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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
//
#include "scene.h"
#include "model.h"
#include "options.h"
#include "util.h"
#include "log.h"
#include "shader-source.h"
#include "stack.h"
using std::string;
using std::vector;
using std::map;
using LibMatrix::Stack4;
using LibMatrix::mat4;
using LibMatrix::vec4;
using LibMatrix::vec3;
using LibMatrix::vec2;
static const vec4 lightPosition(0.0f, 3.0f, 2.0f, 1.0f);
//
// 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 DepthRenderTarget
{
Program program_;
unsigned int canvas_width_;
unsigned int canvas_height_;
unsigned int width_;
unsigned int height_;
unsigned int tex_;
unsigned int fbo_;
public:
DepthRenderTarget() :
canvas_width_(0),
canvas_height_(0),
width_(0),
height_(0),
tex_(0),
fbo_(0) {}
~DepthRenderTarget() {}
bool setup(unsigned int width, unsigned int height);
void teardown();
void enable(const mat4& mvp);
void disable();
unsigned int texture() { return tex_; }
Program& program() { return program_; }
};
bool
DepthRenderTarget::setup(unsigned int width, unsigned int height)
{
static const string vtx_shader_filename(Options::data_path + "/shaders/depth.vert");
static const string frg_shader_filename(Options::data_path + "/shaders/depth.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 false;
}
canvas_width_ = width;
canvas_height_ = height;
width_ = canvas_width_ * 2;
height_ = canvas_height_ * 2;
// If the texture will be too large for the implemnetation, we need to
// clamp the dimensions but maintain the aspect ratio.
GLint tex_size(0);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &tex_size);
unsigned int max_size = static_cast<unsigned int>(tex_size);
if (max_size < width_ || max_size < height_) {
float aspect = static_cast<float>(width) / static_cast<float>(height);
width_ = max_size;
height_ = width_ / aspect;
Log::debug("DepthRenderTarget::setup: original texture size (%u x %u), clamped to (%u x %u)\n",
canvas_width_ * 2, canvas_height_ * 2, width_, height_);
}
glGenTextures(1, &tex_);
glBindTexture(GL_TEXTURE_2D, tex_);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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_DEPTH_COMPONENT, width_, height_, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glGenFramebuffers(1, &fbo_);
glBindFramebuffer(GL_FRAMEBUFFER, fbo_);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
tex_, 0);
unsigned int status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
Log::error("DepthRenderTarget::setup: glCheckFramebufferStatus failed (0x%x)\n", status);
return false;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
return true;
}
void
DepthRenderTarget::teardown()
{
program_.stop();
program_.release();
if (tex_) {
glDeleteTextures(1, &tex_);
tex_ = 0;
}
if (fbo_) {
glDeleteFramebuffers(1, &fbo_);
fbo_ = 0;
}
}
void
DepthRenderTarget::enable(const mat4& mvp)
{
program_.start();
program_["ModelViewProjectionMatrix"] = mvp;
glBindFramebuffer(GL_FRAMEBUFFER, fbo_);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
tex_, 0);
glViewport(0, 0, width_, height_);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glClear(GL_DEPTH_BUFFER_BIT);
}
void DepthRenderTarget::disable()
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, canvas_width_, canvas_height_);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
}
//
// The actual shadow pass is really just a quad projected into the scene
// with the horse's shadow cast upon it. In the vertex stage, we compute
// a texture coordinate for the depth texture look-up by transforming the
// current vertex position using a matrix describing the light's view point.
// In the fragment stage, that coordinate is perspective corrected, and
// used to sample the depth texture. If the depth value for that fragment
// (effectively the distance from the light to the object at that point)
// is less than the Z component of that coordinate (effectively the distance
// from the light to the ground at that point) then that location is in shadow.
