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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 } | |
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