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added linux makefile
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@ -0,0 +1,784 @@
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/************************************************************************************
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Filename : CAPI_GL_DistortionRenderer.h
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Content : Distortion renderer header for GL
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Created : November 11, 2013
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Authors : David Borel, Lee Cooper
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Copyright : Copyright 2013 Oculus VR, Inc. All Rights reserved.
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Use of this software is subject to the terms of the Oculus Inc license
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agreement provided at the time of installation or download, or which
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otherwise accompanies this software in either electronic or hard copy form.
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************************************************************************************/
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#include "CAPI_GL_DistortionRenderer.h"
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#include "CAPI_GL_DistortionShaders.h"
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#include "../../OVR_CAPI_GL.h"
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namespace OVR { namespace CAPI { namespace GL {
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// Distortion pixel shader lookup.
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// Bit 0: Chroma Correction
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// Bit 1: Timewarp
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enum {
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DistortionVertexShaderBitMask = 3,
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DistortionVertexShaderCount = DistortionVertexShaderBitMask + 1,
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DistortionPixelShaderBitMask = 1,
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DistortionPixelShaderCount = DistortionPixelShaderBitMask + 1
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};
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struct ShaderInfo
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{
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const char* ShaderData;
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size_t ShaderSize;
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const ShaderBase::Uniform* ReflectionData;
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size_t ReflectionSize;
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};
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// Do add a new distortion shader use these macros (with or w/o reflection)
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#define SI_NOREFL(shader) { shader, sizeof(shader), NULL, 0 }
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#define SI_REFL__(shader) { shader, sizeof(shader), shader ## _refl, sizeof( shader ## _refl )/sizeof(*(shader ## _refl)) }
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static ShaderInfo DistortionVertexShaderLookup[DistortionVertexShaderCount] =
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{
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SI_REFL__(Distortion_vs),
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SI_REFL__(DistortionChroma_vs),
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SI_REFL__(DistortionTimewarp_vs),
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SI_REFL__(DistortionTimewarpChroma_vs)
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};
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static ShaderInfo DistortionPixelShaderLookup[DistortionPixelShaderCount] =
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{
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SI_NOREFL(Distortion_fs),
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SI_NOREFL(DistortionChroma_fs)
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};
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void DistortionShaderBitIndexCheck()
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{
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OVR_COMPILER_ASSERT(ovrDistortionCap_Chromatic == 1);
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OVR_COMPILER_ASSERT(ovrDistortionCap_TimeWarp == 2);
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}
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struct DistortionVertex
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{
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Vector2f Pos;
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Vector2f TexR;
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Vector2f TexG;
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Vector2f TexB;
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Color Col;
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};
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// Vertex type; same format is used for all shapes for simplicity.
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// Shapes are built by adding vertices to Model.
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struct LatencyVertex
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{
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Vector3f Pos;
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LatencyVertex (const Vector3f& p) : Pos(p) {}
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};
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//----------------------------------------------------------------------------
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// ***** GL::DistortionRenderer
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DistortionRenderer::DistortionRenderer(ovrHmd hmd, FrameTimeManager& timeManager,
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const HMDRenderState& renderState)
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: CAPI::DistortionRenderer(ovrRenderAPI_OpenGL, hmd, timeManager, renderState)
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, LatencyVAO(0)
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{
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DistortionMeshVAOs[0] = 0;
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DistortionMeshVAOs[1] = 0;
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}
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DistortionRenderer::~DistortionRenderer()
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{
