mvp_location_,
|
| + 1,
|
| + GL_FALSE,
|
| + (GLfloat*) &state_->mvp_matrix_.m[0][0]);
|
| + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, state_->vbo_indices_);
|
| + glDrawElements(GL_TRIANGLES,
|
| + state_->num_indices_,
|
| + GL_UNSIGNED_SHORT,
|
| + 0);
|
| +}
|
| +
|
| +void SpinningCube::Update() {
|
| + float aspect = static_cast<GLfloat>(width_) / static_cast<GLfloat>(height_);
|
| +
|
| + ESMatrix perspective;
|
| + perspective.LoadIdentity();
|
| + perspective.Perspective(60.0f, aspect, 1.0f, 20.0f );
|
| +
|
| + ESMatrix modelview;
|
| + modelview.LoadIdentity();
|
| + modelview.Translate(0.0, 0.0, -2.0);
|
| + modelview.Rotate(state_->angle_ * direction_, 1.0, 0.0, 1.0);
|
| +
|
| + state_->mvp_matrix_.Multiply(&modelview, &perspective);
|
| +}
|
|
|