| /* |
| * 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: |
| * Alexandros Frantzis (glmark2) |
| * Jesse Barker (glmark2) |
| */ |
| #include <cmath> |
| #include <cstdlib> |
| |
| #include "scene.h" |
| #include "mat.h" |
| #include "stack.h" |
| #include "vec.h" |
| #include "log.h" |
| #include "program.h" |
| #include "shader-source.h" |
| #include "util.h" |
| #include "texture.h" |
| |
| enum BlurDirection { |
| BlurDirectionHorizontal, |
| BlurDirectionVertical, |
| BlurDirectionBoth |
| }; |
| |
| static void |
| create_blur_shaders(ShaderSource& vtx_source, ShaderSource& frg_source, |
| unsigned int radius, float sigma, BlurDirection direction) |
| { |
| vtx_source.append_file(GLMARK_DATA_PATH"/shaders/desktop.vert"); |
| frg_source.append_file(GLMARK_DATA_PATH"/shaders/desktop-blur.frag"); |
| |
| /* Don't let the gaussian curve become too narrow */ |
| if (sigma < 1.0) |
| sigma = 1.0; |
| |
| unsigned int side = 2 * radius + 1; |
| |
| for (unsigned int i = 0; i < radius + 1; i++) { |
| float s2 = 2.0 * sigma * sigma; |
| float k = 1.0 / std::sqrt(M_PI * s2) * std::exp( - (static_cast<float>(i) * i) / s2); |
| std::stringstream ss_tmp; |
| ss_tmp << "Kernel" << i; |
| frg_source.add_const(ss_tmp.str(), k); |
| } |
| |
| std::stringstream ss; |
| ss << "result = " << std::endl; |
| |
| if (direction == BlurDirectionHorizontal) { |
| for (unsigned int i = 0; i < side; i++) { |
| int offset = static_cast<int>(i - radius); |
| ss << "texture2D(Texture0, TextureCoord + vec2(" << |
| offset << ".0 * TextureStepX, 0.0)) * Kernel" << |
| std::abs(offset) << " +" << std::endl; |
| } |
| ss << "0.0 ;" << std::endl; |
| } |
| else if (direction == BlurDirectionVertical) { |
| for (unsigned int i = 0; i < side; i++) { |
| int offset = static_cast<int>(i - radius); |
| ss << "texture2D(Texture0, TextureCoord + vec2(0.0, " << |
| offset << ".0 * TextureStepY)) * Kernel" << |
| std::abs(offset) << " +" << std::endl; |
| } |
| ss << "0.0 ;" << std::endl; |
| } |
| else if (direction == BlurDirectionBoth) { |
| for (unsigned int i = 0; i < side; i++) { |
| int ioffset = static_cast<int>(i - radius); |
| for (unsigned int j = 0; j < side; j++) { |
| int joffset = static_cast<int>(j - radius); |
| ss << "texture2D(Texture0, TextureCoord + vec2(" << |
| ioffset << ".0 * TextureStepX, " << |
| joffset << ".0 * TextureStepY))" << |
| " * Kernel" << std::abs(ioffset) << |
| " * Kernel" << std::abs(joffset) << " +" << std::endl; |
| } |
| } |
| ss << " 0.0;" << std::endl; |
| } |
| |
| frg_source.replace("$CONVOLUTION$", ss.str()); |
| } |
| |
| /** |
| * A RenderObject represents a source and target of rendering |
| * operations. |
| */ |
| class RenderObject |
| { |
| public: |
| RenderObject() : |
| texture_(0), fbo_(0), rotation_rad_(0), |
| texture_contents_invalid_(true) { } |
| |
| virtual ~RenderObject() {} |
| |
| virtual void init() |
| { |
| /* Create a texture to draw to */ |
| glGenTextures(1, &texture_); |
| glBindTexture(GL_TEXTURE_2D, texture_); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size_.x(), size_.y(), 0, |
| GL_RGBA, GL_UNSIGNED_BYTE, 0); |
| |
| /* Create a FBO */ |
| glGenFramebuffers(1, &fbo_); |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo_); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, |
| GL_TEXTURE_2D, texture_, 0); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, 0); |
| |
| /* Load the shader program when this class if first used */ |
