diff mbox

[Branch,~glmark2-dev/glmark2/trunk] Rev 90: Bring some sanity to source file names.

Message ID 20110721123636.17019.46032.launchpad@loganberry.canonical.com
State Accepted
Headers show

Commit Message

alexandros.frantzis@linaro.org July 21, 2011, 12:36 p.m. UTC
------------------------------------------------------------
revno: 90
committer: Alexandros Frantzis <alexandros.frantzis@linaro.org>
timestamp: Thu 2011-06-23 15:48:15 +0300
message:
  Bring some sanity to source file names.
removed:
  src/scenebuild.cpp
  src/scenedefaultoptions.cpp
  src/sceneshading.cpp
  src/scenetexture.cpp
added:
  src/scene-build.cpp
  src/scene-default-options.cpp
  src/scene-shading.cpp
  src/scene-texture.cpp


--
lp:glmark2
https://code.launchpad.net/~glmark2-dev/glmark2/trunk

You are subscribed to branch lp:glmark2.
To unsubscribe from this branch go to https://code.launchpad.net/~glmark2-dev/glmark2/trunk/+edit-subscription
diff mbox

Patch

=== added file 'src/scene-build.cpp'
--- src/scene-build.cpp	1970-01-01 00:00:00 +0000
+++ src/scene-build.cpp	2011-06-23 12:48:15 +0000
@@ -0,0 +1,185 @@ 
+/*
+ * Copyright © 2008 Ben Smith
+ * Copyright © 2010-2011 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:
+ *  Ben Smith (original glmark benchmark)
+ *  Alexandros Frantzis (glmark2)
+ */
+#include "scene.h"
+#include "log.h"
+#include "mat.h"
+#include "stack.h"
+#include <cmath>
+
+SceneBuild::SceneBuild(Screen &pScreen) :
+    Scene(pScreen, "build")
+{
+    mOptions["use-vbo"] = Scene::Option("use-vbo", "true",
+                                        "Whether to use VBOs for rendering [true,false]");
+}
+
+SceneBuild::~SceneBuild()
+{
+}
+
+int SceneBuild::load()
+{
+    static const std::string vtx_shader_filename(GLMARK_DATA_PATH"/shaders/light-basic.vert");
+    static const std::string frg_shader_filename(GLMARK_DATA_PATH"/shaders/light-basic.frag");
+    Model model;
+
+    if(!model.load_3ds(GLMARK_DATA_PATH"/models/horse.3ds"))
+        return 0;
+
+    model.calculate_normals();
+    model.convert_to_mesh(&mMesh);
+
+    if (!Scene::load_shaders(mProgram, vtx_shader_filename, frg_shader_filename))
+        return 0;
+
+    mVertexAttribLocation = mProgram.getAttribIndex("position");
+    mNormalAttribLocation = mProgram.getAttribIndex("normal");
+    mTexcoordAttribLocation = mProgram.getAttribIndex("texcoord");
+
+    mRotationSpeed = 36.0f;
+
+    mRunning = false;
+
+    return 1;
+}
+
+void SceneBuild::unload()
+{
+    mMesh.reset();
+
+    mProgram.stop();
+    mProgram.release();
+}
+
+void SceneBuild::setup()
+{
+    Scene::setup();
+
+    static const LibMatrix::vec4 lightAmbient(0.0f, 0.0f, 0.0f, 1.0f);
+    static const LibMatrix::vec4 lightDiffuse(0.8f, 0.8f, 0.8f, 1.0f);
+    static const LibMatrix::vec4 lightPosition(20.0f, 20.0f, 10.0f, 1.0f);
+    static const LibMatrix::vec4 materialColor(1.0f, 1.0f, 1.0f, 1.0f);
+
+    mUseVbo = (mOptions["use-vbo"].value == "true");
+
+    if (mUseVbo)
+        mMesh.build_vbo();
+
+    mProgram.start();
+
+    // Load lighting and material uniforms
+    mProgram.loadUniformVector(lightAmbient, "LightSourceAmbient");
+    mProgram.loadUniformVector(lightPosition, "LightSourcePosition");
+    mProgram.loadUniformVector(lightDiffuse, "LightSourceDiffuse");
+    mProgram.loadUniformVector(materialColor, "MaterialColor");
+
+    mCurrentFrame = 0;
+    mRotation = 0.0;
+    mRunning = true;
+    mStartTime = SDL_GetTicks() / 1000.0;
+    mLastUpdateTime = mStartTime;
+}
+
+void
+SceneBuild::teardown()
+{
+    mProgram.stop();
+
+    if (mUseVbo)
+        mMesh.delete_vbo();
+
+    Scene::teardown();
+}
+
+void SceneBuild::update()
+{
+    double current_time = SDL_GetTicks() / 1000.0;
+    double dt = current_time - mLastUpdateTime;
+    double elapsed_time = current_time - mStartTime;
+
+    mLastUpdateTime = current_time;
+
+    if (elapsed_time >= mDuration) {
+        mAverageFPS = mCurrentFrame / elapsed_time;
+        mRunning = false;
+    }
+
+    mRotation += mRotationSpeed * dt;
+
+    mCurrentFrame++;
+}
+
+void SceneBuild::draw()
+{
+    LibMatrix::Stack4 model_view;
+
+    // Load the ModelViewProjectionMatrix uniform in the shader
+    LibMatrix::mat4 model_view_proj(mScreen.mProjection);
+
+    model_view.translate(0.0f, 0.0f, -2.5f);
+    model_view.rotate(mRotation, 0.0f, 1.0f, 0.0f);
+    model_view_proj *= model_view.getCurrent();
+
+    mProgram.loadUniformMatrix(model_view_proj, "ModelViewProjectionMatrix");
+
+    // Load the NormalMatrix uniform in the shader. The NormalMatrix is the
+    // inverse transpose of the model view matrix.
+    LibMatrix::mat4 normal_matrix(model_view.getCurrent());
+    normal_matrix.inverse().transpose();
+    mProgram.loadUniformMatrix(normal_matrix, "NormalMatrix");
+
+    if (mUseVbo) {
+        mMesh.render_vbo(mVertexAttribLocation,
+                         mNormalAttribLocation,
+                         mTexcoordAttribLocation);
+    }
+    else {
+        mMesh.render_array(mVertexAttribLocation,
+                           mNormalAttribLocation,
+                           mTexcoordAttribLocation);
+    }
+}
+
+Scene::ValidationResult
+SceneBuild::validate()
+{
+    static const double radius_3d(std::sqrt(3.0));
+
+    if (mRotation != 0)
+        return Scene::ValidationUnknown;
+
+    Screen::Pixel ref(0xa7, 0xa7, 0xa7, 0xff);
+    Screen::Pixel pixel = mScreen.read_pixel(mScreen.mWidth / 2,
+                                             mScreen.mHeight / 2);
+
+    double dist = pixel_value_distance(pixel, ref);
+    if (dist < radius_3d + 0.01) {
+        return Scene::ValidationSuccess;
+    }
+    else {
+        Log::debug("Validation failed! Expected: 0x%x Actual: 0x%x Distance: %f\n",
+                    ref.to_le32(), pixel.to_le32(), dist);
+        return Scene::ValidationFailure;
+    }
+}

