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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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