| if (RenderObject::use_count == 0) { |
| ShaderSource vtx_source(GLMARK_DATA_PATH"/shaders/desktop.vert"); |
| ShaderSource frg_source(GLMARK_DATA_PATH"/shaders/desktop.frag"); |
| Scene::load_shaders_from_strings(main_program, vtx_source.str(), |
| frg_source.str()); |
| } |
| |
| texture_contents_invalid_ = true; |
| RenderObject::use_count++; |
| } |
| |
| virtual void release() |
| { |
| /* Release resources */ |
| if (texture_ != 0) |
| { |
| glDeleteTextures(1, &texture_); |
| texture_ = 0; |
| } |
| if (fbo_ != 0) |
| { |
| glDeleteFramebuffers(1, &fbo_); |
| fbo_ = 0; |
| } |
| |
| /* |
| * Release the shader program when object of this class |
| * are no longer in use. |
| */ |
| RenderObject::use_count--; |
| if (RenderObject::use_count == 0) |
| RenderObject::main_program.release(); |
| } |
| |
| void make_current() |
| { |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo_); |
| glViewport(0, 0, size_.x(), size_.y()); |
| } |
| |
| void position(const LibMatrix::vec2& pos) { pos_ = pos; } |
| const LibMatrix::vec2& position() { return pos_; } |
| |
| |
| virtual void size(const LibMatrix::vec2& size) |
| { |
| /* Recreate the backing texture with correct size */ |
| if (size_.x() != size.x() || size_.y() != size.y()) { |
| size_ = size; |
| glBindTexture(GL_TEXTURE_2D, texture_); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size_.x(), size_.y(), 0, |
| GL_RGBA, GL_UNSIGNED_BYTE, 0); |
| texture_contents_invalid_ = true; |
| } |
| |
| if (texture_contents_invalid_) { |
| clear(); |
| texture_contents_invalid_ = false; |
| } |
| } |
| |
| const LibMatrix::vec2& size() { return size_; } |
| |
| const LibMatrix::vec2& speed() { return speed_; } |
| void speed(const LibMatrix::vec2& speed) { speed_ = speed; } |
| |
| GLuint texture() { return texture_; } |
| |
| virtual void clear() |
| { |
| make_current(); |
| glClear(GL_COLOR_BUFFER_BIT); |
| } |
| |
| virtual void render_to(RenderObject& target) |
| { |
| render_to(target, main_program); |
| } |
| |
| virtual void render_to(RenderObject& target, Program& program) |
| { |
| LibMatrix::vec2 anchor(pos_); |
| LibMatrix::vec2 ll(pos_ - anchor); |
| LibMatrix::vec2 ur(pos_ + size_ - anchor); |
| |
| /* Calculate new position according to rotation value */ |
| GLfloat position[2 * 4] = { |
| rotate_x(ll.x(), ll.y()) + anchor.x(), rotate_y(ll.x(), ll.y()) + anchor.y(), |
| rotate_x(ur.x(), ll.y()) + anchor.x(), rotate_y(ur.x(), ll.y()) + anchor.y(), |
| rotate_x(ll.x(), ur.y()) + anchor.x(), rotate_y(ll.x(), ur.y()) + anchor.y(), |
| rotate_x(ur.x(), ur.y()) + anchor.x(), rotate_y(ur.x(), ur.y()) + anchor.y(), |
| }; |
| |
| /* Normalize position and write back to array */ |
| for (int i = 0; i < 4; i++) { |
| const LibMatrix::vec2& v2( |
| target.normalize_position( |
| LibMatrix::vec2(position[2 * i], position[2 * i + 1]) |
| ) |
| ); |
| position[2 * i] = v2.x(); |
| position[2 * i + 1] = v2.y(); |
| } |
| |
| static const GLfloat texcoord[2 * 4] = { |
| 0.0, 0.0, |
| 1.0, 0.0, |
| 0.0, 1.0, |
| 1.0, 1.0, |
| }; |
| |
| target.make_current(); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, texture_); |
| draw_quad_with_program(position, texcoord, program); |
| } |
| |
| virtual void render_from(RenderObject& target, Program& program = main_program) |
| { |
| LibMatrix::vec2 final_pos(pos_ + size_); |
| LibMatrix::vec2 ll_tex(target.normalize_texcoord(pos_)); |
