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Issue 61423003: Add a SpinningCube to Mojo's sample_app (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: Windows!!!! 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
24 namespace mojo {
25 namespace examples {
26
27 namespace {
28
29 const float kPi = 3.14159265359f;
30
31 int GenerateCube(gpu::gles2::GLES2Interface* gl,
32 GLuint *vbo_vertices,
33 GLuint *vbo_indices) {
34 const int num_indices = 36;
35
36 const GLfloat cube_vertices[] = {
37 -0.5f, -0.5f, -0.5f,
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 };
62
63 const GLushort cube_indices[] = {
64 0, 2, 1,
65 0, 3, 2,
66 4, 5, 6,
67 4, 6, 7,
68 8, 9, 10,
69 8, 10, 11,
70 12, 15, 14,
71 12, 14, 13,
72 16, 17, 18,
73 16, 18, 19,
74 20, 23, 22,
75 20, 22, 21
76 };
77
78 if (vbo_vertices) {
79 gl->GenBuffers(1, vbo_vertices);
80 gl->BindBuffer(GL_ARRAY_BUFFER, *vbo_vertices);
81 gl->BufferData(
82 GL_ARRAY_BUFFER, sizeof(cube_vertices), cube_vertices, GL_STATIC_DRAW);
83 gl->BindBuffer(GL_ARRAY_BUFFER, 0);
84 }
85
86 if (vbo_indices) {
87 gl->GenBuffers(1, vbo_indices);
88 gl->BindBuffer(GL_ELEMENT_ARRAY_BUFFER, *vbo_indices);
89 gl->BufferData(GL_ELEMENT_ARRAY_BUFFER,
90 sizeof(cube_indices),
91 cube_indices,
92 GL_STATIC_DRAW);
93 gl->BindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
94 }
95
96 return num_indices;
97 }
98
99 GLuint LoadShader(gpu::gles2::GLES2Interface* gl,
100 GLenum type,
101 const char* shader_source) {
102 GLuint shader = gl->CreateShader(type);
103 gl->ShaderSource(shader, 1, &shader_source, NULL);
104 gl->CompileShader(shader);
105
106 GLint compiled = 0;
107 gl->GetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
108
109 if (!compiled) {
110 gl->DeleteShader(shader);
111 return 0;
112 }
113
114 return shader;
115 }
116
117 GLuint LoadProgram(gpu::gles2::GLES2Interface* gl,
118 const char* vertext_shader_source,
119 const char* fragment_shader_source) {
120 GLuint vertex_shader = LoadShader(gl,
121 GL_VERTEX_SHADER,
122 vertext_shader_source);
123 if (!vertex_shader)
124 return 0;
125
126 GLuint fragment_shader = LoadShader(gl,
127 GL_FRAGMENT_SHADER,
128 fragment_shader_source);
129 if (!fragment_shader) {
130 gl->DeleteShader(vertex_shader);
131 return 0;
132 }
133
134 GLuint program_object = gl->CreateProgram();
135 gl->AttachShader(program_object, vertex_shader);
136 gl->AttachShader(program_object, fragment_shader);
137
138 gl->LinkProgram(program_object);
139
140 gl->DeleteShader(vertex_shader);
141 gl->DeleteShader(fragment_shader);
142
143 GLint linked = 0;
144 gl->GetProgramiv(program_object, GL_LINK_STATUS, &linked);
145
146 if (!linked) {
147 gl->DeleteProgram(program_object);
148 return 0;
149 }
150
151 return program_object;
152 }
153
154 class ESMatrix {
155 public:
156 GLfloat m[4][4];
157
158 ESMatrix() {
159 LoadZero();
160 }
161
162 void LoadZero() {
163 memset(this, 0x0, sizeof(ESMatrix));
164 }
165
166 void LoadIdentity() {
167 LoadZero();
168 m[0][0] = 1.0f;
169 m[1][1] = 1.0f;
170 m[2][2] = 1.0f;
171 m[3][3] = 1.0f;
172 }
173
174 void Multiply(ESMatrix* a, ESMatrix* b) {
175 ESMatrix result;
176 for (int i = 0; i < 4; ++i) {
177 result.m[i][0] = (a->m[i][0] * b->m[0][0]) +
178 (a->m[i][1] * b->m[1][0]) +
179 (a->m[i][2] * b->m[2][0]) +
180 (a->m[i][3] * b->m[3][0]);
181
182 result.m[i][1] = (a->m[i][0] * b->m[0][1]) +
