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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 <GLES2/gl2.h> | |
23 #include <GLES2/gl2ext.h> | |
24 | |
25 namespace examples { | |
26 | |
27 namespace { | |
28 | |
29 const float kPi = 3.14159265359f; | |
30 | |
31 int GenerateCube(GLuint *vbo_vertices, | |
32 GLuint *vbo_indices) { | |
33 const int num_indices = 36; | |
34 | |
35 const GLfloat cube_vertices[] = { | |
36 -0.5f, -0.5f, -0.5f, | |
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 }; | |
61 | |
62 const GLushort cube_indices[] = { | |
63 0, 2, 1, | |
64 0, 3, 2, | |
65 4, 5, 6, | |
66 4, 6, 7, | |
67 8, 9, 10, | |
68 8, 10, 11, | |
69 12, 15, 14, | |
70 12, 14, 13, | |
71 16, 17, 18, | |
72 16, 18, 19, | |
73 20, 23, 22, | |
74 20, 22, 21 | |
75 }; | |
76 | |
77 if (vbo_vertices) { | |
78 glGenBuffers(1, vbo_vertices); | |
79 glBindBuffer(GL_ARRAY_BUFFER, *vbo_vertices); | |
80 glBufferData(GL_ARRAY_BUFFER, | |
81 sizeof(cube_vertices), | |
82 cube_vertices, | |
83 GL_STATIC_DRAW); | |
84 glBindBuffer(GL_ARRAY_BUFFER, 0); | |
85 } | |
86 | |
87 if (vbo_indices) { | |
88 glGenBuffers(1, vbo_indices); | |
89 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, *vbo_indices); | |
90 glBufferData(GL_ELEMENT_ARRAY_BUFFER, | |
91 sizeof(cube_indices), | |
92 cube_indices, | |
93 GL_STATIC_DRAW); | |
94 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); | |
95 } | |
96 | |
97 return num_indices; | |
98 } | |
99 | |
100 GLuint LoadShader(GLenum type, | |
101 const char* shader_source) { | |
102 GLuint shader = glCreateShader(type); | |
103 glShaderSource(shader, 1, &shader_source, NULL); | |
104 glCompileShader(shader); | |
105 | |
106 GLint compiled = 0; | |
107 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); | |
108 | |
109 if (!compiled) { | |
110 glDeleteShader(shader); | |
111 return 0; | |
112 } | |
113 | |
114 return shader; | |
115 } | |
116 | |
117 GLuint LoadProgram(const char* vertext_shader_source, | |
118 const char* fragment_shader_source) { | |
119 GLuint vertex_shader = LoadShader(GL_VERTEX_SHADER, | |
120 vertext_shader_source); | |
121 if (!vertex_shader) | |
122 return 0; | |
123 | |
124 GLuint fragment_shader = LoadShader(GL_FRAGMENT_SHADER, | |
125 fragment_shader_source); | |
126 if (!fragment_shader) { | |
127 glDeleteShader(vertex_shader); | |
128 return 0; | |
129 } | |
130 | |
131 GLuint program_object = glCreateProgram(); | |
132 glAttachShader(program_object, vertex_shader); | |
133 glAttachShader(program_object, fragment_shader); | |
134 | |
135 glLinkProgram(program_object); | |
136 | |
137 glDeleteShader(vertex_shader); | |
138 glDeleteShader(fragment_shader); | |
139 | |
140 GLint linked = 0; | |
141 glGetProgramiv(program_object, GL_LINK_STATUS, &linked); | |
142 | |
143 if (!linked) { | |
144 glDeleteProgram(program_object); | |
145 return 0; | |
146 } | |
147 | |
148 return program_object; | |
149 } | |
150 | |
151 class ESMatrix { | |
152 public: | |
153 GLfloat m[4][4]; | |
154 | |
155 ESMatrix() { | |
156 LoadZero(); | |
157 } | |
158 | |
159 void LoadZero() { | |
160 memset(this, 0x0, sizeof(ESMatrix)); | |
161 } | |
162 | |
163 void LoadIdentity() { | |
164 LoadZero(); | |
165 m[0][0] = 1.0f; | |