| LibMatrix::vec2 ur_tex(target.normalize_texcoord(final_pos)); |
| |
| static const GLfloat position_blur[2 * 4] = { |
| -1.0, -1.0, |
| 1.0, -1.0, |
| -1.0, 1.0, |
| 1.0, 1.0, |
| }; |
| GLfloat texcoord_blur[2 * 4] = { |
| ll_tex.x(), ll_tex.y(), |
| ur_tex.x(), ll_tex.y(), |
| ll_tex.x(), ur_tex.y(), |
| ur_tex.x(), ur_tex.y(), |
| }; |
| |
| make_current(); |
| glBindTexture(GL_TEXTURE_2D, target.texture()); |
| draw_quad_with_program(position_blur, texcoord_blur, program); |
| } |
| |
| /** |
| * Normalizes a position from [0, size] to [-1.0, 1.0] |
| */ |
| LibMatrix::vec2 normalize_position(const LibMatrix::vec2& pos) |
| { |
| return pos * 2.0 / size_ - 1.0; |
| } |
| |
| /** |
| * Normalizes a position from [0, size] to [0.0, 1.0] |
| */ |
| LibMatrix::vec2 normalize_texcoord(const LibMatrix::vec2& pos) |
| { |
| return pos / size_; |
| } |
| |
| void rotation(float degrees) |
| { |
| rotation_rad_ = (M_PI * degrees / 180.0); |
| } |
| |
| protected: |
| void draw_quad_with_program(const GLfloat *position, const GLfloat *texcoord, |
| Program &program) |
| { |
| int pos_index = program["position"].location(); |
| int tex_index = program["texcoord"].location(); |
| |
| program.start(); |
| |
| glEnableVertexAttribArray(pos_index); |
| glEnableVertexAttribArray(tex_index); |
| glVertexAttribPointer(pos_index, 2, |
| GL_FLOAT, GL_FALSE, 0, position); |
| glVertexAttribPointer(tex_index, 2, |
| GL_FLOAT, GL_FALSE, 0, texcoord); |
| |
| glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); |
| |
| glDisableVertexAttribArray(tex_index); |
| glDisableVertexAttribArray(pos_index); |
| |
| program.stop(); |
| } |
| |
| static Program main_program; |
| |
| LibMatrix::vec2 pos_; |
| LibMatrix::vec2 size_; |
| LibMatrix::vec2 speed_; |
| GLuint texture_; |
| GLuint fbo_; |
| |
| private: |
| float rotate_x(float x, float y) |
| { |
| return x * cos(rotation_rad_) - y * sin(rotation_rad_); |
| } |
| |
| float rotate_y(float x, float y) |
| { |
| return x * sin(rotation_rad_) + y * cos(rotation_rad_); |
| } |
| |
| float rotation_rad_; |
| bool texture_contents_invalid_; |
| static int use_count; |
| |
| }; |
| |
| int RenderObject::use_count = 0; |
| Program RenderObject::main_program; |
| |
| /** |
| * A RenderObject representing the screen. |
| * |
| * Rendering to this objects renders to the screen framebuffer. |
| */ |
| class RenderScreen : public RenderObject |
| { |
| public: |
| RenderScreen(Canvas &canvas) { fbo_ = canvas.fbo(); } |
| virtual void init() {} |
| virtual void release() {} |
| }; |
| |
| /** |
| * A RenderObject with a background image. |
| * |
| * The image is drawn to the RenderObject automatically when the |
| * object is cleared, resized etc |
| */ |
| class RenderClearImage : public RenderObject |
| { |
| public: |
| RenderClearImage(const std::string& texture) : |
| RenderObject(), background_texture_name(texture), |
| background_texture_(0) {} |
| |
| virtual void init() |
| { |
| RenderObject::init(); |
| |
| /* Load the image into a texture */ |
| Texture::load(background_texture_name, |
| &background_texture_, GL_LINEAR, GL_LINEAR, 0); |
| |
| } |
| |
| virtual void release() |
| { |
| glDeleteTextures(1, &background_texture_); |
| background_texture_ = 0; |
| |
| RenderObject::release(); |
| } |
| |
| virtual void clear() |
| { |
| static const GLfloat position[2 * 4] = { |
| -1.0, -1.0, |
| 1.0, -1.0, |
| -1.0, 1.0, |
| 1.0, 1.0, |
| }; |