183 (a->m[i][1] * b->m[1][1]) +
184 (a->m[i][2] * b->m[2][1]) +
185 (a->m[i][3] * b->m[3][1]);
186
187 result.m[i][2] = (a->m[i][0] * b->m[0][2]) +
188 (a->m[i][1] * b->m[1][2]) +
189 (a->m[i][2] * b->m[2][2]) +
190 (a->m[i][3] * b->m[3][2]);
191
192 result.m[i][3] = (a->m[i][0] * b->m[0][3]) +
193 (a->m[i][1] * b->m[1][3]) +
194 (a->m[i][2] * b->m[2][3]) +
195 (a->m[i][3] * b->m[3][3]);
196 }
197 *this = result;
198 }
199
200 void Frustum(float left,
201 float right,
202 float bottom,
203 float top,
204 float near_z,
205 float far_z) {
206 float delta_x = right - left;
207 float delta_y = top - bottom;
208 float delta_z = far_z - near_z;
209
210 if ((near_z <= 0.0f) ||
211 (far_z <= 0.0f) ||
212 (delta_z <= 0.0f) ||
213 (delta_y <= 0.0f) ||
214 (delta_y <= 0.0f))
215 return;
216
217 ESMatrix frust;
218 frust.m[0][0] = 2.0f * near_z / delta_x;
219 frust.m[0][1] = frust.m[0][2] = frust.m[0][3] = 0.0f;
220
221 frust.m[1][1] = 2.0f * near_z / delta_y;
222 frust.m[1][0] = frust.m[1][2] = frust.m[1][3] = 0.0f;
223
224 frust.m[2][0] = (right + left) / delta_x;
225 frust.m[2][1] = (top + bottom) / delta_y;
226 frust.m[2][2] = -(near_z + far_z) / delta_z;
227 frust.m[2][3] = -1.0f;
228
229 frust.m[3][2] = -2.0f * near_z * far_z / delta_z;
230 frust.m[3][0] = frust.m[3][1] = frust.m[3][3] = 0.0f;
231
232 Multiply(&frust, this);
233 }
234
235 void Perspective(float fov_y, float aspect, float near_z, float far_z) {
236 GLfloat frustum_h = tanf(fov_y / 360.0f * kPi) * near_z;
237 GLfloat frustum_w = frustum_h * aspect;
238 Frustum(-frustum_w, frustum_w, -frustum_h, frustum_h, near_z, far_z);
239 }
240
241 void Translate(GLfloat tx, GLfloat ty, GLfloat tz) {
242 m[3][0] += m[0][0] * tx + m[1][0] * ty + m[2][0] * tz;
243 m[3][1] += m[0][1] * tx + m[1][1] * ty + m[2][1] * tz;
244 m[3][2] += m[0][2] * tx + m[1][2] * ty + m[2][2] * tz;
245 m[3][3] += m[0][3] * tx + m[1][3] * ty + m[2][3] * tz;
246 }
247
248 void Rotate(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) {
249 GLfloat mag = sqrtf(x * x + y * y + z * z);
250
251 GLfloat sin_angle = sinf(angle * kPi / 180.0f);
252 GLfloat cos_angle = cosf(angle * kPi / 180.0f);
253 if (mag > 0.0f) {
254 GLfloat xx, yy, zz, xy, yz, zx, xs, ys, zs;
255 GLfloat one_minus_cos;
256 ESMatrix rotation;
257
258 x /= mag;
259 y /= mag;
260 z /= mag;
261
262 xx = x * x;
263 yy = y * y;
264 zz = z * z;
265 xy = x * y;
266 yz = y * z;
267 zx = z * x;
268 xs = x * sin_angle;
269 ys = y * sin_angle;
270 zs = z * sin_angle;
271 one_minus_cos = 1.0f - cos_angle;
272
273 rotation.m[0][0] = (one_minus_cos * xx) + cos_angle;
274 rotation.m[0][1] = (one_minus_cos * xy) - zs;
275 rotation.m[0][2] = (one_minus_cos * zx) + ys;
276 rotation.m[0][3] = 0.0F;
277
278 rotation.m[1][0] = (one_minus_cos * xy) + zs;
279 rotation.m[1][1] = (one_minus_cos * yy) + cos_angle;
280 rotation.m[1][2] = (one_minus_cos * yz) - xs;
281 rotation.m[1][3] = 0.0F;
282
283 rotation.m[2][0] = (one_minus_cos * zx) - ys;
284 rotation.m[2][1] = (one_minus_cos * yz) + xs;
285 rotation.m[2][2] = (one_minus_cos * zz) + cos_angle;
286 rotation.m[2][3] = 0.0F;
287
288 rotation.m[3][0] = 0.0F;
289 rotation.m[3][1] = 0.0F;
290 rotation.m[3][2] = 0.0F;
291 rotation.m[3][3] = 1.0F;
292
293 Multiply(&rotation, this);
294 }
295 }
296 };
297
298 }
299
300 class SpinningCube::GLState {
301 public:
302 GLState();
303
304 void OnGLContextLost();