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destroy();
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}
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// static
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CAPI::DistortionRenderer* DistortionRenderer::Create(ovrHmd hmd,
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FrameTimeManager& timeManager,
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const HMDRenderState& renderState)
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{
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#if !defined(OVR_OS_MAC)
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InitGLExtensions();
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#endif
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return new DistortionRenderer(hmd, timeManager, renderState);
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}
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bool DistortionRenderer::Initialize(const ovrRenderAPIConfig* apiConfig,
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unsigned distortionCaps)
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{
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GfxState = *new GraphicsState();
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const ovrGLConfig* config = (const ovrGLConfig*)apiConfig;
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if (!config)
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{
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// Cleanup
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pEyeTextures[0].Clear();
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pEyeTextures[1].Clear();
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memset(&RParams, 0, sizeof(RParams));
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return true;
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}
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RParams.Multisample = config->OGL.Header.Multisample;
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RParams.RTSize = config->OGL.Header.RTSize;
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#if defined(OVR_OS_WIN32)
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RParams.Window = (config->OGL.Window) ? config->OGL.Window : GetActiveWindow();
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#elif defined(OVR_OS_LINUX)
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RParams.Disp = (config->OGL.Disp) ? config->OGL.Disp : XOpenDisplay(NULL);
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RParams.Win = config->OGL.Win;
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if (!RParams.Win)
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{
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int unused;
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XGetInputFocus(RParams.Disp, &RParams.Win, &unused);
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}
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#endif
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DistortionCaps = distortionCaps;
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//DistortionWarper.SetVsync((hmdCaps & ovrHmdCap_NoVSync) ? false : true);
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pEyeTextures[0] = *new Texture(&RParams, 0, 0);
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pEyeTextures[1] = *new Texture(&RParams, 0, 0);
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initBuffersAndShaders();
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return true;
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}
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void DistortionRenderer::SubmitEye(int eyeId, ovrTexture* eyeTexture)
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{
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// Doesn't do a lot in here??
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const ovrGLTexture* tex = (const ovrGLTexture*)eyeTexture;
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// Write in values
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eachEye[eyeId].texture = tex->OGL.TexId;
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if (tex)
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{
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// Its only at this point we discover what the viewport of the texture is.
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// because presumably we allow users to realtime adjust the resolution.
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eachEye[eyeId].TextureSize = tex->OGL.Header.TextureSize;
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eachEye[eyeId].RenderViewport = tex->OGL.Header.RenderViewport;
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const ovrEyeRenderDesc& erd = RState.EyeRenderDesc[eyeId];
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ovrHmd_GetRenderScaleAndOffset( erd.Fov,
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eachEye[eyeId].TextureSize, eachEye[eyeId].RenderViewport,
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eachEye[eyeId].UVScaleOffset );
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pEyeTextures[eyeId]->UpdatePlaceholderTexture(tex->OGL.TexId,
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tex->OGL.Header.TextureSize);
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}
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}
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void DistortionRenderer::EndFrame(bool swapBuffers,
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unsigned char* latencyTesterDrawColor, unsigned char* latencyTester2DrawColor)
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{
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if (!TimeManager.NeedDistortionTimeMeasurement())
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{
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if (RState.DistortionCaps & ovrDistortionCap_TimeWarp)
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{
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// Wait for timewarp distortion if it is time and Gpu idle
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FlushGpuAndWaitTillTime(TimeManager.GetFrameTiming().TimewarpPointTime);
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}
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renderDistortion(pEyeTextures[0], pEyeTextures[1]);
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}
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else
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{
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// If needed, measure distortion time so that TimeManager can better estimate
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// latency-reducing time-warp wait timing.
