1// Copyright 2014 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 "ppapi/examples/compositor/spinning_cube.h"
18
19#include <math.h>
20#include <stdlib.h>
21#include <string.h>
22
23#include <algorithm>
24
25#include "ppapi/lib/gl/include/GLES2/gl2.h"
26
27namespace {
28
29const float kPi = 3.14159265359f;
30
31int 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  };
45
46  const GLushort cube_indices[] = {
47    0, 2, 1,
48    0, 3, 2,
49    4, 5, 6,
50    4, 6, 7,
51    3, 6, 2,
52    3, 7, 6,
53    0, 1, 5,
54    0, 5, 4,
55    0, 7, 3,
56    0, 4, 7,
57    1, 2, 6,
58    1, 6, 5,
59  };
60
61  if (vbo_vertices) {
62    glGenBuffers(1, vbo_vertices);
63    glBindBuffer(GL_ARRAY_BUFFER, *vbo_vertices);
64    glBufferData(GL_ARRAY_BUFFER,
65                 sizeof(cube_vertices),
66                 cube_vertices,
67                 GL_STATIC_DRAW);
68    glBindBuffer(GL_ARRAY_BUFFER, 0);
69  }
70
71  if (vbo_indices) {
72    glGenBuffers(1, vbo_indices);
73    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, *vbo_indices);
74    glBufferData(GL_ELEMENT_ARRAY_BUFFER,
75                 sizeof(cube_indices),
76                 cube_indices,
77                 GL_STATIC_DRAW);
78    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
79  }
80
81  return num_indices;
82}
83
84GLuint LoadShader(GLenum type,
85                  const char* shader_source) {
86  GLuint shader = glCreateShader(type);
87  glShaderSource(shader, 1, &shader_source, NULL);
88  glCompileShader(shader);
89
90  GLint compiled = 0;
91  glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
92
93  if (!compiled) {
94    glDeleteShader(shader);
95    return 0;
96  }
97
98  return shader;
99}
100
101GLuint LoadProgram(const char* vertext_shader_source,
102                   const char* fragment_shader_source) {
103  GLuint vertex_shader = LoadShader(GL_VERTEX_SHADER,
104                                    vertext_shader_source);
105  if (!vertex_shader)
106    return 0;
107
108  GLuint fragment_shader = LoadShader(GL_FRAGMENT_SHADER,
109                                      fragment_shader_source);
110  if (!fragment_shader) {
111    glDeleteShader(vertex_shader);
112    return 0;
113  }
114
115  GLuint program_object = glCreateProgram();
116  glAttachShader(program_object, vertex_shader);
117  glAttachShader(program_object, fragment_shader);
118
119  glLinkProgram(program_object);
120
121  glDeleteShader(vertex_shader);
122  glDeleteShader(fragment_shader);
123
124  GLint linked = 0;
125  glGetProgramiv(program_object, GL_LINK_STATUS, &linked);
126
127  if (!linked) {
128    glDeleteProgram(program_object);
129    return 0;
130  }
131
132  return program_object;
133}
134
135class ESMatrix {
136 public:
137  GLfloat m[4][4];
138
139  ESMatrix() {
140    LoadZero();
141  }
142
143  void LoadZero() {
144    memset(this, 0x0, sizeof(ESMatrix));
145  }
146
147  void LoadIdentity() {
148    LoadZero();
149    m[0][0] = 1.0f;
150    m[1][1] = 1.0f;
151    m[2][2] = 1.0f;
152    m[3][3] = 1.0f;
153  }
154
155  void Multiply(ESMatrix* a, ESMatrix* b) {
156    ESMatrix result;
157    for (int i = 0; i < 4; ++i) {
158      result.m[i][0] = (a->m[i][0] * b->m[0][0]) +
159                       (a->m[i][1] * b->m[1][0]) +
160                       (a->m[i][2] * b->m[2][0]) +
161                       (a->m[i][3] * b->m[3][0]);
162
163      result.m[i][1] = (a->m[i][0] * b->m[0][1]) +
164                       (a->m[i][1] * b->m[1][1]) +
165                       (a->m[i][2] * b->m[2][1]) +
166                       (a->m[i][3] * b->m[3][1]);
167
168      result.m[i][2] = (a->m[i][0] * b->m[0][2]) +
169                       (a->m[i][1] * b->m[1][2]) +
170                       (a->m[i][2] * b->m[2][2]) +
171                       (a->m[i][3] * b->m[3][2]);