305
306 GLfloat angle_; // Survives losing the GL context.
307
308 GLuint program_object_;
309 GLint position_location_;
310 GLint mvp_location_;
311 GLuint vbo_vertices_;
312 GLuint vbo_indices_;
313 int num_indices_;
314 ESMatrix mvp_matrix_;
315 };
316
317 SpinningCube::GLState::GLState()
318 : angle_(0) {
319 OnGLContextLost();
320 }
321
322 void SpinningCube::GLState::OnGLContextLost() {
323 program_object_ = 0;
324 position_location_ = 0;
325 mvp_location_ = 0;
326 vbo_vertices_ = 0;
327 vbo_indices_ = 0;
328 num_indices_ = 0;
329 }
330
331 SpinningCube::SpinningCube()
332 : gl_(NULL),
333 state_(new GLState()) {
334 state_->angle_ = 45.0f;
335 }
336
337 SpinningCube::~SpinningCube() {
338 if (!gl_)
339 return;
340 if (state_->vbo_vertices_)
341 gl_->DeleteBuffers(1, &state_->vbo_vertices_);
342 if (state_->vbo_indices_)
343 gl_->DeleteBuffers(1, &state_->vbo_indices_);
344 if (state_->program_object_)
345 gl_->DeleteProgram(state_->program_object_);
346 }
347
348 void SpinningCube::BindTo(gpu::gles2::GLES2Interface* gl,
349 int width,
350 int height) {
351 gl_ = gl;
352 width_ = width;
353 height_ = height;
354
355 const char vertext_shader_source[] =
356 "uniform mat4 u_mvpMatrix; \n"
357 "attribute vec4 a_position; \n"
358 "void main() \n"
359 "{ \n"
360 " gl_Position = u_mvpMatrix * a_position; \n"
361 "} \n";
362
363 const char fragment_shader_source[] =
364 "precision mediump float; \n"
365 "void main() \n"
366 "{ \n"
367 " gl_FragColor = vec4( 0.0, 1.0, 0.0, 1.0 ); \n"
368 "} \n";
369
370 state_->program_object_ = LoadProgram(
371 gl_, vertext_shader_source, fragment_shader_source);
372 state_->position_location_ = gl_->GetAttribLocation(
373 state_->program_object_, "a_position");
374 state_->mvp_location_ = gl_->GetUniformLocation(
375 state_->program_object_, "u_mvpMatrix");
376 state_->num_indices_ = GenerateCube(
377 gl_, &state_->vbo_vertices_, &state_->vbo_indices_);
378
379 gl_->ClearColor(0.0f, 0.0f, 0.0f, 0.0f);
380 }
381
382 void SpinningCube::OnGLContextLost() {
383 gl_ = NULL;
384 state_->OnGLContextLost();
385 }
386
387 void SpinningCube::Update(float delta_time) {
388 state_->angle_ += ( delta_time * 40.0f );
389 if (state_->angle_ >= 360.0f )
390 state_->angle_ -= 360.0f;
391
392 float aspect = static_cast<GLfloat>(width_) / static_cast<GLfloat>(height_);
393
394 ESMatrix perspective;
395 perspective.LoadIdentity();
396 perspective.Perspective(60.0f, aspect, 1.0f, 20.0f );
397
398 ESMatrix modelview;
399 modelview.LoadIdentity();
400 modelview.Translate(0.0, 0.0, -2.0);
401 modelview.Rotate(state_->angle_, 1.0, 0.0, 1.0);
402
403 state_->mvp_matrix_.Multiply(&modelview, &perspective);
404 }
405
406 void SpinningCube::Draw() {
407 gl_->Viewport(0, 0, width_, height_);
408 gl_->Clear(GL_COLOR_BUFFER_BIT);
409 gl_->UseProgram(state_->program_object_);
410 gl_->BindBuffer(GL_ARRAY_BUFFER, state_->vbo_vertices_);
411 gl_->BindBuffer(GL_ELEMENT_ARRAY_BUFFER, state_->vbo_indices_);
412 gl_->VertexAttribPointer(state_->position_location_,
413 3,
414 GL_FLOAT,
415 GL_FALSE, 3 * sizeof(GLfloat),
416 0);
417 gl_->EnableVertexAttribArray(state_->position_location_);
418 gl_->UniformMatrix4fv(state_->mvp_location_,
419 1,
420 GL_FALSE,
421 (GLfloat*) &state_->mvp_matrix_.m[0][0]);
422 gl_->DrawElements(GL_TRIANGLES,
423 state_->num_indices_,
424 GL_UNSIGNED_SHORT,
425 0);
426 gl_->SwapBuffers();
427 }
428
429 } // namespace examples
430 } // namespace mojo
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