| static const GLfloat texcoord[2 * 4] = { |
| 0.0, 0.0, |
| 1.0, 0.0, |
| 0.0, 1.0, |
| 1.0, 1.0, |
| }; |
| |
| make_current(); |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, background_texture_); |
| |
| glEnable(GL_BLEND); |
| glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
| draw_quad_with_program(position, texcoord, main_program); |
| glDisable(GL_BLEND); |
| } |
| |
| private: |
| std::string background_texture_name; |
| GLuint background_texture_; |
| }; |
| |
| /** |
| * A RenderObject that blurs the target it is drawn to. |
| */ |
| class RenderWindowBlur : public RenderObject |
| { |
| public: |
| RenderWindowBlur(unsigned int passes, unsigned int radius, bool separable, |
| bool draw_contents = true) : |
| RenderObject(), passes_(passes), radius_(radius), separable_(separable), |
| draw_contents_(draw_contents) {} |
| |
| virtual void init() |
| { |
| RenderObject::init(); |
| |
| /* Only have one instance of the window contents data */ |
| if (draw_contents_ && RenderWindowBlur::use_count == 0) |
| window_contents_.init(); |
| |
| RenderWindowBlur::use_count++; |
| } |
| |
| virtual void release() |
| { |
| RenderWindowBlur::use_count--; |
| |
| /* Only have one instance of the window contents data */ |
| if (draw_contents_ && RenderWindowBlur::use_count == 0) |
| window_contents_.release(); |
| |
| RenderObject::release(); |
| } |
| |
| virtual void size(const LibMatrix::vec2& size) |
| { |
| RenderObject::size(size); |
| if (draw_contents_) |
| window_contents_.size(size); |
| } |
| |
| virtual void render_to(RenderObject& target) |
| { |
| if (separable_) { |
| Program& blur_program_h1 = blur_program_h(target.size().x()); |
| Program& blur_program_v1 = blur_program_v(target.size().y()); |
| |
| for (unsigned int i = 0; i < passes_; i++) { |
| render_from(target, blur_program_h1); |
| RenderObject::render_to(target, blur_program_v1); |
| } |
| } |
| else { |
| Program& blur_program1 = blur_program(target.size().x(), target.size().y()); |
| |
| for (unsigned int i = 0; i < passes_; i++) { |
| if (i % 2 == 0) |
| render_from(target, blur_program1); |
| else |
| RenderObject::render_to(target, blur_program1); |
| } |
| |
| if (passes_ % 2 == 1) |
| RenderObject::render_to(target); |
| } |
| |
| /* |
| * Blend the window contents with the target texture. |
| */ |
| if (draw_contents_) { |
| glEnable(GL_BLEND); |
| /* |
| * Blend the colors normally, but don't change the |
| * destination alpha value. |
| */ |
| glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, |
| GL_ZERO, GL_ONE); |
| window_contents_.position(position()); |
| window_contents_.render_to(target); |
| glDisable(GL_BLEND); |
| } |
| } |
| |
| private: |
| Program& blur_program(unsigned int w, unsigned int h) |
| { |
| /* |
| * If the size of the window has changed we must recreate |
| * the shader to contain the correct texture step values. |
| */ |
| if (blur_program_dim_.x() != w || blur_program_dim_.y() != h || |
| !blur_program_.ready()) |
| { |
| blur_program_dim_.x(w); |
| blur_program_dim_.y(h); |
| |
| blur_program_.release(); |
| |
| ShaderSource vtx_source; |
| ShaderSource frg_source; |
| create_blur_shaders(vtx_source, frg_source, radius_, |
| radius_ / 3.0, BlurDirectionBoth); |
| frg_source.add_const("TextureStepX", 1.0 / w); |
| frg_source.add_const("TextureStepY", 1.0 / h); |
| Scene::load_shaders_from_strings(blur_program_, vtx_source.str(), |
| frg_source.str()); |
