| /* |
| * 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; |
| } |
| } |