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WaitUntilGpuIdle();
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double distortionStartTime = ovr_GetTimeInSeconds();
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renderDistortion(pEyeTextures[0], pEyeTextures[1]);
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WaitUntilGpuIdle();
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TimeManager.AddDistortionTimeMeasurement(ovr_GetTimeInSeconds() - distortionStartTime);
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}
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if(latencyTesterDrawColor)
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{
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renderLatencyQuad(latencyTesterDrawColor);
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}
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else if(latencyTester2DrawColor)
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{
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renderLatencyPixel(latencyTester2DrawColor);
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}
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if (swapBuffers)
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{
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bool useVsync = ((RState.EnabledHmdCaps & ovrHmdCap_NoVSync) == 0);
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int swapInterval = (useVsync) ? 1 : 0;
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#if defined(OVR_OS_WIN32)
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if (wglGetSwapIntervalEXT() != swapInterval)
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wglSwapIntervalEXT(swapInterval);
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HDC dc = GetDC(RParams.Window);
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BOOL success = SwapBuffers(dc);
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ReleaseDC(RParams.Window, dc);
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OVR_ASSERT(success);
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OVR_UNUSED(success);
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#elif defined(OVR_OS_MAC)
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CGLContextObj context = CGLGetCurrentContext();
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GLint currentSwapInterval = 0;
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CGLGetParameter(context, kCGLCPSwapInterval, ¤tSwapInterval);
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if (currentSwapInterval != swapInterval)
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CGLSetParameter(context, kCGLCPSwapInterval, &swapInterval);
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CGLFlushDrawable(context);
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#elif defined(OVR_OS_LINUX)
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static const char* extensions = glXQueryExtensionsString(RParams.Disp, 0);
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static bool supportsVSync = (extensions != NULL && strstr(extensions, "GLX_EXT_swap_control"));
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if (supportsVSync)
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{
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GLuint currentSwapInterval = 0;
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glXQueryDrawable(RParams.Disp, RParams.Win, GLX_SWAP_INTERVAL_EXT, ¤tSwapInterval);
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if (currentSwapInterval != swapInterval)
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glXSwapIntervalEXT(RParams.Disp, RParams.Win, swapInterval);
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}
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glXSwapBuffers(RParams.Disp, RParams.Win);
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#endif
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}
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}
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void DistortionRenderer::WaitUntilGpuIdle()
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{
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glFlush();
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glFinish();
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}
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double DistortionRenderer::FlushGpuAndWaitTillTime(double absTime)
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{
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double initialTime = ovr_GetTimeInSeconds();
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if (initialTime >= absTime)
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return 0.0;
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glFlush();
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glFinish();
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double newTime = initialTime;
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volatile int i;
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while (newTime < absTime)
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{
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for (int j = 0; j < 50; j++)
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i = 0;
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newTime = ovr_GetTimeInSeconds();
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}
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// How long we waited
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return newTime - initialTime;
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}
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DistortionRenderer::GraphicsState::GraphicsState()
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{
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const char* glVersionString = (const char*)glGetString(GL_VERSION);
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OVR_DEBUG_LOG(("GL_VERSION STRING: %s", (const char*)glVersionString));
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char prefix[64];
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bool foundVersion = false;
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for (int i = 10; i < 30; ++i)
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{
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int major = i / 10;
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int minor = i % 10;
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OVR_sprintf(prefix, 64, "%d.%d", major, minor);
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if (strstr(glVersionString, prefix) == glVersionString)
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{
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GlMajorVersion = major;
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GlMinorVersion = minor;
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foundVersion = true;
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break;
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}
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}
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if (!foundVersion)
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{
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glGetIntegerv(GL_MAJOR_VERSION, &GlMajorVersion);
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glGetIntegerv(GL_MAJOR_VERSION, &GlMinorVersion);
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}
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OVR_ASSERT(GlMajorVersion >= 2);
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if (GlMajorVersion >= 3)
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{
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SupportsVao = true;
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}
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else
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{
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const char* extensions = (const char*)glGetString(GL_EXTENSIONS);
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SupportsVao = (strstr("GL_ARB_vertex_array_object", extensions) != NULL);
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}
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}
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void DistortionRenderer::GraphicsState::ApplyBool(GLenum Name, GLint Value)
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{
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if (Value != 0)
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glEnable(Name);
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else
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glDisable(Name);
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}
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void DistortionRenderer::GraphicsState::Save()
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{
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glGetIntegerv(GL_VIEWPORT, Viewport);
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glGetFloatv(GL_COLOR_CLEAR_VALUE, ClearColor);
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glGetIntegerv(GL_DEPTH_TEST, &DepthTest);
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glGetIntegerv(GL_CULL_FACE, &CullFace);
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glGetIntegerv(GL_CURRENT_PROGRAM, &Program);
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glGetIntegerv(GL_ACTIVE_TEXTURE, &ActiveTexture);
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &TextureBinding);
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &VertexArray);
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &FrameBufferBinding);
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glGetIntegerv(GL_BLEND, &Blend);
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glGetIntegerv(GL_COLOR_WRITEMASK, ColorWritemask);
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glGetIntegerv(GL_DITHER, &Dither);
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glGetIntegerv(GL_RASTERIZER_DISCARD, &RasterizerDiscard);
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if (GlMajorVersion >= 3 && GlMajorVersion >= 2)
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glGetIntegerv(GL_SAMPLE_MASK, &SampleMask);
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glGetIntegerv(GL_SCISSOR_TEST, &ScissorTest);
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IsValid = true;
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}
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void DistortionRenderer::GraphicsState::Restore()
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{
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// Don't allow restore-before-save.
