| // |
| // 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: |
| // Aleksandar Rodic - Creator and WebGL implementation |
| // Jesse Barker - glmark2 port |
| // |
| #include <string> |
| #include <fstream> |
| #include <memory> |
| #include <iomanip> |
| #include "scene.h" |
| #include "scene-jellyfish.h" |
| #include "log.h" |
| #include "util.h" |
| #include "texture.h" |
| #include "shader-source.h" |
| |
| SceneJellyfish::SceneJellyfish(Canvas& canvas) : |
| Scene(canvas, "jellyfish") |
| { |
| |
| } |
| |
| SceneJellyfish::~SceneJellyfish() |
| { |
| delete priv_; |
| } |
| |
| bool |
| SceneJellyfish::load() |
| { |
| running_ = false; |
| return true; |
| } |
| |
| void |
| SceneJellyfish::unload() |
| { |
| } |
| |
| void |
| SceneJellyfish::setup() |
| { |
| Scene::setup(); |
| |
| // Set up our private object that does all of the lifting |
| priv_ = new JellyfishPrivate(); |
| priv_->initialize(); |
| |
| // Set core scene timing after actual initialization so we don't measure |
| // set up time. |
| startTime_ = Util::get_timestamp_us() / 1000000.0; |
| lastUpdateTime_ = startTime_; |
| running_ = true; |
| } |
| |
| void |
| SceneJellyfish::teardown() |
| { |
| priv_->cleanup(); |
| Scene::teardown(); |
| } |
| |
| void |
| SceneJellyfish::update() |
| { |
| Scene::update(); |
| priv_->update_viewport(LibMatrix::vec2(canvas_.width(), canvas_.height())); |
| priv_->update_time(); |
| } |
| |
| void |
| SceneJellyfish::draw() |
| { |
| priv_->draw(); |
| } |
| |
| Scene::ValidationResult |
| SceneJellyfish::validate() |
| { |
| return Scene::ValidationUnknown; |
| } |
| |
| |
| // |
| // JellyfishPrivate implementation |
| // |
| using LibMatrix::mat4; |
| using LibMatrix::vec3; |
| using LibMatrix::vec2; |
| using std::string; |
| using std::vector; |
| |
| void |
| GradientRenderer::init() |
| { |
| // Program set up |
| static const string vtx_shader_filename(GLMARK_DATA_PATH"/shaders/gradient.vert"); |
| static const string frg_shader_filename(GLMARK_DATA_PATH"/shaders/gradient.frag"); |
| ShaderSource vtx_source(vtx_shader_filename); |
| ShaderSource frg_source(frg_shader_filename); |
| if (!Scene::load_shaders_from_strings(program_, vtx_source.str(), |
| frg_source.str())) |
| { |
| return; |
| } |
| positionLocation_ = program_["position"].location(); |
| uvLocation_ = program_["uvIn"].location(); |
| |
| // Set up the position data for our "quad". |
| vertices_.push_back(vec2(-1.0, -1.0)); |
| vertices_.push_back(vec2(1.0, -1.0)); |
| vertices_.push_back(vec2(-1.0, 1.0)); |
| vertices_.push_back(vec2(1.0, 1.0)); |
| uvs_.push_back(vec2(1.0, 1.0)); |
| uvs_.push_back(vec2(1.0, 1.0)); |
| uvs_.push_back(vec2(0.0, 0.0)); |
| uvs_.push_back(vec2(0.0, 0.0)); |
| uvOffset_ = vertices_.size() * sizeof(vec2); |
| |
| // Set up the VBO and stash our position data in it. |
| glGenBuffers(1, &bufferObject_); |
| glBindBuffer(GL_ARRAY_BUFFER, bufferObject_); |
| glBufferData(GL_ARRAY_BUFFER, (vertices_.size() + uvs_.size()) * sizeof(vec2), |
| 0, GL_STATIC_DRAW); |
| glBufferSubData(GL_ARRAY_BUFFER, 0, vertices_.size() * sizeof(vec2), |
| &vertices_.front()); |
| glBufferSubData(GL_ARRAY_BUFFER, uvOffset_, uvs_.size() * sizeof(vec2), |
| &uvs_.front()); |
| glBindBuffer(GL_ARRAY_BUFFER, 0); |
| } |
| |
| void |
| GradientRenderer::cleanup() |
| { |
| program_.stop(); |
| program_.release(); |
| glBindBuffer(GL_ARRAY_BUFFER, 0); |
| glDeleteBuffers(1, &bufferObject_); |
| } |
| |
| void |
| GradientRenderer::draw() |
| { |
| static const vec3 lightBlue(0.360784314, 0.584313725, 1.0); |
| static const vec3 darkBlue(0.074509804, 0.156862745, 0.619607843); |