=== added file 'src/scene-default-options.cpp'
--- src/scene-default-options.cpp	1970-01-01 00:00:00 +0000
+++ src/scene-default-options.cpp	2011-06-23 12:48:15 +0000
@@ -0,0 +1,47 @@ 
+/*
+ * Copyright © 2010-2011 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 (glmark2)
+ */
+#include "scene.h"
+#include "benchmark.h"
+
+void SceneDefaultOptions::setup()
+{
+    const std::map<std::string, Scene *> &scenes = Benchmark::scenes();
+
+    for (std::list<std::pair<std::string, std::string> >::const_iterator iter = mDefaultOptions.begin();
+         iter != mDefaultOptions.end();
+         iter++)
+    {
+        for (std::map<std::string, Scene *>::const_iterator scene_iter = scenes.begin();
+             scene_iter != scenes.end();
+             scene_iter++)
+        {
+            scene_iter->second->set_option_default(iter->first, iter->second);
+        }
+    }
+}
+
+bool
+SceneDefaultOptions::set_option(const std::string &opt, const std::string &val)
+{
+    mDefaultOptions.push_back(std::pair<std::string, std::string>(opt, val));
+    return true;
+}

=== added file 'src/scene-shading.cpp'
--- src/scene-shading.cpp	1970-01-01 00:00:00 +0000
+++ src/scene-shading.cpp	2011-06-23 12:48:15 +0000
@@ -0,0 +1,209 @@ 
+/*
+ * Copyright © 2008 Ben Smith
+ * Copyright © 2010-2011 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:
+ *  Ben Smith (original glmark benchmark)
+ *  Alexandros Frantzis (glmark2)
+ */
+#include "scene.h"
+#include "mat.h"
+#include "stack.h"
+#include "vec.h"
+#include "log.h"
+
+#include <cmath>
+
+SceneShading::SceneShading(Screen &pScreen) :
+    Scene(pScreen, "shading")
+{
+    mOptions["shading"] = Scene::Option("shading", "gouraud",
+                                        "[gouraud, phong]");
+}
+
+SceneShading::~SceneShading()
+{
+}
+
+int SceneShading::load()
+{
+    Model model;
+
+    if(!model.load_3ds(GLMARK_DATA_PATH"/models/cat.3ds"))
+        return 0;
+
+    model.calculate_normals();
+    model.convert_to_mesh(&mMesh);
+
+    mMesh.build_vbo();
+
+    mRotationSpeed = 36.0f;
+
+    mRunning = false;
+
+    return 1;
+}
+
+void SceneShading::unload()
+{
+    mMesh.reset();
+}
+
+void SceneShading::setup()
+{
+    Scene::setup();
+
+    static const LibMatrix::vec3 lightAmbient(0.1f, 0.1f, 0.1f);
+    static const LibMatrix::vec3 lightDiffuse(0.8f, 0.8f, 0.8f);
+    static const LibMatrix::vec3 lightSpecular(0.8f, 0.8f, 0.8f);
+    static const LibMatrix::vec4 lightPosition(20.0f, 20.0f, 10.0f, 1.0f);
+
+    static const LibMatrix::vec3 materialAmbient(1.0f, 1.0f, 1.0f);
+    static const LibMatrix::vec3 materialDiffuse(1.0f, 1.0f, 1.0f);
+    static const LibMatrix::vec3 materialSpecular(1.0f, 1.0f, 1.0f);
+    static const LibMatrix::vec4 materialColor(0.0f, 0.0f, 1.0f, 1.0f);
+
+    std::string vtx_shader_filename;
+    std::string frg_shader_filename;
+    const std::string &shading = mOptions["shading"].value;
+
+    if (shading == "gouraud") {
+        vtx_shader_filename = GLMARK_DATA_PATH"/shaders/light-basic.vert";
+        frg_shader_filename = GLMARK_DATA_PATH"/shaders/light-basic.frag";
+    }
+    else if (shading == "phong") {
+        vtx_shader_filename = GLMARK_DATA_PATH"/shaders/light-advanced.vert";
+        frg_shader_filename = GLMARK_DATA_PATH"/shaders/light-advanced.frag";
+    }
+
+    if (!Scene::load_shaders(mProgram, vtx_shader_filename, frg_shader_filename))
+        return;
+
+    mProgram.start();
+
+    mVertexAttribLocation = mProgram.getAttribIndex("position");
+    mNormalAttribLocation = mProgram.getAttribIndex("normal");
