blob: 22b5ad5afa24d85fe47e23333d867366bc5696dc [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 "util.h"
#include "shader-source.h"
#include "model.h"
#include <cmath>
#include <sstream>
using LibMatrix::vec3;
using std::string;
using std::endl;
SceneShading::SceneShading(Canvas &pCanvas) :
Scene(pCanvas, "shading"),
orientModel_(false)
{
const ModelMap& modelMap = Model::find_models();
std::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_["shading"] = Scene::Option("shading", "gouraud",
"Which shading method to use",
"gouraud,blinn-phong-inf,phong");
options_["num-lights"] = Scene::Option("num-lights", "1",
"The number of lights applied to the scene (phong only)");
options_["model"] = Scene::Option("model", "cat", "Which model to use",
optionValues);
}
SceneShading::~SceneShading()
{
}
bool
SceneShading::load()
{
rotationSpeed_ = 36.0f;
running_ = false;
return true;
}
void
SceneShading::unload()
{
mesh_.reset();
}
static string
get_fragment_shader_source(const string& frg_file, unsigned int lights)
{
ShaderSource source(frg_file);
static const string lightPositionName("LightSourcePosition");
static const string lightColorName("LightColor");
static const string callCompute(" gl_FragColor += compute_color(");
static const string commaString(", ");
static const string rParenString(");");
std::stringstream doLightSS;
doLightSS << string(" gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);");
doLightSS << endl;
float theta(2.0 * M_PI / lights);
float phi(theta / 2.0);
float intensity(0.8 / lights);
LibMatrix::vec4 lightCol(intensity, intensity, intensity, 1.0);
for (unsigned int l = 0; l < lights; l++)
{
// Construct constant names for the light position and color and add it
// to the list of constants for the shader.
string indexString(Util::toString(l));
string curLightPosition(lightPositionName + indexString);
string curLightColor(lightColorName + indexString);
float sin_theta(sin(theta * l));
float cos_theta(cos(theta * l));
float sin_phi(sin(phi * l));
float cos_phi(cos(phi * l));
LibMatrix::vec4 lightPos(cos_phi * sin_theta, cos_phi * cos_theta, sin_phi, 1.0);
source.add_const(curLightPosition, lightPos);
source.add_const(curLightColor, lightCol);
// Add the section of source to the substantive...
doLightSS << callCompute;
doLightSS << curLightPosition;
doLightSS << commaString;
doLightSS << curLightColor;
doLightSS << rParenString;
doLightSS << endl;
}
source.replace("$DO_LIGHTS$", doLightSS.str());
return source.str();
}
bool
SceneShading::setup()
{
if (!Scene::setup())
return false;
static const LibMatrix::vec4 lightPosition(20.0f, 20.0f, 10.0f, 1.0f);
static const LibMatrix::vec4 materialDiffuse(0.0f, 0.0f, 1.0f, 1.0f);
// Calculate half vector for blinn-phong shading model
LibMatrix::vec3 halfVector(lightPosition[0], lightPosition[1], lightPosition[2]);
halfVector.normalize();
halfVector += LibMatrix::vec3(0.0, 0.0, 1.0);
halfVector.normalize();
// Load and add constants to shaders
std::string vtx_shader_filename;
std::string frg_shader_filename;
const std::string &shading = options_["shading"].value;
ShaderSource vtx_source;
ShaderSource frg_source;
if (shading == "gouraud") {
vtx_shader_filename = GLMARK_DATA_PATH"/shaders/light-basic.vert";
frg_shader_filename = GLMARK_DATA_PATH"/shaders/light-basic.frag";
frg_source.append_file(frg_shader_filename);
vtx_source.append_file(vtx_shader_filename);
vtx_source.add_const("LightSourcePosition", lightPosition);
vtx_source.add_const("MaterialDiffuse", materialDiffuse);
}
else if (shading == "blinn-phong-inf") {
vtx_shader_filename = GLMARK_DATA_PATH"/shaders/light-advanced.vert";
frg_shader_filename = GLMARK_DATA_PATH"/shaders/light-advanced.frag";
frg_source.append_file(frg_shader_filename);
frg_source.add_const("LightSourcePosition", lightPosition);
frg_source.add_const("LightSourceHalfVector", halfVector);
vtx_source.append_file(vtx_shader_filename);
}
else if (shading == "phong") {
vtx_shader_filename = GLMARK_DATA_PATH"/shaders/light-phong.vert";
frg_shader_filename = GLMARK_DATA_PATH"/shaders/light-phong.frag";
unsigned int num_lights = Util::fromString<unsigned int>(options_["num-lights"].value);
string fragsource = get_fragment_shader_source(frg_shader_filename, num_lights);
frg_source.append(fragsource);
frg_source.add_const("MaterialDiffuse", materialDiffuse);
vtx_source.append_file(vtx_shader_filename);
}
if (!Scene::load_shaders_from_strings(program_, vtx_source.str(),
frg_source.str()))
{
return false;
}
Model model;
const std::string& whichModel(options_["model"].value);
bool modelLoaded = model.load(whichModel);
if(!modelLoaded)
return false;
// 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);
}
model.calculate_normals();
/* Tell the converter that we only care about position and normal attributes */
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));
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());
mesh_.set_attrib_locations(attrib_locations);
currentFrame_ = 0;
rotation_ = 0.0f;
running_ = true;
startTime_ = Util::get_timestamp_us() / 1000000.0;
lastUpdateTime_ = startTime_;
return true;
}
void
SceneShading::teardown()
{
program_.stop();
program_.release();
Scene::teardown();
}
void
SceneShading::update()
{
Scene::update();
double elapsed_time = lastUpdateTime_ - startTime_;
rotation_ = rotationSpeed_ * elapsed_time;
}
void
SceneShading::draw()
{
// Load the ModelViewProjectionMatrix uniform in the shader
LibMatrix::Stack4 model_view;
model_view.translate(-centerVec_.x(), -centerVec_.y(), -(centerVec_.z() + 2.0 + radius_));
model_view.rotate(rotation_, 0.0f, 1.0f, 0.0f);
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;
// Load the modelview matrix itself
program_["ModelViewMatrix"] = model_view.getCurrent();
mesh_.render_vbo();
}
Scene::ValidationResult
SceneShading::validate()
{
static const double radius_3d(std::sqrt(3.0));
if (rotation_ != 0)
return Scene::ValidationUnknown;
Canvas::Pixel ref;
Canvas::Pixel pixel = canvas_.read_pixel(canvas_.width() / 3,
canvas_.height() / 3);
const std::string &filter = options_["shading"].value;
if (filter == "gouraud")
ref = Canvas::Pixel(0x00, 0x00, 0x2d, 0xff);
else if (filter == "blinn-phong-inf")
ref = Canvas::Pixel(0x1a, 0x1a, 0x3e, 0xff);
else if (filter == "phong" && options_["num-lights"].value == "1")
ref = Canvas::Pixel(0x05, 0x05, 0xad, 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;
}
}