| /* |
| * 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 |
| }; |
| |
| /** |
| * 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. |
| * |
| * @return the operation status |
| */ |
| virtual void 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); |
| void setup(); |
| |
| private: |
| std::list<std::pair<std::string, std::string> > defaultOptions_; |
| }; |
| |
| class SceneBuild : public Scene |
| { |
| public: |
| SceneBuild(Canvas &pCanvas); |
| bool load(); |
| void unload(); |
| void 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(); |
| void 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(); |
| void 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 void 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); |
| void setup(); |
| ValidationResult validate(); |
| |
| ~SceneConditionals(); |
| }; |
| |
| class SceneFunction : public SceneGrid |
| { |
| public: |
| SceneFunction(Canvas &pCanvas); |
| void setup(); |
| ValidationResult validate(); |
| |
| ~SceneFunction(); |
| }; |
| |
| class SceneLoop : public SceneGrid |
| { |
| public: |
| SceneLoop(Canvas &pCanvas); |
| void setup(); |
| ValidationResult validate(); |
| |
| ~SceneLoop(); |
| }; |
| |
| class SceneBump : public Scene |
| { |
| public: |
| SceneBump(Canvas &pCanvas); |
| bool load(); |
| void unload(); |
| void setup(); |
| void teardown(); |
| void update(); |
| void draw(); |
| ValidationResult validate(); |
| |
| ~SceneBump(); |
| |
| protected: |
| Program program_; |
| Mesh mesh_; |
| GLuint texture_; |
| float rotation_; |
| float rotationSpeed_; |
| private: |
| void setup_model_plain(const std::string &type); |
| void setup_model_normals(); |
| void setup_model_normals_tangent(); |
| void setup_model_height(); |
| }; |
| |
| class SceneEffect2D : public Scene |
| { |
| public: |
| SceneEffect2D(Canvas &pCanvas); |
| bool load(); |
| void unload(); |
| void 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(); |
| void 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(); |
| void setup(); |
| void teardown(); |
| void update(); |
| void draw(); |
| ValidationResult validate(); |
| |
| ~SceneDesktop(); |
| |
| private: |
| SceneDesktopPrivate *priv_; |
| }; |
| |
| struct SceneBufferPrivate; |
| |
| class SceneBuffer : public Scene |
| { |
| public: |
| SceneBuffer(Canvas &canvas); |
| bool load(); |
| void unload(); |
| void 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(); |
| void setup(); |
| void teardown(); |
| void update(); |
| void draw(); |
| ValidationResult validate(); |
| |
| ~SceneIdeas(); |
| |
| private: |
| SceneIdeasPrivate* priv_; |
| }; |
| |
| class SceneTerrainPrivate; |
| |
| class SceneTerrain : public Scene |
| { |
| public: |
| SceneTerrain(Canvas &pCanvas); |
| bool load(); |
| void unload(); |
| void 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(); |
| void setup(); |
| void teardown(); |
| void update(); |
| void draw(); |
| ValidationResult validate(); |
| }; |
| #endif |