blob: 62bd6ebad636df882f26da4f2b60963c866e856e [file] [log] [blame]
/*
* 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)
* Jesse Barker (glmark2)
*/
#include "scene.h"
#include "mat.h"
#include "stack.h"
#include "vec.h"
#include "log.h"
#include "program.h"
#include "shader-source.h"
#include "texture.h"
#include "model.h"
#include "util.h"
#include <cmath>
using LibMatrix::vec3;
using std::string;
SceneTexture::SceneTexture(Canvas &pCanvas) :
Scene(pCanvas, "texture"), radius_(0.0),
orientModel_(false), orientationAngle_(0.0)
{
const ModelMap& modelMap = Model::find_models();
string optionValues;
for (ModelMap::const_iterator modelIt = modelMap.begin();
modelIt != modelMap.end();
modelIt++)
{
static bool doSeparator(false);
if (doSeparator)
{
optionValues += ",";
}
const std::string& curName = modelIt->first;
optionValues += curName;
doSeparator = true;
}
options_["model"] = Scene::Option("model", "cube", "Which model to use",
optionValues);
options_["texture-filter"] = Scene::Option("texture-filter", "nearest",
"The texture filter to use",
"nearest,linear,linear-shader,mipmap");
optionValues = "";
const TextureMap& textureMap = Texture::find_textures();
for (TextureMap::const_iterator textureIt = textureMap.begin();
textureIt != textureMap.end();
textureIt++)
{
static bool doSeparator(false);
if (doSeparator)
{
optionValues += ",";
}
const std::string& curName = textureIt->first;
optionValues += curName;
doSeparator = true;
}
options_["texture"] = Scene::Option("texture", "crate-base", "Which texture to use",
optionValues);
options_["texgen"] = Scene::Option("texgen", "false",
"Whether to generate texcoords in the shader",
"false,true");
}
SceneTexture::~SceneTexture()
{
}
bool
SceneTexture::load()
{
rotationSpeed_ = LibMatrix::vec3(36.0f, 36.0f, 36.0f);
running_ = false;
return true;
}
void
SceneTexture::unload()
{
mesh_.reset();
}
void
SceneTexture::setup()
{
Scene::setup();
static const std::string vtx_shader_filename(GLMARK_DATA_PATH"/shaders/light-basic.vert");
static const std::string vtx_shader_texgen_filename(GLMARK_DATA_PATH"/shaders/light-basic-texgen.vert");
static const std::string frg_shader_filename(GLMARK_DATA_PATH"/shaders/light-basic-tex.frag");
static const std::string frg_shader_bilinear_filename(GLMARK_DATA_PATH"/shaders/light-basic-tex-bilinear.frag");
static const LibMatrix::vec4 lightPosition(20.0f, 20.0f, 10.0f, 1.0f);
static const LibMatrix::vec4 materialDiffuse(1.0f, 1.0f, 1.0f, 1.0f);
// Create texture according to selected filtering
GLint min_filter = GL_NONE;
GLint mag_filter = GL_NONE;
const std::string &filter = options_["texture-filter"].value;
if (filter == "nearest") {
min_filter = GL_NEAREST;
mag_filter = GL_NEAREST;
}
else if (filter == "linear") {
min_filter = GL_LINEAR;
mag_filter = GL_LINEAR;
}
else if (filter == "linear-shader") {
min_filter = GL_NEAREST;
mag_filter = GL_NEAREST;
}
else if (filter == "mipmap") {
min_filter = GL_LINEAR_MIPMAP_LINEAR;
mag_filter = GL_LINEAR;
}
const string& whichTexture(options_["texture"].value);
Texture::load(whichTexture, &texture_,
min_filter, mag_filter, 0);
// Load shaders
bool doTexGen(options_["texgen"].value == "true");
ShaderSource vtx_source;
if (doTexGen) {
vtx_source.append_file(vtx_shader_texgen_filename);
vtx_source.add_const("PI", static_cast<float>(M_PI));
}
else {
vtx_source.append_file(vtx_shader_filename);
}
ShaderSource frg_source;
if (filter == "linear-shader") {
frg_source.append_file(frg_shader_bilinear_filename);
LibMatrix::vec2 texture_size(512, 512);
frg_source.add_const("TextureSize", texture_size);
}
else {
frg_source.append_file(frg_shader_filename);
}
// Add constants to shaders
vtx_source.add_const("LightSourcePosition", lightPosition);
vtx_source.add_const("MaterialDiffuse", materialDiffuse);
if (!Scene::load_shaders_from_strings(program_, vtx_source.str(),
frg_source.str()))
{
return;
}
Model model;
const string& whichModel(options_["model"].value);
bool modelLoaded = model.load(whichModel);
if(!modelLoaded)
return;
// Now that we're successfully loaded, there are a few quirks about
// some of the known models that we need to account for. The draw
// logic for the scene wants to rotate the model around the Y axis.
// Most of our models are described this way. Some need adjustment
// (an additional rotation that gets the model into the correct
// orientation).