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if (!IsValid)
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return;
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glViewport(Viewport[0], Viewport[1], Viewport[2], Viewport[3]);
|
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glClearColor(ClearColor[0], ClearColor[1], ClearColor[2], ClearColor[3]);
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ApplyBool(GL_DEPTH_TEST, DepthTest);
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ApplyBool(GL_CULL_FACE, CullFace);
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glUseProgram(Program);
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glActiveTexture(ActiveTexture);
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glBindTexture(GL_TEXTURE_2D, TextureBinding);
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if (SupportsVao)
|
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glBindVertexArray(VertexArray);
|
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glBindFramebuffer(GL_FRAMEBUFFER, FrameBufferBinding);
|
||||
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ApplyBool(GL_BLEND, Blend);
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glColorMask((GLboolean)ColorWritemask[0], (GLboolean)ColorWritemask[1], (GLboolean)ColorWritemask[2], (GLboolean)ColorWritemask[3]);
|
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ApplyBool(GL_DITHER, Dither);
|
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ApplyBool(GL_RASTERIZER_DISCARD, RasterizerDiscard);
|
||||
if (GlMajorVersion >= 3 && GlMajorVersion >= 2)
|
||||
ApplyBool(GL_SAMPLE_MASK, SampleMask);
|
||||
ApplyBool(GL_SCISSOR_TEST, ScissorTest);
|
||||
}
|
||||
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||||
|
||||
void DistortionRenderer::initBuffersAndShaders()
|
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{
|
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for ( int eyeNum = 0; eyeNum < 2; eyeNum++ )
|
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{
|
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// Allocate & generate distortion mesh vertices.
|
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ovrDistortionMesh meshData;
|
||||
|
||||
// double startT = ovr_GetTimeInSeconds();
|
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if (!ovrHmd_CreateDistortionMesh( HMD,
|
||||
RState.EyeRenderDesc[eyeNum].Eye,
|
||||
RState.EyeRenderDesc[eyeNum].Fov,
|
||||
RState.DistortionCaps,
|
||||
&meshData) )
|
||||
{
|
||||
OVR_ASSERT(false);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Now parse the vertex data and create a render ready vertex buffer from it
|
||||
DistortionVertex * pVBVerts = (DistortionVertex*)OVR_ALLOC ( sizeof(DistortionVertex) * meshData.VertexCount );
|
||||
DistortionVertex * pCurVBVert = pVBVerts;
|
||||
ovrDistortionVertex* pCurOvrVert = meshData.pVertexData;
|
||||
|
||||
for ( unsigned vertNum = 0; vertNum < meshData.VertexCount; vertNum++ )
|
||||
{
|
||||
pCurVBVert->Pos.x = pCurOvrVert->Pos.x;
|
||||
pCurVBVert->Pos.y = pCurOvrVert->Pos.y;
|
||||
pCurVBVert->TexR = (*(Vector2f*)&pCurOvrVert->TexR);
|
||||
pCurVBVert->TexG = (*(Vector2f*)&pCurOvrVert->TexG);
|
||||
pCurVBVert->TexB = (*(Vector2f*)&pCurOvrVert->TexB);
