aboutsummaryrefslogtreecommitdiff
path: root/src/scene-terrain.cpp
blob: bf8e18b1dd2ae7980406b48136551048af733a8d (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
/*
 * 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:
 *  Alexandros Frantzis
 */
#include "scene.h"
#include "mat.h"
#include "stack.h"
#include "vec.h"
#include "log.h"
#include "mesh.h"
#include "util.h"
#include "texture.h"
#include "shader-source.h"
#include "renderer.h"

using LibMatrix::vec2;
using LibMatrix::vec3;
using LibMatrix::vec4;
using LibMatrix::mat4;

class SceneTerrainPrivate
{
public:
    SceneTerrainPrivate(Canvas &canvas, const LibMatrix::vec2 &repeat_overlay,
                        bool use_bloom, bool use_tilt_shift) :
        canvas(canvas), repeat_overlay(repeat_overlay),
        use_bloom(use_bloom), use_tilt_shift(use_tilt_shift),
        terrain_renderer(0), bloom_v_renderer(0), bloom_h_renderer(0),
        overlay_renderer(0), tilt_v_renderer(0), tilt_h_renderer(0),
        copy_renderer(0), height_map_renderer(0), normal_map_renderer(0),
        specular_map_renderer(0),
        height_normal_chain(0), bloom_chain(0), tilt_chain(0), terrain_chain(0)
    {
        init_renderers();
    }

    ~SceneTerrainPrivate()
    {
        release_renderers();
    }

    void init_renderers()
    {
        /* Create and set up renderers */
        const vec2 map_res(256.0f, 256.0f);
        const vec2 screen_res(canvas.width(), canvas.height());
        const vec2 bloom_res(256.0f, 256.0f);
        const vec2 grass_res(512.0f, 512.0f);

        height_map_renderer = new SimplexNoiseRenderer(map_res);
        height_map_renderer->setup(height_map_renderer->size(), false, false);

        normal_map_renderer = new NormalFromHeightRenderer(map_res);
        normal_map_renderer->setup(normal_map_renderer->size(), false, false);

        specular_map_renderer = new LuminanceRenderer(grass_res);
        specular_map_renderer->setup_texture(GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR,
                                             GL_REPEAT, GL_REPEAT);
        specular_map_renderer->setup(specular_map_renderer->size(), false, false);

        terrain_renderer = new TerrainRenderer(screen_res, repeat_overlay);
        terrain_renderer->setup(terrain_renderer->size(),
                                !use_bloom && !use_tilt_shift,
                                true);
        terrain_renderer->setup_texture(GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR,
                                        GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);

        /* Bloom */
        if (use_bloom) {
            bloom_h_renderer = new BlurRenderer(bloom_res, 2, 4.0,
                                                BlurRenderer::BlurDirectionHorizontal,
                                                vec2(1.0, 1.0) / screen_res,
                                                0.0);
            bloom_h_renderer->setup_texture(GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR,
                                            GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
            bloom_h_renderer->setup(bloom_h_renderer->size(), false, false);

            bloom_v_renderer = new BlurRenderer(bloom_res, 2, 4.0,
                                                BlurRenderer::BlurDirectionVertical,
                                                vec2(1.0, 1.0) / bloom_res,
                                                0.0);
            bloom_v_renderer->setup_texture(GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR,
                                            GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
            bloom_v_renderer->setup(bloom_v_renderer->size(), false, false);
            overlay_renderer = new OverlayRenderer(*terrain_renderer, 0.6);
        }

        /* Tilt-shift */
        if (use_tilt_shift) {
            tilt_h_renderer = new BlurRenderer(screen_res, 4, 2.7,
                                               BlurRenderer::BlurDirectionHorizontal,
                                               vec2(1.0, 1.0) / screen_res,
                                               0.5);
            tilt_h_renderer->setup_texture(GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR,
                                           GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
            tilt_h_renderer->setup(tilt_h_renderer->size(), false, false);

            tilt_v_renderer = new BlurRenderer(screen_res, 4, 2.7,
                                               BlurRenderer::BlurDirectionVertical,
                                               vec2(1.0, 1.0) / screen_res,
                                               0.5);
        }

