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/*
* Copyright © 2008 Ben Smith
* Copyright © 2010-2011 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:
* Ben Smith (original glmark benchmark)
* Alexandros Frantzis (glmark2)
* Marc Ordinas i Llopis, Collabora Ltd. (pulsar scene)
* Jesse Barker (glmark2)
*/
#ifndef GLMARK2_SCENE_H_
#define GLMARK2_SCENE_H_
#include "gl-headers.h"
#include "mesh.h"
#include "vec.h"
#include "program.h"
#include <math.h>
#include <string>
#include <map>
#include <list>
#include <vector>
#include "canvas.h"
/**
* A configurable scene used for creating benchmarks.
*/
class Scene
{
public:
virtual ~Scene();
/**
* Scene options.
*/
struct Option {
Option(const std::string &nam, const std::string &val, const std::string &desc,
const std::string &values = "");
Option() {}
std::string name;
std::string value;
std::string default_value;
std::string description;
std::vector<std::string> acceptable_values;
bool set;
};
/**
* The result of a validation check.
*/
enum ValidationResult {
ValidationFailure,
ValidationSuccess,
ValidationUnknown
};
/**
* Checks whether this scene (in its current configuration) is supported.
*
* @param show_errors whether to log errors about unsupported features
*
* @return whether the scene is supported
*/
virtual bool supported(bool show_errors);
/**
* Performs option-independent resource loading and configuration.
*
* It should be safe to call ::load() (and the corresponding ::unload())
* only once per program execution, although you may choose to do so more
* times to better manage resource consumption.
*
* @return whether loading succeeded
*/
virtual bool load();
/**
* Performs option-independent resource unloading.
*/
virtual void unload();
/**
* Performs option-dependent resource loading and configuration.
*
* This method also prepares a scene for a benchmark run.
* It should be called just before running a scene/benchmark.
*
* The base Scene::setup() method also checks whether a scene
* configuration is supported by calling ::supported(true).
*
* @return whether setting the scene up succeeded
*/
virtual bool setup();
/**
* Performs option-dependent resource unloading.
*
* This method should be called just after running a scene/benchmark.
*
* @return the operation status
*/
virtual void teardown();
/**
* Updates the scene state.
*/
virtual void update();
/**
* Draws the current scene state.
*/
virtual void draw();
/**
* Gets an informational string describing the scene.
*
* @param title if specified, a custom title to use, instead of the default
*/
virtual std::string info_string(const std::string &title = "");
/**
* Sets the value of an option for this scene.
*
* @param opt the option to set
* @param val the value to set the option to
*
* @return whether the option value was set successfully
*/
virtual bool set_option(const std::string &opt, const std::string &val);
/**
* Validates the current output of this scene.
*
* This method should be called after having called ::draw() once.
*
* @return the validation result
*/
virtual ValidationResult validate() { return ValidationUnknown; }
/**
* Gets whether this scene is running.
*
* @return true if running, false otherwise
*/
bool running() { return running_; }
/**
* Sets whether this scene is running.
*
* @return true if running, false otherwise
*/
void running(bool r) { running_ = r; }
/**
* Gets the average FPS value for this scene.
*
* @return the average FPS value
*/
unsigned average_fps();
/**
* Gets the name of the scene.
* @return the name of the scene
*/
const std::string &name() { return name_; }
/**
* Resets all scene options to their default values.
*/
void reset_options();
/**
* Sets the default value of a scene option.
*/
bool set_option_default(const std::string &opt, const std::string &val);
/**
* Gets the scene options.
*
* @return the scene options
*/
const std::map<std::string, Option> &options() { return options_; }
/**
* Gets a dummy scene object reference.
*
* @return the dummy Scene
*/
static Scene &dummy()
{
static Scene dummy_scene(Canvas::dummy(), "");
return dummy_scene;
}
/**
* Loads a shader program from a pair of vertex and fragment shader strings.
