=== added file 'data/shaders/light-refract.frag'
@@ -0,0 +1,45 @@
+uniform sampler2D DistanceMap;
+uniform sampler2D NormalMap;
+uniform sampler2D ImageMap;
+
+varying vec3 vertex_normal;
+varying vec4 vertex_position;
+varying vec4 MapCoord;
+
+void main()
+{
+ const vec4 lightSpecular = vec4(0.8, 0.8, 0.8, 1.0);
+ const vec4 matSpecular = vec4(1.0, 1.0, 1.0, 1.0);
+ const float matShininess = 100.0;
+ const vec2 point_five = vec2(0.5);
+ // Need the normalized eye direction and surface normal vectors to
+ // compute the transmitted vector through the "front" surface of the object.
+ vec3 eye_direction = normalize(-vertex_position.xyz);
+ vec3 normalized_normal = normalize(vertex_normal);
+ vec3 front_refraction = refract(eye_direction, normalized_normal, RefractiveIndex);
+ // Find our best distance approximation through the object so we can
+ // project the transmitted vector to the back of the object to find
+ // the exit point.
+ vec3 mc_perspective = (MapCoord.xyz / MapCoord.w) + front_refraction;
+ vec2 dcoord = mc_perspective.st * point_five + point_five;
+ vec4 distance_value = texture2D(DistanceMap, dcoord);
+ vec3 back_position = vertex_position.xyz + front_refraction * distance_value.z;
+ // Use the exit point to index the map of back-side normals, and use the
+ // back-side position and normal to find the transmitted vector out of the
+ // object.
+ vec2 normcoord = back_position.st * point_five + point_five;
+ vec3 back_normal = texture2D(NormalMap, normcoord).xyz;
+ vec3 back_refraction = refract(back_position, back_normal, 1.0);
+ // Use the transmitted vector from the exit point to determine where
+ // the vector would intersect the environment (in this case a background
+ // image.
+ vec2 imagecoord = back_refraction.st * point_five + point_five;
+ vec4 texel = texture2D(ImageMap, imagecoord);
+ // Add in specular reflection, and we have our fragment value.
+ vec3 light_direction = normalize(vertex_position.xyz/vertex_position.w -
+ LightSourcePosition.xyz/LightSourcePosition.w);
+ vec3 reflection = reflect(light_direction, normalized_normal);
+ float specularTerm = pow(max(0.0, dot(reflection, eye_direction)), matShininess);
+ vec4 specular = (lightSpecular * matSpecular);
+ gl_FragColor = (specular * specularTerm) + texel;
+}
=== added file 'data/shaders/light-refract.vert'
@@ -0,0 +1,28 @@
+attribute vec3 position;
+attribute vec3 normal;
+
+uniform mat4 ModelViewProjectionMatrix;
+uniform mat4 NormalMatrix;
+uniform mat4 ModelViewMatrix;
+uniform mat4 LightMatrix;
+
+varying vec3 vertex_normal;
+varying vec4 vertex_position;
+varying vec4 MapCoord;
+
+void main(void)
+{
+ vec4 current_position = vec4(position, 1.0);
+
+ // Transform the normal to eye coordinates
+ vertex_normal = normalize(vec3(NormalMatrix * vec4(normal, 1.0)));
+
+ // Transform the current position to eye coordinates
+ vertex_position = ModelViewMatrix * current_position;
+
+ // Transform the current position for use as texture coordinates
+ MapCoord = LightMatrix * current_position;
+
+ // Transform the current position to clip coordinates
+ gl_Position = ModelViewProjectionMatrix * current_position;
+}
=== modified file 'src/android.cpp'
@@ -276,6 +276,7 @@
scenes.push_back(new SceneTerrain(canvas));
scenes.push_back(new SceneJellyfish(canvas));
scenes.push_back(new SceneShadow(canvas));
+ scenes.push_back(new SceneRefract(canvas));
}
=== modified file 'src/default-benchmarks.h'