        /* Copy renderer */
        if (use_bloom && !use_tilt_shift)
            copy_renderer = new CopyRenderer(screen_res);

        /* Height normal chain */
        height_normal_chain = new RendererChain();
        height_normal_chain->append(*height_map_renderer);
        height_normal_chain->append(*normal_map_renderer);

        /* Bloom effect chain */
        if (use_bloom) {
            bloom_chain = new RendererChain();
            bloom_chain->append(*bloom_h_renderer);
            bloom_chain->append(*bloom_v_renderer);
            bloom_chain->append(*overlay_renderer);
        }

        /* Tilt-shift effect chain */
        if (use_tilt_shift) {
            tilt_chain = new RendererChain();
            tilt_chain->append(*tilt_h_renderer);
            tilt_chain->append(*tilt_v_renderer);
        }

        /* Terrain chain */
        terrain_chain = new RendererChain();
        terrain_chain->append(*terrain_renderer);
        if (use_bloom)
            terrain_chain->append(*bloom_chain);
        if (use_tilt_shift)
            terrain_chain->append(*tilt_chain);

        /*
         * If are just using bloom, the terrain is rendered to a texture and
         * bloom applied on that texture. We need to "copy" that texture's
         * contents to the screen to make the scene visible.
         */
        if (use_bloom && !use_tilt_shift)
            terrain_chain->append(*copy_renderer);

        /*
         * Set up renderer textures.
         */
        terrain_renderer->height_map_texture(height_map_renderer->texture());
        terrain_renderer->normal_map_texture(normal_map_renderer->texture());
        terrain_renderer->specular_map_texture(specular_map_renderer->texture());

        specular_map_renderer->input_texture(terrain_renderer->diffuse1_texture());
    }

    void release_renderers()
    {
        delete terrain_chain;
        delete bloom_chain;
        delete tilt_chain;
        delete height_normal_chain;

        delete height_map_renderer;
        delete normal_map_renderer;
        delete specular_map_renderer;
        delete terrain_renderer;
        delete bloom_v_renderer;
        delete bloom_h_renderer;
        delete overlay_renderer;
        delete tilt_v_renderer;
        delete tilt_h_renderer;
        delete copy_renderer;
    }

    Canvas &canvas;
    LibMatrix::vec2 repeat_overlay;
    bool use_bloom;
    bool use_tilt_shift;

    /* Renderers */
    TerrainRenderer *terrain_renderer;
    BlurRenderer *bloom_v_renderer;
    BlurRenderer *bloom_h_renderer;
    OverlayRenderer *overlay_renderer;
    BlurRenderer *tilt_v_renderer;
    BlurRenderer *tilt_h_renderer;
    CopyRenderer *copy_renderer;

    SimplexNoiseRenderer *height_map_renderer;
    NormalFromHeightRenderer *normal_map_renderer;
    LuminanceRenderer *specular_map_renderer;

    /* Chains */
    RendererChain *height_normal_chain;
    RendererChain *bloom_chain;
    RendererChain *tilt_chain;
    RendererChain *terrain_chain;
};

SceneTerrain::SceneTerrain(Canvas &pCanvas) :
    Scene(pCanvas, "terrain"), priv_(0)
{
    options_["repeat-overlay"] = Scene::Option("repeat-overlay", "6.0",
            "How many times to repeat the terrain texture on the terrain plane (per side)");
    options_["bloom"] = Scene::Option("bloom", "true",
                                      "Use bloom post-processing effect",
                                      "false,true");
    options_["tilt-shift"] = Scene::Option("tilt-shift", "true",
                                           "Use tilt-shift post-processing effect",
                                           "false,true");
}