+    mTexcoordAttribLocation = mProgram.getAttribIndex("texcoord");
+
+    // Load lighting and material uniforms
+    mProgram.loadUniformVector(lightAmbient, "LightSourceAmbient");
+    mProgram.loadUniformVector(lightPosition, "LightSourcePosition");
+    mProgram.loadUniformVector(lightDiffuse, "LightSourceDiffuse");
+    mProgram.loadUniformVector(lightSpecular, "LightSourceSpecular");
+
+    mProgram.loadUniformVector(materialAmbient, "MaterialAmbient");
+    mProgram.loadUniformVector(materialDiffuse, "MaterialDiffuse");
+    mProgram.loadUniformVector(materialSpecular, "MaterialSpecular");
+    mProgram.loadUniformVector(materialColor, "MaterialColor");
+
+    // Calculate and load the half vector
+    LibMatrix::vec3 halfVector(lightPosition[0], lightPosition[1], lightPosition[2]);
+    halfVector.normalize();
+    halfVector += LibMatrix::vec3(0.0, 0.0, 1.0);
+    halfVector.normalize();
+    mProgram.loadUniformVector(halfVector, "LightSourceHalfVector");
+
+    mCurrentFrame = 0;
+    mRotation = 0.0f;
+    mRunning = true;
+    mStartTime = SDL_GetTicks() / 1000.0;
+    mLastUpdateTime = mStartTime;
+}
+
+void SceneShading::teardown()
+{
+    mProgram.stop();
+    mProgram.release();
+
+    Scene::teardown();
+}
+
+void SceneShading::update()
+{
+    double current_time = SDL_GetTicks() / 1000.0;
+    double dt = current_time - mLastUpdateTime;
+    double elapsed_time = current_time - mStartTime;
+
+    mLastUpdateTime = current_time;
+
+    if (elapsed_time >= mDuration) {
+        mAverageFPS = mCurrentFrame / elapsed_time;
+        mRunning = false;
+    }
+
+    mRotation += mRotationSpeed * dt;
+
+    mCurrentFrame++;
+}
+
+void SceneShading::draw()
+{
+    // Load the ModelViewProjectionMatrix uniform in the shader
+    LibMatrix::Stack4 model_view;
+    LibMatrix::mat4 model_view_proj(mScreen.mProjection);
+
+    model_view.translate(0.0f, 0.0f, -5.0f);
+    model_view.rotate(mRotation, 0.0f, 1.0f, 0.0f);
+    model_view_proj *= model_view.getCurrent();
+
+    mProgram.loadUniformMatrix(model_view_proj, "ModelViewProjectionMatrix");
+
+    // Load the NormalMatrix uniform in the shader. The NormalMatrix is the
+    // inverse transpose of the model view matrix.
+    LibMatrix::mat4 normal_matrix(model_view.getCurrent());
+    normal_matrix.inverse().transpose();
+    mProgram.loadUniformMatrix(normal_matrix, "NormalMatrix");
+
+    mMesh.render_vbo(mVertexAttribLocation,
+                     mNormalAttribLocation,
+                     mTexcoordAttribLocation);
+}
+
+Scene::ValidationResult
+SceneShading::validate()
+{
+    static const double radius_3d(std::sqrt(3.0));
+
+    if (mRotation != 0) 
+        return Scene::ValidationUnknown;
+
+    Screen::Pixel ref;
+
+    Screen::Pixel pixel = mScreen.read_pixel(mScreen.mWidth / 2,
+                                             mScreen.mHeight / 2);
+
+    const std::string &filter = mOptions["shading"].value;
+
+    if (filter == "gouraud")
+        ref = Screen::Pixel(0x00, 0x00, 0xca, 0xff);
+    else if (filter == "phong")
+        ref = Screen::Pixel(0x1a, 0x1a, 0xbb, 0xff);
+    else
+        return Scene::ValidationUnknown;
+
+    double dist = pixel_value_distance(pixel, ref);
+
+    if (dist < radius_3d + 0.01) {
+        return Scene::ValidationSuccess;
+    }
+    else {
+        Log::debug("Validation failed! Expected: 0x%x Actual: 0x%x Distance: %f\n",
+                    ref.to_le32(), pixel.to_le32(), dist);
+        return Scene::ValidationFailure;
+    }
+}

