| // |
| // 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: |
| // Jesse Barker |
| // |
| #include "scene.h" |
| #include "model.h" |
| #include "util.h" |
| #include "log.h" |
| #include "shader-source.h" |
| #include "stack.h" |
| |
| using std::string; |
| using std::vector; |
| using std::map; |
| using LibMatrix::Stack4; |
| using LibMatrix::mat4; |
| using LibMatrix::vec4; |
| using LibMatrix::vec3; |
| using LibMatrix::vec2; |
| |
| static const vec4 lightPosition(0.0f, 3.0f, 2.0f, 1.0f); |
| |
| // |
| // To create a shadow map, we need a framebuffer object set up for a |
| // depth-only pass. The render target can then be bound as a texture, |
| // and the depth values sampled from that texture can be used in the |
| // distance-from-light computations when rendering the shadow on the |
| // ground below the rendered object. |
| // |
| class DepthRenderTarget |
| { |
| Program program_; |
| unsigned int canvas_width_; |
| unsigned int canvas_height_; |
| unsigned int width_; |
| unsigned int height_; |
| unsigned int tex_; |
| unsigned int fbo_; |
| public: |
| DepthRenderTarget() : |
| canvas_width_(0), |
| canvas_height_(0), |
| width_(0), |
| height_(0), |
| tex_(0), |
| fbo_(0) {} |
| ~DepthRenderTarget() {} |
| bool setup(unsigned int width, unsigned int height); |
| void teardown(); |
| void enable(const mat4& mvp); |
| void disable(); |
| unsigned int texture() { return tex_; } |
| Program& program() { return program_; } |
| }; |
| |
| bool |
| DepthRenderTarget::setup(unsigned int width, unsigned int height) |
| { |
| canvas_width_ = width; |
| canvas_height_ = height; |
| width_ = canvas_width_ * 2; |
| height_ = canvas_height_ * 2; |
| |
| static const string vtx_shader_filename(GLMARK_DATA_PATH"/shaders/depth.vert"); |
| static const string frg_shader_filename(GLMARK_DATA_PATH"/shaders/depth.frag"); |
| |
| ShaderSource vtx_source(vtx_shader_filename); |
| ShaderSource frg_source(frg_shader_filename); |
| |
| if (!Scene::load_shaders_from_strings(program_, vtx_source.str(), frg_source.str())) { |
| return false; |
| } |
| |
| glGenTextures(1, &tex_); |
| glBindTexture(GL_TEXTURE_2D, tex_); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width_, height_, 0, |
| GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0); |
| glBindTexture(GL_TEXTURE_2D, 0); |
| |
| glGenFramebuffers(1, &fbo_); |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo_); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, |
| tex_, 0); |
| unsigned int status = glCheckFramebufferStatus(GL_FRAMEBUFFER); |
| if (status != GL_FRAMEBUFFER_COMPLETE) { |
| Log::error("DepthRenderState::setup: glCheckFramebufferStatus failed (0x%x)\n", status); |
| return false; |
| } |
| glBindFramebuffer(GL_FRAMEBUFFER, 0); |
| |
| return true; |
| } |
| |
| void |
| DepthRenderTarget::teardown() |
| { |
| program_.stop(); |
| program_.release(); |
| if (tex_) { |
| glDeleteTextures(1, &tex_); |
| tex_ = 0; |
| } |
| if (fbo_) { |
| glDeleteFramebuffers(1, &fbo_); |
| fbo_ = 0; |
| } |
| } |
| |
| void |
| DepthRenderTarget::enable(const mat4& mvp) |
| { |
| program_.start(); |
| program_["ModelViewProjectionMatrix"] = mvp; |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo_); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, |
| tex_, 0); |
| glViewport(0, 0, width_, height_); |
| glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); |
| glClear(GL_DEPTH_BUFFER_BIT); |
| } |
| |
| void DepthRenderTarget::disable() |
| { |
| glBindFramebuffer(GL_FRAMEBUFFER, 0); |
| glViewport(0, 0, canvas_width_, canvas_height_); |
| glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
| } |
| |
