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authorpenghuang@chromium.org <penghuang@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2014-06-16 14:20:26 +0000
committerpenghuang@chromium.org <penghuang@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2014-06-16 14:20:26 +0000
commitc44620b2cb57378a518ee97427e7c3d319507c8d (patch)
treeccc8f088aab4dc3758fc71de6b9eca133e3637c9 /ppapi/examples
parentd765198b19590e158a609cc34c29af39b6cd9e9d (diff)
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[PPAPI] Compositor API implementation.
Implement the compositor API which allows a plugin to combine different sources of visual data efficiently, such as PPB_ImageData and OpengGL texture. API Proposal http://goo.gl/V7xcu3 BUG=374383 Committed: https://src.chromium.org/viewvc/chrome?view=rev&revision=277208 Review URL: https://codereview.chromium.org/298023004 git-svn-id: svn://svn.chromium.org/chrome/trunk/src@277422 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'ppapi/examples')
-rw-r--r--ppapi/examples/compositor/compositor.cc439
-rw-r--r--ppapi/examples/compositor/compositor.html28
-rw-r--r--ppapi/examples/compositor/spinning_cube.cc459
-rw-r--r--ppapi/examples/compositor/spinning_cube.h42
4 files changed, 968 insertions, 0 deletions
diff --git a/ppapi/examples/compositor/compositor.cc b/ppapi/examples/compositor/compositor.cc
new file mode 100644
index 0000000..d437bc84
--- /dev/null
+++ b/ppapi/examples/compositor/compositor.cc
@@ -0,0 +1,439 @@
+// 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.
+
+// Needed on Windows to get |M_PI| from math.h.
+#ifdef _WIN32
+#define _USE_MATH_DEFINES
+#endif
+
+#include <math.h>
+
+#include <vector>
+
+#include "ppapi/c/pp_errors.h"
+#include "ppapi/c/pp_input_event.h"
+#include "ppapi/cpp/compositor.h"
+#include "ppapi/cpp/compositor_layer.h"
+#include "ppapi/cpp/graphics_3d.h"
+#include "ppapi/cpp/graphics_3d_client.h"
+#include "ppapi/cpp/image_data.h"
+#include "ppapi/cpp/input_event.h"
+#include "ppapi/cpp/instance.h"
+#include "ppapi/cpp/module.h"
+#include "ppapi/cpp/rect.h"
+#include "ppapi/cpp/var_dictionary.h"
+#include "ppapi/examples/compositor/spinning_cube.h"
+#include "ppapi/lib/gl/gles2/gl2ext_ppapi.h"
+#include "ppapi/lib/gl/include/GLES2/gl2.h"
+#include "ppapi/lib/gl/include/GLES2/gl2ext.h"
+#include "ppapi/utility/completion_callback_factory.h"
+
+// Use assert as a poor-man's CHECK, even in non-debug mode.
+// Since <assert.h> redefines assert on every inclusion (it doesn't use
+// include-guards), make sure this is the last file #include'd in this file.
+#undef NDEBUG
+#include <assert.h>
+
+// When compiling natively on Windows, PostMessage can be #define-d to
+// something else.
+#ifdef PostMessage
+#undef PostMessage
+#endif
+
+// Assert |context_| isn't holding any GL Errors. Done as a macro instead of a
+// function to preserve line number information in the failure message.
+#define AssertNoGLError() \
+ PP_DCHECK(!glGetError());
+
+namespace {
+
+const int32_t kTextureWidth = 800;
+const int32_t kTextureHeight = 800;
+const int32_t kImageWidth = 256;
+const int32_t kImageHeight = 256;
+
+class DemoInstance : public pp::Instance, public pp::Graphics3DClient {
+ public:
+ DemoInstance(PP_Instance instance);
+ virtual ~DemoInstance();
+
+ // pp::Instance implementation (see PPP_Instance).
+ virtual bool Init(uint32_t argc, const char* argn[], const char* argv[]);
+ virtual void DidChangeView(const pp::Rect& position,
+ const pp::Rect& clip);
+ virtual bool HandleInputEvent(const pp::InputEvent& event);
+
+ // pp::Graphics3DClient implementation.
+ virtual void Graphics3DContextLost();
+
+ private:
+ // GL-related functions.