*
* @return whether the operation succeeded
*/
static bool load_shaders_from_strings(Program &program,
const std::string &vtx_shader,
const std::string &frg_shader,
const std::string &vtx_shader_filename = "None",
const std::string &frg_shader_filename = "None");
protected:
Scene(Canvas &pCanvas, const std::string &name);
std::string construct_title(const std::string &title);
Canvas &canvas_;
std::string name_;
std::map<std::string, Option> options_;
double startTime_;
double lastUpdateTime_;
unsigned currentFrame_;
bool running_;
double duration_; // Duration of run in seconds
};
/*
* Special Scene used for setting the default options
*/
class SceneDefaultOptions : public Scene
{
public:
SceneDefaultOptions(Canvas &pCanvas) : Scene(pCanvas, "") {}
bool set_option(const std::string &opt, const std::string &val);
bool setup();
private:
std::list<std::pair<std::string, std::string> > defaultOptions_;
};
class SceneBuild : public Scene
{
public:
SceneBuild(Canvas &pCanvas);
bool load();
void unload();
bool setup();
void teardown();
void update();
void draw();
ValidationResult validate();
~SceneBuild();
protected:
Program program_;
LibMatrix::mat4 perspective_;
LibMatrix::vec3 centerVec_;
float radius_;
Mesh mesh_;
bool orientModel_;
float orientationAngle_;
LibMatrix::vec3 orientationVec_;
float rotation_;
float rotationSpeed_;
bool useVbo_;
};
class SceneTexture : public Scene
{
public:
SceneTexture(Canvas &pCanvas);
bool load();
void unload();
bool setup();
void teardown();
void update();
void draw();
ValidationResult validate();
~SceneTexture();
protected:
Program program_;
Mesh mesh_;
GLuint texture_;
float radius_;
bool orientModel_;
float orientationAngle_;
LibMatrix::vec3 orientationVec_;
LibMatrix::mat4 perspective_;
LibMatrix::vec3 centerVec_;
LibMatrix::vec3 rotation_;
LibMatrix::vec3 rotationSpeed_;
};
class SceneShading : public Scene
{
public:
SceneShading(Canvas &pCanvas);
bool load();
void unload();
bool setup();
void teardown();
void update();
void draw();
ValidationResult validate();
~SceneShading();
protected:
Program program_;
float radius_;
bool orientModel_;
float orientationAngle_;
LibMatrix::vec3 orientationVec_;
LibMatrix::vec3 centerVec_;
LibMatrix::mat4 perspective_;
Mesh mesh_;
float rotation_;
float rotationSpeed_;
};
class SceneGrid : public Scene
{
public:
SceneGrid(Canvas &pCanvas, const std::string &name);
virtual bool load();
virtual void unload();
virtual bool setup();
virtual void teardown();
virtual void update();
virtual void draw();
virtual ValidationResult validate();
~SceneGrid();
protected:
Program program_;
Mesh mesh_;
float rotation_;
float rotationSpeed_;
};
class SceneConditionals : public SceneGrid
{
public:
SceneConditionals(Canvas &pCanvas);
bool setup();
ValidationResult validate();
~SceneConditionals();
};
class SceneFunction : public SceneGrid
{
public:
SceneFunction(Canvas &pCanvas);
bool setup();
ValidationResult validate();
~SceneFunction();
};
class SceneLoop : public SceneGrid
{
public:
SceneLoop(Canvas &pCanvas);
bool setup();
ValidationResult validate();
~SceneLoop();
};
class SceneBump : public Scene
{
public:
SceneBump(Canvas &pCanvas);
bool load();
void unload();
bool setup();
void teardown();
void update();
void draw();
ValidationResult validate();
~SceneBump();
protected:
Program program_;
Mesh mesh_;
GLuint texture_;
float rotation_;
float rotationSpeed_;
private:
bool setup_model_plain(const std::string &type);
bool setup_model_normals();
bool setup_model_normals_tangent();
bool setup_model_height();
};
class SceneEffect2D : public Scene
{
public:
SceneEffect2D(Canvas &pCanvas);
bool load();
void unload();
bool setup();
void teardown();
void update();
void draw();
ValidationResult validate();
~SceneEffect2D();
protected:
Program program_;
Mesh mesh_;
GLuint texture_;
};
class ScenePulsar : public Scene
{
public:
ScenePulsar(Canvas &pCanvas);
bool load();
void unload();
bool setup();
void teardown();
void update();
void draw();
ValidationResult validate();
~ScenePulsar();
protected:
int numQuads_;
Program program_;
Mesh mesh_;
LibMatrix::vec3 scale_;
std::vector<LibMatrix::vec3> rotations_;
std::vector<LibMatrix::vec3> rotationSpeeds_;
GLuint texture_;
private:
void create_and_setup_mesh();
};
struct SceneDesktopPrivate;
class SceneDesktop : public Scene
{
public:
SceneDesktop(Canvas &canvas);
bool load();
void unload();
bool setup();
void teardown();
void update();
void draw();
ValidationResult validate();
~SceneDesktop();
private:
SceneDesktopPrivate *priv_;
};
struct SceneBufferPrivate;
class SceneBuffer : public Scene
{
public:
SceneBuffer(Canvas &canvas);
bool supported(bool show_errors);
bool load();
void unload();
bool setup();
void teardown();
void update();
void draw();
ValidationResult validate();
~SceneBuffer();
private:
SceneBufferPrivate *priv_;
};
class SceneIdeasPrivate;
class SceneIdeas : public Scene
{
public:
SceneIdeas(Canvas &pCanvas);
bool load();
void unload();
bool setup();
void teardown();
void update();
void draw();
ValidationResult validate();
~SceneIdeas();
private:
SceneIdeasPrivate* priv_;
};
class SceneTerrainPrivate;
class SceneTerrain : public Scene
{
public:
SceneTerrain(Canvas &pCanvas);
bool supported(bool show_errors);
bool load();
void unload();
bool setup();
void teardown();
void update();
void draw();
ValidationResult validate();
~SceneTerrain();
private:
SceneTerrainPrivate* priv_;
};
class JellyfishPrivate;
class SceneJellyfish : public Scene
{
JellyfishPrivate* priv_;
public:
SceneJellyfish(Canvas &pCanvas);
~SceneJellyfish();
bool load();
void unload();
bool setup();
void teardown();
void update();
void draw();
ValidationResult validate();
};
class ShadowPrivate;
class SceneShadow : public Scene
{
ShadowPrivate* priv_;
public:
SceneShadow(Canvas& canvas);
~SceneShadow();
bool supported(bool show_errors);
bool load();
void unload();
bool setup();
void teardown();
void update();
void draw();
ValidationResult validate();
};
class RefractPrivate;
class SceneRefract : public Scene
{
RefractPrivate* priv_;
public:
SceneRefract(Canvas& canvas);
~SceneRefract();
bool supported(bool show_errors);
bool load();
void unload();
bool setup();
void teardown();
void update();
void draw();
ValidationResult validate();
};
#endif