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Issue 684543003: Move //mojo/examples to //examples (Closed) Base URL: https://github.com/domokit/mojo.git@master
Patch Set: Created 6 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 <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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