Chromium Code Reviews| Index: mojo/examples/sample_app/spinning_cube.cc |
| diff --git a/mojo/examples/sample_app/spinning_cube.cc b/mojo/examples/sample_app/spinning_cube.cc |
| new file mode 100644 |
| index 0000000000000000000000000000000000000000..ec5dd987d5bbd0c44d616a7b3edea7671ffe854c |
| --- /dev/null |
| +++ b/mojo/examples/sample_app/spinning_cube.cc |
| @@ -0,0 +1,421 @@ |
| +// Copyright 2013 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 "mojo/examples/sample_app/spinning_cube.h" |
| + |
| +#include <math.h> |
| +#include <stdlib.h> |
| +#include <string.h> |
| +#include "gpu/command_buffer/client/gles2_interface.h" |
| +#include "mojo/public/system/core.h" |
| +#include "mojo/public/system/macros.h" |
| + |
| +namespace mojo { |
| +namespace examples { |
| + |
| +namespace { |
| + |
| +int GenerateCube(gpu::gles2::GLES2Interface* gl, |
| + GLuint *vbo_vertices, |
| + GLuint *vbo_indices) { |
| + // const int num_vertices = 24; |
| + 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, |
| + -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, |
| + -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, |
| + 8, 9, 10, |
| + 8, 10, 11, |
| + 12, 15, 14, |
| + 12, 14, 13, |
| + 16, 17, 18, |
| + 16, 18, 19, |
| + 20, 23, 22, |
| + 20, 22, 21 |
| + }; |
| + |
| + if (vbo_vertices) { |
| + gl->GenBuffers(1, vbo_vertices); |
| + gl->BindBuffer(GL_ARRAY_BUFFER, *vbo_vertices); |
| + gl->BufferData( |
| + GL_ARRAY_BUFFER, sizeof(cube_vertices), cube_vertices, GL_STATIC_DRAW); |
| + gl->BindBuffer(GL_ARRAY_BUFFER, 0); |
| + } |
| + |
| + if (vbo_indices) { |
| + gl->GenBuffers(1, vbo_indices); |
| + gl->BindBuffer(GL_ELEMENT_ARRAY_BUFFER, *vbo_indices); |
| + gl->BufferData( |
| + GL_ELEMENT_ARRAY_BUFFER, sizeof(cube_indices), cube_indices, GL_STATIC_DRAW); |
| + gl->BindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); |
| + } |
| + |
| + return num_indices; |
| +} |
| + |
| +GLuint LoadShader(gpu::gles2::GLES2Interface* gl, |
| + GLenum type, |
| + const char* shader_source) { |
| + GLuint shader = gl->CreateShader(type); |
| + if (!shader) { |
| + return 0; |
| + } |
| + |
| + gl->ShaderSource(shader, 1, &shader_source, NULL); |
| + gl->CompileShader(shader); |
| + |
| + GLint compiled = 0; |
| + gl->GetShaderiv(shader, GL_COMPILE_STATUS, &compiled); |
| + |
| + if (!compiled) { |
| + gl->DeleteShader(shader); |
| + return 0; |
| + } |
| + |
| + return shader; |
| +} |
| + |
| +GLuint LoadProgram(gpu::gles2::GLES2Interface* gl, |
| + const char* vertext_shader_source, |
| + const char* fragment_shader_source) { |
| + GLuint vertex_shader = LoadShader(gl, |
| + GL_VERTEX_SHADER, |
| + vertext_shader_source); |
| + if (!vertex_shader) |
| + return 0; |
| + |
| + GLuint fragment_shader = LoadShader(gl, |
| + GL_FRAGMENT_SHADER, |
| + fragment_shader_source); |
| + if (!fragment_shader) { |
| + gl->DeleteShader(vertex_shader); |
| + return 0; |
| + } |
| + |
| + GLuint program_object = gl->CreateProgram(); |
| + if (!program_object) |
| + 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
|
| + |
| + gl->AttachShader(program_object, vertex_shader); |
| + gl->AttachShader(program_object, fragment_shader); |
| + |
| + gl->LinkProgram(program_object); |
| + |
| + GLint linked = 0; |
| + gl->GetProgramiv(program_object, GL_LINK_STATUS, &linked); |
| + |
| + if (!linked) { |
| + gl->DeleteProgram(program_object); |
| + return 0; // Why don't we need to delete the shaders? |
| + } |
| + |
| + gl->DeleteShader(vertex_shader); |