| } |
| |
| return blur_program_; |
| } |
| |
| Program& blur_program_h(unsigned int w) |
| { |
| /* |
| * If the size of the window has changed we must recreate |
| * the shader to contain the correct texture step values. |
| */ |
| if (blur_program_dim_.x() != w || |
| !blur_program_h_.ready()) |
| { |
| blur_program_dim_.x(w); |
| |
| blur_program_h_.release(); |
| |
| ShaderSource vtx_source; |
| ShaderSource frg_source; |
| create_blur_shaders(vtx_source, frg_source, radius_, |
| radius_ / 3.0, BlurDirectionHorizontal); |
| frg_source.add_const("TextureStepX", 1.0 / w); |
| Scene::load_shaders_from_strings(blur_program_h_, vtx_source.str(), |
| frg_source.str()); |
| } |
| |
| return blur_program_h_; |
| } |
| |
| Program& blur_program_v(unsigned int h) |
| { |
| /* |
| * If the size of the window has changed we must recreate |
| * the shader to contain the correct texture step values. |
| */ |
| if (blur_program_dim_.y() != h || |
| !blur_program_v_.ready()) |
| { |
| blur_program_dim_.y(h); |
| |
| blur_program_v_.release(); |
| |
| ShaderSource vtx_source; |
| ShaderSource frg_source; |
| create_blur_shaders(vtx_source, frg_source, radius_, |
| radius_ / 3.0, BlurDirectionVertical); |
| frg_source.add_const("TextureStepY", 1.0 / h); |
| Scene::load_shaders_from_strings(blur_program_v_, vtx_source.str(), |
| frg_source.str()); |
| } |
| |
| return blur_program_v_; |
| } |
| |
| LibMatrix::uvec2 blur_program_dim_; |
| Program blur_program_; |
| Program blur_program_h_; |
| Program blur_program_v_; |
| unsigned int passes_; |
| unsigned int radius_; |
| bool separable_; |
| bool draw_contents_; |
| |
| static int use_count; |
| static RenderClearImage window_contents_; |
| |
| }; |
| |
| /** |
| * A RenderObject that draws a drop shadow around the window. |
| */ |
| class RenderWindowShadow : public RenderObject |
| { |
| public: |
| using RenderObject::size; |
| |
| RenderWindowShadow(unsigned int shadow_size, bool draw_contents = true) : |
| RenderObject(), shadow_size_(shadow_size), draw_contents_(draw_contents) {} |
| |
| virtual void init() |
| { |
| RenderObject::init(); |
| |
| /* |
| * Only have one instance of the resources. |
| * This works only if all windows have the same size, which |
| * is currently the case for this scene. If this condition |
| * ceases to be true we will need to create the resources per |
| * object. |
| */ |
| if (RenderWindowShadow::use_count == 0) { |
| shadow_h_.init(); |
| shadow_v_.init(); |
| shadow_corner_.init(); |
| if (draw_contents_) |
| window_contents_.init(); |
| } |
| |
| RenderWindowShadow::use_count++; |
| } |
| |
| virtual void release() |
| { |
| RenderWindowShadow::use_count--; |
| |
| /* Only have one instance of the data */ |
| if (RenderWindowShadow::use_count == 0) { |
| shadow_h_.release(); |
| shadow_v_.release(); |
| shadow_corner_.release(); |
| if (draw_contents_) |
| window_contents_.release(); |
| } |
| |
| RenderObject::release(); |
| } |
| |
| virtual void size(const LibMatrix::vec2& size) |
| { |
| RenderObject::size(size); |
| shadow_h_.size(LibMatrix::vec2(size.x() - shadow_size_, |
| static_cast<double>(shadow_size_))); |
| shadow_v_.size(LibMatrix::vec2(size.y() - shadow_size_, |
| static_cast<double>(shadow_size_))); |
| shadow_corner_.size(LibMatrix::vec2(static_cast<double>(shadow_size_), |
| static_cast<double>(shadow_size_))); |
| if (draw_contents_) |
| window_contents_.size(size); |
| } |