=== added file 'src/scene-texture.cpp'
--- src/scene-texture.cpp	1970-01-01 00:00:00 +0000
+++ src/scene-texture.cpp	2011-06-23 12:48:15 +0000
@@ -0,0 +1,212 @@ 
+/*
+ * Copyright © 2008 Ben Smith
+ * Copyright © 2010-2011 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:
+ *  Ben Smith (original glmark benchmark)
+ *  Alexandros Frantzis (glmark2)
+ */
+#include "scene.h"
+#include "mat.h"
+#include "stack.h"
+#include "vec.h"
+#include "log.h"
+
+#include "program.h"
+#include <cmath>
+
+SceneTexture::SceneTexture(Screen &pScreen) :
+    Scene(pScreen, "texture")
+{
+    mOptions["texture-filter"] = Scene::Option("texture-filter", "nearest",
+                                               "[nearest, linear, mipmap]");
+}
+
+SceneTexture::~SceneTexture()
+{
+}
+
+int SceneTexture::load()
+{
+    static const std::string vtx_shader_filename(GLMARK_DATA_PATH"/shaders/light-basic.vert");
+    static const std::string frg_shader_filename(GLMARK_DATA_PATH"/shaders/light-basic-tex.frag");
+    Model model;
+
+    if(!model.load_3ds(GLMARK_DATA_PATH"/models/cube.3ds"))
+        return 0;
+
+    model.calculate_normals();
+    model.convert_to_mesh(&mCubeMesh);
+    mCubeMesh.build_vbo();
+
+    if (!Scene::load_shaders(mProgram, vtx_shader_filename, frg_shader_filename))
+        return 0;
+
+    mVertexAttribLocation = mProgram.getAttribIndex("position");
+    mNormalAttribLocation = mProgram.getAttribIndex("normal");
+    mTexcoordAttribLocation = mProgram.getAttribIndex("texcoord");
+
+    mRotationSpeed = LibMatrix::vec3(36.0f, 36.0f, 36.0f);
+
+    mRunning = false;
+
+    return 1;
+}
+
+void SceneTexture::unload()
+{
+    mCubeMesh.reset();
+
+    mProgram.stop();
+    mProgram.release();
+}
+
+void SceneTexture::setup()
+{
+    Scene::setup();
+
+    static const LibMatrix::vec4 lightAmbient(0.0f, 0.0f, 0.0f, 1.0f);
+    static const LibMatrix::vec4 lightDiffuse(0.8f, 0.8f, 0.8f, 1.0f);
+    static const LibMatrix::vec4 lightPosition(20.0f, 20.0f, 10.0f, 1.0f);
+    static const LibMatrix::vec4 materialColor(1.0f, 1.0f, 1.0f, 1.0f);
+
+    // Create texture according to selected filtering
+    GLint min_filter = GL_NONE;
+    GLint mag_filter = GL_NONE;
+    const std::string &filter = mOptions["texture-filter"].value;
+
+    if (filter == "nearest") {
+        min_filter = GL_NEAREST;
+        mag_filter = GL_NEAREST;
+    }
+    else if (filter == "linear") {
+        min_filter = GL_LINEAR;
+        mag_filter = GL_LINEAR;
+    }
+    else if (filter == "mipmap") {
+        min_filter = GL_LINEAR_MIPMAP_LINEAR;
+        mag_filter = GL_LINEAR;
+    }
+
+    Texture::load(GLMARK_DATA_PATH"/textures/crate-base.bmp", &mTexture,
+                  min_filter, mag_filter, 0);
+
+    mProgram.start();
+
+    // Load lighting and material uniforms
+    mProgram.loadUniformVector(lightAmbient, "LightSourceAmbient");
+    mProgram.loadUniformVector(lightPosition, "LightSourcePosition");
+    mProgram.loadUniformVector(lightDiffuse, "LightSourceDiffuse");
+    mProgram.loadUniformVector(materialColor, "MaterialColor");
+
+    mCurrentFrame = 0;
+    mRotation = LibMatrix::vec3();
+    mRunning = true;
+    mStartTime = SDL_GetTicks() / 1000.0;
+    mLastUpdateTime = mStartTime;
+}
+
+void SceneTexture::teardown()
+{
+    mProgram.stop();
+    glDeleteTextures(1, &mTexture);
+
+    Scene::teardown();
+}
+
+void SceneTexture::update()
+{
+    double current_time = SDL_GetTicks() / 1000.0;
+    double dt = current_time - mLastUpdateTime;
+    double elapsed_time = current_time - mStartTime;
+
+    mLastUpdateTime = current_time;
+
+    if (elapsed_time >= mDuration) {
+        mAverageFPS = mCurrentFrame / elapsed_time;
+        mRunning = false;
+    }
+
+    mRotation += mRotationSpeed * dt;
+
+    mCurrentFrame++;
+}
+
+void SceneTexture::draw()
+{
+    // Load the ModelViewProjectionMatrix uniform in the shader
+    LibMatrix::Stack4 model_view;
+    LibMatrix::mat4 model_view_proj(mScreen.mProjection);
+
+    model_view.translate(0.0f, 0.0f, -5.0f);
+    model_view.rotate(mRotation.x(), 1.0f, 0.0f, 0.0f);
+    model_view.rotate(mRotation.y(), 0.0f, 1.0f, 0.0f);
+    model_view.rotate(mRotation.z(), 0.0f, 0.0f, 1.0f);
+    model_view_proj *= model_view.getCurrent();
+
+    mProgram.loadUniformMatrix(model_view_proj, "ModelViewProjectionMatrix");
+
+    // Load the NormalMatrix uniform in the shader. The NormalMatrix is the
+    // inverse transpose of the model view matrix.
+    LibMatrix::mat4 normal_matrix(model_view.getCurrent());
+    normal_matrix.inverse().transpose();
+    mProgram.loadUniformMatrix(normal_matrix, "NormalMatrix");
+
+    glActiveTexture(GL_TEXTURE0);
+    glBindTexture(GL_TEXTURE_2D, mTexture);
+
+    mCubeMesh.render_vbo(mVertexAttribLocation,
+                         mNormalAttribLocation,
+                         mTexcoordAttribLocation);
+}
+
+Scene::ValidationResult
+SceneTexture::validate()
+{
+    static const double radius_3d(std::sqrt(3.0));
+
+    if (mRotation.x() != 0 || mRotation.y() != 0 || mRotation.z() != 0)
+        return Scene::ValidationUnknown;
+
+    Screen::Pixel ref;
+
+    Screen::Pixel pixel = mScreen.read_pixel(mScreen.mWidth / 2,
+                                             mScreen.mHeight / 2);
+
+    const std::string &filter = mOptions["texture-filter"].value;
+
+    if (filter == "nearest")
+        ref = Screen::Pixel(0x3a, 0x3a, 0x3b, 0xff);
+    else if (filter == "linear")
+        ref = Screen::Pixel(0x34, 0x34, 0x35, 0xff);
+    else if (filter == "mipmap")
+        ref = Screen::Pixel(0x33, 0x33, 0x35, 0xff);
+    else
+        return Scene::ValidationUnknown;
+
+    double dist = pixel_value_distance(pixel, ref);
+
+    if (dist < radius_3d + 0.01) {
+        return Scene::ValidationSuccess;
+    }
+    else {
+        Log::debug("Validation failed! Expected: 0x%x Actual: 0x%x Distance: %f\n",
+                    ref.to_le32(), pixel.to_le32(), dist);
+        return Scene::ValidationFailure;
+    }
+}