| // |
| // The actual shadow pass is really just a quad projected into the scene |
| // with the horse's shadow cast upon it. In the vertex stage, we compute |
| // a texture coordinate for the depth texture look-up by transforming the |
| // current vertex position using a matrix describing the light's view point. |
| // In the fragment stage, that coordinate is perspective corrected, and |
| // used to sample the depth texture. If the depth value for that fragment |
| // (effectively the distance from the light to the object at that point) |
| // is less than the Z component of that coordinate (effectively the distance |
| // from the light to the ground at that point) then that location is in shadow. |
| // |
| class GroundRenderer |
| { |
| Program program_; |
| mat4 light_; |
| Stack4 modelview_; |
| mat4 projection_; |
| int positionLocation_; |
| unsigned int bufferObject_; |
| unsigned int texture_; |
| vector<vec2> vertices_; |
| vector<vec2> texcoords_; |
| |
| public: |
| GroundRenderer() : |
| positionLocation_(0), |
| bufferObject_(0) {} |
| ~GroundRenderer() {} |
| bool setup(const mat4& projection, unsigned int texture); |
| void teardown(); |
| void draw(); |
| }; |
| |
| bool |
| GroundRenderer::setup(const mat4& projection, unsigned int texture) |
| { |
| projection_ = projection; |
| texture_ = texture; |
| |
| // Program set up |
| static const vec4 materialDiffuse(0.3f, 0.3f, 0.3f, 1.0f); |
| static const string vtx_shader_filename(GLMARK_DATA_PATH"/shaders/shadow.vert"); |
| static const string frg_shader_filename(GLMARK_DATA_PATH"/shaders/shadow.frag"); |
| ShaderSource vtx_source(vtx_shader_filename); |
| ShaderSource frg_source(frg_shader_filename); |
| |
| vtx_source.add_const("MaterialDiffuse", materialDiffuse); |
| |
| if (!Scene::load_shaders_from_strings(program_, vtx_source.str(), frg_source.str())) { |
| return false; |
| } |
| positionLocation_ = program_["position"].location(); |
| |
| // Set up the position data for our "quad". |
| vertices_.push_back(vec2(-1.0, -1.0)); |
| vertices_.push_back(vec2(1.0, -1.0)); |
| vertices_.push_back(vec2(-1.0, 1.0)); |
| vertices_.push_back(vec2(1.0, 1.0)); |
| |
| // Set up the VBO and stash our position data in it. |
| glGenBuffers(1, &bufferObject_); |
| glBindBuffer(GL_ARRAY_BUFFER, bufferObject_); |
| glBufferData(GL_ARRAY_BUFFER, vertices_.size() * sizeof(vec2), |
| &vertices_.front(), GL_STATIC_DRAW); |
| glBindBuffer(GL_ARRAY_BUFFER, 0); |
| |
| // Set up the light matrix with a bias that will convert values |
| // in the range of [-1, 1] to [0, 1)], then add in the projection |
| // and the "look at" matrix from the light position. |
| light_ *= LibMatrix::Mat4::translate(0.5, 0.5, 0.5); |
| light_ *= LibMatrix::Mat4::scale(0.5, 0.5, 0.5); |
| light_ *= projection_; |
| light_ *= LibMatrix::Mat4::lookAt(lightPosition.x(), lightPosition.y(), lightPosition.z(), |
| 0.0, 0.0, 0.0, |
| 0.0, 1.0, 0.0); |
| |
| return true; |
| } |
| |
| void |
| GroundRenderer::teardown() |
| { |
| program_.stop(); |
| program_.release(); |
| glBindBuffer(GL_ARRAY_BUFFER, 0); |
| glDeleteBuffers(1, &bufferObject_); |
| bufferObject_ = 0; |
| texture_= 0; |
| vertices_.clear(); |
| } |
| |
| void |
| GroundRenderer::draw() |
| { |
| // Need to add uniforms for the shadow texture, and transformation to |
| // "lay the quad down". |
| modelview_.push(); |
| modelview_.translate(projection_[0][3], projection_[1][3] - 0.8, projection_[2][3] - 0.5); |
| modelview_.rotate(-85.0, 1.0, 0.0, 0.0); |
| modelview_.scale(2.0, 2.0, 2.0); |
| mat4 mvp(projection_); |
| mvp *= modelview_.getCurrent(); |
| |
| glBindBuffer(GL_ARRAY_BUFFER, bufferObject_); |