@@ -64,6 +64,7 @@
benchmarks.push_back("jellyfish");
benchmarks.push_back("terrain");
benchmarks.push_back("shadow");
+ benchmarks.push_back("refract");
benchmarks.push_back("conditionals:vertex-steps=0:fragment-steps=0");
benchmarks.push_back("conditionals:vertex-steps=0:fragment-steps=5");
benchmarks.push_back("conditionals:vertex-steps=5:fragment-steps=0");
=== modified file 'src/main.cpp'
@@ -64,6 +64,7 @@
scenes.push_back(new SceneTerrain(canvas));
scenes.push_back(new SceneJellyfish(canvas));
scenes.push_back(new SceneShadow(canvas));
+ scenes.push_back(new SceneRefract(canvas));
for (vector<Scene*>::const_iterator iter = scenes.begin();
iter != scenes.end();
=== added file 'src/scene-refract.cpp'
@@ -0,0 +1,469 @@
+//
+// Copyright Š 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
+//
+#include "scene-refract.h"
+#include "model.h"
+#include "texture.h"
+#include "util.h"
+#include "log.h"
+#include "shader-source.h"
+
+using std::string;
+using std::vector;
+using std::map;
+using LibMatrix::mat4;
+using LibMatrix::vec4;
+using LibMatrix::vec3;
+
+static const vec4 lightPosition(1.0f, 1.0f, 2.0f, 1.0f);
+
+//
+// Public interfaces
+//
+
+SceneRefract::SceneRefract(Canvas& canvas) :
+ Scene(canvas, "refract"),
+ priv_(0)
+{
+ const ModelMap& modelMap = Model::find_models();
+ string optionValues;
+ for (ModelMap::const_iterator modelIt = modelMap.begin();
+ modelIt != modelMap.end();
+ modelIt++)
+ {
+ static bool doSeparator(false);
+ if (doSeparator)
+ {
+ optionValues += ",";
+ }
+ const string& curName = modelIt->first;
+ optionValues += curName;
+ doSeparator = true;
+ }
+ options_["model"] = Scene::Option("model", "bunny", "Which model to use",
+ optionValues);
+ optionValues = "";
+ const TextureMap& textureMap = Texture::find_textures();
+ for (TextureMap::const_iterator textureIt = textureMap.begin();
+ textureIt != textureMap.end();
+ textureIt++)
+ {
+ static bool doSeparator(false);
+ if (doSeparator)
+ {
+ optionValues += ",";
+ }
+ const string& curName = textureIt->first;
+ optionValues += curName;
+ doSeparator = true;
+ }
+ options_["texture"] = Scene::Option("texture", "nasa1", "Which texture to use",
+ optionValues);
+ options_["index"] = Scene::Option("index", "1.2",
+ "Index of refraction of the medium to simulate");
+ options_["use-vbo"] = Scene::Option("use-vbo", "true",
+ "Whether to use VBOs for rendering",
+ "false,true");
+ options_["interleave"] = Scene::Option("interleave", "false",
+ "Whether to interleave vertex attribute data",
+ "false,true");
+}
+
+bool
+SceneRefract::supported(bool show_errors)
+{
+ static const string oes_depth_texture("GL_OES_depth_texture");
+ static const string arb_depth_texture("GL_ARB_depth_texture");
+ if (!GLExtensions::support(oes_depth_texture) &&
+ !GLExtensions::support(arb_depth_texture)) {
+ if (show_errors) {
+ Log::error("We do not have the depth texture extension!!!\n");
+ }
+
+ return false;
+ }
+ return true;
+}
+
+bool
+SceneRefract::load()
+{
+ running_ = false;
+ return true;
+}
+
+void
+SceneRefract::unload()
+{
+}
+
+bool
+SceneRefract::setup()
+{
+ // If the scene isn't supported, don't bother to go through setup.
+ if (!supported(false) || !Scene::setup())
+ {
+ return false;
+ }
+
+ priv_ = new RefractPrivate(canvas_);
+ if (!priv_->setup(options_)) {
+ delete priv_;
+ priv_ = 0;
+ return false;
+ }
+
+ // Set core scene timing after actual initialization so we don't measure
+ // set up time.
