diff mbox

[Branch,~glmark2-dev/glmark2/trunk] Rev 30: Refactor Scene class and main().

Message ID 20110721123632.17019.52545.launchpad@loganberry.canonical.com
State Accepted
Headers show

Commit Message

Alexandros Frantzis July 21, 2011, 12:36 p.m. UTC
------------------------------------------------------------
revno: 30
committer: Alexandros Frantzis <alf82@freemail.gr>
timestamp: Fri 2010-07-09 15:11:52 +0300
message:
  Refactor Scene class and main().
modified:
  main.cpp
  scene.cpp
  scene.h
  scenebuild.cpp
  sceneshading.cpp
  scenetexture.cpp


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diff mbox

Patch

=== modified file 'main.cpp'
--- main.cpp	2010-07-08 13:04:49 +0000
+++ main.cpp	2010-07-09 12:11:52 +0000
@@ -17,12 +17,19 @@ 
         return 0;
     printf("===================================================\n");
 
-    SceneBuild scenebuild(screen);
-    SceneTexture scenetexture(screen);
-    SceneShading sceneshading(screen);
-    
-    if(!scenebuild.load() || !scenetexture.load() || !sceneshading.load())
-        return 0;
+    // Create the scenes.
+    Scene *scene[] = {
+        new SceneBuild(screen),
+        new SceneTexture(screen),
+        new SceneShading(screen),
+    };
+
+    unsigned num_scenes = sizeof(scene) / sizeof(*scene);
+
+    // Load the first scene
+    if (!scene[current_scene]->load())
+        return 1;
+    scene[current_scene]->start();
 
     while(running)
     {
@@ -42,47 +49,36 @@ 
 
         screen.clear();
 
-        switch(current_scene)
-        {
-        case 0:
+        // Draw the next state of the current scene
+        scene[current_scene]->update();
+        scene[current_scene]->draw();
+
+        // If the scene has finished, move to the next one
+        if (!scene[current_scene]->is_running()) {
+            // Unload this scene
+            scene[current_scene]->unload();
+
             current_scene++;
-            scenebuild.start();
-            break;
-        case 1:
-            scenebuild.update();
-            scenebuild.draw();
-            if(!scenebuild.mRunning)
-            {
-                current_scene++;
-                scenetexture.start();
-            }
-            break;
-        case 2:
-            scenetexture.update();
-            scenetexture.draw();
-            if(!scenetexture.mRunning)
-            {
-                current_scene++;
-                sceneshading.start();
-            }
-            break;
-        case 3:
-            sceneshading.update();
-            sceneshading.draw();
-            if(!sceneshading.mRunning)
+
+            // Do we have another scene?
+            if (current_scene < num_scenes) {
+                // Load and start next scene
+                if (!scene[current_scene]->load())
+                    return 1;
+                scene[current_scene]->start();
+            }
+            else
                 running = false;
-            break;
         }
+
         
         screen.update();
     }
     
-    scenebuild.calculate_score();
-    scenetexture.calculate_score();
-    sceneshading.calculate_score();
+    unsigned score = 0;
+    for (unsigned i = 0; i < num_scenes; i++)
+        score += scene[i]->calculate_score();
     
-    unsigned score = scenebuild.mScore + scenetexture.mScore + sceneshading.mScore;
-
     printf("===================================================\n");
     printf("Your GLMark08 Score is %u  ^_^\n", score);
     printf("===================================================\n");

=== modified file 'scene.cpp'
--- scene.cpp	2010-07-08 13:04:49 +0000
+++ scene.cpp	2010-07-09 12:11:52 +0000
@@ -3,6 +3,21 @@ 
 Scene::Scene(Screen &pScreen) :
     mScreen(pScreen)
 {
+    mPartsQty = 0;
+    mCurrentPart = 0;
+    mPartDuration = 0;
+
+    mLastTime = 0;
+    mCurrentTime = 0;
+    mDt = 0;
+    mCurrentFrame = 0;
+    mRunning = false;
+    
+    mAverageFPS = 0;
+    mScoreScale = 0;
+
+    mStartTime = 0;
+    mElapsedTime = 0;
 }
 
 Scene::~Scene()
@@ -12,11 +27,39 @@ 
     delete [] mScoreScale;
 }
 
-void Scene::calculate_score()
-{
-    mScore = 0;
+int Scene::load()
+{
+    return 1;
+}
+
+void Scene::unload()
+{
+}
+
+void Scene::start()
+{
+}
+
+void Scene::update()
+{
+}
+
+void Scene::draw()
+{
+}
+
+unsigned Scene::calculate_score()
+{
+    unsigned mScore = 0;
+
     for(unsigned i = 0; i < mPartsQty; i++)
         mScore += mAverageFPS[i] * mScoreScale[i];
-}
-
-
+
+    return mScore;
+}
+
+
+bool Scene::is_running()
+{
+    return mRunning;
+}

