Add an exponential backoff to rechecking the app list doodle.
[chromium-blink-merge.git] / ppapi / examples / gles2_spinning_cube / spinning_cube.cc
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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.
5 // This example program is based on Simple_VertexShader.c from:
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
17 #include "ppapi/examples/gles2_spinning_cube/spinning_cube.h"
19 #include <math.h>
20 #include <stdlib.h>
21 #include <string.h>
23 #include <algorithm>
25 #include "ppapi/lib/gl/include/GLES2/gl2.h"
27 namespace {
29 const float kPi = 3.14159265359f;
31 int GenerateCube(GLuint *vbo_vertices,
32 GLuint *vbo_indices) {
33 const int num_indices = 36;
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,
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
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);
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);
97 return num_indices;
100 GLuint LoadShader(GLenum type,
101 const char* shader_source) {
102 GLuint shader = glCreateShader(type);
103 glShaderSource(shader, 1, &shader_source, NULL);
104 glCompileShader(shader);
106 GLint compiled = 0;
107 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
109 if (!compiled) {
110 glDeleteShader(shader);
111 return 0;
114 return shader;
117 GLuint 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;
124 GLuint fragment_shader = LoadShader(GL_FRAGMENT_SHADER,
125 fragment_shader_source);
126 if (!fragment_shader) {
127 glDeleteShader(vertex_shader);
128 return 0;
131 GLuint program_object = glCreateProgram();
132 glAttachShader(program_object, vertex_shader);
133 glAttachShader(program_object, fragment_shader);
135 glLinkProgram(program_object);
137 glDeleteShader(vertex_shader);
138 glDeleteShader(fragment_shader);
140 GLint linked = 0;
141 glGetProgramiv(program_object, GL_LINK_STATUS, &linked);
143 if (!linked) {
144 glDeleteProgram(program_object);
145 return 0;
148 return program_object;
151 class ESMatrix {
152 public:
153 GLfloat m[4][4];
155 ESMatrix() {
156 LoadZero();
159 void LoadZero() {
160 memset(this, 0x0, sizeof(ESMatrix));
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;
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]);
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]);
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]);
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]);
194 *this = result;
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;
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;
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;
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;
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;
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;
229 Multiply(&frust, this);
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);
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;
245 void Rotate(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) {
246 GLfloat mag = sqrtf(x * x + y * y + z * z);
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;
255 x /= mag;
256 y /= mag;
257 z /= mag;
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;
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;
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;
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;
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;
290 Multiply(&rotation, this);
295 float RotationForTimeDelta(float delta_time) {
296 return delta_time * 40.0f;
299 float RotationForDragDistance(float drag_distance) {
300 return drag_distance / 5; // Arbitrary damping.
303 } // namespace
305 class SpinningCube::GLState {
306 public:
307 GLState();
309 void OnGLContextLost();
311 GLfloat angle_; // Survives losing the GL context.
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_;
322 SpinningCube::GLState::GLState()
323 : angle_(0) {
324 OnGLContextLost();
327 void 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;
336 SpinningCube::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;
346 SpinningCube::~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_);
356 delete state_;
359 void SpinningCube::Init(uint32_t width, uint32_t height) {
360 width_ = width;
361 height_ = height;
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";
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";
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_);
389 glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
393 void 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();
402 void SpinningCube::SetFlingMultiplier(float drag_distance,
403 float drag_time) {
404 fling_multiplier_ = RotationForDragDistance(drag_distance) /
405 RotationForTimeDelta(drag_time);
409 void SpinningCube::UpdateForTimeDelta(float delta_time) {
410 state_->angle_ += RotationForTimeDelta(delta_time) * fling_multiplier_;
411 if (state_->angle_ >= 360.0f)
412 state_->angle_ -= 360.0f;
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);
420 Update();
423 void SpinningCube::UpdateForDragDistance(float distance) {
424 state_->angle_ += RotationForDragDistance(distance);
425 if (state_->angle_ >= 360.0f )
426 state_->angle_ -= 360.0f;
428 Update();
431 void 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_,
439 GL_FLOAT,
440 GL_FALSE, 3 * sizeof(GLfloat),
442 glEnableVertexAttribArray(state_->position_location_);
443 glUniformMatrix4fv(state_->mvp_location_,
445 GL_FALSE,
446 (GLfloat*) &state_->mvp_matrix_.m[0][0]);
447 glDrawElements(GL_TRIANGLES,
448 state_->num_indices_,
449 GL_UNSIGNED_SHORT,
453 void SpinningCube::Update() {
454 float aspect = static_cast<GLfloat>(width_) / static_cast<GLfloat>(height_);
456 ESMatrix perspective;
457 perspective.LoadIdentity();
458 perspective.Perspective(60.0f, aspect, 1.0f, 20.0f );
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);
465 state_->mvp_matrix_.Multiply(&modelview, &perspective);