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/gles2_spinning_cube/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 -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 100GLuint 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 117GLuint 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 151class 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 295float RotationForTimeDelta(float delta_time) { 296 return delta_time * 40.0f; 297} 298 299float RotationForDragDistance(float drag_distance) { 300 return drag_distance / 5; // Arbitrary damping. 301} 302 303} // namespace 304 305class 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 GLuint vbo_vertices_; 317 GLuint vbo_indices_; 318 int num_indices_; 319 ESMatrix mvp_matrix_; 320}; 321 322SpinningCube::GLState::GLState() 323 : angle_(0) { 324 OnGLContextLost(); 325} 326 327void SpinningCube::GLState::OnGLContextLost() { 328 program_object_ = 0; 329 position_location_ = 0; 330 mvp_location_ = 0; 331 vbo_vertices_ = 0; 332 vbo_indices_ = 0; 333 num_indices_ = 0; 334} 335 336SpinningCube::SpinningCube() 337 : initialized_(false), 338 width_(0), 339 height_(0), 340 state_(new GLState()), 341 fling_multiplier_(1.0f), 342 direction_(1) { 343 state_->angle_ = 45.0f; 344} 345 346SpinningCube::~SpinningCube() { 347 if (!initialized_) 348 return; 349 if (state_->vbo_vertices_) 350 glDeleteBuffers(1, &state_->vbo_vertices_); 351 if (state_->vbo_indices_) 352 glDeleteBuffers(1, &state_->vbo_indices_); 353 if (state_->program_object_) 354 glDeleteProgram(state_->program_object_); 355 356 delete state_; 357} 358 359void SpinningCube::Init(uint32_t width, uint32_t height) { 360 width_ = width; 361 height_ = height; 362 363 if (!initialized_) { 364 initialized_ = true; 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 "void main() \n" 376 "{ \n" 377 " gl_FragColor = vec4( 0.0, 0.0, 1.0, 1.0 ); \n" 378 "} \n"; 379 380 state_->program_object_ = LoadProgram( 381 vertext_shader_source, fragment_shader_source); 382 state_->position_location_ = glGetAttribLocation( 383 state_->program_object_, "a_position"); 384 state_->mvp_location_ = glGetUniformLocation( 385 state_->program_object_, "u_mvpMatrix"); 386 state_->num_indices_ = GenerateCube( 387 &state_->vbo_vertices_, &state_->vbo_indices_); 388 389 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 390 } 391} 392 393void SpinningCube::OnGLContextLost() { 394 // TODO(yzshen): Is it correct that in this case we don't need to do cleanup 395 // for program and buffers? 396 initialized_ = false; 397 height_ = 0; 398 width_ = 0; 399 state_->OnGLContextLost(); 400} 401 402void SpinningCube::SetFlingMultiplier(float drag_distance, 403 float drag_time) { 404 fling_multiplier_ = RotationForDragDistance(drag_distance) / 405 RotationForTimeDelta(drag_time); 406 407} 408 409void SpinningCube::UpdateForTimeDelta(float delta_time) { 410 state_->angle_ += RotationForTimeDelta(delta_time) * fling_multiplier_; 411 if (state_->angle_ >= 360.0f) 412 state_->angle_ -= 360.0f; 413 414 // Arbitrary 50-step linear reduction in spin speed. 415 if (fling_multiplier_ > 1.0f) { 416 fling_multiplier_ = 417 std::max(1.0f, fling_multiplier_ - (fling_multiplier_ - 1.0f) / 50); 418 } 419 420 Update(); 421} 422 423void SpinningCube::UpdateForDragDistance(float distance) { 424 state_->angle_ += RotationForDragDistance(distance); 425 if (state_->angle_ >= 360.0f ) 426 state_->angle_ -= 360.0f; 427 428 Update(); 429} 430 431void SpinningCube::Draw() { 432 glViewport(0, 0, width_, height_); 433 glClear(GL_COLOR_BUFFER_BIT); 434 glUseProgram(state_->program_object_); 435 glBindBuffer(GL_ARRAY_BUFFER, state_->vbo_vertices_); 436 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, state_->vbo_indices_); 437 glVertexAttribPointer(state_->position_location_, 438 3, 439 GL_FLOAT, 440 GL_FALSE, 3 * sizeof(GLfloat), 441 0); 442 glEnableVertexAttribArray(state_->position_location_); 443 glUniformMatrix4fv(state_->mvp_location_, 444 1, 445 GL_FALSE, 446 (GLfloat*) &state_->mvp_matrix_.m[0][0]); 447 glDrawElements(GL_TRIANGLES, 448 state_->num_indices_, 449 GL_UNSIGNED_SHORT, 450 0); 451} 452 453void SpinningCube::Update() { 454 float aspect = static_cast<GLfloat>(width_) / static_cast<GLfloat>(height_); 455 456 ESMatrix perspective; 457 perspective.LoadIdentity(); 458 perspective.Perspective(60.0f, aspect, 1.0f, 20.0f ); 459 460 ESMatrix modelview; 461 modelview.LoadIdentity(); 462 modelview.Translate(0.0, 0.0, -2.0); 463 modelview.Rotate(state_->angle_ * direction_, 1.0, 0.0, 1.0); 464 465 state_->mvp_matrix_.Multiply(&modelview, &perspective); 466} 467