172
173      result.m[i][3] = (a->m[i][0] * b->m[0][3]) +
174                       (a->m[i][1] * b->m[1][3]) +
175                       (a->m[i][2] * b->m[2][3]) +
176                       (a->m[i][3] * b->m[3][3]);
177    }
178    *this = result;
179  }
180
181  void Frustum(float left,
182               float right,
183               float bottom,
184               float top,
185               float near_z,
186               float far_z) {
187    float delta_x = right - left;
188    float delta_y = top - bottom;
189    float delta_z = far_z - near_z;
190
191    if ((near_z <= 0.0f) ||
192        (far_z <= 0.0f) ||
193        (delta_z <= 0.0f) ||
194        (delta_y <= 0.0f) ||
195        (delta_y <= 0.0f))
196      return;
197
198    ESMatrix frust;
199    frust.m[0][0] = 2.0f * near_z / delta_x;
200    frust.m[0][1] = frust.m[0][2] = frust.m[0][3] = 0.0f;
201
202    frust.m[1][1] = 2.0f * near_z / delta_y;
203    frust.m[1][0] = frust.m[1][2] = frust.m[1][3] = 0.0f;
204
205    frust.m[2][0] = (right + left) / delta_x;
206    frust.m[2][1] = (top + bottom) / delta_y;
207    frust.m[2][2] = -(near_z + far_z) / delta_z;
208    frust.m[2][3] = -1.0f;
209
210    frust.m[3][2] = -2.0f * near_z * far_z / delta_z;
211    frust.m[3][0] = frust.m[3][1] = frust.m[3][3] = 0.0f;
212
213    Multiply(&frust, this);
214  }
215
216  void Perspective(float fov_y, float aspect, float near_z, float far_z) {
217    GLfloat frustum_h = tanf(fov_y / 360.0f * kPi) * near_z;
218    GLfloat frustum_w = frustum_h * aspect;
219    Frustum(-frustum_w, frustum_w, -frustum_h, frustum_h, near_z, far_z);
220  }
221
222  void Translate(GLfloat tx, GLfloat ty, GLfloat tz) {
223    m[3][0] += m[0][0] * tx + m[1][0] * ty + m[2][0] * tz;
224    m[3][1] += m[0][1] * tx + m[1][1] * ty + m[2][1] * tz;
225    m[3][2] += m[0][2] * tx + m[1][2] * ty + m[2][2] * tz;
226    m[3][3] += m[0][3] * tx + m[1][3] * ty + m[2][3] * tz;
227  }
228
229  void Rotate(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) {
230    GLfloat mag = sqrtf(x * x + y * y + z * z);
231
232    GLfloat sin_angle = sinf(angle * kPi / 180.0f);
233    GLfloat cos_angle = cosf(angle * kPi / 180.0f);
234    if (mag > 0.0f) {
235      GLfloat xx, yy, zz, xy, yz, zx, xs, ys, zs;
236      GLfloat one_minus_cos;
237      ESMatrix rotation;
238
239      x /= mag;
240      y /= mag;
241      z /= mag;
242
243      xx = x * x;
244      yy = y * y;
245      zz = z * z;
246      xy = x * y;
247      yz = y * z;
248      zx = z * x;
249      xs = x * sin_angle;
250      ys = y * sin_angle;
251      zs = z * sin_angle;
252      one_minus_cos = 1.0f - cos_angle;
253
254      rotation.m[0][0] = (one_minus_cos * xx) + cos_angle;
255      rotation.m[0][1] = (one_minus_cos * xy) - zs;
256      rotation.m[0][2] = (one_minus_cos * zx) + ys;
257      rotation.m[0][3] = 0.0F;
258
259      rotation.m[1][0] = (one_minus_cos * xy) + zs;
260      rotation.m[1][1] = (one_minus_cos * yy) + cos_angle;
261      rotation.m[1][2] = (one_minus_cos * yz) - xs;
262      rotation.m[1][3] = 0.0F;
263
264      rotation.m[2][0] = (one_minus_cos * zx) - ys;
265      rotation.m[2][1] = (one_minus_cos * yz) + xs;
266      rotation.m[2][2] = (one_minus_cos * zz) + cos_angle;
267      rotation.m[2][3] = 0.0F;
268
269      rotation.m[3][0] = 0.0F;
270      rotation.m[3][1] = 0.0F;
271      rotation.m[3][2] = 0.0F;
272      rotation.m[3][3] = 1.0F;
273
274      Multiply(&rotation, this);
275    }
276  }
277};
278
279float RotationForTimeDelta(float delta_time) {
280  return delta_time * 40.0f;
281}
282
283float RotationForDragDistance(float drag_distance) {
284  return drag_distance / 5; // Arbitrary damping.
285}
286
287}  // namespace
288
289class SpinningCube::GLState {
290 public:
291  GLState();
292
293  void OnGLContextLost();