//
// Here's a summary:
//
// Angel rotates around the Y axis
// Armadillo rotates around the Y axis
// Buddha rotates around the X axis
// Bunny rotates around the Y axis
// Dragon rotates around the X axis
// Horse rotates around the Y axis
if (whichModel == "buddha" || whichModel == "dragon")
{
orientModel_ = true;
orientationAngle_ = -90.0;
orientationVec_ = vec3(1.0, 0.0, 0.0);
}
else if (whichModel == "armadillo")
{
orientModel_ = true;
orientationAngle_ = 180.0;
orientationVec_ = vec3(0.0, 1.0, 0.0);
}
if (model.needTexcoords())
model.calculate_texcoords();
model.calculate_normals();
// Tell the converter which attributes we care about
std::vector<std::pair<Model::AttribType, int> > attribs;
attribs.push_back(std::pair<Model::AttribType, int>(Model::AttribTypePosition, 3));
attribs.push_back(std::pair<Model::AttribType, int>(Model::AttribTypeNormal, 3));
if (!doTexGen) {
attribs.push_back(std::pair<Model::AttribType, int>(Model::AttribTypeTexcoord, 2));
}
model.convert_to_mesh(mesh_, attribs);
mesh_.build_vbo();
// Calculate a projection matrix that is a good fit for the model
vec3 maxVec = model.maxVec();
vec3 minVec = model.minVec();
vec3 diffVec = maxVec - minVec;
centerVec_ = maxVec + minVec;
centerVec_ /= 2.0;
float diameter = diffVec.length();
radius_ = diameter / 2;
float fovy = 2.0 * atanf(radius_ / (2.0 + radius_));
fovy /= M_PI;
fovy *= 180.0;
float aspect(static_cast<float>(canvas_.width())/static_cast<float>(canvas_.height()));
perspective_.setIdentity();
perspective_ *= LibMatrix::Mat4::perspective(fovy, aspect, 2.0, 2.0 + diameter);
program_.start();
std::vector<GLint> attrib_locations;
attrib_locations.push_back(program_["position"].location());
attrib_locations.push_back(program_["normal"].location());
if (doTexGen) {
program_["CenterPoint"] = centerVec_;
}
else {
attrib_locations.push_back(program_["texcoord"].location());
}
mesh_.set_attrib_locations(attrib_locations);
currentFrame_ = 0;
rotation_ = LibMatrix::vec3();
running_ = true;
startTime_ = Util::get_timestamp_us() / 1000000.0;
lastUpdateTime_ = startTime_;
}
void
SceneTexture::teardown()
{
program_.stop();
program_.release();
glDeleteTextures(1, &texture_);
Scene::teardown();
}
void
SceneTexture::update()
{
Scene::update();
double elapsed_time = lastUpdateTime_ - startTime_;
rotation_ = rotationSpeed_ * elapsed_time;
}
void
SceneTexture::draw()
{
// Load the ModelViewProjectionMatrix uniform in the shader
LibMatrix::Stack4 model_view;
model_view.translate(-centerVec_.x(), -centerVec_.y(), -(centerVec_.z() + 2.5 + radius_));
model_view.rotate(rotation_.x(), 1.0f, 0.0f, 0.0f);
model_view.rotate(rotation_.y(), 0.0f, 1.0f, 0.0f);
model_view.rotate(rotation_.z(), 0.0f, 0.0f, 1.0f);
if (orientModel_)
{
model_view.rotate(orientationAngle_, orientationVec_.x(), orientationVec_.y(), orientationVec_.z());
}
LibMatrix::mat4 model_view_proj(perspective_);
model_view_proj *= model_view.getCurrent();
program_["ModelViewProjectionMatrix"] = model_view_proj;
// Load the NormalMatrix uniform in the shader. The NormalMatrix is the
// inverse transpose of the model view matrix.
LibMatrix::mat4 normal_matrix(model_view.getCurrent());
normal_matrix.inverse().transpose();
program_["NormalMatrix"] = normal_matrix;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture_);
mesh_.render_vbo();
}
Scene::ValidationResult
SceneTexture::validate()
{
static const double radius_3d(std::sqrt(3 * 2.0 * 2.0));
if (rotation_.x() != 0 || rotation_.y() != 0 || rotation_.z() != 0)
return Scene::ValidationUnknown;
Canvas::Pixel ref;
Canvas::Pixel pixel = canvas_.read_pixel(canvas_.width() / 2 + 3,
canvas_.height() / 2 + 3);
const std::string &filter = options_["texture-filter"].value;
if (filter == "nearest")
ref = Canvas::Pixel(0x2b, 0x2a, 0x28, 0xff);
else if (filter == "linear")
ref = Canvas::Pixel(0x2b, 0x2a, 0x28, 0xff);
else if (filter == "linear-shader")
ref = Canvas::Pixel(0x2d, 0x2c, 0x2a, 0xff);
else if (filter == "mipmap")
ref = Canvas::Pixel(0x2c, 0x2d, 0x2a, 0xff);
else
return Scene::ValidationUnknown;
double dist = pixel.distance_rgb(ref);
if (dist < radius_3d + 0.01) {
return Scene::ValidationSuccess;
}
else {
Log::debug("Validation failed! Expected: 0x%x Actual: 0x%x Distance: %f\n",
ref.to_le32(), pixel.to_le32(), dist);
return Scene::ValidationFailure;
}
}