+ startTime_ = Util::get_timestamp_us() / 1000000.0;
+ lastUpdateTime_ = startTime_;
+ running_ = true;
+
+ return true;
+}
+
+void
+SceneRefract::teardown()
+{
+ // Add scene-specific teardown here
+ priv_->teardown();
+ delete priv_;
+ Scene::teardown();
+}
+
+void
+SceneRefract::update()
+{
+ Scene::update();
+ // Add scene-specific update here
+ priv_->update(lastUpdateTime_ - startTime_);
+}
+
+void
+SceneRefract::draw()
+{
+ priv_->draw();
+}
+
+Scene::ValidationResult
+SceneRefract::validate()
+{
+ return Scene::ValidationUnknown;
+}
+
+//
+// Private interfaces
+//
+
+bool
+DistanceRenderTarget::setup(unsigned int width, unsigned int height)
+{
+ canvas_width_ = width;
+ canvas_height_ = height;
+ width_ = canvas_width_ * 2;
+ height_ = canvas_height_ * 2;
+
+ static const string vtx_shader_filename(GLMARK_DATA_PATH"/shaders/depth.vert");
+ static const string frg_shader_filename(GLMARK_DATA_PATH"/shaders/depth.frag");
+
+ ShaderSource vtx_source(vtx_shader_filename);
+ ShaderSource frg_source(frg_shader_filename);
+
+ if (!Scene::load_shaders_from_strings(program_, vtx_source.str(), frg_source.str())) {
+ return false;
+ }
+
+ glGenTextures(2, &tex_[0]);
+ glBindTexture(GL_TEXTURE_2D, tex_[DEPTH]);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width_, height_, 0,
+ GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0);
+ glBindTexture(GL_TEXTURE_2D, tex_[COLOR]);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width_, height_, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, 0);
+ glGenerateMipmap(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ glGenFramebuffers(1, &fbo_);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo_);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
+ tex_[DEPTH], 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
+ tex_[COLOR], 0);
+ unsigned int status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ Log::error("DepthRenderState::setup: glCheckFramebufferStatus failed (0x%x)\n", status);
+ return false;
+ }
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ return true;
+}
+
+void
+DistanceRenderTarget::teardown()
+{
+ program_.stop();
+ program_.release();
+ if (tex_) {
+ glDeleteTextures(2, &tex_[0]);
+ tex_[DEPTH] = tex_[COLOR] = 0;
+ }
+ if (fbo_) {
+ glDeleteFramebuffers(1, &fbo_);
+ fbo_ = 0;
+ }
+}
+
+void
+DistanceRenderTarget::enable(const mat4& mvp)
+{
+ program_.start();
+ program_["ModelViewProjectionMatrix"] = mvp;
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo_);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
+ tex_[DEPTH], 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
+ tex_[COLOR], 0);
+ glViewport(0, 0, width_, height_);
+ glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
+ glCullFace(GL_FRONT);
+}
+
+void DistanceRenderTarget::disable()
+{
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glViewport(0, 0, canvas_width_, canvas_height_);
+ glCullFace(GL_BACK);
+}
+
+bool
+RefractPrivate::setup(map<string, Scene::Option>& options)
+{
+ // Program object setup
+ static const string vtx_shader_filename(GLMARK_DATA_PATH"/shaders/light-refract.vert");
+ static const string frg_shader_filename(GLMARK_DATA_PATH"/shaders/light-refract.frag");
+ static const vec4 lightColor(0.4, 0.4, 0.4, 1.0);
+
+ ShaderSource vtx_source(vtx_shader_filename);
+ ShaderSource frg_source(frg_shader_filename);
+
+ frg_source.add_const("LightColor", lightColor);
+ frg_source.add_const("LightSourcePosition", lightPosition);
+ float refractive_index(Util::fromString<float>(options["index"].value));
+ frg_source.add_const("RefractiveIndex", refractive_index);
+
+ if (!Scene::load_shaders_from_strings(program_, vtx_source.str(), frg_source.str())) {
+ return false;
+ }
+
+ const string& whichTexture(options["texture"].value);
+ if (!Texture::load(whichTexture, &texture_, GL_LINEAR, GL_LINEAR, 0))
+ return false;
+
+ // Model setup
+ Model model;
+ const string& whichModel(options["model"].value);
+ bool modelLoaded = model.load(whichModel);
+
+ if(!modelLoaded)
+ return false;
+
+ // Now that we're successfully loaded, there are a few quirks about
+ // some of the known models that we need to account for. The draw
+ // logic for the scene wants to rotate the model around the Y axis.