=== removed file 'src/scenebuild.cpp'
--- src/scenebuild.cpp	2011-06-17 13:16:16 +0000
+++ src/scenebuild.cpp	1970-01-01 00:00:00 +0000
@@ -1,185 +0,0 @@ 
-/*
- * Copyright © 2008 Ben Smith
- * Copyright © 2010-2011 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:
- *  Ben Smith (original glmark benchmark)
- *  Alexandros Frantzis (glmark2)
- */
-#include "scene.h"
-#include "log.h"
-#include "mat.h"
-#include "stack.h"
-#include <cmath>
-
-SceneBuild::SceneBuild(Screen &pScreen) :
-    Scene(pScreen, "build")
-{
-    mOptions["use-vbo"] = Scene::Option("use-vbo", "true",
-                                        "Whether to use VBOs for rendering [true,false]");
-}
-
-SceneBuild::~SceneBuild()
-{
-}
-
-int SceneBuild::load()
-{
-    static const std::string vtx_shader_filename(GLMARK_DATA_PATH"/shaders/light-basic.vert");
-    static const std::string frg_shader_filename(GLMARK_DATA_PATH"/shaders/light-basic.frag");
-    Model model;
-
-    if(!model.load_3ds(GLMARK_DATA_PATH"/models/horse.3ds"))
-        return 0;
-
-    model.calculate_normals();
-    model.convert_to_mesh(&mMesh);
-
-    if (!Scene::load_shaders(mProgram, vtx_shader_filename, frg_shader_filename))
-        return 0;
-
-    mVertexAttribLocation = mProgram.getAttribIndex("position");
-    mNormalAttribLocation = mProgram.getAttribIndex("normal");
-    mTexcoordAttribLocation = mProgram.getAttribIndex("texcoord");
-
-    mRotationSpeed = 36.0f;
-
-    mRunning = false;
-
-    return 1;
-}
-
-void SceneBuild::unload()
-{
-    mMesh.reset();
-
-    mProgram.stop();
-    mProgram.release();
-}
-
-void SceneBuild::setup()
-{
-    Scene::setup();
-
-    static const LibMatrix::vec4 lightAmbient(0.0f, 0.0f, 0.0f, 1.0f);
-    static const LibMatrix::vec4 lightDiffuse(0.8f, 0.8f, 0.8f, 1.0f);
-    static const LibMatrix::vec4 lightPosition(20.0f, 20.0f, 10.0f, 1.0f);
-    static const LibMatrix::vec4 materialColor(1.0f, 1.0f, 1.0f, 1.0f);
-
-    mUseVbo = (mOptions["use-vbo"].value == "true");
-
-    if (mUseVbo)
-        mMesh.build_vbo();
-
-    mProgram.start();
-
-    // Load lighting and material uniforms
-    mProgram.loadUniformVector(lightAmbient, "LightSourceAmbient");
-    mProgram.loadUniformVector(lightPosition, "LightSourcePosition");
-    mProgram.loadUniformVector(lightDiffuse, "LightSourceDiffuse");
-    mProgram.loadUniformVector(materialColor, "MaterialColor");
-
-    mCurrentFrame = 0;
-    mRotation = 0.0;
-    mRunning = true;
-    mStartTime = SDL_GetTicks() / 1000.0;
-    mLastUpdateTime = mStartTime;
-}
-
-void
-SceneBuild::teardown()
-{
-    mProgram.stop();
-
-    if (mUseVbo)
-        mMesh.delete_vbo();
-
-    Scene::teardown();
-}
-
-void SceneBuild::update()
-{
-    double current_time = SDL_GetTicks() / 1000.0;
-    double dt = current_time - mLastUpdateTime;
-    double elapsed_time = current_time - mStartTime;
-
-    mLastUpdateTime = current_time;
-
-    if (elapsed_time >= mDuration) {
-        mAverageFPS = mCurrentFrame / elapsed_time;
-        mRunning = false;
-    }
-
-    mRotation += mRotationSpeed * dt;
-
-    mCurrentFrame++;
-}
-
-void SceneBuild::draw()
-{
-    LibMatrix::Stack4 model_view;
-
-    // Load the ModelViewProjectionMatrix uniform in the shader
-    LibMatrix::mat4 model_view_proj(mScreen.mProjection);
-
-    model_view.translate(0.0f, 0.0f, -2.5f);
-    model_view.rotate(mRotation, 0.0f, 1.0f, 0.0f);
-    model_view_proj *= model_view.getCurrent();
-
-    mProgram.loadUniformMatrix(model_view_proj, "ModelViewProjectionMatrix");
-
-    // Load the NormalMatrix uniform in the shader. The NormalMatrix is the
-    // inverse transpose of the model view matrix.
-    LibMatrix::mat4 normal_matrix(model_view.getCurrent());
-    normal_matrix.inverse().transpose();
-    mProgram.loadUniformMatrix(normal_matrix, "NormalMatrix");
-
-    if (mUseVbo) {
-        mMesh.render_vbo(mVertexAttribLocation,
-                         mNormalAttribLocation,
-                         mTexcoordAttribLocation);
-    }
-    else {
-        mMesh.render_array(mVertexAttribLocation,
-                           mNormalAttribLocation,
-                           mTexcoordAttribLocation);
-    }
-}
-
-Scene::ValidationResult
-SceneBuild::validate()
-{
-    static const double radius_3d(std::sqrt(3.0));
-
-    if (mRotation != 0)
-        return Scene::ValidationUnknown;
-
-    Screen::Pixel ref(0xa7, 0xa7, 0xa7, 0xff);
-    Screen::Pixel pixel = mScreen.read_pixel(mScreen.mWidth / 2,
-                                             mScreen.mHeight / 2);
-
-    double dist = pixel_value_distance(pixel, ref);
-    if (dist < radius_3d + 0.01) {
-        return Scene::ValidationSuccess;
-    }
-    else {
-        Log::debug("Validation failed! Expected: 0x%x Actual: 0x%x Distance: %f\n",
-                    ref.to_le32(), pixel.to_le32(), dist);
-        return Scene::ValidationFailure;
-    }
-}

