| /* |
| * 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: |
| * Alexandros Frantzis |
| */ |
| #include "scene.h" |
| #include "renderer.h" |
| #include "shader-source.h" |
| |
| OverlayRenderer::OverlayRenderer(IRenderer &target, GLfloat opacity) : |
| target_renderer_(target), opacity_(opacity) |
| |
| { |
| create_program(); |
| create_mesh(); |
| } |
| |
| |
| void |
| OverlayRenderer::setup(const LibMatrix::vec2 &size, bool onscreen, bool has_depth) |
| { |
| static_cast<void>(size); |
| static_cast<void>(onscreen); |
| static_cast<void>(has_depth); |
| } |
| |
| void |
| OverlayRenderer::setup_texture(GLint min_filter, GLint mag_filter, |
| GLint wrap_s, GLint wrap_t) |
| { |
| static_cast<void>(min_filter); |
| static_cast<void>(mag_filter); |
| static_cast<void>(wrap_s); |
| static_cast<void>(wrap_t); |
| } |
| |
| void |
| OverlayRenderer::make_current() |
| { |
| target_renderer_.make_current(); |
| } |
| |
| void |
| OverlayRenderer::update_mipmap() |
| { |
| target_renderer_.update_mipmap(); |
| } |
| |
| void |
| OverlayRenderer::render() |
| { |
| target_renderer_.make_current(); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, input_texture_); |
| |
| glEnable(GL_BLEND); |
| glBlendFunc(GL_SRC_ALPHA, GL_ONE); |
| program_.start(); |
| |
| mesh_.render_vbo(); |
| |
| program_.stop(); |
| |
| glDisable(GL_BLEND); |
| |
| target_renderer_.update_mipmap(); |
| } |
| |
| void |
| OverlayRenderer::create_mesh() |
| { |
| // Set vertex format |
| std::vector<int> vertex_format; |
| vertex_format.push_back(3); // Position |
| mesh_.set_vertex_format(vertex_format); |
| |
| mesh_.make_grid(1, 1, 2.0, 2.0, 0); |
| mesh_.build_vbo(); |
| |
| program_.start(); |
| |
| // Set attribute locations |
| std::vector<GLint> attrib_locations; |
| attrib_locations.push_back(program_["position"].location()); |
| mesh_.set_attrib_locations(attrib_locations); |
| |
| program_.stop(); |
| } |
| |
| void |
| OverlayRenderer::create_program() |
| { |
| ShaderSource vtx_shader(GLMARK_DATA_PATH"/shaders/terrain-texture.vert"); |
| ShaderSource frg_shader(GLMARK_DATA_PATH"/shaders/terrain-overlay.frag"); |
| |
| if (!Scene::load_shaders_from_strings(program_, vtx_shader.str(), frg_shader.str())) |
| return; |
| |
| program_.start(); |
| program_["tDiffuse"] = 0; |
| program_["opacity"] = opacity_; |
| program_["uvOffset"] = LibMatrix::vec2(0.0f, 0.0f); |
| program_["uvScale"] = LibMatrix::vec2(1.0f, 1.0f); |
| program_.stop(); |
| } |