blob: 4adf4ed5e6028310f1afc3d288f03913ccd187f0 [file] [log] [blame]
/*
* Copyright 2013 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
//--------------------------------------------------------------------------------
// MoreTeapotsRenderer.cpp
// Render teapots
//--------------------------------------------------------------------------------
//--------------------------------------------------------------------------------
// Include files
//--------------------------------------------------------------------------------
#include "MoreTeapotsRenderer.h"
//--------------------------------------------------------------------------------
// Teapot model data
//--------------------------------------------------------------------------------
#include "teapot.inl"
//--------------------------------------------------------------------------------
// Ctor
//--------------------------------------------------------------------------------
MoreTeapotsRenderer::MoreTeapotsRenderer() :
geometry_instancing_support_( false )
{
}
//--------------------------------------------------------------------------------
// Dtor
//--------------------------------------------------------------------------------
MoreTeapotsRenderer::~MoreTeapotsRenderer()
{
Unload();
}
//--------------------------------------------------------------------------------
// Init
//--------------------------------------------------------------------------------
void MoreTeapotsRenderer::Init( const int32_t numX,
const int32_t numY,
const int32_t numZ )
{
if( ndk_helper::GLContext::GetInstance()->GetGLVersion() >= 3.0 )
{
geometry_instancing_support_ = true;
}
else if( ndk_helper::GLContext::GetInstance()->CheckExtension( "GL_NV_draw_instanced" )
&& ndk_helper::GLContext::GetInstance()->CheckExtension(
"GL_NV_uniform_buffer_object" ) )
{
LOGI( "Supported via extension!" );
//_bGeometryInstancingSupport = true;
//_bARBSupport = true; //Need to patch shaders
//Currently this has been disabled
}
//Settings
glFrontFace( GL_CCW );
//Create Index buffer
num_indices_ = sizeof(teapotIndices) / sizeof(teapotIndices[0]);
glGenBuffers( 1, &ibo_ );
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, ibo_ );
glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof(teapotIndices), teapotIndices, GL_STATIC_DRAW );
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 );
//Create VBO
num_vertices_ = sizeof(teapotPositions) / sizeof(teapotPositions[0]) / 3;
int32_t iStride = sizeof(TEAPOT_VERTEX);
int32_t iIndex = 0;
TEAPOT_VERTEX* p = new TEAPOT_VERTEX[num_vertices_];
for( int32_t i = 0; i < num_vertices_; ++i )
{
p[i].pos[0] = teapotPositions[iIndex];
p[i].pos[1] = teapotPositions[iIndex + 1];
p[i].pos[2] = teapotPositions[iIndex + 2];
p[i].normal[0] = teapotNormals[iIndex];
p[i].normal[1] = teapotNormals[iIndex + 1];
p[i].normal[2] = teapotNormals[iIndex + 2];
iIndex += 3;
}
glGenBuffers( 1, &vbo_ );
glBindBuffer( GL_ARRAY_BUFFER, vbo_ );
glBufferData( GL_ARRAY_BUFFER, iStride * num_vertices_, p, GL_STATIC_DRAW );
glBindBuffer( GL_ARRAY_BUFFER, 0 );
delete[] p;
//Init Projection matrices
teapot_x_ = numX;
teapot_y_ = numY;
teapot_z_ = numZ;
vec_mat_models_.reserve( teapot_x_ * teapot_y_ * teapot_z_ );
UpdateViewport();
