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); |
-} |