|
||||
// Convert [0.0f,1.0f] to [0,255]
|
||||
pCurVBVert->Col.R = (OVR::UByte)( pCurOvrVert->VignetteFactor * 255.99f );
|
||||
pCurVBVert->Col.G = pCurVBVert->Col.R;
|
||||
pCurVBVert->Col.B = pCurVBVert->Col.R;
|
||||
pCurVBVert->Col.A = (OVR::UByte)( pCurOvrVert->TimeWarpFactor * 255.99f );;
|
||||
pCurOvrVert++;
|
||||
pCurVBVert++;
|
||||
}
|
||||
|
||||
DistortionMeshVBs[eyeNum] = *new Buffer(&RParams);
|
||||
DistortionMeshVBs[eyeNum]->Data ( Buffer_Vertex | Buffer_ReadOnly, pVBVerts, sizeof(DistortionVertex) * meshData.VertexCount );
|
||||
DistortionMeshIBs[eyeNum] = *new Buffer(&RParams);
|
||||
DistortionMeshIBs[eyeNum]->Data ( Buffer_Index | Buffer_ReadOnly, meshData.pIndexData, ( sizeof(SInt16) * meshData.IndexCount ) );
|
||||
|
||||
OVR_FREE ( pVBVerts );
|
||||
ovrHmd_DestroyDistortionMesh( &meshData );
|
||||
}
|
||||
|
||||
initShaders();
|
||||
}
|
||||
|
||||
void DistortionRenderer::renderDistortion(Texture* leftEyeTexture, Texture* rightEyeTexture)
|
||||
{
|
||||
GraphicsState* glState = (GraphicsState*)GfxState.GetPtr();
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
setViewport( Recti(0,0, RParams.RTSize.w, RParams.RTSize.h) );
|
||||
|
||||
glDisable(GL_CULL_FACE);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
|
||||
glDisable(GL_DITHER);
|
||||
glDisable(GL_RASTERIZER_DISCARD);
|
||||
if (glState->GlMajorVersion >= 3 && glState->GlMajorVersion >= 2)
|
||||
glDisable(GL_SAMPLE_MASK);
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
|
||||
glClearColor(
|
||||
RState.ClearColor[0],
|
||||
RState.ClearColor[1],
|
||||
RState.ClearColor[2],
|
||||
RState.ClearColor[3] );
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
for (int eyeNum = 0; eyeNum < 2; eyeNum++)
|
||||
{
|
||||
ShaderFill distortionShaderFill(DistortionShader);
|
||||
distortionShaderFill.SetTexture(0, eyeNum == 0 ? leftEyeTexture : rightEyeTexture);
|
||||
|
||||
DistortionShader->SetUniform2f("EyeToSourceUVScale", eachEye[eyeNum].UVScaleOffset[0].x, eachEye[eyeNum].UVScaleOffset[0].y);
|
||||
DistortionShader->SetUniform2f("EyeToSourceUVOffset", eachEye[eyeNum].UVScaleOffset[1].x, eachEye[eyeNum].UVScaleOffset[1].y);
|
||||
|
||||
if (DistortionCaps & ovrDistortionCap_TimeWarp)
|
||||
{
|
||||
ovrMatrix4f timeWarpMatrices[2];
|
||||
ovrHmd_GetEyeTimewarpMatrices(HMD, (ovrEyeType)eyeNum,
|
||||
RState.EyeRenderPoses[eyeNum], timeWarpMatrices);
|
||||
|
||||
// Feed identity like matrices in until we get proper timewarp calculation going on
|
||||
DistortionShader->SetUniform4x4f("EyeRotationStart", Matrix4f(timeWarpMatrices[0]).Transposed());
|
||||
DistortionShader->SetUniform4x4f("EyeRotationEnd", Matrix4f(timeWarpMatrices[1]).Transposed());
|
||||
|
||||
renderPrimitives(&distortionShaderFill, DistortionMeshVBs[eyeNum], DistortionMeshIBs[eyeNum],
|
||||
0, (int)DistortionMeshIBs[eyeNum]->GetSize()/2, Prim_Triangles, &DistortionMeshVAOs[eyeNum], true);
|
||||
}
|
||||
else
|
||||
{
|
||||
renderPrimitives(&distortionShaderFill, DistortionMeshVBs[eyeNum], DistortionMeshIBs[eyeNum],
|
||||
0, (int)DistortionMeshIBs[eyeNum]->GetSize()/2, Prim_Triangles, &DistortionMeshVAOs[eyeNum], true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DistortionRenderer::createDrawQuad()
