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Diffstat (limited to 'spinning_cube.c')
-rw-r--r-- | spinning_cube.c | 403 |
1 files changed, 403 insertions, 0 deletions
diff --git a/spinning_cube.c b/spinning_cube.c new file mode 100644 index 0000000..4cadf01 --- /dev/null +++ b/spinning_cube.c @@ -0,0 +1,403 @@ +// 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); +} |