| glBindBuffer(GL_ARRAY_BUFFER, bufferObject_); |
| program_.start(); |
| program_["color1"] = lightBlue; |
| program_["color2"] = darkBlue; |
| glEnableVertexAttribArray(positionLocation_); |
| glEnableVertexAttribArray(uvLocation_); |
| glVertexAttribPointer(positionLocation_, 2, GL_FLOAT, GL_FALSE, 0, 0); |
| glVertexAttribPointer(uvLocation_, 2, GL_FLOAT, GL_FALSE, 0, |
| reinterpret_cast<GLvoid*>(uvOffset_)); |
| glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); |
| glDisableVertexAttribArray(positionLocation_); |
| glDisableVertexAttribArray(uvLocation_); |
| program_.stop(); |
| glBindBuffer(GL_ARRAY_BUFFER, 0); |
| } |
| |
| //! |
| // Parse index values from an OBJ file. |
| // |
| // @param source the source line to parse |
| // @param idx the unsigned short to populate |
| // |
| static void |
| obj_get_index(const string& source, unsigned short& idx) |
| { |
| // Skip the definition type... |
| string::size_type endPos = source.find(" "); |
| string::size_type startPos(0); |
| if (endPos == string::npos) |
| { |
| Log::error("Bad element '%s'\n", source.c_str()); |
| return; |
| } |
| // Find the first value... |
| startPos = endPos + 1; |
| string is(source, startPos); |
| idx = Util::fromString<unsigned short>(is); |
| } |
| |
| //! |
| // Parse vec3 values from an OBJ file. |
| // |
| // @param source the source line to parse |
| // @param v the vec3 to populate |
| // |
| static void |
| obj_get_values(const string& source, vec3& v) |
| { |
| // Skip the definition type... |
| string::size_type endPos = source.find(" "); |
| string::size_type startPos(0); |
| if (endPos == string::npos) |
| { |
| Log::error("Bad element '%s'\n", source.c_str()); |
| return; |
| } |
| // Find the first value... |
| startPos = endPos + 1; |
| endPos = source.find(" ", startPos); |
| if (endPos == string::npos) |
| { |
| Log::error("Bad element '%s'\n", source.c_str()); |
| return; |
| } |
| string::size_type numChars(endPos - startPos); |
| string xs(source, startPos, numChars); |
| float x = Util::fromString<float>(xs); |
| // Then the second value... |
| startPos = endPos + 1; |
| endPos = source.find(" ", startPos); |
| if (endPos == string::npos) |
| { |
| Log::error("Bad element '%s'\n", source.c_str()); |
| return; |
| } |
| numChars = endPos - startPos; |
| string ys(source, startPos, numChars); |
| float y = Util::fromString<float>(ys); |
| // And the third value (there might be a fourth, but we don't care)... |
| startPos = endPos + 1; |
| endPos = source.find(" ", startPos); |
| if (endPos == string::npos) |
| { |
| numChars = endPos; |
| } |
| else |
| { |
| numChars = endPos - startPos; |
| } |
| string zs(source, startPos, endPos - startPos); |
| float z = Util::fromString<float>(zs); |
| v.x(x); |
| v.y(y); |
| v.z(z); |
| } |
| |
| // Custom OBJ loader. |
| // |
| // To support the jellyfish model, some amendments to the OBJ format are |
| // necessary. In particular, a vertex color attribute is required, and |
| // it contains an index list rather than a face list. |
| bool |
| JellyfishPrivate::load_obj(const std::string &filename) |
| { |
| Log::debug("Loading model from file '%s'\n", filename.c_str()); |
| |
| const std::auto_ptr<std::istream> input_file_ptr(Util::get_resource(filename)); |
| std::istream& inputFile(*input_file_ptr); |
| if (!inputFile) |
| { |
| Log::error("Failed to open '%s'\n", filename.c_str()); |
| return false; |
| } |
| |
| vector<string> sourceVec; |
| string curLine; |
| while (getline(inputFile, curLine)) |
| { |
| sourceVec.push_back(curLine); |
| } |
| |
| static const string vertex_definition("v"); |
| static const string normal_definition("vn"); |