const float total_width = 500.f;
float gap_x = total_width / (teapot_x_ - 1);
float gap_y = total_width / (teapot_y_ - 1);
float gap_z = total_width / (teapot_z_ - 1);
float offset_x = -total_width / 2.f;
float offset_y = -total_width / 2.f;
float offset_z = -total_width / 2.f;
for( int32_t iX = 0; iX < teapot_x_; ++iX )
for( int32_t iY = 0; iY < teapot_y_; ++iY )
for( int32_t iZ = 0; iZ < teapot_z_; ++iZ )
{
vec_mat_models_.push_back(
ndk_helper::Mat4::Translation( iX * gap_x + offset_x, iY * gap_y + offset_y,
iZ * gap_z + offset_z ) );
vec_colors_.push_back(
ndk_helper::Vec3( random() / float( RAND_MAX * 1.1 ),
random() / float( RAND_MAX * 1.1 ),
random() / float( RAND_MAX * 1.1 ) ) );
float fX = random() / float( RAND_MAX ) - 0.5f;
float fY = random() / float( RAND_MAX ) - 0.5f;
vec_rotations_.push_back( ndk_helper::Vec2( fX * 0.05f, fY * 0.05f ) );
vec_current_rotations_.push_back( ndk_helper::Vec2( fX * M_PI, fY * M_PI ) );
}
if( geometry_instancing_support_ )
{
//
//Create parameter dictionary for shader patch
std::map<std::string, std::string> param;
param[std::string( "%NUM_TEAPOT%" )] = ToString( teapot_x_ * teapot_y_ * teapot_z_ );
param[std::string( "%LOCATION_VERTEX%" )] = ToString( ATTRIB_VERTEX );
param[std::string( "%LOCATION_NORMAL%" )] = ToString( ATTRIB_NORMAL );
if( arb_support_ )
param[std::string( "%ARB%" )] = std::string( "ARB" );
else
param[std::string( "%ARB%" )] = std::string( "" );
//Load shader
bool b = LoadShadersES3( &shader_param_, "Shaders/VS_ShaderPlainES3.vsh",
"Shaders/ShaderPlainES3.fsh", param );
if( b )
{
//
//Create uniform buffer
//
GLuint bindingPoint = 1;
GLuint blockIndex;
blockIndex = glGetUniformBlockIndex( shader_param_.program_, "ParamBlock" );
glUniformBlockBinding( shader_param_.program_, blockIndex, bindingPoint );
//Retrieve array stride value
int32_t iNumIndices;
glGetActiveUniformBlockiv( shader_param_.program_, blockIndex,
GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &iNumIndices );
GLint i[iNumIndices];
GLint stride[iNumIndices];
glGetActiveUniformBlockiv( shader_param_.program_, blockIndex,
GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, i );
glGetActiveUniformsiv( shader_param_.program_, iNumIndices, (GLuint*) i,
GL_UNIFORM_ARRAY_STRIDE, stride );
ubo_matrix_stride_ = stride[0] / sizeof(float);
ubo_vector_stride_ = stride[2] / sizeof(float);
glGenBuffers( 1, &ubo_ );
glBindBuffer( GL_UNIFORM_BUFFER, ubo_ );
glBindBufferBase( GL_UNIFORM_BUFFER, bindingPoint, ubo_ );
//Store color value which wouldn't be updated every frame
int32_t iSize = teapot_x_ * teapot_y_ * teapot_z_
* (ubo_matrix_stride_ + ubo_matrix_stride_ + ubo_vector_stride_); //Mat4 + Mat4 + Vec3 + 1 stride
float* pBuffer = new float[iSize];
float* pColor = pBuffer + teapot_x_ * teapot_y_ * teapot_z_ * ubo_matrix_stride_ * 2;
for( int32_t i = 0; i < teapot_x_ * teapot_y_ * teapot_z_; ++i )
{
memcpy( pColor, &vec_colors_[i], 3 * sizeof(float) );
pColor += ubo_vector_stride_; //Assuming std140 layout which is 4 DWORD stride for vectors
}
glBufferData( GL_UNIFORM_BUFFER, iSize * sizeof(float), pBuffer, GL_DYNAMIC_DRAW );
delete[] pBuffer;
}
else
{
LOGI( "Shader compilation failed!! Falls back to ES2.0 pass" );
//This happens some devices.
