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/*
* 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();
}