=== modified file 'scene.h'
--- scene.h	2010-07-09 10:16:27 +0000
+++ scene.h	2010-07-09 12:11:52 +0000
@@ -15,7 +15,17 @@ 
 public:
     Scene(Screen &pScreen);
     ~Scene();
-    
+
+    virtual int load();
+    virtual void unload();
+    virtual void start();
+    virtual void update();
+    virtual void draw();
+    
+    unsigned calculate_score();
+    bool is_running();
+    
+protected:
     unsigned mPartsQty;         // How many parts for the scene
     unsigned mCurrentPart;      // The current part being rendered
     double *mPartDuration;      // Duration per part in seconds
@@ -26,11 +36,7 @@ 
     
     unsigned *mAverageFPS;      // Average FPS per part
     float *mScoreScale;
-    unsigned mScore;            // Score
-    
-    void calculate_score();
-    
-protected:
+
     double mStartTime;
     double mElapsedTime;
 
@@ -42,12 +48,14 @@ 
 public:
     SceneBuild(Screen &pScreen) : Scene(pScreen) {}
     int load();
+    void unload();
     void start();
     void update();
     void draw();
     
     ~SceneBuild();
 
+protected:
     Shader mShader;
 
     Mesh mMesh;
@@ -60,12 +68,14 @@ 
 public:
     SceneTexture(Screen &pScreen) : Scene(pScreen) {}
     int load();
+    void unload();
     void start();
     void update();
     void draw();
     
     ~SceneTexture();
     
+protected:
     Mesh mCubeMesh;
     GLuint mTexture[3];
     Vector3f mRotation;
@@ -77,12 +87,14 @@ 
 public:
     SceneShading(Screen &pScreen) : Scene(pScreen) {}
     int load();
+    void unload();
     void start();
     void update();
     void draw();
     
     ~SceneShading();
     
+protected:
     Shader mShader[2];
 
     Mesh mMesh;

=== modified file 'scenebuild.cpp'
--- scenebuild.cpp	2010-07-09 10:28:57 +0000
+++ scenebuild.cpp	2010-07-09 12:11:52 +0000
@@ -32,8 +32,6 @@ 
     mScoreScale[0] = 1.898f;
     mScoreScale[1] = 0.540f;
 
-    mScore = 0;
-    
     mPartDuration[0] = 10.0;
     mPartDuration[1] = 10.0;
 
@@ -44,6 +42,12 @@ 
     return 1;
 }
 
+void SceneBuild::unload()
+{
+    mShader.remove();
+    mShader.unload();
+}
+
 void SceneBuild::start()
 {
     GLfloat lightAmbient[] = {0.0f, 0.0f, 0.0f, 1.0f};
@@ -89,7 +93,6 @@ 
             printf("    Vertex buffer object          FPS: %u\n", mAverageFPS[mCurrentPart]);
             break;
         }
-        mScore += mAverageFPS[mCurrentPart];
         mCurrentPart++;
         start();
         if(mCurrentPart >= mPartsQty)

=== modified file 'sceneshading.cpp'
--- sceneshading.cpp	2010-07-09 10:28:57 +0000
+++ sceneshading.cpp	2010-07-09 12:11:52 +0000
@@ -35,8 +35,6 @@ 
     mScoreScale[0] = 0.534f;
     mScoreScale[1] = 0.532f;
     
-    mScore = 0;
-    
     mPartDuration[0] = 10.0;
     mPartDuration[1] = 10.0;
 
@@ -47,6 +45,14 @@ 
     return 1;
 }
 
+void SceneShading::unload()
+{
+    for(unsigned i = 0; i < mPartsQty; i++) {
+        mShader[i].remove();
+        mShader[i].unload();
+    }
+}
+
 void SceneShading::start()
 {
     GLfloat lightAmbient[] = {0.1f, 0.1f, 0.1f, 1.0f};
@@ -119,7 +125,6 @@ 
             printf("    GLSL per pixel lighting  FPS: %u\n", mAverageFPS[mCurrentPart]);
             break;
         }
-        mScore += mAverageFPS[mCurrentPart];
         mCurrentPart++;
         start();
         if(mCurrentPart >= mPartsQty)

=== modified file 'scenetexture.cpp'
--- scenetexture.cpp	2010-07-08 13:34:28 +0000
+++ scenetexture.cpp	2010-07-09 12:11:52 +0000
@@ -33,8 +33,6 @@ 
     mScoreScale[1] = 0.533f;
     mScoreScale[2] = 0.405f;
     
-    mScore = 0;
-    
     mPartDuration[0] = 10.0;
     mPartDuration[1] = 10.0;
     mPartDuration[2] = 10.0;
@@ -46,6 +44,10 @@ 
     return 1;
 }
 
+void SceneTexture::unload()
+{
+}
+
 void SceneTexture::start()
 {
     GLfloat lightAmbient[] = {0.0f, 0.0f, 0.0f, 1.0f};
@@ -91,7 +93,6 @@ 
             printf("    Mipmapped                     FPS: %u\n",  mAverageFPS[mCurrentPart]);
             break;
         }
-        mScore += mAverageFPS[mCurrentPart];
         mCurrentPart++;
         start();
         if(mCurrentPart >= mPartsQty)