| static const string texcoord_definition("vt"); |
| static const string color_definition("vc"); |
| static const string index_definition("i"); |
| for (vector<string>::const_iterator lineIt = sourceVec.begin(); |
| lineIt != sourceVec.end(); |
| lineIt++) |
| { |
| const string& curSrc = *lineIt; |
| // Is it a vertex attribute, a face description, comment or other? |
| // We only care about the first two, we ignore comments, object names, |
| // group names, smoothing groups, etc. |
| string::size_type startPos(0); |
| string::size_type spacePos = curSrc.find(" ", startPos); |
| string definitionType(curSrc, startPos, spacePos - startPos); |
| if (definitionType == vertex_definition) |
| { |
| vec3 v; |
| obj_get_values(curSrc, v); |
| positions_.push_back(v); |
| } |
| else if (definitionType == normal_definition) |
| { |
| vec3 v; |
| obj_get_values(curSrc, v); |
| normals_.push_back(v); |
| } |
| else if (definitionType == color_definition) |
| { |
| vec3 v; |
| obj_get_values(curSrc, v); |
| colors_.push_back(v); |
| } |
| else if (definitionType == texcoord_definition) |
| { |
| vec3 v; |
| obj_get_values(curSrc, v); |
| texcoords_.push_back(v); |
| } |
| else if (definitionType == index_definition) |
| { |
| unsigned short idx(0); |
| obj_get_index(curSrc, idx); |
| indices_.push_back(idx); |
| } |
| } |
| |
| Log::debug("Object populated with %u vertices %u normals %u colors %u texcoords and %u indices.\n", |
| positions_.size(), normals_.size(), colors_.size(), texcoords_.size(), indices_.size()); |
| return true; |
| } |
| |
| JellyfishPrivate::JellyfishPrivate() : |
| positionLocation_(0), |
| normalLocation_(0), |
| colorLocation_(0), |
| texcoordLocation_(0), |
| viewport_(512.0, 512.0), |
| lightPosition_(10.0, 40.0, -60.0), |
| lightColor_(0.8, 1.3, 1.1, 1.0), |
| lightRadius_(200.0), |
| ambientColor_(0.3, 0.2, 1.0, 1.0), |
| fresnelColor_(0.8, 0.7, 0.6, 1.1), |
| fresnelPower_(1.0), |
| rotation_(0.0), |
| currentTime_(0.0), |
| lastUpdateTime_(0.0) |
| { |
| static const string modelFilename(GLMARK_DATA_PATH"/models/jellyfish.jobj"); |
| if (!load_obj(modelFilename)) |
| { |
| return; |
| } |
| |
| // Now that we've setup the vertex data, we can setup the map of how |
| // that data will be laid out in the buffer object. |
| static const unsigned int sv3(sizeof(vec3)); |
| dataMap_.positionOffset = 0; |
| dataMap_.positionSize = positions_.size() * sv3; |
| dataMap_.totalSize = dataMap_.positionSize; |
| dataMap_.normalOffset = dataMap_.positionOffset + dataMap_.positionSize; |
| dataMap_.normalSize = normals_.size() * sv3; |
| dataMap_.totalSize += dataMap_.normalSize; |
| dataMap_.colorOffset = dataMap_.normalOffset + dataMap_.normalSize; |
| dataMap_.colorSize = colors_.size() * sv3; |
| dataMap_.totalSize += dataMap_.colorSize; |
| dataMap_.texcoordOffset = dataMap_.colorOffset + dataMap_.colorSize; |
| dataMap_.texcoordSize = texcoords_.size() * sv3; |
| dataMap_.totalSize += dataMap_.texcoordSize; |
| } |
| |
| JellyfishPrivate::~JellyfishPrivate() |
| { |
| positions_.clear(); |
| normals_.clear(); |
| colors_.clear(); |
| texcoords_.clear(); |
| indices_.clear(); |
| } |
| |
| void |
| JellyfishPrivate::initialize() |
| { |
| lastUpdateTime_ = Util::get_timestamp_us() / 1000.0; |
| currentTime_ = static_cast<uint64_t>(lastUpdateTime_) % 100000000 / 1000.0; |
| whichCaustic_ = static_cast<uint64_t>(currentTime_ * 30) % 32 + 1; |
| rotation_ = 0.0; |
| |
| gradient_.init(); |
| |
| // Set up program first so we can store attribute and uniform locations |
| // away for the |
| using std::string; |