|
||||
{
|
||||
const int numQuadVerts = 4;
|
||||
LatencyTesterQuadVB = *new Buffer(&RParams);
|
||||
if(!LatencyTesterQuadVB)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
LatencyTesterQuadVB->Data(Buffer_Vertex, NULL, numQuadVerts * sizeof(LatencyVertex));
|
||||
LatencyVertex* vertices = (LatencyVertex*)LatencyTesterQuadVB->Map(0, numQuadVerts * sizeof(LatencyVertex), Map_Discard);
|
||||
if(!vertices)
|
||||
{
|
||||
OVR_ASSERT(false); // failed to lock vertex buffer
|
||||
return;
|
||||
}
|
||||
|
||||
const float left = -1.0f;
|
||||
const float top = -1.0f;
|
||||
const float right = 1.0f;
|
||||
const float bottom = 1.0f;
|
||||
|
||||
vertices[0] = LatencyVertex(Vector3f(left, top, 0.0f));
|
||||
vertices[1] = LatencyVertex(Vector3f(left, bottom, 0.0f));
|
||||
vertices[2] = LatencyVertex(Vector3f(right, top, 0.0f));
|
||||
vertices[3] = LatencyVertex(Vector3f(right, bottom, 0.0f));
|
||||
|
||||
LatencyTesterQuadVB->Unmap(vertices);
|
||||
}
|
||||
|
||||
void DistortionRenderer::renderLatencyQuad(unsigned char* latencyTesterDrawColor)
|
||||
{
|
||||
const int numQuadVerts = 4;
|
||||
|
||||
if(!LatencyTesterQuadVB)
|
||||
{
|
||||
createDrawQuad();
|
||||
}
|
||||
|
||||
ShaderFill quadFill(SimpleQuadShader);
|
||||
//quadFill.SetInputLayout(SimpleQuadVertexIL);
|
||||
|
||||
setViewport(Recti(0,0, RParams.RTSize.w, RParams.RTSize.h));
|
||||
|
||||
SimpleQuadShader->SetUniform2f("Scale", 0.2f, 0.2f);
|
||||
SimpleQuadShader->SetUniform4f("Color", (float)latencyTesterDrawColor[0] / 255.99f,
|
||||
(float)latencyTesterDrawColor[0] / 255.99f,
|
||||
(float)latencyTesterDrawColor[0] / 255.99f,
|
||||
1.0f);
|
||||
|
||||
for(int eyeNum = 0; eyeNum < 2; eyeNum++)
|
||||
{
|
||||
SimpleQuadShader->SetUniform2f("PositionOffset", eyeNum == 0 ? -0.4f : 0.4f, 0.0f);
|
||||
renderPrimitives(&quadFill, LatencyTesterQuadVB, NULL, 0, numQuadVerts, Prim_TriangleStrip, &LatencyVAO, false);
|
||||
}
|
||||
}
|
||||
|
||||
void DistortionRenderer::renderLatencyPixel(unsigned char* latencyTesterPixelColor)
|
||||
{
|
||||
const int numQuadVerts = 4;
|
||||
|
||||
if(!LatencyTesterQuadVB)
|
||||
{
|
||||
createDrawQuad();
|
||||
}
|
||||
|
||||
ShaderFill quadFill(SimpleQuadShader);
|
||||
|
||||
setViewport(Recti(0,0, RParams.RTSize.w, RParams.RTSize.h));
|
||||
|
||||
SimpleQuadShader->SetUniform4f("Color", (float)latencyTesterPixelColor[0] / 255.99f,
|
||||
(float)latencyTesterPixelColor[0] / 255.99f,
|
||||
(float)latencyTesterPixelColor[0] / 255.99f,
|
||||
1.0f);
|
||||
|
||||
Vector2f scale(2.0f / RParams.RTSize.w, 2.0f / RParams.RTSize.h);
|
||||
SimpleQuadShader->SetUniform2f("Scale", scale.x, scale.y);
|
||||
SimpleQuadShader->SetUniform2f("PositionOffset", 1.0f, 1.0f);
|
||||
renderPrimitives(&quadFill, LatencyTesterQuadVB, NULL, 0, numQuadVerts, Prim_TriangleStrip, &LatencyVAO, false);
|
||||
}
|
||||
|
||||
void DistortionRenderer::renderPrimitives(
|
||||
const ShaderFill* fill,
|
||||
Buffer* vertices, Buffer* indices,
|
||||
int offset, int count,
|
||||
PrimitiveType rprim, GLuint* vao, bool isDistortionMesh)
|
||||
{
|
||||
GraphicsState* glState = (GraphicsState*)GfxState.GetPtr();
|
||||
|
||||
GLenum prim;
|
||||
switch (rprim)
|
||||
{
|
||||