+ // Most of our models are described this way. Some need adjustment
+ // (an additional rotation that gets the model into the correct
+ // orientation).
+ //
+ // Here's a summary:
+ //
+ // Angel rotates around the Y axis
+ // Armadillo rotates around the Y axis
+ // Buddha rotates around the X axis
+ // Bunny rotates around the Y axis
+ // Dragon rotates around the X axis
+ // Horse rotates around the Y axis
+ if (whichModel == "buddha" || whichModel == "dragon")
+ {
+ orientModel_ = true;
+ orientationAngle_ = -90.0;
+ orientationVec_ = vec3(1.0, 0.0, 0.0);
+ }
+ else if (whichModel == "armadillo")
+ {
+ orientModel_ = true;
+ orientationAngle_ = 180.0;
+ orientationVec_ = vec3(0.0, 1.0, 0.0);
+ }
+
+ model.calculate_normals();
+
+ // Mesh setup
+ vector<std::pair<Model::AttribType, int> > attribs;
+ attribs.push_back(std::pair<Model::AttribType, int>(Model::AttribTypePosition, 3));
+ attribs.push_back(std::pair<Model::AttribType, int>(Model::AttribTypeNormal, 3));
+ model.convert_to_mesh(mesh_, attribs);
+
+ useVbo_ = (options["use-vbo"].value == "true");
+ bool interleave = (options["interleave"].value == "true");
+ mesh_.vbo_update_method(Mesh::VBOUpdateMethodMap);
+ mesh_.interleave(interleave);
+
+ if (useVbo_) {
+ mesh_.build_vbo();
+ }
+ else {
+ mesh_.build_array();
+ }
+
+ // Calculate a projection matrix that is a good fit for the model
+ vec3 maxVec = model.maxVec();
+ vec3 minVec = model.minVec();
+ vec3 diffVec = maxVec - minVec;
+ centerVec_ = maxVec + minVec;
+ centerVec_ /= 2.0;
+ float diameter = diffVec.length();
+ radius_ = diameter / 2;
+ float fovy = 2.0 * atanf(radius_ / (2.0 + radius_));
+ fovy /= M_PI;
+ fovy *= 180.0;
+ float aspect(static_cast<float>(canvas_.width())/static_cast<float>(canvas_.height()));
+ projection_.perspective(fovy, aspect, 2.0, 2.0 + diameter);
+
+ // Set up the light matrix with a bias that will convert values
+ // in the range of [-1, 1] to [0, 1)], then add in the projection
+ // and the "look at" matrix from the light position.
+ light_ *= LibMatrix::Mat4::translate(0.5, 0.5, 0.5);
+ light_ *= LibMatrix::Mat4::scale(0.5, 0.5, 0.5);
+ light_ *= projection_.getCurrent();
+ light_ *= LibMatrix::Mat4::lookAt(lightPosition.x(), lightPosition.y(), lightPosition.z(),
+ 0.0, 0.0, 0.0,
+ 0.0, 1.0, 0.0);
+
+ if (!depthTarget_.setup(canvas_.width(), canvas_.height())) {
+ Log::error("Failed to set up the render target for the depth pass\n");
+ return false;
+ }
+
+ return true;
+}
+void
+RefractPrivate::teardown()
+{
+ depthTarget_.teardown();
+ program_.stop();
+ program_.release();
+ mesh_.reset();
+}
+
+void
+RefractPrivate::update(double elapsedTime)
+{
+ rotation_ = rotationSpeed_ * elapsedTime;
+}
+
+void
+RefractPrivate::draw()
+{
+ // To perform the depth pass, set up the model-view transformation so
+ // that we're looking at the horse from the light position. That will
+ // give us the appropriate view for the shadow.