geometry_instancing_support_ = false;
//Load shader for GLES2.0
LoadShaders( &shader_param_, "Shaders/VS_ShaderPlain.vsh", "Shaders/ShaderPlain.fsh" );
}
}
else
{
//Load shader for GLES2.0
LoadShaders( &shader_param_, "Shaders/VS_ShaderPlain.vsh", "Shaders/ShaderPlain.fsh" );
}
}
void MoreTeapotsRenderer::UpdateViewport()
{
int32_t viewport[4];
glGetIntegerv( GL_VIEWPORT, viewport );
float fAspect = (float) viewport[2] / (float) viewport[3];
const float CAM_NEAR = 5.f;
const float CAM_FAR = 10000.f;
bool bRotate = false;
mat_projection_ = ndk_helper::Mat4::Perspective( fAspect, 1.f, CAM_NEAR, CAM_FAR );
}
//--------------------------------------------------------------------------------
// Unload
//--------------------------------------------------------------------------------
void MoreTeapotsRenderer::Unload()
{
if( vbo_ )
{
glDeleteBuffers( 1, &vbo_ );
vbo_ = 0;
}
if( ubo_ )
{
glDeleteBuffers( 1, &ubo_ );
ubo_ = 0;
}
if( ibo_ )
{
glDeleteBuffers( 1, &ibo_ );
ibo_ = 0;
}
if( shader_param_.program_ )
{
glDeleteProgram( shader_param_.program_ );
shader_param_.program_ = 0;
}
}
//--------------------------------------------------------------------------------
// Update
//--------------------------------------------------------------------------------
void MoreTeapotsRenderer::Update( float fTime )
{
const float CAM_X = 0.f;
const float CAM_Y = 0.f;
const float CAM_Z = 2000.f;
mat_view_ = ndk_helper::Mat4::LookAt( ndk_helper::Vec3( CAM_X, CAM_Y, CAM_Z ),
ndk_helper::Vec3( 0.f, 0.f, 0.f ), ndk_helper::Vec3( 0.f, 1.f, 0.f ) );
if( camera_ )
{
camera_->Update();
mat_view_ = camera_->GetTransformMatrix() * mat_view_ * camera_->GetRotationMatrix();
}
}
//--------------------------------------------------------------------------------
// Render
//--------------------------------------------------------------------------------
void MoreTeapotsRenderer::Render()
{
// Bind the VBO
glBindBuffer( GL_ARRAY_BUFFER, vbo_ );
int32_t iStride = sizeof(TEAPOT_VERTEX);
// Pass the vertex data
glVertexAttribPointer( ATTRIB_VERTEX, 3, GL_FLOAT, GL_FALSE, iStride, BUFFER_OFFSET( 0 ) );
glEnableVertexAttribArray( ATTRIB_VERTEX );
glVertexAttribPointer( ATTRIB_NORMAL, 3, GL_FLOAT, GL_FALSE, iStride,
BUFFER_OFFSET( 3 * sizeof(GLfloat) ) );
glEnableVertexAttribArray( ATTRIB_NORMAL );
// Bind the IB
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, ibo_ );
glUseProgram( shader_param_.program_ );
TEAPOT_MATERIALS material = { { 1.0f, 1.0f, 1.0f, 10.f }, { 0.1f, 0.1f, 0.1f }, };
//Update uniforms
//
//using glUniform3fv here was troublesome..
