| 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);
|
| -}
|
|
|