SceneTerrain::~SceneTerrain()
{
    delete priv_;
}

bool
SceneTerrain::supported(bool show_errors)
{
    GLint vertex_textures;
    glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &vertex_textures);

    if (show_errors && vertex_textures <= 0) {
        Log::error("SceneTerrain requires Vertex Texture Fetch support, "
                   "but GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS is %d\n",
                   vertex_textures);
    }
    
    return vertex_textures > 0;
}

bool
SceneTerrain::load()
{
    Scene::load();

    running_ = false;

    return true;
}

void
SceneTerrain::unload()
{
    Scene::unload();
}

bool
SceneTerrain::setup()
{
    if (!Scene::setup())
        return false;

    /* Parse options */
    float repeat = Util::fromString<double>(options_["repeat-overlay"].value);
    LibMatrix::vec2 repeat_overlay(repeat, repeat);
    bool use_bloom = options_["bloom"].value == "true";
    bool use_tilt_shift = options_["tilt-shift"].value == "true";

    priv_ = new SceneTerrainPrivate(canvas_, repeat_overlay,
                                    use_bloom, use_tilt_shift);

    /* Set up terrain rendering program */
    LibMatrix::Stack4 model;
    LibMatrix::Stack4 camera;
    LibMatrix::mat4 projection = LibMatrix::Mat4::perspective(
            40.0, canvas_.width() / static_cast<float>(canvas_.height()),
            2.0, 4000.0);

    /* Place camera */
    camera.lookAt(-1200.0f, 800.0f, 1200.0f,
                  0.0, 0.0, 0.0,
                  0.0, 1.0, 0.0);
    
    /* Move and rotate plane */
    model.translate(0.0f, -125.0f, 0.0f);
    model.rotate(-90.0, 1.0f, 0.0f, 0.0f);

    LibMatrix::mat4 view_matrix(camera.getCurrent());
    LibMatrix::mat4 model_matrix(model.getCurrent());

    LibMatrix::mat4 model_view_matrix(view_matrix * model_matrix);

    LibMatrix::mat4 normal_matrix(model_view_matrix);
    normal_matrix.inverse().transpose();

    /* Set up terrain renderer program */
    priv_->terrain_renderer->program().start();
    priv_->terrain_renderer->program()["viewMatrix"] = view_matrix;
    priv_->terrain_renderer->program()["modelViewMatrix"] = model_view_matrix;
    priv_->terrain_renderer->program()["normalMatrix"] = normal_matrix;
    priv_->terrain_renderer->program()["projectionMatrix"] = projection;

    /* Create the specular map */
    priv_->specular_map_renderer->render();

    glBindFramebuffer(GL_FRAMEBUFFER, 0);
    glViewport(0, 0, canvas_.width(), canvas_.height());

    currentFrame_ = 0;
    startTime_ = Util::get_timestamp_us() / 1000000.0;
    running_ = true;

    return true;
}

void
SceneTerrain::teardown()
{
    delete priv_;
    priv_ = 0;
    Scene::teardown();
}

void
SceneTerrain::update()
{
    Scene::update();

    double now = Util::get_timestamp_us() / 1000000.0;
    float diff = now - startTime_;
    float scale = priv_->terrain_renderer->repeat_overlay().x() /
                  priv_->height_map_renderer->uv_scale().x();

    /* Update height map */
    priv_->height_map_renderer->program().start();
    priv_->height_map_renderer->program()["uvOffset"] = vec2(diff * 0.05f, 0.0f);
    priv_->terrain_renderer->program().start();
    priv_->terrain_renderer->program()["uOffset"] = vec2(scale * diff * 0.05f, 0.0f);
}

void
SceneTerrain::draw()
{
    /* Render the height and normal maps used by the terrain */
    priv_->height_normal_chain->render();

    /* Render the terrain plus any post-processing effects */
    priv_->terrain_chain->render();
}

Scene::ValidationResult
SceneTerrain::validate()
{
    return Scene::ValidationUnknown;
}