Merge of lp:~glmark2-dev/glmark2/egl-state.
Adds EGLState object, which consolidates all EGL interactions.
diff --git a/data/shaders/depth.frag b/data/shaders/depth.frag
new file mode 100644
index 0000000..e2a5256
--- /dev/null
+++ b/data/shaders/depth.frag
@@ -0,0 +1,6 @@
+varying vec3 Normal;
+
+void main()
+{
+ gl_FragColor = vec4(Normal, 1.0);
+}
diff --git a/data/shaders/depth.vert b/data/shaders/depth.vert
new file mode 100644
index 0000000..f424032
--- /dev/null
+++ b/data/shaders/depth.vert
@@ -0,0 +1,12 @@
+attribute vec3 position;
+attribute vec3 normal;
+
+uniform mat4 ModelViewProjectionMatrix;
+
+varying vec3 Normal;
+
+void main(void)
+{
+ Normal = normal;
+ gl_Position = ModelViewProjectionMatrix * vec4(position, 1.0);
+}
diff --git a/data/shaders/shadow.frag b/data/shaders/shadow.frag
new file mode 100644
index 0000000..6b86ace
--- /dev/null
+++ b/data/shaders/shadow.frag
@@ -0,0 +1,17 @@
+uniform sampler2D ShadowMap;
+
+varying vec4 Color;
+varying vec4 ShadowCoord;
+
+void main()
+{
+ vec4 sc_perspective = ShadowCoord / ShadowCoord.w;
+ sc_perspective.z += 0.1505;
+ vec4 shadow_value = texture2D(ShadowMap, sc_perspective.st);
+ float light_distance = shadow_value.z;
+ float shadow = 1.0;
+ if (ShadowCoord.w > 0.0 && light_distance < sc_perspective.z) {
+ shadow = 0.5;
+ }
+ gl_FragColor = vec4(shadow * Color.rgb, 1.0);
+}
diff --git a/data/shaders/shadow.vert b/data/shaders/shadow.vert
new file mode 100644
index 0000000..a8ba2b4
--- /dev/null
+++ b/data/shaders/shadow.vert
@@ -0,0 +1,16 @@
+attribute vec2 position;
+
+uniform mat4 LightMatrix;
+uniform mat4 ModelViewProjectionMatrix;
+
+varying vec4 ShadowCoord;
+varying vec4 Color;
+
+void main()
+{
+ Color = MaterialDiffuse;
+
+ vec4 pos4 = vec4(position, 0.0, 1.0);
+ ShadowCoord = LightMatrix * pos4;
+ gl_Position = ModelViewProjectionMatrix * pos4;
+}
diff --git a/src/android.cpp b/src/android.cpp
index d9678f4..53a17f7 100644
--- a/src/android.cpp
+++ b/src/android.cpp
@@ -275,6 +275,7 @@
scenes.push_back(new SceneIdeas(canvas));
scenes.push_back(new SceneTerrain(canvas));
scenes.push_back(new SceneJellyfish(canvas));
+ scenes.push_back(new SceneShadow(canvas));
}
diff --git a/src/default-benchmarks.h b/src/default-benchmarks.h
index d121e30..45f7672 100644
--- a/src/default-benchmarks.h
+++ b/src/default-benchmarks.h
@@ -63,6 +63,7 @@
benchmarks.push_back("ideas:speed=duration");
benchmarks.push_back("jellyfish");
benchmarks.push_back("terrain");
+ benchmarks.push_back("shadow");
benchmarks.push_back("conditionals:vertex-steps=0:fragment-steps=0");
benchmarks.push_back("conditionals:vertex-steps=0:fragment-steps=5");
benchmarks.push_back("conditionals:vertex-steps=5:fragment-steps=0");
diff --git a/src/main.cpp b/src/main.cpp
index 36cdf7b..d310a51 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -63,6 +63,7 @@
scenes.push_back(new SceneIdeas(canvas));
scenes.push_back(new SceneTerrain(canvas));
scenes.push_back(new SceneJellyfish(canvas));
+ scenes.push_back(new SceneShadow(canvas));
for (vector<Scene*>::const_iterator iter = scenes.begin();
iter != scenes.end();
diff --git a/src/mesh.cpp b/src/mesh.cpp
index bcc36e6..9ccbcc6 100644
--- a/src/mesh.cpp
+++ b/src/mesh.cpp
@@ -543,6 +543,8 @@
Mesh::render_array()
{
for (size_t i = 0; i < vertex_format_.size(); i++) {
+ if (attrib_locations_[i] < 0)
+ continue;
glEnableVertexAttribArray(attrib_locations_[i]);
glVertexAttribPointer(attrib_locations_[i], vertex_format_[i].first,
GL_FLOAT, GL_FALSE, vertex_stride_,
@@ -552,6 +554,8 @@
glDrawArrays(GL_TRIANGLES, 0, vertices_.size());
for (size_t i = 0; i < vertex_format_.size(); i++) {
+ if (attrib_locations_[i] < 0)
+ continue;
glDisableVertexAttribArray(attrib_locations_[i]);
}
}
@@ -566,6 +570,8 @@
Mesh::render_vbo()
{
for (size_t i = 0; i < vertex_format_.size(); i++) {
+ if (attrib_locations_[i] < 0)
+ continue;
glEnableVertexAttribArray(attrib_locations_[i]);
glBindBuffer(GL_ARRAY_BUFFER, vbos_[i]);
glVertexAttribPointer(attrib_locations_[i], vertex_format_[i].first,
@@ -576,6 +582,8 @@
glDrawArrays(GL_TRIANGLES, 0, vertices_.size());
for (size_t i = 0; i < vertex_format_.size(); i++) {
+ if (attrib_locations_[i] < 0)
+ continue;
glDisableVertexAttribArray(attrib_locations_[i]);
}
}
diff --git a/src/scene-shadow.cpp b/src/scene-shadow.cpp
new file mode 100644
index 0000000..4fd27c7
--- /dev/null
+++ b/src/scene-shadow.cpp
@@ -0,0 +1,550 @@
+//
+// 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;
+}
diff --git a/src/scene.h b/src/scene.h
index a455fbd..dd77ba9 100644
--- a/src/scene.h
+++ b/src/scene.h
@@ -556,4 +556,22 @@
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();
+};
+
#endif