//
glUniform4f( shader_param_.material_specular_, material.specular_color[0],
material.specular_color[1], material.specular_color[2], material.specular_color[3] );
glUniform3f( shader_param_.material_ambient_, material.ambient_color[0],
material.ambient_color[1], material.ambient_color[2] );
glUniform3f( shader_param_.light0_, 100.f, -200.f, -600.f );
if( geometry_instancing_support_ )
{
//
//Geometry instancing, new feature in GLES3.0
//
//Update UBO
glBindBuffer( GL_UNIFORM_BUFFER, ubo_ );
float* p = (float*) glMapBufferRange( GL_UNIFORM_BUFFER, 0,
teapot_x_ * teapot_y_ * teapot_z_ * (ubo_matrix_stride_ * 2) * sizeof(float),
GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_RANGE_BIT );
float* pMVPMat = p;
float* pMVMat = p + teapot_x_ * teapot_y_ * teapot_z_ * ubo_matrix_stride_;
for( int32_t i = 0; i < teapot_x_ * teapot_y_ * teapot_z_; ++i )
{
//Rotation
float fX, fY;
vec_current_rotations_[i] += vec_rotations_[i];
vec_current_rotations_[i].Value( fX, fY );
ndk_helper::Mat4 mat_rotation = ndk_helper::Mat4::RotationX( fX )
* ndk_helper::Mat4::RotationY( fY );
// Feed Projection and Model View matrices to the shaders
ndk_helper::Mat4 mat_v = mat_view_ * vec_mat_models_[i] * mat_rotation;
ndk_helper::Mat4 mat_vp = mat_projection_ * mat_v;
memcpy( pMVPMat, mat_vp.Ptr(), sizeof(mat_v) );
pMVPMat += ubo_matrix_stride_;
memcpy( pMVMat, mat_v.Ptr(), sizeof(mat_v) );
pMVMat += ubo_matrix_stride_;
}
glUnmapBuffer( GL_UNIFORM_BUFFER );
//Instanced rendering
glDrawElementsInstanced( GL_TRIANGLES, num_indices_, GL_UNSIGNED_SHORT, BUFFER_OFFSET(0),
teapot_x_ * teapot_y_ * teapot_z_ );
}
else
{
//Regular rendering pass
for( int32_t i = 0; i < teapot_x_ * teapot_y_ * teapot_z_; ++i )
{
//Set diffuse
float x, y, z;
vec_colors_[i].Value( x, y, z );
glUniform4f( shader_param_.material_diffuse_, x, y, z, 1.f );
//Rotation
vec_current_rotations_[i] += vec_rotations_[i];
vec_current_rotations_[i].Value( x, y );
ndk_helper::Mat4 mat_rotation = ndk_helper::Mat4::RotationX( x )
* ndk_helper::Mat4::RotationY( y );
// Feed Projection and Model View matrices to the shaders
ndk_helper::Mat4 mat_v = mat_view_ * vec_mat_models_[i] * mat_rotation;
ndk_helper::Mat4 mat_vp = mat_projection_ * mat_v;
glUniformMatrix4fv( shader_param_.matrix_projection_, 1, GL_FALSE, mat_vp.Ptr() );
glUniformMatrix4fv( shader_param_.matrix_view_, 1, GL_FALSE, mat_v.Ptr() );
glDrawElements( GL_TRIANGLES, num_indices_, GL_UNSIGNED_SHORT, BUFFER_OFFSET(0) );
}
}
glBindBuffer( GL_ARRAY_BUFFER, 0 );
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 );
}
//--------------------------------------------------------------------------------
// LoadShaders
//--------------------------------------------------------------------------------
bool MoreTeapotsRenderer::LoadShaders( SHADER_PARAMS* params,
const char* strVsh,
const char* strFsh )
{
//
//Shader load for GLES2
//In GLES2.0, shader attribute locations need to be explicitly specified before linking
//
GLuint program;
GLuint vertShader, fragShader;
char *vertShaderPathname, *fragShaderPathname;
// Create shader program
program = glCreateProgram();
LOGI( "Created Shader %d", program );
// Create and compile vertex shader
if( !ndk_helper::shader::CompileShader( &vertShader, GL_VERTEX_SHADER, strVsh ) )
{
LOGI( "Failed to compile vertex shader" );
glDeleteProgram( program );
return false;
}
// Create and compile fragment shader
if( !ndk_helper::shader::CompileShader( &fragShader, GL_FRAGMENT_SHADER, strFsh ) )
{
LOGI( "Failed to compile fragment shader" );
glDeleteProgram( program );
return false;
}
// Attach vertex shader to program
glAttachShader( program, vertShader );