294
295  GLfloat angle_;  // Survives losing the GL context.
296
297  GLuint program_object_;
298  GLint position_location_;
299  GLint mvp_location_;
300  GLuint vbo_vertices_;
301  GLuint vbo_indices_;
302  int num_indices_;
303  ESMatrix mvp_matrix_;
304};
305
306SpinningCube::GLState::GLState()
307    : angle_(0) {
308  OnGLContextLost();
309}
310
311void SpinningCube::GLState::OnGLContextLost() {
312  program_object_ = 0;
313  position_location_ = 0;
314  mvp_location_ = 0;
315  vbo_vertices_ = 0;
316  vbo_indices_ = 0;
317  num_indices_ = 0;
318}
319
320SpinningCube::SpinningCube()
321    : initialized_(false),
322      width_(0),
323      height_(0),
324      state_(new GLState()),
325      fling_multiplier_(1.0f),
326      direction_(1) {
327  state_->angle_ = 45.0f;
328}
329
330SpinningCube::~SpinningCube() {
331  if (!initialized_)
332    return;
333  if (state_->vbo_vertices_)
334    glDeleteBuffers(1, &state_->vbo_vertices_);
335  if (state_->vbo_indices_)
336    glDeleteBuffers(1, &state_->vbo_indices_);
337  if (state_->program_object_)
338    glDeleteProgram(state_->program_object_);
339
340  delete state_;
341}
342
343void SpinningCube::Init(uint32_t width, uint32_t height) {
344  width_ = width;
345  height_ = height;
346
347  if (!initialized_) {
348    initialized_ = true;
349    const char vertext_shader_source[] =
350        "uniform mat4 u_mvpMatrix;                   \n"
351        "attribute vec4 a_position;                  \n"
352        "varying vec4 v_color;                       \n"
353        "void main()                                 \n"
354        "{                                           \n"
355        "   gl_Position = u_mvpMatrix * a_position;  \n"
356        "   v_color = vec4(a_position.x + 0.5,       \n"
357        "                  a_position.y + 0.5,       \n"
358        "                  a_position.z + 0.5,       \n"
359        "                  0.8);                     \n"
360        "}                                           \n";
361
362    const char fragment_shader_source[] =
363        "precision mediump float;                    \n"
364        "varying vec4 v_color;                       \n"
365        "void main()                                 \n"
366        "{                                           \n"
367        "  gl_FragColor = v_color;                   \n"
368        "}                                           \n";
369
370    state_->program_object_ = LoadProgram(
371        vertext_shader_source, fragment_shader_source);
372    state_->position_location_ = glGetAttribLocation(
373        state_->program_object_, "a_position");
374    state_->mvp_location_ = glGetUniformLocation(
375        state_->program_object_, "u_mvpMatrix");
376    state_->num_indices_ = GenerateCube(&state_->vbo_vertices_,
377                                        &state_->vbo_indices_);
378
379    glClearColor(0.0f, 0.0f, 0.0f, 0.2f);
380  }
381}
382
383void SpinningCube::OnGLContextLost() {
384  // TODO(yzshen): Is it correct that in this case we don't need to do cleanup
385  // for program and buffers?
386  initialized_ = false;
387  height_ = 0;
388  width_ = 0;
389  state_->OnGLContextLost();
390}
391
392void SpinningCube::SetFlingMultiplier(float drag_distance,
393                                      float drag_time) {
394  fling_multiplier_ = RotationForDragDistance(drag_distance) /
395      RotationForTimeDelta(drag_time);
396
397}
398
399void SpinningCube::UpdateForTimeDelta(float delta_time) {
400  state_->angle_ += RotationForTimeDelta(delta_time) * fling_multiplier_;
401  if (state_->angle_ >= 360.0f)
402    state_->angle_ -= 360.0f;
403
404  // Arbitrary 50-step linear reduction in spin speed.
405  if (fling_multiplier_ > 1.0f) {
406    fling_multiplier_ =
407        std::max(1.0f, fling_multiplier_ - (fling_multiplier_ - 1.0f) / 50);
408  }
409
410  Update();
411}
412
413void SpinningCube::UpdateForDragDistance(float distance) {
414  state_->angle_ += RotationForDragDistance(distance);
415  if (state_->angle_ >= 360.0f )
416    state_->angle_ -= 360.0f;
417
418  Update();
419}
420
421void SpinningCube::Draw() {
422  glViewport(0, 0, width_, height_);
423  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
424  glEnable(GL_DEPTH_TEST);
425  glUseProgram(state_->program_object_);
426
427  glBindBuffer(GL_ARRAY_BUFFER, state_->vbo_vertices_);
428  glVertexAttribPointer(state_->position_location_,
429                        3,
430                        GL_FLOAT,
431                        GL_FALSE, 3 * sizeof(GLfloat),
432                        0);
433  glEnableVertexAttribArray(state_->position_location_);
434
435  glUniformMatrix4fv(state_->mvp_location_,
436                     1,
437                     GL_FALSE,
438                     (GLfloat*) &state_->mvp_matrix_.m[0][0]);
439  glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, state_->vbo_indices_);
440  glDrawElements(GL_TRIANGLES,
441                 state_->num_indices_,
442                 GL_UNSIGNED_SHORT,
443                 0);
444}
445
446void SpinningCube::Update() {
447  float aspect = static_cast<GLfloat>(width_) / static_cast<GLfloat>(height_);
448
449  ESMatrix perspective;
450  perspective.LoadIdentity();
451  perspective.Perspective(60.0f, aspect, 1.0f, 20.0f );
452
453  ESMatrix modelview;
454  modelview.LoadIdentity();
455  modelview.Translate(0.0, 0.0, -2.0);
456  modelview.Rotate(state_->angle_ * direction_, 1.0, 0.0, 1.0);
457
458  state_->mvp_matrix_.Multiply(&modelview, &perspective);
459}
460