1 /*
2  * Copyright (C) 2013 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except
5  * in compliance with the License. You may obtain a copy of the License at
6  *
7  * http://www.apache.org/licenses/LICENSE-2.0
8  *
9  * Unless required by applicable law or agreed to in writing, software distributed under the License
10  * is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express
11  * or implied. See the License for the specific language governing permissions and limitations under
12  * the License.
13  */
14 #include <EGL/egl.h>
15 #include <GLES2/gl2.h>
16 #include <GLES2/gl2ext.h>
17 
18 #include "FullPipelineRenderer.h"
19 
20 #include <graphics/PerspectiveMeshNode.h>
21 #include <graphics/GLUtils.h>
22 #include <graphics/TransformationNode.h>
23 
24 #include <Trace.h>
25 
26 static const int FP_NUM_VERTICES = 6;
27 
28 static const float FP_VERTICES[FP_NUM_VERTICES * 3] = {
29         1.0f, 1.0f, 0.0f,
30         0.0f, 1.0f, 0.0f,
31         0.0f, 0.0f, 0.0f,
32         0.0f, 0.0f, 0.0f,
33         1.0f, 0.0f, 0.0f,
34         1.0f, 1.0f, 0.0f };
35 
36 static const float FP_NORMALS[FP_NUM_VERTICES * 3] = {
37         0.0f, 0.0f, 1.0f,
38         0.0f, 0.0f, 1.0f,
39         0.0f, 0.0f, 1.0f,
40         0.0f, 0.0f, 1.0f,
41         0.0f, 0.0f, 1.0f,
42         0.0f, 0.0f, 1.0f };
43 
44 static const float FP_TEX_COORDS[FP_NUM_VERTICES * 2] = {
45         1.0f, 1.0f,
46         0.0f, 1.0f,
47         0.0f, 0.0f,
48         0.0f, 0.0f,
49         1.0f, 0.0f,
50         1.0f, 1.0f };
51 
52 static const char* FP_VERTEX =
53         "uniform mat4 u_MVPMatrix;"
54         "uniform mat4 u_MVMatrix;"
55         "attribute vec4 a_Position;"
56         "attribute vec3 a_Normal;"
57         "attribute vec2 a_TexCoordinate;"
58         "varying vec3 v_Position;"
59         "varying vec3 v_Normal;"
60         "varying vec2 v_TexCoordinate;"
61         "void main() {\n"
62         "  // Transform the vertex into eye space.\n"
63         "  v_Position = vec3(u_MVMatrix * a_Position);\n"
64         "  // Pass through the texture coordinate.\n"
65         "  v_TexCoordinate = a_TexCoordinate;\n"
66         "  // Transform the normal\'s orientation into eye space.\n"
67         "  v_Normal = vec3(u_MVMatrix * vec4(a_Normal, 0.0));\n"
68         "  // Multiply to get the final point in normalized screen coordinates.\n"
69         "  gl_Position = u_MVPMatrix * a_Position;\n"
70         "}";
71 
72 static const char* FP_FRAGMENT =
73         "precision mediump float;"
74         "uniform vec3 u_LightPos;"
75         "uniform sampler2D u_Texture;"
76         "varying vec3 v_Position;"
77         "varying vec3 v_Normal;"
78         "varying vec2 v_TexCoordinate;"
79         "void main() {\n"
80         "  // Will be used for attenuation.\n"
81         "  float distance = length(u_LightPos - v_Position);\n"
82         "  // Get a lighting direction vector from the light to the vertex.\n"
83         "  vec3 lightVector = normalize(u_LightPos - v_Position);\n"
84         "  // Calculate the dot product of the light vector and vertex normal.\n"
85         "  float diffuse = max(dot(v_Normal, lightVector), 0.0);\n"
86         "  // Add attenuation.\n"
87         "  diffuse = diffuse * (1.0 / (1.0 + (0.01 * distance)));\n"
88         "  // Add ambient lighting\n"
89         "  diffuse = diffuse + 0.25;\n"
90         "  // Multiply the diffuse illumination and texture to get final output color.\n"
91         "  gl_FragColor = (diffuse * texture2D(u_Texture, v_TexCoordinate));\n"
92         "}";
93 
FullPipelineRenderer(ANativeWindow * window,bool offscreen)94 FullPipelineRenderer::FullPipelineRenderer(ANativeWindow* window, bool offscreen) :
95         Renderer(window, offscreen), mProgram(NULL), mSceneGraph(NULL),
96         mModelMatrix(NULL), mViewMatrix(NULL), mProjectionMatrix(NULL), mMesh(NULL),
97         mTextureId(0) {
98 }
99 
setUp(int workload)100 bool FullPipelineRenderer::setUp(int workload) {
101     SCOPED_TRACE();
102     if (!Renderer::setUp(workload)) {
103         return false;
104     }
105 
106     mProgramId = GLUtils::createProgram(&FP_VERTEX, &FP_FRAGMENT);
107     if (mProgramId == 0) {
108         return false;
109     }
110     mProgram = new PerspectiveProgram(mProgramId);
111 
112     mModelMatrix = new Matrix();
113 
114     // Position the eye in front of the origin.
