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Side by Side Diff: mojo/examples/sample_app/spinning_cube.cc

Issue 61423003: Add a SpinningCube to Mojo's sample_app (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: Fix typo Created 7 years, 1 month ago
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1 // Copyright 2013 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 "mojo/examples/sample_app/spinning_cube.h"
18
19 #include <math.h>
20 #include <stdlib.h>
21 #include <string.h>
22 #include "gpu/command_buffer/client/gles2_interface.h"
23 #include "mojo/public/system/core.h"
24 #include "mojo/public/system/macros.h"
25
26 namespace mojo {
27 namespace examples {
28
29 namespace {
30
31 int GenerateCube(gpu::gles2::GLES2Interface* gl,
32 GLuint *vbo_vertices,
33 GLuint *vbo_indices) {
34 // const int num_vertices = 24;
35 const int num_indices = 36;
36
37 const GLfloat cube_vertices[] = {
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 0.5f, 0.5f, 0.5f,
45 0.5f, 0.5f, -0.5f,
46 -0.5f, -0.5f, -0.5f,
47 -0.5f, 0.5f, -0.5f,
48 0.5f, 0.5f, -0.5f,
49 0.5f, -0.5f, -0.5f,
50 -0.5f, -0.5f, 0.5f,
51 -0.5f, 0.5f, 0.5f,
52 0.5f, 0.5f, 0.5f,
53 0.5f, -0.5f, 0.5f,
54 -0.5f, -0.5f, -0.5f,
55 -0.5f, -0.5f, 0.5f,
56 -0.5f, 0.5f, 0.5f,
57 -0.5f, 0.5f, -0.5f,
58 0.5f, -0.5f, -0.5f,
59 0.5f, -0.5f, 0.5f,
60 0.5f, 0.5f, 0.5f,
61 0.5f, 0.5f, -0.5f,
62 };
63
64 const GLushort cube_indices[] = {
65 0, 2, 1,
66 0, 3, 2,
67 4, 5, 6,
68 4, 6, 7,
69 8, 9, 10,
70 8, 10, 11,
71 12, 15, 14,
72 12, 14, 13,
73 16, 17, 18,
74 16, 18, 19,
75 20, 23, 22,
76 20, 22, 21
77 };
78
79 if (vbo_vertices) {
80 gl->GenBuffers(1, vbo_vertices);
81 gl->BindBuffer(GL_ARRAY_BUFFER, *vbo_vertices);
82 gl->BufferData(
83 GL_ARRAY_BUFFER, sizeof(cube_vertices), cube_vertices, GL_STATIC_DRAW);
84 gl->BindBuffer(GL_ARRAY_BUFFER, 0);
85 }
86
87 if (vbo_indices) {
88 gl->GenBuffers(1, vbo_indices);
89 gl->BindBuffer(GL_ELEMENT_ARRAY_BUFFER, *vbo_indices);
90 gl->BufferData(
91 GL_ELEMENT_ARRAY_BUFFER, sizeof(cube_indices), cube_indices, GL_STATIC_D RAW);
92 gl->BindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
93 }
94
95 return num_indices;
96 }
97
98 GLuint LoadShader(gpu::gles2::GLES2Interface* gl,
99 GLenum type,
100 const char* shader_source) {
101 GLuint shader = gl->CreateShader(type);
102 if (!shader) {
103 return 0;
104 }
105
106 gl->ShaderSource(shader, 1, &shader_source, NULL);
107 gl->CompileShader(shader);
108
109 GLint compiled = 0;
110 gl->GetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
111
112 if (!compiled) {
113 gl->DeleteShader(shader);
114 return 0;
115 }
116
117 return shader;
118 }
119
120 GLuint LoadProgram(gpu::gles2::GLES2Interface* gl,
121 const char* vertext_shader_source,
122 const char* fragment_shader_source) {
123 GLuint vertex_shader = LoadShader(gl,
124 GL_VERTEX_SHADER,
125 vertext_shader_source);
126 if (!vertex_shader)
127 return 0;
128
129 GLuint fragment_shader = LoadShader(gl,
130 GL_FRAGMENT_SHADER,
131 fragment_shader_source);
132 if (!fragment_shader) {
133 gl->DeleteShader(vertex_shader);
134 return 0;
135 }
136
137 GLuint program_object = gl->CreateProgram();
138 if (!program_object)
139 return 0; // Why don't we need to delete the shaders?