+ void InitGL(int32_t result);
+ GLuint PrepareFramebuffer();
+ pp::ImageData PrepareImage();
+ void Paint(int32_t result, int32_t frame);
+ void OnTextureReleased(int32_t result, GLuint texture);
+ void OnImageReleased(int32_t result, const pp::ImageData& image);
+
+ pp::CompletionCallbackFactory<DemoInstance> callback_factory_;
+
+ // Owned data.
+ pp::Graphics3D* context_;
+
+ GLuint fbo_;
+ GLuint rbo_;
+
+ std::vector<GLuint> textures_;
+ std::vector<pp::ImageData> images_;
+
+ pp::Compositor compositor_;
+ pp::CompositorLayer color_layer_;
+ pp::CompositorLayer stable_texture_layer_;
+ pp::CompositorLayer texture_layer_;
+ pp::CompositorLayer image_layer_;
+
+ bool rebuild_layers_;
+ int32_t total_resource_;
+
+ SpinningCube* cube_;
+};
+
+DemoInstance::DemoInstance(PP_Instance instance)
+ : pp::Instance(instance),
+ pp::Graphics3DClient(this),
+ callback_factory_(this),
+ context_(NULL),
+ fbo_(0),
+ rbo_(0),
+ compositor_(this),
+ rebuild_layers_(false),
+ total_resource_(0),
+ cube_(new SpinningCube()) {
+ RequestInputEvents(PP_INPUTEVENT_CLASS_MOUSE);
+}
+
+DemoInstance::~DemoInstance() {
+ delete cube_;
+ assert(glTerminatePPAPI());
+ delete context_;
+}
+
+bool DemoInstance::Init(uint32_t /*argc*/,
+ const char* /*argn*/[],
+ const char* /*argv*/[]) {
+ return !!glInitializePPAPI(pp::Module::Get()->get_browser_interface());
+}
+
+void DemoInstance::DidChangeView(
+ const pp::Rect& position, const pp::Rect& /*clip*/) {
+ if (position.width() == 0 || position.height() == 0)
+ return;
+ // Initialize graphics.
+ InitGL(0);
+}
+
+bool DemoInstance::HandleInputEvent(const pp::InputEvent& event) {
+ switch (event.GetType()) {
+ case PP_INPUTEVENT_TYPE_MOUSEDOWN:
+ rebuild_layers_ = true;
+ return true;
+ default:
+ break;
+ }
+ return false;
+}
+
+void DemoInstance::Graphics3DContextLost() {
+ fbo_ = 0;
+ rbo_ = 0;
+ compositor_.ResetLayers();
+ color_layer_ = pp::CompositorLayer();
+ stable_texture_layer_ = pp::CompositorLayer();
+ texture_layer_ = pp::CompositorLayer();
+ image_layer_ = pp::CompositorLayer();
+ total_resource_ -= static_cast<int32_t>(textures_.size());
+ textures_.clear();
+ delete context_;
+ context_ = NULL;
+ cube_->OnGLContextLost();
+ pp::CompletionCallback cb = callback_factory_.NewCallback(
+ &DemoInstance::InitGL);
+ pp::Module::Get()->core()->CallOnMainThread(0, cb, 0);
+}
+
+void DemoInstance::InitGL(int32_t /*result*/) {
+ if (context_)
+ return;
+ int32_t context_attributes[] = {
+ PP_GRAPHICS3DATTRIB_ALPHA_SIZE, 8,
+ PP_GRAPHICS3DATTRIB_BLUE_SIZE, 8,
+ PP_GRAPHICS3DATTRIB_GREEN_SIZE, 8,
+ PP_GRAPHICS3DATTRIB_RED_SIZE, 8,
+ PP_GRAPHICS3DATTRIB_DEPTH_SIZE, 0,
+ PP_GRAPHICS3DATTRIB_STENCIL_SIZE, 0,
+ PP_GRAPHICS3DATTRIB_SAMPLES, 0,
+ PP_GRAPHICS3DATTRIB_SAMPLE_BUFFERS, 0,
+ PP_GRAPHICS3DATTRIB_WIDTH, 32,
+ PP_GRAPHICS3DATTRIB_HEIGHT, 32,
+ PP_GRAPHICS3DATTRIB_NONE,
+ };
+ context_ = new pp::Graphics3D(this, context_attributes);
+ assert(!context_->is_null());
+ assert(BindGraphics(compositor_));
+
+ glSetCurrentContextPPAPI(context_->pp_resource());
+
+ cube_->Init(kTextureWidth, kTextureHeight);
+
+ Paint(PP_OK, 0);
+}
+
+GLuint DemoInstance::PrepareFramebuffer() {
+ GLuint texture = 0;
+ if (textures_.empty()) {
+ total_resource_++;
+ // Create a texture object
+ glGenTextures(1, &texture);