| + gl->DeleteShader(fragment_shader); |
| + |
| + 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 * M_PI) * 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 * M_PI / 180.0f); |
| + GLfloat cos_angle = cosf(angle * M_PI / 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); |
| + } |
| + } |
| +}; |
| + |
| +} |
| + |
| +class SpinningCube::GLState { |
| + public: |
| + GLState(); |
| + |
| + GLuint program_object_; |
| + GLint position_location_; |
| + GLint mvp_location_; |
| + GLuint vbo_vertices_; |
| + GLuint vbo_indices_; |
| + int num_indices_; |
| + GLfloat angle_; |
| + ESMatrix mvp_matrix_; |
| +}; |
| + |
| +SpinningCube::GLState::GLState() |
| + : program_object_(0), |
| + position_location_(0), |
| + mvp_location_(0), |
| + vbo_vertices_(0), |
| + vbo_indices_(0), |
| + num_indices_(0), |
| + angle_(0) { |
| +} |
| + |
| +SpinningCube::SpinningCube(gpu::gles2::GLES2Interface* gl, |
| + int width, |
| + int height) |
| + : gl_(gl), |
| + width_(width), |
| + height_(height), |
| + state_(new GLState()) { |
| + Initialize(); |
| +} |
| + |
| +SpinningCube::~SpinningCube() { |
| + if (state_->vbo_vertices_) |
| + gl_->DeleteBuffers(1, &state_->vbo_vertices_); |
| + if (state_->vbo_indices_) |
| + gl_->DeleteBuffers(1, &state_->vbo_indices_); |
| + if (state_->program_object_) |
| + gl_->DeleteProgram(state_->program_object_); |
| +} |
| + |
| +void SpinningCube::Initialize() { |
| + const char vertext_shader_source[] = |
| + "uniform mat4 u_mvpMatrix; \n" |
| + "attribute vec4 a_position; \n" |
| + "void main() \n" |
| + "{ \n" |
| + " gl_Position = u_mvpMatrix * a_position; \n" |
| + "} \n"; |
| + |
| + const char fragment_shader_source[] = |
| + "precision mediump float; \n" |
| + "void main() \n" |
| + "{ \n" |
| + " gl_FragColor = vec4( 0.0, 1.0, 0.0, 1.0 ); \n" |
| + "} \n"; |
| + |
| + state_->program_object_ = LoadProgram( |
| + gl_, vertext_shader_source, fragment_shader_source); |
| + state_->position_location_ = gl_->GetAttribLocation( |
| + state_->program_object_, "a_position"); |
| + state_->mvp_location_ = gl_->GetUniformLocation( |
| + state_->program_object_, "u_mvpMatrix"); |
| + state_->num_indices_ = GenerateCube( |
| + gl_, &state_->vbo_vertices_, &state_->vbo_indices_); |
| + |
| + gl_->ClearColor(0.0f, 0.0f, 0.0f, 0.0f); |
| + state_->angle_ = 45.0f; |
| +} |
| + |
| +void SpinningCube::Update(float delta_time) { |
| + state_->angle_ += ( delta_time * 40.0f ); |
| + if (state_->angle_ >= 360.0f ) |
| + state_->angle_ -= 360.0f; |
| + |
| + 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_, 1.0, 0.0, 1.0); |
| + |
| + state_->mvp_matrix_.Multiply(&modelview, &perspective); |
| +} |
| + |
| +void SpinningCube::Draw() { |
| + gl_->Viewport(0, 0, width_, height_); |
| + gl_->Clear(GL_COLOR_BUFFER_BIT); |
| + gl_->UseProgram(state_->program_object_); |
| + gl_->BindBuffer(GL_ARRAY_BUFFER, state_->vbo_vertices_); |
| + gl_->BindBuffer(GL_ELEMENT_ARRAY_BUFFER, state_->vbo_indices_); |
| + gl_->VertexAttribPointer(state_->position_location_, |
| + 3, |
| + GL_FLOAT, |
| + GL_FALSE, 3 * sizeof(GLfloat), |
| + 0); |
| + gl_->EnableVertexAttribArray(state_->position_location_); |
| + gl_->UniformMatrix4fv(state_->mvp_location_, |
| + 1, |
| + GL_FALSE, |
| + (GLfloat*) &state_->mvp_matrix_.m[0][0]); |
| + gl_->DrawElements(GL_TRIANGLES, |
| + state_->num_indices_, |
| + GL_UNSIGNED_SHORT, |
| + 0); |
| + gl_->SwapBuffers(); |
| +} |
| + |
| +} // namespace examples |
| +} // namespace mojo |