| program_.start(); |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, texture_); |
| program_["ShadowMap"] = 0; |
| program_["LightMatrix"] = light_; |
| program_["ModelViewProjectionMatrix"] = mvp; |
| |
| glEnableVertexAttribArray(positionLocation_); |
| glVertexAttribPointer(positionLocation_, 2, GL_FLOAT, GL_FALSE, 0, 0); |
| glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); |
| glDisableVertexAttribArray(positionLocation_); |
| glBindTexture(GL_TEXTURE_2D, 0); |
| glBindBuffer(GL_ARRAY_BUFFER, 0); |
| modelview_.pop(); |
| } |
| |
| class ShadowPrivate |
| { |
| Canvas& canvas_; |
| DepthRenderTarget depthTarget_; |
| GroundRenderer ground_; |
| Program program_; |
| Stack4 modelview_; |
| Stack4 projection_; |
| Mesh mesh_; |
| vec3 centerVec_; |
| float radius_; |
| float rotation_; |
| float rotationSpeed_; |
| bool useVbo_; |
| |
| public: |
| ShadowPrivate(Canvas& canvas) : |
| canvas_(canvas), |
| radius_(0.0), |
| rotation_(0.0), |
| rotationSpeed_(36.0), |
| useVbo_(true) {} |
| ~ShadowPrivate() {} |
| |
| bool setup(map<string, Scene::Option>& options); |
| void teardown(); |
| void update(double elapsedTime); |
| void draw(); |
| }; |
| |
| bool |
| ShadowPrivate::setup(map<string, Scene::Option>& options) |
| { |
| // Program object setup |
| static const string vtx_shader_filename(GLMARK_DATA_PATH"/shaders/light-basic.vert"); |
| static const string frg_shader_filename(GLMARK_DATA_PATH"/shaders/light-basic.frag"); |
| static const vec4 materialDiffuse(1.0f, 1.0f, 1.0f, 1.0f); |
| |
| ShaderSource vtx_source(vtx_shader_filename); |
| ShaderSource frg_source(frg_shader_filename); |
| |
| 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 false; |
| } |
| |
| // Model setup |
| Model::find_models(); |
| Model model; |
| bool modelLoaded = model.load("horse"); |
| |
| if(!modelLoaded) { |
| return false; |
| } |
| |
| model.calculate_normals(); |
| |
| // Mesh setup |
| 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)); |
| model.convert_to_mesh(mesh_, attribs); |
| |
| useVbo_ = (options["use-vbo"].value == "true"); |
| bool interleave = (options["interleave"].value == "true"); |
| mesh_.vbo_update_method(Mesh::VBOUpdateMethodMap); |
| mesh_.interleave(interleave); |
| |
| if (useVbo_) { |
| mesh_.build_vbo(); |
| } |
| else { |
| mesh_.build_array(); |
| } |
| |
| // 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())); |
| projection_.perspective(fovy, aspect, 2.0, 50.0); |
| |
| if (!depthTarget_.setup(canvas_.width(), canvas_.height())) { |
| Log::error("Failed to set up the render target for the depth pass\n"); |
| return false; |
| } |
| |
| if (!ground_.setup(projection_.getCurrent(), depthTarget_.texture())) { |
| Log::error("Failed to set up the ground renderer\n"); |
| return false; |
| } |
| |
| return true; |
| } |
| |
| |
| void |
| ShadowPrivate::teardown() |
| { |
| depthTarget_.teardown(); |
| ground_.teardown(); |
| program_.stop(); |
| program_.release(); |
| mesh_.reset(); |
| } |
| |
| void |
| ShadowPrivate::update(double elapsedTime) |
| { |
| rotation_ = rotationSpeed_ * elapsedTime; |
| } |
| |
| void |
| ShadowPrivate::draw() |
| { |
| // To perform the depth pass, set up the model-view transformation so |
| // that we're looking at the horse from the light position. That will |
| // give us the appropriate view for the shadow. |
| modelview_.push(); |
| modelview_.loadIdentity(); |
| modelview_.lookAt(lightPosition.x(), lightPosition.y(), lightPosition.z(), |
| 0.0, 0.0, 0.0, |
| 0.0, 1.0, 0.0); |
| modelview_.rotate(rotation_, 0.0f, 1.0f, 0.0f); |
| mat4 mvp(projection_.getCurrent()); |