+ glBindTexture(GL_TEXTURE_2D, texture);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kTextureWidth, kTextureHeight, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ } else {
+ texture = textures_.back();
+ textures_.pop_back();
+ }
+
+ if (!rbo_) {
+ // create a renderbuffer object to store depth info
+ glGenRenderbuffers(1, &rbo_);
+ glBindRenderbuffer(GL_RENDERBUFFER, rbo_);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16,
+ kTextureWidth, kTextureHeight);
+ glBindRenderbuffer(GL_RENDERBUFFER, 0);
+ }
+
+ if (!fbo_) {
+ // create a framebuffer object
+ glGenFramebuffers(1, &fbo_);
+ }
+
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo_);
+
+ // attach the texture to FBO color attachment point
+ glFramebufferTexture2D(GL_FRAMEBUFFER,
+ GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D,
+ texture,
+ 0);
+
+ // attach the renderbuffer to depth attachment point
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER,
+ GL_DEPTH_ATTACHMENT,
+ GL_RENDERBUFFER,
+ rbo_);
+
+ // check FBO status
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ assert(status == GL_FRAMEBUFFER_COMPLETE);
+
+ AssertNoGLError();
+ return texture;
+}
+
+pp::ImageData DemoInstance::PrepareImage() {
+ if (images_.empty()) {
+ total_resource_++;
+ return pp::ImageData(this,
+ PP_IMAGEDATAFORMAT_RGBA_PREMUL,
+ pp::Size(kImageWidth, kImageHeight),
+ false);
+ }
+ pp::ImageData image = images_.back();
+ images_.pop_back();
+ return image;
+}
+
+void DemoInstance::Paint(int32_t result, int32_t frame) {
+ assert(result == PP_OK);
+
+ if (result != PP_OK || !context_)
+ return;
+
+ int32_t rv;
+
+ if (rebuild_layers_) {
+ compositor_.ResetLayers();
+ color_layer_ = pp::CompositorLayer();
+ stable_texture_layer_ = pp::CompositorLayer();
+ texture_layer_ = pp::CompositorLayer();
+ image_layer_ = pp::CompositorLayer();
+ frame = 0;
+ rebuild_layers_ = false;
+ }
+
+ float factor_sin = sin(M_PI / 180 * frame);
+ float factor_cos = cos(M_PI / 180 * frame);
+ {
+ // Set the background color layer.
+ if (color_layer_.is_null()) {
+ color_layer_ = compositor_.AddLayer();
+ assert(!color_layer_.is_null());
+ static const float transform[16] = {
+ 1.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 1.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f,
+ };
+ rv = color_layer_.SetTransform(transform);
+ assert(rv == PP_OK);
+ }
+ rv = color_layer_.SetColor(fabs(factor_sin),
+ fabs(factor_cos),
+ fabs(factor_sin * factor_cos),
+ 1.0f,
+ pp::Size(800, 600));
+ assert(rv == PP_OK);
+ }
+
+ {
+ // Set the image layer
+ if (image_layer_.is_null()) {
+ image_layer_ = compositor_.AddLayer();
+ assert(!image_layer_.is_null());
+ }
+ float x = frame % 800;
+ float y = 200 - 200 * factor_sin;
+ const float transform[16] = {
+ fabs(factor_sin) + 0.2f, 0.0f, 0.0f, 0.0f,
+ 0.0f, fabs(factor_sin) + 0.2f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 1.0f, 0.0f,
+ x, y, 0.0f, 1.0f,
+ };
+ rv = image_layer_.SetTransform(transform);
+ assert(rv == PP_OK);
+
+ pp::ImageData image = PrepareImage();
+ uint8_t *p = static_cast<uint8_t*>(image.data());
+ for (int x = 0; x < kImageWidth; ++x) {
+ for (int y = 0; y < kImageHeight; ++y) {
+ *(p++) = frame;
+ *(p++) = frame * x;
+ *(p++) = frame * y;
+ *(p++) = 255;
+ }
+ }
+ rv = image_layer_.SetImage(image, pp::Size(kImageWidth, kImageHeight),
+ callback_factory_.NewCallback(&DemoInstance::OnImageReleased, image));