| static const string vtx_shader_filename(GLMARK_DATA_PATH"/shaders/jellyfish.vert"); |
| static const string frg_shader_filename(GLMARK_DATA_PATH"/shaders/jellyfish.frag"); |
| |
| ShaderSource vtx_source(vtx_shader_filename); |
| ShaderSource frg_source(frg_shader_filename); |
| |
| if (!Scene::load_shaders_from_strings(program_, vtx_source.str(), |
| frg_source.str())) |
| { |
| return; |
| } |
| |
| // Stash away attribute and uniform locations for handy use. |
| positionLocation_ = program_["aVertexPosition"].location(); |
| normalLocation_ = program_["aVertexNormal"].location(); |
| colorLocation_ = program_["aVertexColor"].location(); |
| texcoordLocation_ = program_["aTextureCoord"].location(); |
| |
| // We need 2 buffers for our work here. One for the vertex data. |
| // and one for the index data. |
| glGenBuffers(2, &bufferObjects_[0]); |
| |
| // First, setup the vertex data by binding the first buffer object, |
| // allocating its data store, and filling it in with our vertex data. |
| glBindBuffer(GL_ARRAY_BUFFER, bufferObjects_[0]); |
| glBufferData(GL_ARRAY_BUFFER, dataMap_.totalSize, 0, GL_STATIC_DRAW); |
| glBufferSubData(GL_ARRAY_BUFFER, dataMap_.positionOffset, |
| dataMap_.positionSize, &positions_.front()); |
| glBufferSubData(GL_ARRAY_BUFFER, dataMap_.normalOffset, |
| dataMap_.normalSize, &normals_.front()); |
| glBufferSubData(GL_ARRAY_BUFFER, dataMap_.colorOffset, |
| dataMap_.colorSize, &colors_.front()); |
| glBufferSubData(GL_ARRAY_BUFFER, dataMap_.texcoordOffset, |
| dataMap_.texcoordSize, &texcoords_.front()); |
| |
| // Now repeat for our index data. |
| glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferObjects_[1]); |
| glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices_.size() * sizeof(unsigned short), |
| &indices_.front(), GL_STATIC_DRAW); |
| |
| // "Unbind" our buffer objects to make sure the state is consistent. |
| glBindBuffer(GL_ARRAY_BUFFER, 0); |
| glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); |
| |
| // Finally, set up our textures. |
| // |
| // First, the main jellyfish texture |
| bool gotTex = Texture::load("jellyfish256", &textureObjects_[0], GL_LINEAR, |
| GL_LINEAR, 0); |
| if (!gotTex || textureObjects_[0] == 0) |
| { |
| Log::error("Jellyfish texture set up failed!!!\n"); |
| } |
| glBindTexture(GL_TEXTURE_2D, 0); |
| // Then, the caustics textures |
| static const string baseName("jellyfish-caustics-"); |
| for (unsigned int i = 1; i < 33; i++) |
| { |
| std::stringstream ss; |
| ss << std::setw(2) << std::setfill('0') << i; |
| string curName(baseName); |
| curName += ss.str(); |
| gotTex = Texture::load(curName, &textureObjects_[i], GL_LINEAR, |
| GL_LINEAR, 0); |
| if (!gotTex || textureObjects_[i] == 0) |
| { |
| Log::error("Caustics texture[%u] set up failed!!!\n", i); |
| } |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
| glBindTexture(GL_TEXTURE_2D, 0); |
| } |
| } |
| |
| void |
| JellyfishPrivate::update_viewport(const vec2& vp) |
| { |
| if (viewport_.x() == vp.x() && viewport_.y() == vp.y()) |
| { |
| return; |
| } |
| viewport_ = vp; |
| projection_.loadIdentity(); |
| projection_.perspective(30.0, viewport_.x()/viewport_.y(), 20.0, 120.0); |
| } |
| |
| void |
| JellyfishPrivate::update_time() |
| { |
| double now = Util::get_timestamp_us() / 1000.0; |
| double elapsedTime = now - lastUpdateTime_; |
| rotation_ += (2.0 * elapsedTime) / 1000.0; |
| currentTime_ = static_cast<uint64_t>(now) % 100000000 / 1000.0; |
| whichCaustic_ = static_cast<uint64_t>(currentTime_ * 30) % 32 + 1; |
| lastUpdateTime_ = now; |
| } |
| |
| void |
| JellyfishPrivate::cleanup() |
| { |
| program_.stop(); |
| program_.release(); |
| |