166 m[1][1] = 1.0f; | |
167 m[2][2] = 1.0f; | |
168 m[3][3] = 1.0f; | |
169 } | |
170 | |
171 void Multiply(ESMatrix* a, ESMatrix* b) { | |
172 ESMatrix result; | |
173 for (int i = 0; i < 4; ++i) { | |
174 result.m[i][0] = (a->m[i][0] * b->m[0][0]) + | |
175 (a->m[i][1] * b->m[1][0]) + | |
176 (a->m[i][2] * b->m[2][0]) + | |
177 (a->m[i][3] * b->m[3][0]); | |
178 | |
179 result.m[i][1] = (a->m[i][0] * b->m[0][1]) + | |
180 (a->m[i][1] * b->m[1][1]) + | |
181 (a->m[i][2] * b->m[2][1]) + | |
182 (a->m[i][3] * b->m[3][1]); | |
183 | |
184 result.m[i][2] = (a->m[i][0] * b->m[0][2]) + | |
185 (a->m[i][1] * b->m[1][2]) + | |
186 (a->m[i][2] * b->m[2][2]) + | |
187 (a->m[i][3] * b->m[3][2]); | |
188 | |
189 result.m[i][3] = (a->m[i][0] * b->m[0][3]) + | |
190 (a->m[i][1] * b->m[1][3]) + | |
191 (a->m[i][2] * b->m[2][3]) + | |
192 (a->m[i][3] * b->m[3][3]); | |
193 } | |
194 *this = result; | |
195 } | |
196 | |
197 void Frustum(float left, | |
198 float right, | |
199 float bottom, | |
200 float top, | |
201 float near_z, | |
202 float far_z) { | |
203 float delta_x = right - left; | |
204 float delta_y = top - bottom; | |
205 float delta_z = far_z - near_z; | |
206 | |
207 if ((near_z <= 0.0f) || | |
208 (far_z <= 0.0f) || | |
209 (delta_z <= 0.0f) || | |
210 (delta_y <= 0.0f) || | |
211 (delta_y <= 0.0f)) | |
212 return; | |
213 | |
214 ESMatrix frust; | |
215 frust.m[0][0] = 2.0f * near_z / delta_x; | |
216 frust.m[0][1] = frust.m[0][2] = frust.m[0][3] = 0.0f; | |
217 | |
218 frust.m[1][1] = 2.0f * near_z / delta_y; | |
219 frust.m[1][0] = frust.m[1][2] = frust.m[1][3] = 0.0f; | |
220 | |
221 frust.m[2][0] = (right + left) / delta_x; | |
222 frust.m[2][1] = (top + bottom) / delta_y; | |
223 frust.m[2][2] = -(near_z + far_z) / delta_z; | |
224 frust.m[2][3] = -1.0f; | |
225 | |
226 frust.m[3][2] = -2.0f * near_z * far_z / delta_z; | |
227 frust.m[3][0] = frust.m[3][1] = frust.m[3][3] = 0.0f; | |
228 | |
229 Multiply(&frust, this); | |
230 } | |
231 | |
232 void Perspective(float fov_y, float aspect, float near_z, float far_z) { | |
233 GLfloat frustum_h = tanf(fov_y / 360.0f * kPi) * near_z; | |
234 GLfloat frustum_w = frustum_h * aspect; | |
235 Frustum(-frustum_w, frustum_w, -frustum_h, frustum_h, near_z, far_z); | |
236 } | |
237 | |
238 void Translate(GLfloat tx, GLfloat ty, GLfloat tz) { | |
239 m[3][0] += m[0][0] * tx + m[1][0] * ty + m[2][0] * tz; | |
240 m[3][1] += m[0][1] * tx + m[1][1] * ty + m[2][1] * tz; | |
241 m[3][2] += m[0][2] * tx + m[1][2] * ty + m[2][2] * tz; | |
242 m[3][3] += m[0][3] * tx + m[1][3] * ty + m[2][3] * tz; | |
243 } | |
244 | |
245 void Rotate(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) { | |
246 GLfloat mag = sqrtf(x * x + y * y + z * z); | |
247 | |
248 GLfloat sin_angle = sinf(angle * kPi / 180.0f); | |
249 GLfloat cos_angle = cosf(angle * kPi / 180.0f); | |
250 if (mag > 0.0f) { | |
251 GLfloat xx, yy, zz, xy, yz, zx, xs, ys, zs; | |
252 GLfloat one_minus_cos; | |
253 ESMatrix rotation; | |
254 | |
255 x /= mag; | |
256 y /= mag; | |
257 z /= mag; | |
258 | |
259 xx = x * x; | |
260 yy = y * y; | |
261 zz = z * z; | |
262 xy = x * y; | |
263 yz = y * z; | |
264 zx = z * x; | |
265 xs = x * sin_angle; | |
266 ys = y * sin_angle; | |
267 zs = z * sin_angle; | |