case Prim_Triangles:
|
||||
prim = GL_TRIANGLES;
|
||||
break;
|
||||
case Prim_Lines:
|
||||
prim = GL_LINES;
|
||||
break;
|
||||
case Prim_TriangleStrip:
|
||||
prim = GL_TRIANGLE_STRIP;
|
||||
break;
|
||||
default:
|
||||
OVR_ASSERT(false);
|
||||
return;
|
||||
}
|
||||
|
||||
fill->Set();
|
||||
|
||||
GLuint prog = fill->GetShaders()->Prog;
|
||||
|
||||
if (vao != NULL)
|
||||
{
|
||||
if (*vao != 0)
|
||||
{
|
||||
glBindVertexArray(*vao);
|
||||
|
||||
if (isDistortionMesh)
|
||||
glDrawElements(prim, count, GL_UNSIGNED_SHORT, NULL);
|
||||
else
|
||||
glDrawArrays(prim, 0, count);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (glState->SupportsVao)
|
||||
{
|
||||
glGenVertexArrays(1, vao);
|
||||
glBindVertexArray(*vao);
|
||||
}
|
||||
|
||||
int attributeCount = (isDistortionMesh) ? 5 : 1;
|
||||
int* locs = new int[attributeCount];
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, ((Buffer*)vertices)->GLBuffer);
|
||||
|
||||
if (isDistortionMesh)
|
||||
{
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ((Buffer*)indices)->GLBuffer);
|
||||
|
||||
locs[0] = glGetAttribLocation(prog, "Position");
|
||||
locs[1] = glGetAttribLocation(prog, "Color");
|
||||
locs[2] = glGetAttribLocation(prog, "TexCoord0");
|
||||
locs[3] = glGetAttribLocation(prog, "TexCoord1");
|
||||
locs[4] = glGetAttribLocation(prog, "TexCoord2");
|
||||
|
||||
glVertexAttribPointer(locs[0], 2, GL_FLOAT, false, sizeof(DistortionVertex), reinterpret_cast<char*>(offset)+offsetof(DistortionVertex, Pos));
|
||||
glVertexAttribPointer(locs[1], 4, GL_UNSIGNED_BYTE, true, sizeof(DistortionVertex), reinterpret_cast<char*>(offset)+offsetof(DistortionVertex, Col));
|
||||
glVertexAttribPointer(locs[2], 2, GL_FLOAT, false, sizeof(DistortionVertex), reinterpret_cast<char*>(offset)+offsetof(DistortionVertex, TexR));
|
||||
glVertexAttribPointer(locs[3], 2, GL_FLOAT, false, sizeof(DistortionVertex), reinterpret_cast<char*>(offset)+offsetof(DistortionVertex, TexG));
|
||||
glVertexAttribPointer(locs[4], 2, GL_FLOAT, false, sizeof(DistortionVertex), reinterpret_cast<char*>(offset)+offsetof(DistortionVertex, TexB));
|
||||
}
|
||||
else
|
||||
{
|
||||
locs[0] = glGetAttribLocation(prog, "Position");
|
||||
|
||||
glVertexAttribPointer(locs[0], 3, GL_FLOAT, false, sizeof(LatencyVertex), reinterpret_cast<char*>(offset)+offsetof(LatencyVertex, Pos));
|
||||
}
|
||||
|
||||
for (int i = 0; i < attributeCount; ++i)
|
||||
glEnableVertexAttribArray(locs[i]);
|
||||
|
||||
if (isDistortionMesh)
|
||||
glDrawElements(prim, count, GL_UNSIGNED_SHORT, NULL);
|
||||
else
|
||||
glDrawArrays(prim, 0, count);
|
||||
|
||||
|
||||
if (!glState->SupportsVao)
|
||||
{
|
||||
for (int i = 0; i < attributeCount; ++i)
|
||||
glDisableVertexAttribArray(locs[i]);
|
||||
}
|
||||
|
||||
delete[] locs;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DistortionRenderer::setViewport(const Recti& vp)
|
||||
{
|
||||
glViewport(vp.x, vp.y, vp.w, vp.h);
|
||||
}
|
||||
|
||||
|
||||
void DistortionRenderer::initShaders()
|
||||
{
|
||||
GraphicsState* glState = (GraphicsState*)GfxState.GetPtr();
|
||||
|
||||
const char* shaderPrefix =
|
||||
(glState->GlMajorVersion < 3 || (glState->GlMajorVersion == 3 && glState->GlMinorVersion < 2)) ?