=== removed file 'src/scenedefaultoptions.cpp'
--- src/scenedefaultoptions.cpp	2011-06-23 12:32:34 +0000
+++ src/scenedefaultoptions.cpp	1970-01-01 00:00:00 +0000
@@ -1,47 +0,0 @@ 
-/*
- * Copyright © 2010-2011 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 (glmark2)
- */
-#include "scene.h"
-#include "benchmark.h"
-
-void SceneDefaultOptions::setup()
-{
-    const std::map<std::string, Scene *> &scenes = Benchmark::scenes();
-
-    for (std::list<std::pair<std::string, std::string> >::const_iterator iter = mDefaultOptions.begin();
-         iter != mDefaultOptions.end();
-         iter++)
-    {
-        for (std::map<std::string, Scene *>::const_iterator scene_iter = scenes.begin();
-             scene_iter != scenes.end();
-             scene_iter++)
-        {
-            scene_iter->second->set_option_default(iter->first, iter->second);
-        }
-    }
-}
-
-bool
-SceneDefaultOptions::set_option(const std::string &opt, const std::string &val)
-{
-    mDefaultOptions.push_back(std::pair<std::string, std::string>(opt, val));
-    return true;
-}

=== removed file 'src/sceneshading.cpp'
--- src/sceneshading.cpp	2011-06-17 13:16:16 +0000
+++ src/sceneshading.cpp	1970-01-01 00:00:00 +0000
@@ -1,209 +0,0 @@ 
-/*
- * Copyright © 2008 Ben Smith
- * Copyright © 2010-2011 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:
- *  Ben Smith (original glmark benchmark)
- *  Alexandros Frantzis (glmark2)
- */
-#include "scene.h"
-#include "mat.h"
-#include "stack.h"
-#include "vec.h"
-#include "log.h"
-
-#include <cmath>
-
-SceneShading::SceneShading(Screen &pScreen) :
-    Scene(pScreen, "shading")
-{
-    mOptions["shading"] = Scene::Option("shading", "gouraud",
-                                        "[gouraud, phong]");
-}
-
-SceneShading::~SceneShading()
-{
-}
-
-int SceneShading::load()
-{
-    Model model;
-
-    if(!model.load_3ds(GLMARK_DATA_PATH"/models/cat.3ds"))
-        return 0;
-
-    model.calculate_normals();
-    model.convert_to_mesh(&mMesh);
-
-    mMesh.build_vbo();
-
-    mRotationSpeed = 36.0f;
-
-    mRunning = false;
-
-    return 1;
-}
-
-void SceneShading::unload()
-{
-    mMesh.reset();
-}
-
-void SceneShading::setup()
-{
-    Scene::setup();
-
-    static const LibMatrix::vec3 lightAmbient(0.1f, 0.1f, 0.1f);
-    static const LibMatrix::vec3 lightDiffuse(0.8f, 0.8f, 0.8f);
-    static const LibMatrix::vec3 lightSpecular(0.8f, 0.8f, 0.8f);
-    static const LibMatrix::vec4 lightPosition(20.0f, 20.0f, 10.0f, 1.0f);
-
-    static const LibMatrix::vec3 materialAmbient(1.0f, 1.0f, 1.0f);
-    static const LibMatrix::vec3 materialDiffuse(1.0f, 1.0f, 1.0f);
-    static const LibMatrix::vec3 materialSpecular(1.0f, 1.0f, 1.0f);
-    static const LibMatrix::vec4 materialColor(0.0f, 0.0f, 1.0f, 1.0f);
-
-    std::string vtx_shader_filename;
-    std::string frg_shader_filename;
-    const std::string &shading = mOptions["shading"].value;
-
-    if (shading == "gouraud") {
-        vtx_shader_filename = GLMARK_DATA_PATH"/shaders/light-basic.vert";
-        frg_shader_filename = GLMARK_DATA_PATH"/shaders/light-basic.frag";
-    }
-    else if (shading == "phong") {
-        vtx_shader_filename = GLMARK_DATA_PATH"/shaders/light-advanced.vert";
-        frg_shader_filename = GLMARK_DATA_PATH"/shaders/light-advanced.frag";
-    }
-
-    if (!Scene::load_shaders(mProgram, vtx_shader_filename, frg_shader_filename))
-        return;
-
-    mProgram.start();
-
-    mVertexAttribLocation = mProgram.getAttribIndex("position");
-    mNormalAttribLocation = mProgram.getAttribIndex("normal");
