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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:
// Jesse Barker
//
#ifndef SCENE_REFRACT_
#define SCENE_REFRACT_
#include "scene.h"
#include "stack.h"
//
// To create a shadow map, we need a framebuffer object set up for a
// depth-only pass. The render target can then be bound as a texture,
// and the depth values sampled from that texture can be used in the
// distance-from-light computations when rendering the shadow on the
// ground below the rendered object.
//
class DistanceRenderTarget
{
enum
{
DEPTH = 0,
COLOR
};
Program program_;
unsigned int canvas_width_;
unsigned int canvas_height_;
unsigned int width_;
unsigned int height_;
unsigned int tex_[2];
unsigned int fbo_;
public:
DistanceRenderTarget() :
canvas_width_(0),
canvas_height_(0),
width_(0),
height_(0),
fbo_(0)
{
tex_[DEPTH] = tex_[COLOR] = 0;
}
~DistanceRenderTarget() {}
bool setup(unsigned int width, unsigned int height);
void teardown();
void enable(const LibMatrix::mat4& mvp);
void disable();
unsigned int depthTexture() { return tex_[DEPTH]; }
unsigned int colorTexture() { return tex_[COLOR]; }
Program& program() { return program_; }
};
class RefractPrivate
{
Canvas& canvas_;
DistanceRenderTarget depthTarget_;
Program program_;
LibMatrix::Stack4 modelview_;
LibMatrix::Stack4 projection_;
LibMatrix::mat4 light_;
Mesh mesh_;
LibMatrix::vec3 centerVec_;
bool orientModel_;
float orientationAngle_;
LibMatrix::vec3 orientationVec_;
float radius_;
float rotation_;
float rotationSpeed_;
unsigned int texture_;
bool useVbo_;
public:
RefractPrivate(Canvas& canvas) :
canvas_(canvas),
orientModel_(false),
orientationAngle_(0.0),
radius_(0.0),
rotation_(0.0),
rotationSpeed_(36.0),
texture_(0),
useVbo_(true) {}
~RefractPrivate() {}
bool setup(std::map<std::string, Scene::Option>& options);
void teardown();
void update(double elapsedTime);
void draw();
};
#endif // SCENE_REFRACT_