+ assert(rv == PP_OK_COMPLETIONPENDING);
+ }
+
+ {
+ // Set the stable texture layer
+ if (stable_texture_layer_.is_null()) {
+ stable_texture_layer_ = compositor_.AddLayer();
+ assert(!stable_texture_layer_.is_null());
+ GLuint texture = PrepareFramebuffer();
+ cube_->UpdateForTimeDelta(0.02f);
+ cube_->Draw();
+ rv = stable_texture_layer_.SetTexture(
+ *context_,
+ texture, pp::Size(600, 600),
+ callback_factory_.NewCallback(&DemoInstance::OnTextureReleased,
+ texture));
+ assert(rv == PP_OK_COMPLETIONPENDING);
+ rv = stable_texture_layer_.SetPremultipliedAlpha(PP_FALSE);
+ assert(rv == PP_OK);
+ }
+
+ int32_t delta = 200 * fabsf(factor_sin);
+ if (delta != 0) {
+ int32_t x_y = 25 + delta;
+ int32_t w_h = 650 - delta - delta;
+ rv = stable_texture_layer_.SetClipRect(pp::Rect(x_y, x_y, w_h, w_h));
+ } else {
+ rv = stable_texture_layer_.SetClipRect(pp::Rect());
+ }
+ assert(rv == PP_OK);
+
+ const float transform[16] = {
+ factor_cos, -factor_sin, 0.0f, 0.0f,
+ factor_sin, factor_cos, 0.0f, 0.0f,
+ 0.0f, 0.0f, 1.0f, 0.0f,
+ 50.0f, 50.0f, 0.0f, 1.0f,
+ };
+ rv = stable_texture_layer_.SetTransform(transform);
+ assert(rv == PP_OK);
+ }
+
+ {
+ // Set the dynamic texture layer.
+ if (texture_layer_.is_null()) {
+ texture_layer_ = compositor_.AddLayer();
+ assert(!texture_layer_.is_null());
+ static const float transform[16] = {
+ 1.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 1.0f, 0.0f,
+ 200.0f, 0.0f, 0.0f, 1.0f,
+ };
+ rv = texture_layer_.SetTransform(transform);
+ assert(rv == PP_OK);
+ }
+
+ GLuint texture = PrepareFramebuffer();
+ cube_->UpdateForTimeDelta(0.02f);
+ cube_->Draw();
+ rv = texture_layer_.SetTexture(*context_, texture, pp::Size(400, 400),
+ callback_factory_.NewCallback(&DemoInstance::OnTextureReleased,
+ texture));
+ assert(rv == PP_OK_COMPLETIONPENDING);
+ rv = texture_layer_.SetPremultipliedAlpha(PP_FALSE);
+ assert(rv == PP_OK);
+ }
+
+ rv = compositor_.CommitLayers(
+ callback_factory_.NewCallback(&DemoInstance::Paint, ++frame));
+ assert(rv == PP_OK_COMPLETIONPENDING);
+
+ pp::VarDictionary dict;
+ dict.Set(pp::Var("total_resource"), pp::Var(total_resource_));
+ dict.Set(pp::Var("free_resource"),
+ pp::Var((int32_t)(textures_.size() + images_.size())));
+ PostMessage(dict);
+}
+
+void DemoInstance::OnTextureReleased(int32_t result, GLuint texture) {
+ if (result == PP_OK)
+ textures_.push_back(texture);
+}
+
+void DemoInstance::OnImageReleased(int32_t result, const pp::ImageData& image) {
+ if (result == PP_OK)
+ images_.push_back(image);
+}
+
+// This object is the global object representing this plugin library as long
+// as it is loaded.
+class DemoModule : public pp::Module {
+ public:
+ DemoModule() : Module() {}
+ virtual ~DemoModule() {}
+
+ virtual pp::Instance* CreateInstance(PP_Instance instance) {
+ return new DemoInstance(instance);
+ }
+};
+
+} // anonymous namespace
+
+namespace pp {
+// Factory function for your specialization of the Module object.
+Module* CreateModule() {
+ return new DemoModule();
+}
+} // namespace pp
diff --git a/ppapi/examples/compositor/compositor.html b/ppapi/examples/compositor/compositor.html
new file mode 100644
index 0000000..a0dcfbe
--- /dev/null
+++ b/ppapi/examples/compositor/compositor.html
@@ -0,0 +1,28 @@
+<!DOCTYPE html>
+<html>
+ <!--
+ 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.