-    mTexcoordAttribLocation = mProgram.getAttribIndex("texcoord");
-
-    // Load lighting and material uniforms
-    mProgram.loadUniformVector(lightAmbient, "LightSourceAmbient");
-    mProgram.loadUniformVector(lightPosition, "LightSourcePosition");
-    mProgram.loadUniformVector(lightDiffuse, "LightSourceDiffuse");
-    mProgram.loadUniformVector(lightSpecular, "LightSourceSpecular");
-
-    mProgram.loadUniformVector(materialAmbient, "MaterialAmbient");
-    mProgram.loadUniformVector(materialDiffuse, "MaterialDiffuse");
-    mProgram.loadUniformVector(materialSpecular, "MaterialSpecular");
-    mProgram.loadUniformVector(materialColor, "MaterialColor");
-
-    // Calculate and load the half vector
-    LibMatrix::vec3 halfVector(lightPosition[0], lightPosition[1], lightPosition[2]);
-    halfVector.normalize();
-    halfVector += LibMatrix::vec3(0.0, 0.0, 1.0);
-    halfVector.normalize();
-    mProgram.loadUniformVector(halfVector, "LightSourceHalfVector");
-
-    mCurrentFrame = 0;
-    mRotation = 0.0f;
-    mRunning = true;
-    mStartTime = SDL_GetTicks() / 1000.0;
-    mLastUpdateTime = mStartTime;
-}
-
-void SceneShading::teardown()
-{
-    mProgram.stop();
-    mProgram.release();
-
-    Scene::teardown();
-}
-
-void SceneShading::update()
-{
-    double current_time = SDL_GetTicks() / 1000.0;
-    double dt = current_time - mLastUpdateTime;
-    double elapsed_time = current_time - mStartTime;
-
-    mLastUpdateTime = current_time;
-
-    if (elapsed_time >= mDuration) {
-        mAverageFPS = mCurrentFrame / elapsed_time;
-        mRunning = false;
-    }
-
-    mRotation += mRotationSpeed * dt;
-
-    mCurrentFrame++;
-}
-
-void SceneShading::draw()
-{
-    // Load the ModelViewProjectionMatrix uniform in the shader
-    LibMatrix::Stack4 model_view;
-    LibMatrix::mat4 model_view_proj(mScreen.mProjection);
-
-    model_view.translate(0.0f, 0.0f, -5.0f);
-    model_view.rotate(mRotation, 0.0f, 1.0f, 0.0f);
-    model_view_proj *= model_view.getCurrent();
-
-    mProgram.loadUniformMatrix(model_view_proj, "ModelViewProjectionMatrix");
-
-    // Load the NormalMatrix uniform in the shader. The NormalMatrix is the
-    // inverse transpose of the model view matrix.
-    LibMatrix::mat4 normal_matrix(model_view.getCurrent());
-    normal_matrix.inverse().transpose();
-    mProgram.loadUniformMatrix(normal_matrix, "NormalMatrix");
-
-    mMesh.render_vbo(mVertexAttribLocation,
-                     mNormalAttribLocation,
-                     mTexcoordAttribLocation);
-}
-
-Scene::ValidationResult
-SceneShading::validate()
-{
-    static const double radius_3d(std::sqrt(3.0));
-
-    if (mRotation != 0) 
-        return Scene::ValidationUnknown;
-
-    Screen::Pixel ref;
-
-    Screen::Pixel pixel = mScreen.read_pixel(mScreen.mWidth / 2,
-                                             mScreen.mHeight / 2);
-
-    const std::string &filter = mOptions["shading"].value;
-
-    if (filter == "gouraud")
-        ref = Screen::Pixel(0x00, 0x00, 0xca, 0xff);
-    else if (filter == "phong")
-        ref = Screen::Pixel(0x1a, 0x1a, 0xbb, 0xff);
-    else
-        return Scene::ValidationUnknown;
-
-    double dist = pixel_value_distance(pixel, ref);
-
-    if (dist < radius_3d + 0.01) {
-        return Scene::ValidationSuccess;
-    }
-    else {
-        Log::debug("Validation failed! Expected: 0x%x Actual: 0x%x Distance: %f\n",
-                    ref.to_le32(), pixel.to_le32(), dist);
-        return Scene::ValidationFailure;
-    }
-}

