spinning_cube.cc revision f2477e01787aa58f445919b809d89e252beef54f
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 24namespace mojo { 25namespace examples { 26 27namespace { 28 29const float kPi = 3.14159265359f; 30 31int 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 99GLuint 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 117GLuint 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 154class 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 300class 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 317SpinningCube::GLState::GLState() 318 : angle_(0) { 319 OnGLContextLost(); 320} 321 322void 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 331SpinningCube::SpinningCube() 332 : gl_(NULL), 333 state_(new GLState()) { 334 state_->angle_ = 45.0f; 335} 336 337SpinningCube::~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 348void 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 382void SpinningCube::OnGLContextLost() { 383 gl_ = NULL; 384 state_->OnGLContextLost(); 385} 386 387void 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 406void 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 431