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/*
* Copyright © 2012 Linaro Limited
*
* This file is part of the glmark2 OpenGL (ES) 2.0 benchmark.
*
* glmark2 is free software: you can redistribute it and/or modify it under the
* terms of the GNU General Public License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later
* version.
*
* glmark2 is distributed in the hope that it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
*
* You should have received a copy of the GNU General Public License along with
* glmark2. If not, see <http://www.gnu.org/licenses/>.
*
* Authors:
* Alexandros Frantzis
*/
#include "scene.h"
#include "mat.h"
#include "stack.h"
#include "vec.h"
#include "log.h"
#include "mesh.h"
#include "util.h"
#include "texture.h"
#include "shader-source.h"
#include "renderer.h"
using LibMatrix::vec2;
using LibMatrix::vec3;
using LibMatrix::vec4;
using LibMatrix::mat4;
class SceneTerrainPrivate
{
public:
SceneTerrainPrivate(Canvas &canvas, const LibMatrix::vec2 &repeat_overlay,
bool use_bloom, bool use_tilt_shift) :
canvas(canvas), repeat_overlay(repeat_overlay),
use_bloom(use_bloom), use_tilt_shift(use_tilt_shift),
terrain_renderer(0), bloom_v_renderer(0), bloom_h_renderer(0),
overlay_renderer(0), tilt_v_renderer(0), tilt_h_renderer(0),
copy_renderer(0), height_map_renderer(0), normal_map_renderer(0),
specular_map_renderer(0),
height_normal_chain(0), bloom_chain(0), tilt_chain(0), terrain_chain(0)
{
init_renderers();
}
~SceneTerrainPrivate()
{
release_renderers();
}
void init_renderers()
{
/* Create and set up renderers */
const vec2 map_res(256.0f, 256.0f);
const vec2 screen_res(canvas.width(), canvas.height());
const vec2 bloom_res(256.0f, 256.0f);
const vec2 grass_res(512.0f, 512.0f);
height_map_renderer = new SimplexNoiseRenderer(map_res);
height_map_renderer->setup(height_map_renderer->size(), false, false);
normal_map_renderer = new NormalFromHeightRenderer(map_res);
normal_map_renderer->setup(normal_map_renderer->size(), false, false);
specular_map_renderer = new LuminanceRenderer(grass_res);
specular_map_renderer->setup_texture(GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR,
GL_REPEAT, GL_REPEAT);
specular_map_renderer->setup(specular_map_renderer->size(), false, false);
terrain_renderer = new TerrainRenderer(screen_res, repeat_overlay);
terrain_renderer->setup(terrain_renderer->size(),
!use_bloom && !use_tilt_shift,
true);
terrain_renderer->setup_texture(GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR,
GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
/* Bloom */
if (use_bloom) {
bloom_h_renderer = new BlurRenderer(bloom_res, 2, 4.0,
BlurRenderer::BlurDirectionHorizontal,
vec2(1.0, 1.0) / screen_res,
0.0);
bloom_h_renderer->setup_texture(GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR,
GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
bloom_h_renderer->setup(bloom_h_renderer->size(), false, false);
bloom_v_renderer = new BlurRenderer(bloom_res, 2, 4.0,
BlurRenderer::BlurDirectionVertical,
vec2(1.0, 1.0) / bloom_res,
0.0);
bloom_v_renderer->setup_texture(GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR,
GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
bloom_v_renderer->setup(bloom_v_renderer->size(), false, false);
overlay_renderer = new OverlayRenderer(*terrain_renderer, 0.6);
}
/* Tilt-shift */
if (use_tilt_shift) {
tilt_h_renderer = new BlurRenderer(screen_res, 4, 2.7,
BlurRenderer::BlurDirectionHorizontal,
vec2(1.0, 1.0) / screen_res,
0.5);
tilt_h_renderer->setup_texture(GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR,
GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
tilt_h_renderer->setup(tilt_h_renderer->size(), false, false);
tilt_v_renderer = new BlurRenderer(screen_res, 4, 2.7,
BlurRenderer::BlurDirectionVertical,
vec2(1.0, 1.0) / screen_res,
0.5);
}
/* Copy renderer */
if (use_bloom && !use_tilt_shift)
copy_renderer = new CopyRenderer(screen_res);
/* Height normal chain */
height_normal_chain = new RendererChain();
height_normal_chain->append(*height_map_renderer);
height_normal_chain->append(*normal_map_renderer);
/* Bloom effect chain */
if (use_bloom) {
bloom_chain = new RendererChain();
bloom_chain->append(*bloom_h_renderer);
bloom_chain->append(*bloom_v_renderer);
bloom_chain->append(*overlay_renderer);
}
/* Tilt-shift effect chain */
if (use_tilt_shift) {
tilt_chain = new RendererChain();
tilt_chain->append(*tilt_h_renderer);
tilt_chain->append(*tilt_v_renderer);
}
/* Terrain chain */
terrain_chain = new RendererChain();
terrain_chain->append(*terrain_renderer);
if (use_bloom)
terrain_chain->append(*bloom_chain);
if (use_tilt_shift)
terrain_chain->append(*tilt_chain);
/*
* If are just using bloom, the terrain is rendered to a texture and
* bloom applied on that texture. We need to "copy" that texture's
* contents to the screen to make the scene visible.
*/
if (use_bloom && !use_tilt_shift)
terrain_chain->append(*copy_renderer);
/*
* Set up renderer textures.