115     float eyeX = 0.0f;
116     float eyeY = 0.0f;
117     float eyeZ = 1.5f;
118 
119     // We are looking at the origin
120     float centerX = 0.0f;
121     float centerY = 0.0f;
122     float centerZ = 0.0f;
123 
124     // Set our up vector.
125     float upX = 0.0f;
126     float upY = 1.0f;
127     float upZ = 0.0f;
128 
129     // Set the view matrix.
130     mViewMatrix = Matrix::newLookAt(eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ);
131 
132     // Create a new perspective projection matrix. The height will stay the same
133     // while the width will vary as per aspect ratio.
134     float ratio = (float) mWidth / mHeight;
135     float left = -ratio;
136     float right = ratio;
137     float bottom = -1.0f;
138     float top = 1.0f;
139     float near = 1.0f;
140     float far = 2.0f;
141 
142     mProjectionMatrix = Matrix::newFrustum(left, right, bottom, top, near, far);
143 
144     // Setup texture.
145     mTextureId = GLUtils::genTexture(mWidth, mHeight, GLUtils::RANDOM_FILL);
146     if (mTextureId == 0) {
147         return false;
148     }
149 
150     float count = workload * workload;
151     float middle = count / 2.0f;
152     float scale = 2.0f / count;
153 
154     mMesh = new Mesh(FP_VERTICES, FP_NORMALS, FP_TEX_COORDS, FP_NUM_VERTICES);
155     mSceneGraph = new ProgramNode(*mProgram);
156 
157     for (int i = 0; i < count; i++) {
158         for (int j = 0; j < count; j++) {
159             Matrix* transformMatrix = Matrix::newScale(scale, scale, scale);
160             transformMatrix->translate(i - middle, j - middle, 0.0f);
161             TransformationNode* transformNode = new TransformationNode(transformMatrix);
162             mSceneGraph->addChild(transformNode);
163             PerspectiveMeshNode* meshNode = new PerspectiveMeshNode(mMesh, mTextureId);
164             transformNode->addChild(meshNode);
165         }
166     }
167     return true;
168 }
169 
tearDown()170 bool FullPipelineRenderer::tearDown() {
171     SCOPED_TRACE();
172     if (mTextureId != 0) {
173         glDeleteTextures(1, &mTextureId);
174         mTextureId = 0;
175     }
176     if (!Renderer::tearDown()) {
177         return false;
178     }
179     delete mModelMatrix;
180     mModelMatrix = NULL;
181     delete mViewMatrix;
182     mViewMatrix = NULL;
183     delete mProjectionMatrix;
184     mProjectionMatrix = NULL;
185     delete mProgram;
186     mProgram = NULL;
187     delete mSceneGraph;
188     mSceneGraph = NULL;
189     delete mMesh;
190     mMesh = NULL;
191     return true;
192 }
193 
drawWorkload()194 void FullPipelineRenderer::drawWorkload() {
195     SCOPED_TRACE();
196     // Set the background clear color to black.
197     glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
198     // Use culling to remove back faces.
199     glEnable(GL_CULL_FACE);
200     // Use depth testing.
201     glEnable(GL_DEPTH_TEST);
202     glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
203     mModelMatrix->identity();
204     mSceneGraph->drawProgram(*mModelMatrix, *mViewMatrix, *mProjectionMatrix);
205 }
206