//
class GroundRenderer
{
Program program_;
mat4 light_;
Stack4 modelview_;
mat4 projection_;
int positionLocation_;
unsigned int bufferObject_;
unsigned int texture_;
vector<vec2> vertices_;
vector<vec2> texcoords_;
public:
GroundRenderer() :
positionLocation_(0),
bufferObject_(0) {}
~GroundRenderer() {}
bool setup(const mat4& projection, unsigned int texture);
void teardown();
void draw();
};
bool
GroundRenderer::setup(const mat4& projection, unsigned int texture)
{
projection_ = projection;
texture_ = texture;
// Program set up
static const vec4 materialDiffuse(0.3f, 0.3f, 0.3f, 1.0f);
static const string vtx_shader_filename(Options::data_path + "/shaders/shadow.vert");
static const string frg_shader_filename(Options::data_path + "/shaders/shadow.frag");
ShaderSource vtx_source(vtx_shader_filename);
ShaderSource frg_source(frg_shader_filename);
vtx_source.add_const("MaterialDiffuse", materialDiffuse);
if (!Scene::load_shaders_from_strings(program_, vtx_source.str(), frg_source.str())) {
return false;
}
positionLocation_ = program_["position"].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));
// 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() * sizeof(vec2),
&vertices_.front(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Set up the light matrix with a bias that will convert values
// in the range of [-1, 1] to [0, 1)], then add in the projection
// and the "look at" matrix from the light position.
light_ *= LibMatrix::Mat4::translate(0.5, 0.5, 0.5);
light_ *= LibMatrix::Mat4::scale(0.5, 0.5, 0.5);
light_ *= projection_;
light_ *= LibMatrix::Mat4::lookAt(lightPosition.x(), lightPosition.y(), lightPosition.z(),
0.0, 0.0, 0.0,
0.0, 1.0, 0.0);
return true;
}
void
GroundRenderer::teardown()
{
program_.stop();
program_.release();
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDeleteBuffers(1, &bufferObject_);
bufferObject_ = 0;
texture_= 0;
vertices_.clear();
}
void
GroundRenderer::draw()
{
// Need to add uniforms for the shadow texture, and transformation to
// "lay the quad down".
modelview_.push();
modelview_.translate(projection_[0][3], projection_[1][3] - 0.8, projection_[2][3] - 0.5);
modelview_.rotate(-85.0, 1.0, 0.0, 0.0);
modelview_.scale(2.0, 2.0, 2.0);
mat4 mvp(projection_);
mvp *= modelview_.getCurrent();
glBindBuffer(GL_ARRAY_BUFFER, bufferObject_);
program_.start();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture_);
program_["ShadowMap"] = 0;
program_["LightMatrix"] = light_;
program_["ModelViewProjectionMatrix"] = mvp;
glEnableVertexAttribArray(positionLocation_);
glVertexAttribPointer(positionLocation_, 2, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(positionLocation_);
glBindTexture(GL_TEXTURE_2D, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
modelview_.pop();
}
class ShadowPrivate
{
Canvas& canvas_;
DepthRenderTarget depthTarget_;
GroundRenderer ground_;
Program program_;
Stack4 modelview_;
Stack4 projection_;
Mesh mesh_;
vec3 centerVec_;
float radius_;
float rotation_;
float rotationSpeed_;
bool useVbo_;
public:
ShadowPrivate(Canvas& canvas) :
canvas_(canvas),
radius_(0.0),
rotation_(0.0),
rotationSpeed_(36.0),
useVbo_(true) {}
~ShadowPrivate() {}
bool setup(map<string, Scene::Option>& options);
void teardown();
void update(double elapsedTime);
void draw();
};
bool
ShadowPrivate::setup(map<string, Scene::Option>& options)
{
// Program object setup
static const string vtx_shader_filename(Options::data_path + "/shaders/light-basic.vert");
static const string frg_shader_filename(Options::data_path + "/shaders/light-basic.frag");
static const 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 false;
}
// Model setup
Model::find_models();
Model model;
bool modelLoaded = model.load("horse");
if(!modelLoaded) {
return false;
}
if (model.needNormals())
model.calculate_normals();
// Mesh setup
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);
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()));
projection_.perspective(fovy, aspect, 2.0, 50.0);
if (!depthTarget_.setup(canvas_.width(), canvas_.height())) {
Log::error("Failed to set up the render target for the depth pass\n");
return false;
}
if (!ground_.setup(projection_.getCurrent(), depthTarget_.texture())) {
Log::error("Failed to set up the ground renderer\n");
return false;
}
return true;
}
void
ShadowPrivate::teardown()
{
depthTarget_.teardown();
ground_.teardown();
program_.stop();
program_.release();
mesh_.reset();
}
void
ShadowPrivate::update(double elapsedTime)
{
rotation_ = rotationSpeed_ * elapsedTime;
}
void
ShadowPrivate::draw()
{
// To perform the depth pass, set up the model-view transformation so
// that we're looking at the horse from the light position. That will
// give us the appropriate view for the shadow.
