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authorEvgeny Zinoviev <me@ch1p.com>2018-09-05 21:46:55 +0300
committerEvgeny Zinoviev <me@ch1p.com>2018-09-05 21:46:55 +0300
commit9fcc074af39f0c88313179eacc3b2a8dd32e94f3 (patch)
treed7422e669f584414f2d9274745206141fb93272d /spinning_cube.c
initial
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+// Copyright 2014 The Chromium Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+// This example program is based on Simple_VertexShader.c from:
+//
+// Book: OpenGL(R) ES 2.0 Programming Guide
+// Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner
+// ISBN-10: 0321502795
+// ISBN-13: 9780321502797
+// Publisher: Addison-Wesley Professional
+// URLs: http://safari.informit.com/9780321563835
+// http://www.opengles-book.com
+//
+
+#include "spinning_cube.h"
+#include <math.h>
+#include <stdlib.h>
+#include <string.h>
+#include <algorithm>
+#include "GLES2/gl2.h"
+
+namespace {
+
+const float kPi = 3.14159265359f;
+
+int GenerateCube(GLuint *vbo_vertices, GLuint *vbo_indices) {
+ const int num_indices = 36;
+ const GLfloat cube_vertices[] = {
+ -0.5f, -0.5f, -0.5f,
+ -0.5f, -0.5f, 0.5f,
+ 0.5f, -0.5f, 0.5f,
+ 0.5f, -0.5f, -0.5f,
+ -0.5f, 0.5f, -0.5f,
+ -0.5f, 0.5f, 0.5f,
+ 0.5f, 0.5f, 0.5f,
+ 0.5f, 0.5f, -0.5f,
+ -0.5f, -0.5f, -0.5f,
+ -0.5f, 0.5f, -0.5f,
+ 0.5f, 0.5f, -0.5f,
+ 0.5f, -0.5f, -0.5f,
+ -0.5f, -0.5f, 0.5f,
+ -0.5f, 0.5f, 0.5f,
+ 0.5f, 0.5f, 0.5f,
+ 0.5f, -0.5f, 0.5f,
+ -0.5f, -0.5f, -0.5f,
+ -0.5f, -0.5f, 0.5f,
+ -0.5f, 0.5f, 0.5f,
+ -0.5f, 0.5f, -0.5f,
+ 0.5f, -0.5f, -0.5f,
+ 0.5f, -0.5f, 0.5f,
+ 0.5f, 0.5f, 0.5f,
+ 0.5f, 0.5f, -0.5f,
+ };
+
+ const GLushort cube_indices[] = {
+ 0, 2, 1,
+ 0, 3, 2,
+ 4, 5, 6,
+ 4, 6, 7,
+ 8, 9, 10,
+ 8, 10, 11,
+ 12, 15, 14,
+ 12, 14, 13,
+ 16, 17, 18,
+ 16, 18, 19,
+ 20, 23, 22,
+ 20, 22, 21
+ };
+
+ if (vbo_vertices) {
+ glGenBuffers(1, vbo_vertices);
+ glBindBuffer(GL_ARRAY_BUFFER, *vbo_vertices);
+ glBufferData(GL_ARRAY_BUFFER,
+ sizeof(cube_vertices),
+ cube_vertices,
+ GL_STATIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ }
+
+ if (vbo_indices) {
+ glGenBuffers(1, vbo_indices);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, *vbo_indices);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER,
+ sizeof(cube_indices),
+ cube_indices,
+ GL_STATIC_DRAW);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ }
+
+ return num_indices;
+}
+
+GLuint LoadShader(GLenum type, const char* shader_source) {
