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Unified Diff: ppapi/examples/compositor/spinning_cube.cc

Issue 331123003: Revert 277208 "[PPAPI] Compositor API implementation." (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: Created 6 years, 6 months ago
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Index: ppapi/examples/compositor/spinning_cube.cc
diff --git a/ppapi/examples/compositor/spinning_cube.cc b/ppapi/examples/compositor/spinning_cube.cc
deleted file mode 100644
index 2e76699c04609a3a7e47ea627840e2c2e4de0788..0000000000000000000000000000000000000000
--- a/ppapi/examples/compositor/spinning_cube.cc
+++ /dev/null
@@ -1,459 +0,0 @@
-// 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);
-}
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