=== removed file 'src/scenetexture.cpp'
--- src/scenetexture.cpp	2011-06-17 13:16:16 +0000
+++ src/scenetexture.cpp	1970-01-01 00:00:00 +0000
@@ -1,212 +0,0 @@ 
-/*
- * Copyright © 2008 Ben Smith
- * Copyright © 2010-2011 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:
- *  Ben Smith (original glmark benchmark)
- *  Alexandros Frantzis (glmark2)
- */
-#include "scene.h"
-#include "mat.h"
-#include "stack.h"
-#include "vec.h"
-#include "log.h"
-
-#include "program.h"
-#include <cmath>
-
-SceneTexture::SceneTexture(Screen &pScreen) :
-    Scene(pScreen, "texture")
-{
-    mOptions["texture-filter"] = Scene::Option("texture-filter", "nearest",
-                                               "[nearest, linear, mipmap]");
-}
-
-SceneTexture::~SceneTexture()
-{
-}
-
-int SceneTexture::load()
-{
-    static const std::string vtx_shader_filename(GLMARK_DATA_PATH"/shaders/light-basic.vert");
-    static const std::string frg_shader_filename(GLMARK_DATA_PATH"/shaders/light-basic-tex.frag");
-    Model model;
-
-    if(!model.load_3ds(GLMARK_DATA_PATH"/models/cube.3ds"))
-        return 0;
-
-    model.calculate_normals();
-    model.convert_to_mesh(&mCubeMesh);
-    mCubeMesh.build_vbo();
-
-    if (!Scene::load_shaders(mProgram, vtx_shader_filename, frg_shader_filename))
-        return 0;
-
-    mVertexAttribLocation = mProgram.getAttribIndex("position");
-    mNormalAttribLocation = mProgram.getAttribIndex("normal");
-    mTexcoordAttribLocation = mProgram.getAttribIndex("texcoord");
-
-    mRotationSpeed = LibMatrix::vec3(36.0f, 36.0f, 36.0f);
-
-    mRunning = false;
-
-    return 1;
-}
-
-void SceneTexture::unload()
-{
-    mCubeMesh.reset();
-
-    mProgram.stop();
-    mProgram.release();
-}
-
-void SceneTexture::setup()
-{
-    Scene::setup();
-
-    static const LibMatrix::vec4 lightAmbient(0.0f, 0.0f, 0.0f, 1.0f);
-    static const LibMatrix::vec4 lightDiffuse(0.8f, 0.8f, 0.8f, 1.0f);
-    static const LibMatrix::vec4 lightPosition(20.0f, 20.0f, 10.0f, 1.0f);
-    static const LibMatrix::vec4 materialColor(1.0f, 1.0f, 1.0f, 1.0f);
-
-    // Create texture according to selected filtering
-    GLint min_filter = GL_NONE;
-    GLint mag_filter = GL_NONE;
-    const std::string &filter = mOptions["texture-filter"].value;
-
-    if (filter == "nearest") {
-        min_filter = GL_NEAREST;
-        mag_filter = GL_NEAREST;
-    }
-    else if (filter == "linear") {
-        min_filter = GL_LINEAR;
-        mag_filter = GL_LINEAR;
-    }
-    else if (filter == "mipmap") {
-        min_filter = GL_LINEAR_MIPMAP_LINEAR;
-        mag_filter = GL_LINEAR;
-    }
-
-    Texture::load(GLMARK_DATA_PATH"/textures/crate-base.bmp", &mTexture,
-                  min_filter, mag_filter, 0);
-
-    mProgram.start();
-
-    // Load lighting and material uniforms
-    mProgram.loadUniformVector(lightAmbient, "LightSourceAmbient");
-    mProgram.loadUniformVector(lightPosition, "LightSourcePosition");
-    mProgram.loadUniformVector(lightDiffuse, "LightSourceDiffuse");
-    mProgram.loadUniformVector(materialColor, "MaterialColor");
-
-    mCurrentFrame = 0;
-    mRotation = LibMatrix::vec3();
-    mRunning = true;
-    mStartTime = SDL_GetTicks() / 1000.0;
-    mLastUpdateTime = mStartTime;
-}
-
-void SceneTexture::teardown()
-{
-    mProgram.stop();
-    glDeleteTextures(1, &mTexture);
-
-    Scene::teardown();
-}
-
-void SceneTexture::update()
-{
-    double current_time = SDL_GetTicks() / 1000.0;
-    double dt = current_time - mLastUpdateTime;
-    double elapsed_time = current_time - mStartTime;
-
-    mLastUpdateTime = current_time;
-
-    if (elapsed_time >= mDuration) {
-        mAverageFPS = mCurrentFrame / elapsed_time;
-        mRunning = false;
-    }
-
-    mRotation += mRotationSpeed * dt;
-
-    mCurrentFrame++;
-}
-
-void SceneTexture::draw()
-{
-    // Load the ModelViewProjectionMatrix uniform in the shader
-    LibMatrix::Stack4 model_view;
-    LibMatrix::mat4 model_view_proj(mScreen.mProjection);
-
-    model_view.translate(0.0f, 0.0f, -5.0f);
-    model_view.rotate(mRotation.x(), 1.0f, 0.0f, 0.0f);
-    model_view.rotate(mRotation.y(), 0.0f, 1.0f, 0.0f);
-    model_view.rotate(mRotation.z(), 0.0f, 0.0f, 1.0f);
-    model_view_proj *= model_view.getCurrent();
-
-    mProgram.loadUniformMatrix(model_view_proj, "ModelViewProjectionMatrix");
-
-    // Load the NormalMatrix uniform in the shader. The NormalMatrix is the
-    // inverse transpose of the model view matrix.
-    LibMatrix::mat4 normal_matrix(model_view.getCurrent());
-    normal_matrix.inverse().transpose();
-    mProgram.loadUniformMatrix(normal_matrix, "NormalMatrix");
-
-    glActiveTexture(GL_TEXTURE0);
-    glBindTexture(GL_TEXTURE_2D, mTexture);
-
-    mCubeMesh.render_vbo(mVertexAttribLocation,
-                         mNormalAttribLocation,
-                         mTexcoordAttribLocation);
-}
-
-Scene::ValidationResult
-SceneTexture::validate()
-{
-    static const double radius_3d(std::sqrt(3.0));
-
-    if (mRotation.x() != 0 || mRotation.y() != 0 || mRotation.z() != 0)
-        return Scene::ValidationUnknown;
-
-    Screen::Pixel ref;
-
-    Screen::Pixel pixel = mScreen.read_pixel(mScreen.mWidth / 2,
-                                             mScreen.mHeight / 2);
-
-    const std::string &filter = mOptions["texture-filter"].value;
-
-    if (filter == "nearest")
-        ref = Screen::Pixel(0x3a, 0x3a, 0x3b, 0xff);
-    else if (filter == "linear")
-        ref = Screen::Pixel(0x34, 0x34, 0x35, 0xff);
-    else if (filter == "mipmap")
-        ref = Screen::Pixel(0x33, 0x33, 0x35, 0xff);
-    else
-        return Scene::ValidationUnknown;
-
-    double dist = pixel_value_distance(pixel, ref);
-
-    if (dist < radius_3d + 0.01) {
-        return Scene::ValidationSuccess;
-    }
-    else {
-        Log::debug("Validation failed! Expected: 0x%x Actual: 0x%x Distance: %f\n",
-                    ref.to_le32(), pixel.to_le32(), dist);
-        return Scene::ValidationFailure;
-    }
-}