+ GLuint shader = glCreateShader(type);
+ glShaderSource(shader, 1, &shader_source, NULL);
+ glCompileShader(shader);
+ GLint compiled = 0;
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
+ if (!compiled) {
+ glDeleteShader(shader);
+ return 0;
+ }
+ return shader;
+}
+
+GLuint LoadProgram(const char* vertext_shader_source, const char* fragment_shader_source) {
+ GLuint vertex_shader = LoadShader(GL_VERTEX_SHADER,
+ vertext_shader_source);
+ if (!vertex_shader)
+ return 0;
+ GLuint fragment_shader = LoadShader(GL_FRAGMENT_SHADER,
+ fragment_shader_source);
+ if (!fragment_shader) {
+ glDeleteShader(vertex_shader);
+ return 0;
+ }
+ GLuint program_object = glCreateProgram();
+ glAttachShader(program_object, vertex_shader);
+ glAttachShader(program_object, fragment_shader);
+ glLinkProgram(program_object);
+ glDeleteShader(vertex_shader);
+ glDeleteShader(fragment_shader);
+ GLint linked = 0;
+ glGetProgramiv(program_object, GL_LINK_STATUS, &linked);
+ if (!linked) {
+ glDeleteProgram(program_object);
+ return 0;
+ }
+ return program_object;
+}
+
+class ESMatrix {
+public:
+ GLfloat m[4][4];
+
+ ESMatrix() {
+ LoadZero();
+ }
+
+ void LoadZero() {
+ memset(this, 0x0, sizeof(ESMatrix));
+ }
+
+ void LoadIdentity() {
+ LoadZero();
+ m[0][0] = 1.0f;
+ m[1][1] = 1.0f;
+ m[2][2] = 1.0f;
+ m[3][3] = 1.0f;
+ }
+
+ void Multiply(ESMatrix* a, ESMatrix* b) {
+ ESMatrix result;
+ for (int i = 0; i < 4; ++i) {
+ result.m[i][0] = (a->m[i][0] * b->m[0][0]) +
+ (a->m[i][1] * b->m[1][0]) +
+ (a->m[i][2] * b->m[2][0]) +
+ (a->m[i][3] * b->m[3][0]);
+ result.m[i][1] = (a->m[i][0] * b->m[0][1]) +
+ (a->m[i][1] * b->m[1][1]) +
+ (a->m[i][2] * b->m[2][1]) +
+ (a->m[i][3] * b->m[3][1]);
+ result.m[i][2] = (a->m[i][0] * b->m[0][2]) +
+ (a->m[i][1] * b->m[1][2]) +
+ (a->m[i][2] * b->m[2][2]) +
+ (a->m[i][3] * b->m[3][2]);
+ result.m[i][3] = (a->m[i][0] * b->m[0][3]) +
+ (a->m[i][1] * b->m[1][3]) +
+ (a->m[i][2] * b->m[2][3]) +
+ (a->m[i][3] * b->m[3][3]);
+ }
+ *this = result;
+ }
+
+ void Frustum(float left,
+ float right,
+ float bottom,
+ float top,
+ float near_z,
+ float far_z) {
+ float delta_x = right - left;
+ float delta_y = top - bottom;
+ float delta_z = far_z - near_z;
+ if ((near_z <= 0.0f) ||
+ (far_z <= 0.0f) ||
+ (delta_z <= 0.0f) ||
+ (delta_y <= 0.0f) ||
+ (delta_y <= 0.0f))
+ return;
+
+ ESMatrix frust;
+ frust.m[0][0] = 2.0f * near_z / delta_x;
+ frust.m[0][1] = frust.m[0][2] = frust.m[0][3] = 0.0f;
+ frust.m[1][1] = 2.0f * near_z / delta_y;