jamesr 2013/11/06 01:42:45 this looks copied from cc/output/program_binding.h
abarth-chromium 2013/11/06 02:25:10 It's actually copied from Simple_VertexShader.c (a
140
141 gl->AttachShader(program_object, vertex_shader);
142 gl->AttachShader(program_object, fragment_shader);
143
144 gl->LinkProgram(program_object);
145
146 GLint linked = 0;
147 gl->GetProgramiv(program_object, GL_LINK_STATUS, &linked);
148
149 if (!linked) {
150 gl->DeleteProgram(program_object);
151 return 0; // Why don't we need to delete the shaders?
152 }
153
154 gl->DeleteShader(vertex_shader);
155 gl->DeleteShader(fragment_shader);
156
157 return program_object;
158 }
159
160 class ESMatrix {
161 public:
162 GLfloat m[4][4];
163
164 ESMatrix() {
165 LoadZero();
166 }
167
168 void LoadZero() {
169 memset(this, 0x0, sizeof(ESMatrix));
170 }
171
172 void LoadIdentity() {
173 LoadZero();
174 m[0][0] = 1.0f;
175 m[1][1] = 1.0f;
176 m[2][2] = 1.0f;
177 m[3][3] = 1.0f;
178 }
179
180 void Multiply(ESMatrix* a, ESMatrix* b) {
181 ESMatrix result;
182 for (int i = 0; i < 4; ++i) {
183 result.m[i][0] = (a->m[i][0] * b->m[0][0]) +
184 (a->m[i][1] * b->m[1][0]) +
185 (a->m[i][2] * b->m[2][0]) +
186 (a->m[i][3] * b->m[3][0]);
187
188 result.m[i][1] = (a->m[i][0] * b->m[0][1]) +
189 (a->m[i][1] * b->m[1][1]) +
190 (a->m[i][2] * b->m[2][1]) +
191 (a->m[i][3] * b->m[3][1]);
192
193 result.m[i][2] = (a->m[i][0] * b->m[0][2]) +
194 (a->m[i][1] * b->m[1][2]) +
195 (a->m[i][2] * b->m[2][2]) +
196 (a->m[i][3] * b->m[3][2]);
197
198 result.m[i][3] = (a->m[i][0] * b->m[0][3]) +
199 (a->m[i][1] * b->m[1][3]) +
200 (a->m[i][2] * b->m[2][3]) +
201 (a->m[i][3] * b->m[3][3]);
202 }
203 *this = result;
204 }
205
206 void Frustum(float left,
207 float right,
208 float bottom,
209 float top,
210 float near_z,
211 float far_z) {
212 float delta_x = right - left;
213 float delta_y = top - bottom;
214 float delta_z = far_z - near_z;
215
216 if ((near_z <= 0.0f) ||
217 (far_z <= 0.0f) ||
218 (delta_z <= 0.0f) ||
219 (delta_y <= 0.0f) ||
220 (delta_y <= 0.0f))
221 return;
222
223 ESMatrix frust;
224 frust.m[0][0] = 2.0f * near_z / delta_x;
225 frust.m[0][1] = frust.m[0][2] = frust.m[0][3] = 0.0f;
226
227 frust.m[1][1] = 2.0f * near_z / delta_y;
228 frust.m[1][0] = frust.m[1][2] = frust.m[1][3] = 0.0f;
229
230 frust.m[2][0] = (right + left) / delta_x;
231 frust.m[2][1] = (top + bottom) / delta_y;
232 frust.m[2][2] = -(near_z + far_z) / delta_z;
233 frust.m[2][3] = -1.0f;
234
235 frust.m[3][2] = -2.0f * near_z * far_z / delta_z;
236 frust.m[3][0] = frust.m[3][1] = frust.m[3][3] = 0.0f;
237
238 Multiply(&frust, this);
239 }
240