| |
| virtual void render_to(RenderObject& target) |
| { |
| glEnable(GL_BLEND); |
| /* |
| * Blend the colors normally, but don't change the |
| * destination alpha value. |
| */ |
| glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, |
| GL_ZERO, GL_ONE); |
| |
| /* Bottom shadow */ |
| shadow_h_.rotation(0.0); |
| shadow_h_.position(position() + |
| LibMatrix::vec2(shadow_size_, |
| -shadow_h_.size().y())); |
| shadow_h_.render_to(target); |
| |
| /* Right shadow */ |
| shadow_v_.rotation(90.0); |
| shadow_v_.position(position() + |
| LibMatrix::vec2(size().x() + shadow_v_.size().y(), 0.0)); |
| shadow_v_.render_to(target); |
| |
| /* Bottom right shadow */ |
| shadow_corner_.rotation(0.0); |
| shadow_corner_.position(position() + |
| LibMatrix::vec2(size().x(), |
| -shadow_corner_.size().y())); |
| shadow_corner_.render_to(target); |
| |
| /* Top right shadow */ |
| shadow_corner_.rotation(90.0); |
| shadow_corner_.position(position() + size() + |
| LibMatrix::vec2(shadow_corner_.size().x(), |
| -shadow_corner_.size().y())); |
| shadow_corner_.render_to(target); |
| |
| /* Bottom left shadow */ |
| shadow_corner_.rotation(-90.0); |
| shadow_corner_.position(position()); |
| shadow_corner_.render_to(target); |
| |
| /* |
| * Blend the window contents with the target texture. |
| */ |
| if (draw_contents_) { |
| window_contents_.position(position()); |
| window_contents_.render_to(target); |
| } |
| |
| glDisable(GL_BLEND); |
| } |
| |
| private: |
| unsigned int shadow_size_; |
| bool draw_contents_; |
| |
| static int use_count; |
| static RenderClearImage window_contents_; |
| static RenderClearImage shadow_h_; |
| static RenderClearImage shadow_v_; |
| static RenderClearImage shadow_corner_; |
| |
| }; |
| |
| int RenderWindowBlur::use_count = 0; |
| RenderClearImage RenderWindowBlur::window_contents_("desktop-window"); |
| int RenderWindowShadow::use_count = 0; |
| RenderClearImage RenderWindowShadow::window_contents_("desktop-window"); |
| RenderClearImage RenderWindowShadow::shadow_h_("desktop-shadow"); |
| RenderClearImage RenderWindowShadow::shadow_v_("desktop-shadow"); |
| RenderClearImage RenderWindowShadow::shadow_corner_("desktop-shadow-corner"); |
| |
| /******************************* |
| * SceneDesktop implementation * |
| *******************************/ |
| |
| /** |
| * Private structure used to avoid contaminating scene.h with all of the |
| * SceneDesktop internal classes. |
| */ |
| struct SceneDesktopPrivate |
| { |
| RenderScreen screen; |
| RenderClearImage desktop; |
| std::vector<RenderObject *> windows; |
| |
| SceneDesktopPrivate(Canvas &canvas) : |
| screen(canvas), desktop("effect-2d") {} |
| |
| ~SceneDesktopPrivate() { Util::dispose_pointer_vector(windows); } |
| |
| }; |
| |
| |
| SceneDesktop::SceneDesktop(Canvas &canvas) : |
| Scene(canvas, "desktop") |
| { |
| priv_ = new SceneDesktopPrivate(canvas); |
| options_["effect"] = Scene::Option("effect", "blur", |
| "the effect to use [blur]"); |
| options_["windows"] = Scene::Option("windows", "4", |
| "the number of windows"); |
| options_["window-size"] = Scene::Option("window-size", "0.35", |
| "the window size as a percentage of the minimum screen dimension [0.0 - 0.5]"); |
| options_["passes"] = Scene::Option("passes", "1", |
| "the number of effect passes (effect dependent)"); |
| options_["blur-radius"] = Scene::Option("blur-radius", "5", |
| "the blur effect radius (in pixels)"); |