// Attach fragment shader to program
glAttachShader( program, fragShader );
// Bind attribute locations
// this needs to be done prior to linking
glBindAttribLocation( program, ATTRIB_VERTEX, "myVertex" );
glBindAttribLocation( program, ATTRIB_NORMAL, "myNormal" );
// Link program
if( !ndk_helper::shader::LinkProgram( program ) )
{
LOGI( "Failed to link program: %d", program );
if( vertShader )
{
glDeleteShader( vertShader );
vertShader = 0;
}
if( fragShader )
{
glDeleteShader( fragShader );
fragShader = 0;
}
if( program )
{
glDeleteProgram( program );
}
return false;
}
// Get uniform locations
params->matrix_projection_ = glGetUniformLocation( program, "uPMatrix" );
params->matrix_view_ = glGetUniformLocation( program, "uMVMatrix" );
params->light0_ = glGetUniformLocation( program, "vLight0" );
params->material_diffuse_ = glGetUniformLocation( program, "vMaterialDiffuse" );
params->material_ambient_ = glGetUniformLocation( program, "vMaterialAmbient" );
params->material_specular_ = glGetUniformLocation( program, "vMaterialSpecular" );
// Release vertex and fragment shaders
if( vertShader )
glDeleteShader( vertShader );
if( fragShader )
glDeleteShader( fragShader );
params->program_ = program;
return true;
}
bool MoreTeapotsRenderer::LoadShadersES3( SHADER_PARAMS* params,
const char* strVsh,
const char* strFsh,
std::map<std::string, std::string>&shaderParams )
{
//
//Shader load for GLES3
//In GLES3.0, shader attribute index can be described in a shader code directly with layout() attribute
//
GLuint program;
GLuint vertShader, fragShader;
char *vertShaderPathname, *fragShaderPathname;
// Create shader program
program = glCreateProgram();
LOGI( "Created Shader %d", program );
// Create and compile vertex shader
if( !ndk_helper::shader::CompileShader( &vertShader, GL_VERTEX_SHADER, strVsh, shaderParams ) )
{
LOGI( "Failed to compile vertex shader" );
glDeleteProgram( program );
return false;
}
// Create and compile fragment shader
if( !ndk_helper::shader::CompileShader( &fragShader, GL_FRAGMENT_SHADER, strFsh,
shaderParams ) )
{
LOGI( "Failed to compile fragment shader" );
glDeleteProgram( program );
return false;
}
// Attach vertex shader to program
glAttachShader( program, vertShader );
// Attach fragment shader to program
glAttachShader( program, fragShader );
// Link program
if( !ndk_helper::shader::LinkProgram( program ) )
{
LOGI( "Failed to link program: %d", program );
if( vertShader )
{
glDeleteShader( vertShader );
vertShader = 0;
}
if( fragShader )
{
glDeleteShader( fragShader );
fragShader = 0;
}
if( program )
{
glDeleteProgram( program );
}
return false;
}
// Get uniform locations
params->light0_ = glGetUniformLocation( program, "vLight0" );
params->material_ambient_ = glGetUniformLocation( program, "vMaterialAmbient" );
params->material_specular_ = glGetUniformLocation( program, "vMaterialSpecular" );
// Release vertex and fragment shaders
if( vertShader )
glDeleteShader( vertShader );
if( fragShader )
glDeleteShader( fragShader );
params->program_ = program;
return true;
}
//--------------------------------------------------------------------------------
// Bind
//--------------------------------------------------------------------------------
bool MoreTeapotsRenderer::Bind( ndk_helper::TapCamera* camera )
{
camera_ = camera;
return true;
}
//--------------------------------------------------------------------------------
// Helper functions
//--------------------------------------------------------------------------------
std::string MoreTeapotsRenderer::ToString( const int32_t i )
{
char str[64];
snprintf( str, sizeof(str), "%d", i );
return std::string( str );
}