268 one_minus_cos = 1.0f - cos_angle; | |
269 | |
270 rotation.m[0][0] = (one_minus_cos * xx) + cos_angle; | |
271 rotation.m[0][1] = (one_minus_cos * xy) - zs; | |
272 rotation.m[0][2] = (one_minus_cos * zx) + ys; | |
273 rotation.m[0][3] = 0.0F; | |
274 | |
275 rotation.m[1][0] = (one_minus_cos * xy) + zs; | |
276 rotation.m[1][1] = (one_minus_cos * yy) + cos_angle; | |
277 rotation.m[1][2] = (one_minus_cos * yz) - xs; | |
278 rotation.m[1][3] = 0.0F; | |
279 | |
280 rotation.m[2][0] = (one_minus_cos * zx) - ys; | |
281 rotation.m[2][1] = (one_minus_cos * yz) + xs; | |
282 rotation.m[2][2] = (one_minus_cos * zz) + cos_angle; | |
283 rotation.m[2][3] = 0.0F; | |
284 | |
285 rotation.m[3][0] = 0.0F; | |
286 rotation.m[3][1] = 0.0F; | |
287 rotation.m[3][2] = 0.0F; | |
288 rotation.m[3][3] = 1.0F; | |
289 | |
290 Multiply(&rotation, this); | |
291 } | |
292 } | |
293 }; | |
294 | |
295 float RotationForTimeDelta(float delta_time) { | |
296 return delta_time * 40.0f; | |
297 } | |
298 | |
299 float RotationForDragDistance(float drag_distance) { | |
300 return drag_distance / 5; // Arbitrary damping. | |
301 } | |
302 | |
303 } // namespace | |
304 | |
305 class SpinningCube::GLState { | |
306 public: | |
307 GLState(); | |
308 | |
309 void OnGLContextLost(); | |
310 | |
311 GLfloat angle_; // Survives losing the GL context. | |
312 | |
313 GLuint program_object_; | |
314 GLint position_location_; | |
315 GLint mvp_location_; | |
316 GLint color_location_; | |
317 GLuint vbo_vertices_; | |
318 GLuint vbo_indices_; | |
319 int num_indices_; | |
320 ESMatrix mvp_matrix_; | |
321 }; | |
322 | |
323 SpinningCube::GLState::GLState() | |
324 : angle_(0) { | |
325 OnGLContextLost(); | |
326 } | |
327 | |
328 void SpinningCube::GLState::OnGLContextLost() { | |
329 program_object_ = 0; | |
330 position_location_ = 0; | |
331 mvp_location_ = 0; | |
332 color_location_ = 0; | |
333 vbo_vertices_ = 0; | |
334 vbo_indices_ = 0; | |
335 num_indices_ = 0; | |
336 } | |
337 | |
338 SpinningCube::SpinningCube() | |
339 : initialized_(false), | |
340 width_(0), | |
341 height_(0), | |
342 state_(new GLState()), | |
343 fling_multiplier_(1.0f), | |
344 direction_(1), | |
345 color_() { | |
346 state_->angle_ = 45.0f; | |
347 set_color(0.0, 1.0, 0.0); | |
348 } | |
349 | |
350 SpinningCube::~SpinningCube() { | |
351 if (!initialized_) | |
352 return; | |
353 if (state_->vbo_vertices_) | |
354 glDeleteBuffers(1, &state_->vbo_vertices_); | |
355 if (state_->vbo_indices_) | |
356 glDeleteBuffers(1, &state_->vbo_indices_); | |
357 if (state_->program_object_) | |
358 glDeleteProgram(state_->program_object_); | |
359 } | |
360 | |
361 void SpinningCube::Init(uint32_t width, uint32_t height) { | |
362 width_ = width; | |
363 height_ = height; | |
364 | |
365 const char vertext_shader_source[] = | |
366 "uniform mat4 u_mvpMatrix; \n" | |
367 "attribute vec4 a_position; \n" | |
368 "void main() \n" | |
369 "{ \n" | |
370 " gl_Position = u_mvpMatrix * a_position; \n" | |
371 "} \n"; | |
372 | |
373 const char fragment_shader_source[] = | |
374 "precision mediump float; \n" | |
375 "uniform vec4 u_color; \n" | |
376 "void main() \n" | |
377 "{ \n" | |
378 " gl_FragColor = u_color; \n" | |
379 "} \n"; | |