+ -->
+<head>
+ <title>GLES2 Spinning Cube Example</title>
+</head>
+
+<body>
+
+<embed id="plugin" type="application/x-ppapi-example-compositor"
+ width="800" height="600"/> <br/>
+ Total resource: <input id="total" > <br/>
+ Free resource: <input id="free" > <br/>
+<script type="text/javascript">
+ var plugin = document.getElementById('plugin');
+ var total = document.getElementById('total');
+ var free = document.getElementById('free');
+ plugin.addEventListener('message', function(message) {
+ total.value = message.data.total_resource;
+ free.value = message.data.free_resource;
+ }, false);
+</script>
+</body>
+</html>
diff --git a/ppapi/examples/compositor/spinning_cube.cc b/ppapi/examples/compositor/spinning_cube.cc
new file mode 100644
index 0000000..2e76699
--- /dev/null
+++ b/ppapi/examples/compositor/spinning_cube.cc
@@ -0,0 +1,459 @@
+// 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 "ppapi/examples/compositor/spinning_cube.h"
+
+#include <math.h>
+#include <stdlib.h>
+#include <string.h>
+
+#include <algorithm>
+
+#include "ppapi/lib/gl/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,
+ };
+
+ const GLushort cube_indices[] = {
+ 0, 2, 1,
+ 0, 3, 2,
+ 4, 5, 6,
+ 4, 6, 7,
+ 3, 6, 2,
+ 3, 7, 6,
+ 0, 1, 5,
+ 0, 5, 4,
+ 0, 7, 3,
+ 0, 4, 7,
+ 1, 2, 6,
+ 1, 6, 5,
+ };
+
+ 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"
+ "varying vec4 v_color; \n"
+ "void main() \n"
+ "{ \n"
+ " gl_Position = u_mvpMatrix * a_position; \n"
+ " v_color = vec4(a_position.x + 0.5, \n"
+ " a_position.y + 0.5, \n"
+ " a_position.z + 0.5, \n"
+ " 0.8); \n"
+ "} \n";
+
+ const char fragment_shader_source[] =
+ "precision mediump float; \n"
+ "varying vec4 v_color; \n"
+ "void main() \n"
+ "{ \n"
+ " gl_FragColor = v_color; \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, 0.2f);
+ }
+}
+
+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 | GL_DEPTH_BUFFER_BIT);
+ glEnable(GL_DEPTH_TEST);
+ glUseProgram(state_->program_object_);
+
+ glBindBuffer(GL_ARRAY_BUFFER, state_->vbo_vertices_);
+ 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]);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, state_->vbo_indices_);
+ 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);
+}
diff --git a/ppapi/examples/compositor/spinning_cube.h b/ppapi/examples/compositor/spinning_cube.h
new file mode 100644
index 0000000..84a302c2
--- /dev/null
+++ b/ppapi/examples/compositor/spinning_cube.h
@@ -0,0 +1,42 @@
+// 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.
+
+#ifndef PPAPI_EXAMPLES_GLES2_SPINNING_CUBE_SPINNING_CUBE_H_
+#define PPAPI_EXAMPLES_GLES2_SPINNING_CUBE_SPINNING_CUBE_H_
+
+#include "ppapi/c/pp_stdint.h"
+
+class SpinningCube {
+ public:
+ SpinningCube();
+ ~SpinningCube();
+
+ void Init(uint32_t width, uint32_t height);
+ void set_direction(int direction) { direction_ = direction; }
+ void SetFlingMultiplier(float drag_distance, float drag_time);
+ void UpdateForTimeDelta(float delta_time);
+ void UpdateForDragDistance(float distance);
+ void Draw();
+
+ void OnGLContextLost();
+
+ private:
+ class GLState;
+
+ // Disallow copy and assign.
+ SpinningCube(const SpinningCube& other);
+ SpinningCube& operator=(const SpinningCube& other);
+
+ void Update();
+
+ bool initialized_;
+ uint32_t width_;
+ uint32_t height_;
+ // Owned ptr.
+ GLState* state_;
+ float fling_multiplier_;
+ int direction_;
+};
+
+#endif // PPAPI_EXAMPLES_GLES2_SPINNING_CUBE_SPINNING_CUBE_H_