*/
terrain_renderer->height_map_texture(height_map_renderer->texture());
terrain_renderer->normal_map_texture(normal_map_renderer->texture());
terrain_renderer->specular_map_texture(specular_map_renderer->texture());
specular_map_renderer->input_texture(terrain_renderer->diffuse1_texture());
}
void release_renderers()
{
delete terrain_chain;
delete bloom_chain;
delete tilt_chain;
delete height_normal_chain;
delete height_map_renderer;
delete normal_map_renderer;
delete specular_map_renderer;
delete terrain_renderer;
delete bloom_v_renderer;
delete bloom_h_renderer;
delete overlay_renderer;
delete tilt_v_renderer;
delete tilt_h_renderer;
delete copy_renderer;
}
Canvas &canvas;
LibMatrix::vec2 repeat_overlay;
bool use_bloom;
bool use_tilt_shift;
/* Renderers */
TerrainRenderer *terrain_renderer;
BlurRenderer *bloom_v_renderer;
BlurRenderer *bloom_h_renderer;
OverlayRenderer *overlay_renderer;
BlurRenderer *tilt_v_renderer;
BlurRenderer *tilt_h_renderer;
CopyRenderer *copy_renderer;
SimplexNoiseRenderer *height_map_renderer;
NormalFromHeightRenderer *normal_map_renderer;
LuminanceRenderer *specular_map_renderer;
/* Chains */
RendererChain *height_normal_chain;
RendererChain *bloom_chain;
RendererChain *tilt_chain;
RendererChain *terrain_chain;
};
SceneTerrain::SceneTerrain(Canvas &pCanvas) :
Scene(pCanvas, "terrain"), priv_(0)
{
options_["repeat-overlay"] = Scene::Option("repeat-overlay", "6.0",
"How many times to repeat the terrain texture on the terrain plane (per side)");
options_["bloom"] = Scene::Option("bloom", "true",
"Use bloom post-processing effect",
"false,true");
options_["tilt-shift"] = Scene::Option("tilt-shift", "true",
"Use tilt-shift post-processing effect",
"false,true");
}
SceneTerrain::~SceneTerrain()
{
delete priv_;
}
bool
SceneTerrain::supported(bool show_errors)
{
GLint vertex_textures;
glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &vertex_textures);
if (show_errors && vertex_textures <= 0) {
Log::error("SceneTerrain requires Vertex Texture Fetch support, "
"but GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS is %d\n",
vertex_textures);
}
return vertex_textures > 0;
}
bool
SceneTerrain::load()
{
Scene::load();
running_ = false;
return true;
}
void
SceneTerrain::unload()
{
Scene::unload();
}
bool
SceneTerrain::setup()
{
if (!Scene::setup())
return false;
/* Parse options */
float repeat = Util::fromString<double>(options_["repeat-overlay"].value);
LibMatrix::vec2 repeat_overlay(repeat, repeat);
bool use_bloom = options_["bloom"].value == "true";
bool use_tilt_shift = options_["tilt-shift"].value == "true";
priv_ = new SceneTerrainPrivate(canvas_, repeat_overlay,
use_bloom, use_tilt_shift);
/* Set up terrain rendering program */
LibMatrix::Stack4 model;
LibMatrix::Stack4 camera;
LibMatrix::mat4 projection = LibMatrix::Mat4::perspective(
40.0, canvas_.width() / static_cast<float>(canvas_.height()),
2.0, 4000.0);
/* Place camera */
camera.lookAt(-1200.0f, 800.0f, 1200.0f,
0.0, 0.0, 0.0,
0.0, 1.0, 0.0);
/* Move and rotate plane */
model.translate(0.0f, -125.0f, 0.0f);
model.rotate(-90.0, 1.0f, 0.0f, 0.0f);
LibMatrix::mat4 view_matrix(camera.getCurrent());
LibMatrix::mat4 model_matrix(model.getCurrent());
LibMatrix::mat4 model_view_matrix(view_matrix * model_matrix);
LibMatrix::mat4 normal_matrix(model_view_matrix);
normal_matrix.inverse().transpose();
/* Set up terrain renderer program */
priv_->terrain_renderer->program().start();
priv_->terrain_renderer->program()["viewMatrix"] = view_matrix;
priv_->terrain_renderer->program()["modelViewMatrix"] = model_view_matrix;
priv_->terrain_renderer->program()["normalMatrix"] = normal_matrix;
priv_->terrain_renderer->program()["projectionMatrix"] = projection;
/* Create the specular map */
priv_->specular_map_renderer->render();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, canvas_.width(), canvas_.height());
currentFrame_ = 0;
startTime_ = Util::get_timestamp_us() / 1000000.0;
running_ = true;
return true;
}
void
SceneTerrain::teardown()
{
delete priv_;
priv_ = 0;
Scene::teardown();
}
void
SceneTerrain::update()
{
Scene::update();
double now = Util::get_timestamp_us() / 1000000.0;
float diff = now - startTime_;
float scale = priv_->terrain_renderer->repeat_overlay().x() /
priv_->height_map_renderer->uv_scale().x();
/* Update height map */
priv_->height_map_renderer->program().start();
priv_->height_map_renderer->program()["uvOffset"] = vec2(diff * 0.05f, 0.0f);
priv_->terrain_renderer->program().start();
priv_->terrain_renderer->program()["uOffset"] = vec2(scale * diff * 0.05f, 0.0f);
}
void
SceneTerrain::draw()
{
/* Render the height and normal maps used by the terrain */
priv_->height_normal_chain->render();
/* Render the terrain plus any post-processing effects */
priv_->terrain_chain->render();
}
Scene::ValidationResult
SceneTerrain::validate()
{
return Scene::ValidationUnknown;
}