241 void Perspective(float fov_y, float aspect, float near_z, float far_z) {
242 GLfloat frustum_h = tanf(fov_y / 360.0f * M_PI) * near_z;
243 GLfloat frustum_w = frustum_h * aspect;
244 Frustum(-frustum_w, frustum_w, -frustum_h, frustum_h, near_z, far_z);
245 }
246
247 void Translate(GLfloat tx, GLfloat ty, GLfloat tz) {
248 m[3][0] += m[0][0] * tx + m[1][0] * ty + m[2][0] * tz;
249 m[3][1] += m[0][1] * tx + m[1][1] * ty + m[2][1] * tz;
250 m[3][2] += m[0][2] * tx + m[1][2] * ty + m[2][2] * tz;
251 m[3][3] += m[0][3] * tx + m[1][3] * ty + m[2][3] * tz;
252 }
253
254 void Rotate(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) {
255 GLfloat mag = sqrtf(x * x + y * y + z * z);
256
257 GLfloat sin_angle = sinf(angle * M_PI / 180.0f);
258 GLfloat cos_angle = cosf(angle * M_PI / 180.0f);
259 if (mag > 0.0f) {
260 GLfloat xx, yy, zz, xy, yz, zx, xs, ys, zs;
261 GLfloat one_minus_cos;
262 ESMatrix rotation;
263
264 x /= mag;
265 y /= mag;
266 z /= mag;
267
268 xx = x * x;
269 yy = y * y;
270 zz = z * z;
271 xy = x * y;
272 yz = y * z;
273 zx = z * x;
274 xs = x * sin_angle;
275 ys = y * sin_angle;
276 zs = z * sin_angle;
277 one_minus_cos = 1.0f - cos_angle;
278
279 rotation.m[0][0] = (one_minus_cos * xx) + cos_angle;
280 rotation.m[0][1] = (one_minus_cos * xy) - zs;
281 rotation.m[0][2] = (one_minus_cos * zx) + ys;
282 rotation.m[0][3] = 0.0F;
283
284 rotation.m[1][0] = (one_minus_cos * xy) + zs;
285 rotation.m[1][1] = (one_minus_cos * yy) + cos_angle;
286 rotation.m[1][2] = (one_minus_cos * yz) - xs;
287 rotation.m[1][3] = 0.0F;
288
289 rotation.m[2][0] = (one_minus_cos * zx) - ys;
290 rotation.m[2][1] = (one_minus_cos * yz) + xs;
291 rotation.m[2][2] = (one_minus_cos * zz) + cos_angle;
292 rotation.m[2][3] = 0.0F;
293
294 rotation.m[3][0] = 0.0F;
295 rotation.m[3][1] = 0.0F;
296 rotation.m[3][2] = 0.0F;
297 rotation.m[3][3] = 1.0F;
298
299 Multiply(&rotation, this);
300 }
301 }
302 };
303
304 }
305
306 class SpinningCube::GLState {
307 public:
308 GLState();
309
310 GLuint program_object_;
311 GLint position_location_;
312 GLint mvp_location_;
313 GLuint vbo_vertices_;
314 GLuint vbo_indices_;
315 int num_indices_;
316 GLfloat angle_;
317 ESMatrix mvp_matrix_;
318 };
319
320 SpinningCube::GLState::GLState()
321 : program_object_(0),
322 position_location_(0),
323 mvp_location_(0),
324 vbo_vertices_(0),
325 vbo_indices_(0),
326 num_indices_(0),
327 angle_(0) {
328 }
329
330 SpinningCube::SpinningCube(gpu::gles2::GLES2Interface* gl,
331 int width,
332 int height)
333 : gl_(gl),
334 width_(width),
335 height_(height),
336 state_(new GLState()) {
337 Initialize();
338 }
