blob: a07d9fb8aa1a1a399e3a06ca3befde954152ca63 [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 "log.h"
#include "mat.h"
#include "stack.h"
#include "shader-source.h"
#include "model.h"
#include "util.h"
#include <cmath>
SceneBuild::SceneBuild(Canvas &pCanvas) :
Scene(pCanvas, "build"),
orientModel_(false)
{
const ModelMap& modelMap = Model::find_models();
std::string optionDesc("Which model to use [");
for (ModelMap::const_iterator modelIt = modelMap.begin();
modelIt != modelMap.end();
modelIt++)
{
static bool doSeparator(false);
if (doSeparator)
{
optionDesc += ", ";
}
const std::string& curName = modelIt->first;
optionDesc += curName;
doSeparator = true;
}
optionDesc += "]";
options_["use-vbo"] = Scene::Option("use-vbo", "true",
"Whether to use VBOs for rendering [true,false]");
options_["interleave"] = Scene::Option("interleave", "false",
"Whether to interleave vertex attribute data [true,false]");
options_["model"] = Scene::Option("model", "horse",
optionDesc);
}
SceneBuild::~SceneBuild()
{
}
bool
SceneBuild::load()
{
rotationSpeed_ = 36.0f;
running_ = false;
return true;
}
void
SceneBuild::unload()
{
mesh_.reset();
}
void
SceneBuild::setup()
{
using LibMatrix::vec3;
Scene::setup();
/* Set up shaders */
static const std::string vtx_shader_filename(GLMARK_DATA_PATH"/shaders/light-basic.vert");
static const std::string frg_shader_filename(GLMARK_DATA_PATH"/shaders/light-basic.frag");
static const LibMatrix::vec4 lightPosition(20.0f, 20.0f, 10.0f, 1.0f);
static const LibMatrix::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;
}
Model model;
const std::string& whichModel(options_["model"].value);
bool modelLoaded = model.load(whichModel);
if(!modelLoaded)
return;
// 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);
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);
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()));
perspective_.setIdentity();
perspective_ *= LibMatrix::Mat4::perspective(fovy, aspect, 2.0, 2.0 + diameter);
program_.start();
currentFrame_ = 0;
rotation_ = 0.0;
running_ = true;
startTime_ = Util::get_timestamp_us() / 1000000.0;
lastUpdateTime_ = startTime_;
}
void
SceneBuild::teardown()
{
program_.stop();
program_.release();
mesh_.reset();
Scene::teardown();
}
void
SceneBuild::update()
{
Scene::update();
double elapsed_time = lastUpdateTime_ - startTime_;
rotation_ = rotationSpeed_ * elapsed_time;
}
void
SceneBuild::draw()
{
LibMatrix::Stack4 model_view;
// Load the ModelViewProjectionMatrix uniform in the shader
LibMatrix::mat4 model_view_proj(perspective_);
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());
}
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;
if (useVbo_) {
mesh_.render_vbo();
}
else {
mesh_.render_array();
}
}
Scene::ValidationResult
SceneBuild::validate()
{
static const double radius_3d(std::sqrt(3.0));
if (rotation_ != 0)
return Scene::ValidationUnknown;
Canvas::Pixel ref(0xa7, 0xa7, 0xa7, 0xff);
Canvas::Pixel pixel = canvas_.read_pixel(canvas_.width() / 2,
canvas_.height() / 2);
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;
}
}