+ frust.m[1][0] = frust.m[1][2] = frust.m[1][3] = 0.0f;
+ frust.m[2][0] = (right + left) / delta_x;
+ frust.m[2][1] = (top + bottom) / delta_y;
+ frust.m[2][2] = -(near_z + far_z) / delta_z;
+ frust.m[2][3] = -1.0f;
+ frust.m[3][2] = -2.0f * near_z * far_z / delta_z;
+ frust.m[3][0] = frust.m[3][1] = frust.m[3][3] = 0.0f;
+ Multiply(&frust, this);
+ }
+
+ void Perspective(float fov_y, float aspect, float near_z, float far_z) {
+ GLfloat frustum_h = tanf(fov_y / 360.0f * kPi) * near_z;
+ GLfloat frustum_w = frustum_h * aspect;
+ Frustum(-frustum_w, frustum_w, -frustum_h, frustum_h, near_z, far_z);
+ }
+
+ void Translate(GLfloat tx, GLfloat ty, GLfloat tz) {
+ m[3][0] += m[0][0] * tx + m[1][0] * ty + m[2][0] * tz;
+ m[3][1] += m[0][1] * tx + m[1][1] * ty + m[2][1] * tz;
+ m[3][2] += m[0][2] * tx + m[1][2] * ty + m[2][2] * tz;
+ m[3][3] += m[0][3] * tx + m[1][3] * ty + m[2][3] * tz;
+ }
+
+ void Rotate(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) {
+ GLfloat mag = sqrtf(x * x + y * y + z * z);
+ GLfloat sin_angle = sinf(angle * kPi / 180.0f);
+ GLfloat cos_angle = cosf(angle * kPi / 180.0f);
+ if (mag > 0.0f) {
+ GLfloat xx, yy, zz, xy, yz, zx, xs, ys, zs;
+ GLfloat one_minus_cos;
+ ESMatrix rotation;
+ x /= mag;
+ y /= mag;
+ z /= mag;
+ xx = x * x;
+ yy = y * y;
+ zz = z * z;
+ xy = x * y;
+ yz = y * z;
+ zx = z * x;
+ xs = x * sin_angle;
+ ys = y * sin_angle;
+ zs = z * sin_angle;
+ one_minus_cos = 1.0f - cos_angle;
+ rotation.m[0][0] = (one_minus_cos * xx) + cos_angle;
+ rotation.m[0][1] = (one_minus_cos * xy) - zs;
+ rotation.m[0][2] = (one_minus_cos * zx) + ys;
+ rotation.m[0][3] = 0.0F;
+ rotation.m[1][0] = (one_minus_cos * xy) + zs;
+ rotation.m[1][1] = (one_minus_cos * yy) + cos_angle;
+ rotation.m[1][2] = (one_minus_cos * yz) - xs;
+ rotation.m[1][3] = 0.0F;
+ rotation.m[2][0] = (one_minus_cos * zx) - ys;
+ rotation.m[2][1] = (one_minus_cos * yz) + xs;
+ rotation.m[2][2] = (one_minus_cos * zz) + cos_angle;
+ rotation.m[2][3] = 0.0F;
+ rotation.m[3][0] = 0.0F;
+ rotation.m[3][1] = 0.0F;
+ rotation.m[3][2] = 0.0F;
+ rotation.m[3][3] = 1.0F;
+ Multiply(&rotation, this);
+ }
+ }
+};
+
+float RotationForTimeDelta(float delta_time) {
+ return delta_time * 40.0f;
+}
+
+float RotationForDragDistance(float drag_distance) {
+ return drag_distance / 5; // Arbitrary damping.
+}
+
+} // namespace
+
+class SpinningCube::GLState {
+public:
+ GLState();
+ void OnGLContextLost();
+ GLfloat angle_; // Survives losing the GL context.