+ modelview_.push();
+ modelview_.loadIdentity();
+ modelview_.lookAt(lightPosition.x(), lightPosition.y(), lightPosition.z(),
+ 0.0, 0.0, 0.0,
+ 0.0, 1.0, 0.0);
+ modelview_.rotate(rotation_, 0.0f, 1.0f, 0.0f);
+ if (orientModel_)
+ {
+ modelview_.rotate(orientationAngle_, orientationVec_.x(), orientationVec_.y(), orientationVec_.z());
+ }
+ mat4 mvp(projection_.getCurrent());
+ mvp *= modelview_.getCurrent();
+ modelview_.pop();
+
+ // Enable the depth render target with our transformation and render.
+ depthTarget_.enable(mvp);
+ vector<GLint> attrib_locations;
+ attrib_locations.push_back(depthTarget_.program()["position"].location());
+ attrib_locations.push_back(depthTarget_.program()["normal"].location());
+ mesh_.set_attrib_locations(attrib_locations);
+ if (useVbo_) {
+ mesh_.render_vbo();
+ }
+ else {
+ mesh_.render_array();
+ }
+ depthTarget_.disable();
+
+ // Draw the "normal" view of the horse
+ modelview_.push();
+ modelview_.translate(-centerVec_.x(), -centerVec_.y(), -(centerVec_.z() + 2.0 + radius_));
+ modelview_.rotate(rotation_, 0.0f, 1.0f, 0.0f);
+ if (orientModel_)
+ {
+ modelview_.rotate(orientationAngle_, orientationVec_.x(), orientationVec_.y(), orientationVec_.z());
+ }
+ mvp = projection_.getCurrent();
+ mvp *= modelview_.getCurrent();
+
+ program_.start();
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, depthTarget_.depthTexture());
+ program_["DistanceMap"] = 0;
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, depthTarget_.colorTexture());
+ program_["NormalMap"] = 1;
+ glActiveTexture(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_2D, texture_);
+ program_["ImageMap"] = 2;
+ // Load both the modelview*projection as well as the modelview matrix itself
+ program_["ModelViewProjectionMatrix"] = mvp;
+ program_["ModelViewMatrix"] = modelview_.getCurrent();
+ // Load the NormalMatrix uniform in the shader. The NormalMatrix is the
+ // inverse transpose of the model view matrix.
+ mat4 normal_matrix(modelview_.getCurrent());
+ normal_matrix.inverse().transpose();
+ program_["NormalMatrix"] = normal_matrix;
+ program_["LightMatrix"] = light_;
+ attrib_locations.clear();
+ attrib_locations.push_back(program_["position"].location());
+ attrib_locations.push_back(program_["normal"].location());
+ mesh_.set_attrib_locations(attrib_locations);
+ if (useVbo_) {
+ mesh_.render_vbo();
+ }
+ else {
+ mesh_.render_array();
+ }
+
+ // Per-frame cleanup
+ modelview_.pop();
+}
+
=== added file 'src/scene-refract.h'
@@ -0,0 +1,106 @@
+//
+// Copyright Š 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_
=== modified file 'src/scene.h'
@@ -574,4 +574,20 @@
ValidationResult validate();
};
+class RefractPrivate;
+class SceneRefract : public Scene
+{
+ RefractPrivate* priv_;
+public:
+ SceneRefract(Canvas& canvas);
+ bool supported(bool show_errors);
+ bool load();
+ void unload();
+ bool setup();
+ void teardown();
+ void update();
+ void draw();
+ ValidationResult validate();
+};
+
#endif