blob: 43d9fe587220006c5b8a11c23fa68b9a13c0ac7e [file] [log] [blame]
/*
* (c) Copyright 1993, Silicon Graphics, Inc.
* 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
*/
#ifndef LOGO_H_
#define LOGO_H_
#include <string>
#include <vector>
#include "vec.h"
#include "stack.h"
#include "gl-headers.h"
#include "program.h"
class SGILogo
{
public:
SGILogo();
~SGILogo();
// Initialize the logo
void init();
bool valid() const { return valid_; }
void setPosition(const LibMatrix::vec3& position) { currentPosition_ = position; }
// Tell the logo to draw itself. DrawStyle tells it how.
// - LOGO_NORMAL renders the logo lit and shaded.
// - LOGO_FLAT renders the logo as if flattened onto a surface.
// - LOGO_SHADOW renders a stippled-looking shadow of the object.
enum DrawStyle
{
LOGO_NORMAL,
LOGO_FLAT,
LOGO_SHADOW
};
void draw(LibMatrix::Stack4& modelview, LibMatrix::Stack4& projection,
const LibMatrix::vec4& lightPosition, DrawStyle style,
const LibMatrix::uvec3& color = LibMatrix::uvec3());
private:
void drawElbow();
void drawSingleCylinder();
void drawDoubleCylinder();
void bendLeft(LibMatrix::Stack4& ms);
void bendRight(LibMatrix::Stack4& ms);
void bendForward(LibMatrix::Stack4& ms);
void updateXform(const LibMatrix::mat4& mv, Program& program);
Program& getProgram();
LibMatrix::vec3 currentPosition_;
std::vector<LibMatrix::vec3> singleCylinderVertices_;
std::vector<LibMatrix::vec3> singleCylinderNormals_;
std::vector<LibMatrix::vec3> doubleCylinderVertices_;
std::vector<LibMatrix::vec3> doubleCylinderNormals_;
std::vector<LibMatrix::vec3> elbowVertices_;
std::vector<LibMatrix::vec3> elbowNormals_;
std::vector<LibMatrix::vec3> elbowShadowVertices_;
std::vector<unsigned short> indexData_;
// A simple map so we know where each section of our data starts within
// our vertex buffer object.
struct VertexDataMap
{
unsigned int scvOffset;
unsigned int scvSize;
unsigned int scnOffset;
unsigned int scnSize;
unsigned int dcvOffset;
unsigned int dcvSize;
unsigned int dcnOffset;
unsigned int dcnSize;
unsigned int evOffset;
unsigned int evSize;
unsigned int enOffset;
unsigned int enSize;
unsigned int esvOffset;
unsigned int esvSize;
unsigned int totalSize;
} dataMap_;
unsigned int bufferObjects_[2];
Program normalProgram_;
Program flatProgram_;
Program shadowProgram_;
std::string normalVertexShader_;
std::string normalFragmentShader_;
std::string flatVertexShader_;
std::string flatFragmentShader_;
std::string shadowVertexShader_;
std::string shadowFragmentShader_;
int normalNormalIndex_;
int normalVertexIndex_;
int flatVertexIndex_;
int shadowVertexIndex_;
int vertexIndex_;
static const std::string modelviewName_;
static const std::string projectionName_;
static const std::string lightPositionName_;
static const std::string logoColorName_;
static const std::string vertexAttribName_;
static const std::string normalAttribName_;
static const std::string normalMatrixName_;
// "Shadow" state
GLuint textureName_;
GLubyte textureImage_[32][32];
// This is the size in each direction of our texture image
static const unsigned int textureResolution_;
bool valid_;
DrawStyle drawStyle_;
};
#endif // LOGO_H_