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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_