modelview_.push();
modelview_.loadIdentity();
modelview_.lookAt(lightPosition.x(), lightPosition.y(), lightPosition.z(),
0.0, 0.0, 0.0,
0.0, 1.0, 0.0);
modelview_.rotate(rotation_, 0.0f, 1.0f, 0.0f);
mat4 mvp(projection_.getCurrent());
mvp *= modelview_.getCurrent();
modelview_.pop();
// Enable the depth render target with our transformation and render.
depthTarget_.enable(mvp);
vector<GLint> attrib_locations;
attrib_locations.push_back(depthTarget_.program()["position"].location());
attrib_locations.push_back(depthTarget_.program()["normal"].location());
mesh_.set_attrib_locations(attrib_locations);
if (useVbo_) {
mesh_.render_vbo();
}
else {
mesh_.render_array();
}
depthTarget_.disable();
// Ground rendering using the above generated texture...
ground_.draw();
// Draw the "normal" view of the horse
modelview_.push();
modelview_.translate(-centerVec_.x(), -centerVec_.y(), -(centerVec_.z() + 2.0 + radius_));
modelview_.rotate(rotation_, 0.0f, 1.0f, 0.0f);
mvp = projection_.getCurrent();
mvp *= modelview_.getCurrent();
program_.start();
program_["ModelViewProjectionMatrix"] = mvp;
// Load the NormalMatrix uniform in the shader. The NormalMatrix is the
// inverse transpose of the model view matrix.
LibMatrix::mat4 normal_matrix(modelview_.getCurrent());
normal_matrix.inverse().transpose();
program_["NormalMatrix"] = normal_matrix;
attrib_locations.clear();
attrib_locations.push_back(program_["position"].location());
attrib_locations.push_back(program_["normal"].location());
mesh_.set_attrib_locations(attrib_locations);
if (useVbo_) {
mesh_.render_vbo();
}
else {
mesh_.render_array();
}
// Per-frame cleanup
modelview_.pop();
}
SceneShadow::SceneShadow(Canvas& canvas) :
Scene(canvas, "shadow"),
priv_(0)
{
options_["use-vbo"] = Scene::Option("use-vbo", "true",
"Whether to use VBOs for rendering",
"false,true");
options_["interleave"] = Scene::Option("interleave", "false",
"Whether to interleave vertex attribute data",
"false,true");
}
bool
SceneShadow::supported(bool show_errors)
{
static const string oes_depth_texture("GL_OES_depth_texture");
static const string arb_depth_texture("GL_ARB_depth_texture");
if (!GLExtensions::support(oes_depth_texture) &&
!GLExtensions::support(arb_depth_texture)) {
if (show_errors) {
Log::error("We do not have the depth texture extension!!!\n");
}
return false;
}
return true;
}
bool
SceneShadow::load()
{
running_ = false;
return true;
}
void
SceneShadow::unload()
{
}
bool
SceneShadow::setup()
{
// If the scene isn't supported, don't bother to go through setup.
if (!supported(false) || !Scene::setup())
{
return false;
}
priv_ = new ShadowPrivate(canvas_);
if (!priv_->setup(options_)) {
delete priv_;
priv_ = 0;
return false;
}
// 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;
return true;
}
void
SceneShadow::teardown()
{
// Add scene-specific teardown here
if (priv_) {
priv_->teardown();
delete priv_;
}
Scene::teardown();
}
void
SceneShadow::update()
{
Scene::update();
// Add scene-specific update here
priv_->update(lastUpdateTime_ - startTime_);
}
void
SceneShadow::draw()
{
priv_->draw();
}
Scene::ValidationResult
SceneShadow::validate()
{
return Scene::ValidationUnknown;
}