| mvp *= modelview_.getCurrent(); |
| modelview_.pop(); |
| |
| // Enable the depth render target with our transformation and render. |
| depthTarget_.enable(mvp); |
| vector<GLint> attrib_locations; |
| attrib_locations.push_back(depthTarget_.program()["position"].location()); |
| attrib_locations.push_back(depthTarget_.program()["normal"].location()); |
| mesh_.set_attrib_locations(attrib_locations); |
| if (useVbo_) { |
| mesh_.render_vbo(); |
| } |
| else { |
| mesh_.render_array(); |
| } |
| depthTarget_.disable(); |
| |
| // Ground rendering using the above generated texture... |
| ground_.draw(); |
| |
| // Draw the "normal" view of the horse |
| modelview_.push(); |
| modelview_.translate(-centerVec_.x(), -centerVec_.y(), -(centerVec_.z() + 2.0 + radius_)); |
| modelview_.rotate(rotation_, 0.0f, 1.0f, 0.0f); |
| mvp = projection_.getCurrent(); |
| mvp *= modelview_.getCurrent(); |
| |
| program_.start(); |
| program_["ModelViewProjectionMatrix"] = mvp; |
| |
| // Load the NormalMatrix uniform in the shader. The NormalMatrix is the |
| // inverse transpose of the model view matrix. |
| LibMatrix::mat4 normal_matrix(modelview_.getCurrent()); |
| normal_matrix.inverse().transpose(); |
| program_["NormalMatrix"] = normal_matrix; |
| attrib_locations.clear(); |
| attrib_locations.push_back(program_["position"].location()); |
| attrib_locations.push_back(program_["normal"].location()); |
| mesh_.set_attrib_locations(attrib_locations); |
| if (useVbo_) { |
| mesh_.render_vbo(); |
| } |
| else { |
| mesh_.render_array(); |
| } |
| |
| // Per-frame cleanup |
| modelview_.pop(); |
| } |
| |
| SceneShadow::SceneShadow(Canvas& canvas) : |
| Scene(canvas, "shadow"), |
| priv_(0) |
| { |
| options_["use-vbo"] = Scene::Option("use-vbo", "true", |
| "Whether to use VBOs for rendering", |
| "false,true"); |
| options_["interleave"] = Scene::Option("interleave", "false", |
| "Whether to interleave vertex attribute data", |
| "false,true"); |
| } |
| |
| SceneShadow::~SceneShadow() |
| { |
| delete priv_; |
| } |
| |
| bool |
| SceneShadow::supported(bool show_errors) |
| { |
| static const string oes_depth_texture("GL_OES_depth_texture"); |
| static const string arb_depth_texture("GL_ARB_depth_texture"); |
| if (!GLExtensions::support(oes_depth_texture) && |
| !GLExtensions::support(arb_depth_texture)) { |
| if (show_errors) { |
| Log::error("We do not have the depth texture extension!!!\n"); |
| } |
| |
| return false; |
| } |
| return true; |
| } |
| |
| bool |
| SceneShadow::load() |
| { |
| running_ = false; |
| return true; |
| } |
| |
| void |
| SceneShadow::unload() |
| { |
| } |
| |
| bool |
| SceneShadow::setup() |
| { |
| // If the scene isn't supported, don't bother to go through setup. |
| if (!supported(false) || !Scene::setup()) |
| { |
| return false; |
| } |
| |
| priv_ = new ShadowPrivate(canvas_); |
| if (!priv_->setup(options_)) { |
| delete priv_; |
| priv_ = 0; |
| return false; |
| } |
| |
| // Set core scene timing after actual initialization so we don't measure |
| // set up time. |
| startTime_ = Util::get_timestamp_us() / 1000000.0; |
| lastUpdateTime_ = startTime_; |
| running_ = true; |
| |
| return true; |
| } |
| |
| void |
| SceneShadow::teardown() |
| { |
| // Add scene-specific teardown here |
| priv_->teardown(); |
| Scene::teardown(); |
| } |
| |
| void |
| SceneShadow::update() |
| { |
| Scene::update(); |
| // Add scene-specific update here |
| priv_->update(lastUpdateTime_ - startTime_); |
| } |
| |
| void |
| SceneShadow::draw() |
| { |
| priv_->draw(); |
| } |
| |
| Scene::ValidationResult |
| SceneShadow::validate() |
| { |
| return Scene::ValidationUnknown; |
| } |