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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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