| glBindBuffer(GL_ARRAY_BUFFER, 0); |
| glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); |
| |
| glDeleteTextures(33, &textureObjects_[0]); |
| glDeleteBuffers(2, &bufferObjects_[0]); |
| |
| gradient_.cleanup(); |
| } |
| |
| void |
| JellyfishPrivate::draw() |
| { |
| // "Clear" the background to the desired gradient. |
| gradient_.draw(); |
| |
| // We need "world", "world view projection", and "world inverse transpose" |
| // matrix uniforms for the current shader. |
| // |
| // NOTE: Some of this seems a bit of a no-op (e.g., multipying by and |
| // inverting identity matrices), but leave it like the original |
| // WebGL files for the time being. Worth revisiting not doing all |
| // of that math every draw call (might even be good to be doing |
| // some of it in the shader as well). |
| world_.push(); |
| world_.translate(0.0, 5.0, -75.0); |
| world_.rotate(sin(rotation_ / 10.0) * 30.0, 0.0, 1.0, 0.0); |
| world_.rotate(sin(rotation_ / 20.0) * 30.0, 1.0, 0.0, 0.0); |
| world_.scale(5.0, 5.0, 5.0); |
| world_.translate(0.0, sin(rotation_ / 10.0) * 2.5, 0.0); |
| mat4 worldViewProjection(projection_.getCurrent()); |
| worldViewProjection *= world_.getCurrent();; |
| mat4 worldInverseTranspose(world_.getCurrent()); |
| worldInverseTranspose.inverse().transpose(); |
| |
| // Load up the uniforms |
| program_.start(); |
| program_["uWorld"] = world_.getCurrent(); |
| program_["uWorldViewProj"] = worldViewProjection; |
| program_["uWorldInvTranspose"] = worldInverseTranspose; |
| program_["uCurrentTime"] = currentTime_; |
| // Revisit making these constants rather than uniforms as they appear never |
| // to change |
| program_["uLightPos"] = lightPosition_; |
| program_["uLightRadius"] = lightRadius_; |
| program_["uLightCol"] = lightColor_; |
| program_["uAmbientCol"] = ambientColor_; |
| program_["uFresnelCol"] = fresnelColor_; |
| program_["uFresnelPower"] = fresnelPower_; |
| // Set up textures for this frame. |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, textureObjects_[0]); |
| program_["uSampler"] = 0; |
| glActiveTexture(GL_TEXTURE1); |
| glBindTexture(GL_TEXTURE_2D, textureObjects_[whichCaustic_]); |
| program_["uSampler1"] = 1; |
| |
| glEnable(GL_BLEND); |
| glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
| |
| glDisable(GL_CULL_FACE); |
| glDisable(GL_DEPTH_TEST); |
| |
| glBindBuffer(GL_ARRAY_BUFFER, bufferObjects_[0]); |
| glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferObjects_[1]); |
| |
| glEnableVertexAttribArray(positionLocation_); |
| glEnableVertexAttribArray(normalLocation_); |
| glEnableVertexAttribArray(colorLocation_); |
| glEnableVertexAttribArray(texcoordLocation_); |
| glVertexAttribPointer(positionLocation_ , 3, GL_FLOAT, GL_FALSE, 0, |
| reinterpret_cast<const GLvoid*>(dataMap_.positionOffset)); |
| glVertexAttribPointer(normalLocation_ , 3, GL_FLOAT, GL_FALSE, 0, |
| reinterpret_cast<const GLvoid*>(dataMap_.normalOffset)); |
| glVertexAttribPointer(colorLocation_ , 3, GL_FLOAT, GL_FALSE, 0, |
| reinterpret_cast<const GLvoid*>(dataMap_.colorOffset)); |
| glVertexAttribPointer(texcoordLocation_ , 3, GL_FLOAT, GL_FALSE, 0, |
| reinterpret_cast<const GLvoid*>(dataMap_.texcoordOffset)); |
| |
| glDrawElements(GL_TRIANGLES, indices_.size(), GL_UNSIGNED_SHORT, 0); |
| |
| glDisableVertexAttribArray(positionLocation_); |
| glDisableVertexAttribArray(normalLocation_); |
| glDisableVertexAttribArray(colorLocation_); |
| glDisableVertexAttribArray(texcoordLocation_); |
| |
| glBindBuffer(GL_ARRAY_BUFFER, 0); |
| glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); |
| |
| program_.stop(); |
| world_.pop(); |
| } |