380 | |
381 state_->program_object_ = LoadProgram( | |
382 vertext_shader_source, fragment_shader_source); | |
383 state_->position_location_ = glGetAttribLocation( | |
384 state_->program_object_, "a_position"); | |
385 state_->mvp_location_ = glGetUniformLocation( | |
386 state_->program_object_, "u_mvpMatrix"); | |
387 state_->color_location_ = glGetUniformLocation( | |
388 state_->program_object_, "u_color"); | |
389 state_->num_indices_ = GenerateCube( | |
390 &state_->vbo_vertices_, &state_->vbo_indices_); | |
391 | |
392 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); | |
393 initialized_ = true; | |
394 } | |
395 | |
396 void SpinningCube::OnGLContextLost() { | |
397 initialized_ = false; | |
398 height_ = 0; | |
399 width_ = 0; | |
400 state_->OnGLContextLost(); | |
401 } | |
402 | |
403 void SpinningCube::SetFlingMultiplier(float drag_distance, | |
404 float drag_time) { | |
405 fling_multiplier_ = RotationForDragDistance(drag_distance) / | |
406 RotationForTimeDelta(drag_time); | |
407 | |
408 } | |
409 | |
410 void SpinningCube::UpdateForTimeDelta(float delta_time) { | |
411 state_->angle_ += RotationForTimeDelta(delta_time) * fling_multiplier_; | |
412 if (state_->angle_ >= 360.0f) | |
413 state_->angle_ -= 360.0f; | |
414 | |
415 // Arbitrary 50-step linear reduction in spin speed. | |
416 if (fling_multiplier_ > 1.0f) { | |
417 fling_multiplier_ = | |
418 std::max(1.0f, fling_multiplier_ - (fling_multiplier_ - 1.0f) / 50); | |
419 } | |
420 | |
421 Update(); | |
422 } | |
423 | |
424 void SpinningCube::UpdateForDragDistance(float distance) { | |
425 state_->angle_ += RotationForDragDistance(distance); | |
426 if (state_->angle_ >= 360.0f ) | |
427 state_->angle_ -= 360.0f; | |
428 | |
429 Update(); | |
430 } | |
431 | |
432 void SpinningCube::Draw() { | |
433 glViewport(0, 0, width_, height_); | |
434 glClear(GL_COLOR_BUFFER_BIT); | |
435 glUseProgram(state_->program_object_); | |
436 glBindBuffer(GL_ARRAY_BUFFER, state_->vbo_vertices_); | |
437 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, state_->vbo_indices_); | |
438 glVertexAttribPointer(state_->position_location_, | |
439 3, | |
440 GL_FLOAT, | |
441 GL_FALSE, 3 * sizeof(GLfloat), | |
442 0); | |
443 glEnableVertexAttribArray(state_->position_location_); | |
444 glUniformMatrix4fv(state_->mvp_location_, | |
445 1, | |
446 GL_FALSE, | |
447 (GLfloat*) &state_->mvp_matrix_.m[0][0]); | |
448 glUniform4f(state_->color_location_, color_[0], color_[1], color_[2], 1.0); | |
449 glDrawElements(GL_TRIANGLES, | |
450 state_->num_indices_, | |
451 GL_UNSIGNED_SHORT, | |
452 0); | |
453 } | |
454 | |
455 void SpinningCube::Update() { | |
456 float aspect = static_cast<GLfloat>(width_) / static_cast<GLfloat>(height_); | |
457 | |
458 ESMatrix perspective; | |
459 perspective.LoadIdentity(); | |
460 perspective.Perspective(60.0f, aspect, 1.0f, 20.0f ); | |
461 | |
462 ESMatrix modelview; | |
463 modelview.LoadIdentity(); | |
464 modelview.Translate(0.0, 0.0, -2.0); | |
465 modelview.Rotate(state_->angle_ * direction_, 1.0, 0.0, 1.0); | |
466 | |
467 state_->mvp_matrix_.Multiply(&modelview, &perspective); | |
468 } | |
469 | |
470 } // namespace examples | |
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