+ GLuint program_object_;
+ GLint position_location_;
+ GLint mvp_location_;
+ GLuint vbo_vertices_;
+ GLuint vbo_indices_;
+ int num_indices_;
+ ESMatrix mvp_matrix_;
+};
+
+SpinningCube::GLState::GLState()
+ : angle_(0) {
+ OnGLContextLost();
+}
+
+void SpinningCube::GLState::OnGLContextLost() {
+ program_object_ = 0;
+ position_location_ = 0;
+ mvp_location_ = 0;
+ vbo_vertices_ = 0;
+ vbo_indices_ = 0;
+ num_indices_ = 0;
+}
+
+SpinningCube::SpinningCube()
+ : initialized_(false),
+ width_(0),
+ height_(0),
+ state_(new GLState()),
+ fling_multiplier_(1.0f),
+ direction_(1) {
+ state_->angle_ = 45.0f;
+}
+
+SpinningCube::~SpinningCube() {
+ if (!initialized_)
+ return;
+ if (state_->vbo_vertices_)
+ glDeleteBuffers(1, &state_->vbo_vertices_);
+ if (state_->vbo_indices_)
+ glDeleteBuffers(1, &state_->vbo_indices_);
+ if (state_->program_object_)
+ glDeleteProgram(state_->program_object_);
+ delete state_;
+}
+
+void SpinningCube::Init(uint32_t width, uint32_t height) {
+ width_ = width;
+ height_ = height;
+ if (!initialized_) {
+ initialized_ = true;
+ const char vertext_shader_source[] =
+ "uniform mat4 u_mvpMatrix;\n"
+ "attribute vec4 a_position;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = u_mvpMatrix * a_position;\n"
+ "}\n";
+ const char fragment_shader_source[] =
+ "precision mediump float;\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = vec4( 0.0, 0.0, 1.0, 1.0 );\n"
+ "}\n";
+ state_->program_object_ = LoadProgram(
+ vertext_shader_source, fragment_shader_source);
+ state_->position_location_ = glGetAttribLocation(
+ state_->program_object_, "a_position");
+ state_->mvp_location_ = glGetUniformLocation(
+ state_->program_object_, "u_mvpMatrix");
+ state_->num_indices_ = GenerateCube(
+ &state_->vbo_vertices_, &state_->vbo_indices_);
+ glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
+ }
+}
+
+void SpinningCube::OnGLContextLost() {
+ // TODO(yzshen): Is it correct that in this case we don't need to do cleanup
+ // for program and buffers?
+ initialized_ = false;
+ height_ = 0;
+ width_ = 0;
+ state_->OnGLContextLost();
+}
+
+void SpinningCube::SetFlingMultiplier(float drag_distance, float drag_time) {
+ fling_multiplier_ = RotationForDragDistance(drag_distance) / RotationForTimeDelta(drag_time);
+}
+
+void SpinningCube::UpdateForTimeDelta(float delta_time) {
+ state_->angle_ += RotationForTimeDelta(delta_time) * fling_multiplier_;
+ if (state_->angle_ >= 360.0f)
+ state_->angle_ -= 360.0f;
+ // Arbitrary 50-step linear reduction in spin speed.
+ if (fling_multiplier_ > 1.0f) {
+ fling_multiplier_ = std::max(1.0f, fling_multiplier_ - (fling_multiplier_ - 1.0f) / 50);
+ }
+ Update();
+}
+
+void SpinningCube::UpdateForDragDistance(float distance) {
+ state_->angle_ += RotationForDragDistance(distance);
+ if (state_->angle_ >= 360.0f )
+ state_->angle_ -= 360.0f;
+ Update();
+}
+
+void SpinningCube::Draw() {
+ glViewport(0, 0, width_, height_);
+ glClear(GL_COLOR_BUFFER_BIT);
+ glUseProgram(state_->program_object_);
+ glBindBuffer(GL_ARRAY_BUFFER, state_->vbo_vertices_);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, state_->vbo_indices_);
+ glVertexAttribPointer(state_->position_location_, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), 0);
+ glEnableVertexAttribArray(state_->position_location_);
+ glUniformMatrix4fv(state_->mvp_location_, 1, GL_FALSE, (GLfloat*) &state_->mvp_matrix_.m[0][0]);
+ glDrawElements(GL_TRIANGLES, state_->num_indices_, GL_UNSIGNED_SHORT, 0);
+}
+
+void SpinningCube::Update() {
+ float aspect = static_cast<GLfloat>(width_) / static_cast<GLfloat>(height_);
+ ESMatrix perspective;
+ perspective.LoadIdentity();
+ perspective.Perspective(60.0f, aspect, 1.0f, 20.0f );
+ ESMatrix modelview;
+ modelview.LoadIdentity();
+ modelview.Translate(0.0, 0.0, -2.0);
+ modelview.Rotate(state_->angle_ * direction_, 1.0, 0.0, 1.0);
+ state_->mvp_matrix_.Multiply(&modelview, &perspective);
+}