| options_["separable"] = Scene::Option("separable", "true", |
| "use separable convolution for the blur effect"); |
| options_["shadow-size"] = Scene::Option("shadow-size", "20", |
| "the size of the shadow (in pixels)"); |
| } |
| |
| SceneDesktop::~SceneDesktop() |
| { |
| delete priv_; |
| } |
| |
| bool |
| SceneDesktop::load() |
| { |
| return true; |
| } |
| |
| void |
| SceneDesktop::unload() |
| { |
| } |
| |
| void |
| SceneDesktop::setup() |
| { |
| Scene::setup(); |
| |
| /* Parse the options */ |
| unsigned int windows(0); |
| unsigned int passes(0); |
| unsigned int blur_radius(0); |
| float window_size_factor(0.0); |
| unsigned int shadow_size(0); |
| bool separable(options_["separable"].value == "true"); |
| |
| windows = Util::fromString<unsigned int>(options_["windows"].value); |
| window_size_factor = Util::fromString<float>(options_["window-size"].value); |
| passes = Util::fromString<unsigned int>(options_["passes"].value); |
| blur_radius = Util::fromString<unsigned int>(options_["blur-radius"].value); |
| shadow_size = Util::fromString<unsigned int>(options_["shadow-size"].value); |
| |
| // Make sure the Texture object knows where to find our images. |
| Texture::find_textures(); |
| |
| /* Ensure we get a transparent clear color for all following operations */ |
| glClearColor(0.0, 0.0, 0.0, 0.0); |
| glDisable(GL_DEPTH_TEST); |
| glDepthMask(GL_FALSE); |
| |
| /* Set up the screen and desktop RenderObjects */ |
| priv_->screen.init(); |
| priv_->desktop.init(); |
| priv_->screen.size(LibMatrix::vec2(canvas_.width(), canvas_.height())); |
| priv_->desktop.size(LibMatrix::vec2(canvas_.width(), canvas_.height())); |
| |
| /* Create the windows */ |
| const float angular_step(2.0 * M_PI / windows); |
| unsigned int min_dimension = std::min(canvas_.width(), canvas_.height()); |
| float window_size(min_dimension * window_size_factor); |
| static const LibMatrix::vec2 corner_offset(window_size / 2.0, |
| window_size / 2.0); |
| |
| for (unsigned int i = 0; i < windows; i++) { |
| LibMatrix::vec2 center(canvas_.width() * (0.5 + 0.25 * cos(i * angular_step)), |
| canvas_.height() * (0.5 + 0.25 * sin(i * angular_step))); |
| RenderObject* win; |
| if (options_["effect"].value == "shadow") |
| win = new RenderWindowShadow(shadow_size); |
| else |
| win = new RenderWindowBlur(passes, blur_radius, separable); |
| |
| win->init(); |
| win->position(center - corner_offset); |
| win->size(LibMatrix::vec2(window_size, window_size)); |
| /* |
| * Set the speed in increments of about 30 degrees (but not exactly, |
| * so we don't get windows moving just on the X axis or Y axis). |
| */ |
| win->speed(LibMatrix::vec2(cos(0.1 + i * M_PI / 6.0) * canvas_.width() / 3, |
| sin(0.1 + i * M_PI / 6.0) * canvas_.height() / 3)); |
| /* |
| * Perform a dummy rendering to ensure internal shaders are initialized |
| * now, in order not to affect the benchmarking. |
| */ |
| win->render_to(priv_->desktop); |
| priv_->windows.push_back(win); |
| } |
| |
| /* |
| * Ensure the screen is the current rendering target (it might have changed |
| * to a FBO in the previous steps). |
| */ |
| priv_->screen.make_current(); |
| |
| currentFrame_ = 0; |
| running_ = true; |
| startTime_ = Util::get_timestamp_us() / 1000000.0; |
| lastUpdateTime_ = startTime_; |
| } |
| |
| void |
| SceneDesktop::teardown() |
| { |
| for (std::vector<RenderObject*>::iterator winIt = priv_->windows.begin(); |
