| /* |
| * 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) |
| */ |
| #include "scene.h" |
| #include "log.h" |
| #include "shader-source.h" |
| #include "options.h" |
| #include "util.h" |
| #include <sstream> |
| #include <cmath> |
| #include <algorithm> |
| |
| using std::stringstream; |
| using std::string; |
| using std::map; |
| |
| Scene::Option::Option(const std::string &nam, const std::string &val, const std::string &desc, |
| const std::string &values) : |
| name(nam), value(val), default_value(val), description(desc), set(false) |
| { |
| Util::split(values, ',', acceptable_values); |
| } |
| |
| Scene::Scene(Canvas &pCanvas, const string &name) : |
| canvas_(pCanvas), name_(name), |
| startTime_(0), lastUpdateTime_(0), currentFrame_(0), |
| running_(0), duration_(0) |
| { |
| options_["duration"] = Scene::Option("duration", "10.0", |
| "The duration of each benchmark in seconds"); |
| options_["vertex-precision"] = Scene::Option("vertex-precision", |
| "default,default,default,default", |
| "The precision values for the vertex shader (\"int,float,sampler2d,samplercube\")"); |
| options_["fragment-precision"] = Scene::Option("fragment-precision", |
| "default,default,default,default", |
| "The precision values for the fragment shader (\"int,float,sampler2d,samplercube\")"); |
| /* FPS options */ |
| options_["show-fps"] = Scene::Option("show-fps", "false", |
| "Show live FPS counter", |
| "false,true"); |
| options_["fps-pos"] = Scene::Option("fps-pos", "-1.0,-1.0", |
| "The position on screen where to show FPS"); |
| options_["fps-size"] = Scene::Option("fps-size", "0.03", |
| "The width of each glyph for the FPS"); |
| /* Title options */ |
| options_["title"] = Scene::Option("title", "", |
| "The scene title to show"); |
| options_["title-pos"] = Scene::Option("title-pos", "-0.7,-1.0", |
| "The position on screen where to show the title"); |
| options_["title-size"] = Scene::Option("title-size", "0.03", |
| "The width of each glyph in the title"); |
| } |
| |
| Scene::~Scene() |
| { |
| } |
| |
| bool |
| Scene::load() |
| { |
| return true; |
| } |
| |
| void |
| Scene::unload() |
| { |
| } |
| |
| void |
| Scene::setup() |
| { |
| duration_ = Util::fromString<double>(options_["duration"].value); |
| |
| ShaderSource::default_precision( |
| ShaderSource::Precision(options_["vertex-precision"].value), |
| ShaderSource::ShaderTypeVertex |
| ); |
| |
| ShaderSource::default_precision( |
| ShaderSource::Precision(options_["fragment-precision"].value), |
| ShaderSource::ShaderTypeFragment |
| ); |
| |
| } |
| |
| void |
| Scene::teardown() |
| { |
| } |
| |
| void |
| Scene::update() |
| { |
| double current_time = Util::get_timestamp_us() / 1000000.0; |
| double elapsed_time = current_time - startTime_; |
| |
| currentFrame_++; |
| |
| lastUpdateTime_ = current_time; |
| |
| if (elapsed_time >= duration_) |
| running_ = false; |
| } |
| |
| void |
| Scene::draw() |
| { |
| } |
| |
| string |
| Scene::info_string(const string &title) |
| { |
| stringstream ss; |
| |
| ss << "[" << name_ << "] " << Scene::construct_title(title); |
| |
| return ss.str(); |
| } |
| |
| unsigned |
| Scene::average_fps() |
| { |
| double elapsed_time = lastUpdateTime_ - startTime_; |
| return currentFrame_ / elapsed_time; |
| } |
| |
| bool |
| Scene::set_option(const string &opt, const string &val) |
| { |
| map<string, Option>::iterator iter = options_.find(opt); |
| |
| if (iter == options_.end()) |
| return false; |
| |
| std::vector<std::string> &values(iter->second.acceptable_values); |
| |
| if (!values.empty() && |
| std::find(values.begin(), values.end(), val) == values.end()) |
| { |
| return false; |
| } |
| |
| iter->second.value = val; |
| iter->second.set = true; |
| |
| return true; |
| } |
| |
| void |
| Scene::reset_options() |
| { |
| for (map<string, Option>::iterator iter = options_.begin(); |
| iter != options_.end(); |
| iter++) |
| { |
| Option &opt = iter->second; |
| |
| opt.value = opt.default_value; |
| opt.set = false; |
| } |
| } |
| |
| bool |
| Scene::set_option_default(const string &opt, const string &val) |
| { |
| map<string, Option>::iterator iter = options_.find(opt); |
| |
| if (iter == options_.end()) |
| return false; |
| |
| std::vector<std::string> &values(iter->second.acceptable_values); |
| |
| if (!values.empty() && |
| std::find(values.begin(), values.end(), val) == values.end()) |
| { |
| return false; |
| } |
| |
| iter->second.default_value = val; |
| |
| return true; |
| } |
| |
| |
| string |
| Scene::construct_title(const string &title) |
| { |
| stringstream ss; |
| |
| if (title == "") { |
| for (map<string, Option>::iterator iter = options_.begin(); |
| iter != options_.end(); |
| iter++) |
| { |
| if (Options::show_all_options || iter->second.set) |
| { |
| ss << iter->first << "=" << iter->second.value << ":"; |
| } |
| } |
| |
| if (ss.str().empty()) |
| ss << "<default>:"; |
| } |
| else |
| ss << title; |
| |
| return ss.str(); |
| |
| } |
| |
| bool |
| Scene::load_shaders_from_strings(Program &program, |
| const std::string &vtx_shader, |
| const std::string &frg_shader, |
| const std::string &vtx_shader_filename, |
| const std::string &frg_shader_filename) |
| { |
| program.init(); |
| |
| Log::debug("Loading vertex shader from file %s:\n%s", |
| vtx_shader_filename.c_str(), vtx_shader.c_str()); |
| |
| program.addShader(GL_VERTEX_SHADER, vtx_shader); |
| if (!program.valid()) { |
| Log::error("Failed to add vertex shader from file %s:\n %s\n", |
| vtx_shader_filename.c_str(), |
| program.errorMessage().c_str()); |
| program.release(); |
| return false; |
| } |
| |
| Log::debug("Loading fragment shader from file %s:\n%s", |
| frg_shader_filename.c_str(), frg_shader.c_str()); |
| |
| program.addShader(GL_FRAGMENT_SHADER, frg_shader); |
| if (!program.valid()) { |
| Log::error("Failed to add fragment shader from file %s:\n %s\n", |
| frg_shader_filename.c_str(), |
| program.errorMessage().c_str()); |
| program.release(); |
| return false; |
| } |
| |
| program.build(); |
| if (!program.ready()) { |
| Log::error("Failed to link program created from files %s and %s: %s\n", |
| vtx_shader_filename.c_str(), |
| frg_shader_filename.c_str(), |
| program.errorMessage().c_str()); |
| program.release(); |
| return false; |
| } |
| |
| return true; |
| } |