205 lines
6.6 KiB
C++
205 lines
6.6 KiB
C++
/*
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* Copyright (C) 2013 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except
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* in compliance with the License. You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software distributed under the License
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* is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express
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* or implied. See the License for the specific language governing permissions and limitations under
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* the License.
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*/
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#include <EGL/egl.h>
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include "FullPipelineRenderer.h"
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#include <graphics/PerspectiveMeshNode.h>
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#include <graphics/GLUtils.h>
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#include <graphics/TransformationNode.h>
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#include <Trace.h>
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static const int FP_NUM_VERTICES = 6;
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static const float FP_VERTICES[FP_NUM_VERTICES * 3] = {
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1.0f, 1.0f, 0.0f,
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0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f,
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1.0f, 0.0f, 0.0f,
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1.0f, 1.0f, 0.0f };
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static const float FP_NORMALS[FP_NUM_VERTICES * 3] = {
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0.0f, 0.0f, 1.0f,
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0.0f, 0.0f, 1.0f,
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0.0f, 0.0f, 1.0f,
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0.0f, 0.0f, 1.0f,
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0.0f, 0.0f, 1.0f,
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0.0f, 0.0f, 1.0f };
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static const float FP_TEX_COORDS[FP_NUM_VERTICES * 2] = {
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1.0f, 1.0f,
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0.0f, 1.0f,
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0.0f, 0.0f,
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0.0f, 0.0f,
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1.0f, 0.0f,
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1.0f, 1.0f };
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static const char* FP_VERTEX =
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"uniform mat4 u_MVPMatrix;"
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"uniform mat4 u_MVMatrix;"
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"attribute vec4 a_Position;"
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"attribute vec3 a_Normal;"
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"attribute vec2 a_TexCoordinate;"
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"varying vec3 v_Position;"
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"varying vec3 v_Normal;"
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"varying vec2 v_TexCoordinate;"
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"void main() {\n"
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" // Transform the vertex into eye space.\n"
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" v_Position = vec3(u_MVMatrix * a_Position);\n"
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" // Pass through the texture coordinate.\n"
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" v_TexCoordinate = a_TexCoordinate;\n"
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" // Transform the normal\'s orientation into eye space.\n"
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" v_Normal = vec3(u_MVMatrix * vec4(a_Normal, 0.0));\n"
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" // Multiply to get the final point in normalized screen coordinates.\n"
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" gl_Position = u_MVPMatrix * a_Position;\n"
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"}";
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static const char* FP_FRAGMENT =
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"precision mediump float;"
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"uniform vec3 u_LightPos;"
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"uniform sampler2D u_Texture;"
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"varying vec3 v_Position;"
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"varying vec3 v_Normal;"
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"varying vec2 v_TexCoordinate;"
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"void main() {\n"
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" // Will be used for attenuation.\n"
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" float distance = length(u_LightPos - v_Position);\n"
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" // Get a lighting direction vector from the light to the vertex.\n"
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" vec3 lightVector = normalize(u_LightPos - v_Position);\n"
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" // Calculate the dot product of the light vector and vertex normal.\n"
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" float diffuse = max(dot(v_Normal, lightVector), 0.0);\n"
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" // Add attenuation.\n"
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" diffuse = diffuse * (1.0 / (1.0 + (0.01 * distance)));\n"
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" // Add ambient lighting\n"
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" diffuse = diffuse + 0.25;\n"
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" // Multiply the diffuse illumination and texture to get final output color.\n"
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" gl_FragColor = (diffuse * texture2D(u_Texture, v_TexCoordinate));\n"
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"}";
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FullPipelineRenderer::FullPipelineRenderer(ANativeWindow* window, bool offscreen) :
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Renderer(window, offscreen), mProgram(NULL), mSceneGraph(NULL),
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mModelMatrix(NULL), mViewMatrix(NULL), mProjectionMatrix(NULL), mMesh(NULL),
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mTextureId(0) {
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}
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bool FullPipelineRenderer::setUp(int workload) {
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SCOPED_TRACE();
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if (!Renderer::setUp(workload)) {
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return false;
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}
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mProgramId = GLUtils::createProgram(&FP_VERTEX, &FP_FRAGMENT);
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if (mProgramId == 0) {
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return false;
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}
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mProgram = new PerspectiveProgram(mProgramId);
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mModelMatrix = new Matrix();
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// Position the eye in front of the origin.
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float eyeX = 0.0f;
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float eyeY = 0.0f;
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float eyeZ = 1.5f;
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// We are looking at the origin
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float centerX = 0.0f;
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float centerY = 0.0f;
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float centerZ = 0.0f;
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// Set our up vector.
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float upX = 0.0f;
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float upY = 1.0f;
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float upZ = 0.0f;
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// Set the view matrix.
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mViewMatrix = Matrix::newLookAt(eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ);
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// Create a new perspective projection matrix. The height will stay the same
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// while the width will vary as per aspect ratio.
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float ratio = (float) mWidth / mHeight;
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float left = -ratio;
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float right = ratio;
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float bottom = -1.0f;
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float top = 1.0f;
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float near = 1.0f;
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float far = 2.0f;
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mProjectionMatrix = Matrix::newFrustum(left, right, bottom, top, near, far);
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// Setup texture.
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mTextureId = GLUtils::genTexture(mWidth, mHeight, GLUtils::RANDOM_FILL);
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if (mTextureId == 0) {
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return false;
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}
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float count = workload * workload;
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float middle = count / 2.0f;
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float scale = 2.0f / count;
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mMesh = new Mesh(FP_VERTICES, FP_NORMALS, FP_TEX_COORDS, FP_NUM_VERTICES);
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mSceneGraph = new ProgramNode(*mProgram);
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for (int i = 0; i < count; i++) {
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for (int j = 0; j < count; j++) {
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Matrix* transformMatrix = Matrix::newScale(scale, scale, scale);
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transformMatrix->translate(i - middle, j - middle, 0.0f);
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TransformationNode* transformNode = new TransformationNode(transformMatrix);
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mSceneGraph->addChild(transformNode);
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PerspectiveMeshNode* meshNode = new PerspectiveMeshNode(mMesh, mTextureId);
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transformNode->addChild(meshNode);
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}
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}
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return true;
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}
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bool FullPipelineRenderer::tearDown() {
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SCOPED_TRACE();
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if (mTextureId != 0) {
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glDeleteTextures(1, &mTextureId);
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mTextureId = 0;
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}
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if (!Renderer::tearDown()) {
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return false;
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}
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delete mModelMatrix;
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mModelMatrix = NULL;
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delete mViewMatrix;
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mViewMatrix = NULL;
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delete mProjectionMatrix;
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mProjectionMatrix = NULL;
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delete mProgram;
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mProgram = NULL;
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delete mSceneGraph;
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mSceneGraph = NULL;
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delete mMesh;
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mMesh = NULL;
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return true;
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}
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void FullPipelineRenderer::drawWorkload() {
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SCOPED_TRACE();
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// Set the background clear color to black.
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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// Use culling to remove back faces.
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glEnable(GL_CULL_FACE);
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// Use depth testing.
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glEnable(GL_DEPTH_TEST);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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mModelMatrix->identity();
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mSceneGraph->drawProgram(*mModelMatrix, *mViewMatrix, *mProjectionMatrix);
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}
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