| winIt != priv_->windows.end(); |
| winIt++) |
| { |
| RenderObject* curObj = *winIt; |
| curObj->release(); |
| delete curObj; |
| } |
| priv_->windows.clear(); |
| priv_->screen.make_current(); |
| |
| glEnable(GL_DEPTH_TEST); |
| glDepthMask(GL_TRUE); |
| |
| priv_->desktop.release(); |
| priv_->screen.release(); |
| |
| Scene::teardown(); |
| } |
| |
| void |
| SceneDesktop::update() |
| { |
| double current_time = Util::get_timestamp_us() / 1000000.0; |
| double dt = current_time - lastUpdateTime_; |
| |
| Scene::update(); |
| |
| std::vector<RenderObject *>& windows(priv_->windows); |
| |
| /* |
| * Move the windows around the screen, bouncing them back when |
| * they reach the edge. |
| */ |
| for (std::vector<RenderObject *>::const_iterator iter = windows.begin(); |
| iter != windows.end(); |
| iter++) |
| { |
| bool should_update = true; |
| RenderObject *win = *iter; |
| LibMatrix::vec2 new_pos( |
| win->position().x() + win->speed().x() * dt, |
| win->position().y() + win->speed().y() * dt); |
| |
| if (new_pos.x() < 0.0 || |
| new_pos.x() + win->size().x() > static_cast<float>(canvas_.width())) |
| { |
| win->speed(LibMatrix::vec2(-win->speed().x(), win->speed().y())); |
| should_update = false; |
| } |
| |
| if (new_pos.y() < 0.0 || |
| new_pos.y() + win->size().y() > static_cast<float>(canvas_.height())) |
| { |
| win->speed(LibMatrix::vec2(win->speed().x(), -win->speed().y())); |
| should_update = false; |
| } |
| |
| if (should_update) |
| win->position(new_pos); |
| } |
| } |
| |
| void |
| SceneDesktop::draw() |
| { |
| std::vector<RenderObject *>& windows(priv_->windows); |
| |
| /* Ensure we get a transparent clear color for all following operations */ |
| glClearColor(0.0, 0.0, 0.0, 0.0); |
| |
| priv_->desktop.clear(); |
| |
| for (std::vector<RenderObject *>::const_iterator iter = windows.begin(); |
| iter != windows.end(); |
| iter++) |
| { |
| RenderObject *win = *iter; |
| win->render_to(priv_->desktop); |
| } |
| |
| priv_->desktop.render_to(priv_->screen); |
| |
| } |
| |
| Scene::ValidationResult |
| SceneDesktop::validate() |
| { |
| static const double radius_3d(std::sqrt(3.0 * 2.0 * 2.0)); |
| |
| Canvas::Pixel ref; |
| |
| /* Parse the options */ |
| unsigned int windows(0); |
| unsigned int passes(0); |
| unsigned int blur_radius(0); |
| float window_size_factor(0.0); |
| unsigned int shadow_size(0); |
| |
| windows = Util::fromString<unsigned int>(options_["windows"].value); |
| window_size_factor = Util::fromString<float>(options_["window-size"].value); |
| passes = Util::fromString<unsigned int>(options_["passes"].value); |
| blur_radius = Util::fromString<unsigned int>(options_["blur-radius"].value); |
| shadow_size = Util::fromString<unsigned int>(options_["shadow-size"].value); |
| |
| if (options_["effect"].value == "blur") |
| { |
| if (windows == 4 && passes == 1 && blur_radius == 5) |
| ref = Canvas::Pixel(0x89, 0xa3, 0x53, 0xff); |
| else |
| return Scene::ValidationUnknown; |
| } |
| else if (options_["effect"].value == "shadow") |
| { |
| if (windows == 4 && fabs(window_size_factor - 0.35) < 0.0001 && |
| shadow_size == 20) |
| { |
| ref = Canvas::Pixel(0x1f, 0x27, 0x0d, 0xff); |
| } |
| else |
| { |
| return Scene::ValidationUnknown; |
| } |
| } |
| |
| Canvas::Pixel pixel = canvas_.read_pixel(512, 209); |
| |
| 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; |
| } |
| |
| return Scene::ValidationUnknown; |
| } |