339
340 SpinningCube::~SpinningCube() {
341 if (state_->vbo_vertices_)
342 gl_->DeleteBuffers(1, &state_->vbo_vertices_);
343 if (state_->vbo_indices_)
344 gl_->DeleteBuffers(1, &state_->vbo_indices_);
345 if (state_->program_object_)
346 gl_->DeleteProgram(state_->program_object_);
347 }
348
349 void SpinningCube::Initialize() {
350 const char vertext_shader_source[] =
351 "uniform mat4 u_mvpMatrix; \n"
352 "attribute vec4 a_position; \n"
353 "void main() \n"
354 "{ \n"
355 " gl_Position = u_mvpMatrix * a_position; \n"
356 "} \n";
357
358 const char fragment_shader_source[] =
359 "precision mediump float; \n"
360 "void main() \n"
361 "{ \n"
362 " gl_FragColor = vec4( 0.0, 1.0, 0.0, 1.0 ); \n"
363 "} \n";
364
365 state_->program_object_ = LoadProgram(
366 gl_, vertext_shader_source, fragment_shader_source);
367 state_->position_location_ = gl_->GetAttribLocation(
368 state_->program_object_, "a_position");
369 state_->mvp_location_ = gl_->GetUniformLocation(
370 state_->program_object_, "u_mvpMatrix");
371 state_->num_indices_ = GenerateCube(
372 gl_, &state_->vbo_vertices_, &state_->vbo_indices_);
373
374 gl_->ClearColor(0.0f, 0.0f, 0.0f, 0.0f);
375 state_->angle_ = 45.0f;
376 }
377
378 void SpinningCube::Update(float delta_time) {
379 state_->angle_ += ( delta_time * 40.0f );
380 if (state_->angle_ >= 360.0f )
381 state_->angle_ -= 360.0f;
382
383 float aspect = static_cast<GLfloat>(width_) / static_cast<GLfloat>(height_);
384
385 ESMatrix perspective;
386 perspective.LoadIdentity();
387 perspective.Perspective(60.0f, aspect, 1.0f, 20.0f );
388
389 ESMatrix modelview;
390 modelview.LoadIdentity();
391 modelview.Translate(0.0, 0.0, -2.0);
392 modelview.Rotate(state_->angle_, 1.0, 0.0, 1.0);
393
394 state_->mvp_matrix_.Multiply(&modelview, &perspective);
395 }
396
397 void SpinningCube::Draw() {
398 gl_->Viewport(0, 0, width_, height_);
399 gl_->Clear(GL_COLOR_BUFFER_BIT);
400 gl_->UseProgram(state_->program_object_);
401 gl_->BindBuffer(GL_ARRAY_BUFFER, state_->vbo_vertices_);
402 gl_->BindBuffer(GL_ELEMENT_ARRAY_BUFFER, state_->vbo_indices_);
403 gl_->VertexAttribPointer(state_->position_location_,
404 3,
405 GL_FLOAT,
406 GL_FALSE, 3 * sizeof(GLfloat),
407 0);
408 gl_->EnableVertexAttribArray(state_->position_location_);
409 gl_->UniformMatrix4fv(state_->mvp_location_,
410 1,
411 GL_FALSE,
412 (GLfloat*) &state_->mvp_matrix_.m[0][0]);
413 gl_->DrawElements(GL_TRIANGLES,
414 state_->num_indices_,
415 GL_UNSIGNED_SHORT,
416 0);
417 gl_->SwapBuffers();
418 }
419
420 } // namespace examples
421 } // namespace mojo
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