|
||||
glsl2Prefix : glsl3Prefix;
|
||||
|
||||
{
|
||||
ShaderInfo vsInfo = DistortionVertexShaderLookup[DistortionVertexShaderBitMask & DistortionCaps];
|
||||
|
||||
size_t vsSize = strlen(shaderPrefix)+vsInfo.ShaderSize;
|
||||
char* vsSource = new char[vsSize];
|
||||
OVR_strcpy(vsSource, vsSize, shaderPrefix);
|
||||
OVR_strcat(vsSource, vsSize, vsInfo.ShaderData);
|
||||
|
||||
Ptr<GL::VertexShader> vs = *new GL::VertexShader(
|
||||
&RParams,
|
||||
(void*)vsSource, vsSize,
|
||||
vsInfo.ReflectionData, vsInfo.ReflectionSize);
|
||||
|
||||
DistortionShader = *new ShaderSet;
|
||||
DistortionShader->SetShader(vs);
|
||||
|
||||
delete[](vsSource);
|
||||
|
||||
ShaderInfo psInfo = DistortionPixelShaderLookup[DistortionPixelShaderBitMask & DistortionCaps];
|
||||
|
||||
size_t psSize = strlen(shaderPrefix)+psInfo.ShaderSize;
|
||||
char* psSource = new char[psSize];
|
||||
OVR_strcpy(psSource, psSize, shaderPrefix);
|
||||
OVR_strcat(psSource, psSize, psInfo.ShaderData);
|
||||
|
||||
Ptr<GL::FragmentShader> ps = *new GL::FragmentShader(
|
||||
&RParams,
|
||||
(void*)psSource, psSize,
|
||||
psInfo.ReflectionData, psInfo.ReflectionSize);
|
||||
|
||||
DistortionShader->SetShader(ps);
|
||||
|
||||
delete[](psSource);
|
||||
}
|
||||
{
|
||||
size_t vsSize = strlen(shaderPrefix)+sizeof(SimpleQuad_vs);
|
||||
char* vsSource = new char[vsSize];
|
||||
OVR_strcpy(vsSource, vsSize, shaderPrefix);
|
||||
OVR_strcat(vsSource, vsSize, SimpleQuad_vs);
|
||||
|
||||
Ptr<GL::VertexShader> vs = *new GL::VertexShader(
|
||||
&RParams,
|
||||
(void*)vsSource, vsSize,
|
||||
SimpleQuad_vs_refl, sizeof(SimpleQuad_vs_refl) / sizeof(SimpleQuad_vs_refl[0]));
|
||||
|
||||
SimpleQuadShader = *new ShaderSet;
|
||||
SimpleQuadShader->SetShader(vs);
|
||||
|
||||
delete[](vsSource);
|
||||
|
||||
size_t psSize = strlen(shaderPrefix)+sizeof(SimpleQuad_fs);
|
||||
char* psSource = new char[psSize];
|
||||
OVR_strcpy(psSource, psSize, shaderPrefix);
|
||||
OVR_strcat(psSource, psSize, SimpleQuad_fs);
|
||||
|
||||
Ptr<GL::FragmentShader> ps = *new GL::FragmentShader(
|
||||
&RParams,
|
||||
(void*)psSource, psSize,
|
||||
SimpleQuad_fs_refl, sizeof(SimpleQuad_fs_refl) / sizeof(SimpleQuad_fs_refl[0]));
|
||||
|
||||
SimpleQuadShader->SetShader(ps);
|
||||
|
||||
delete[](psSource);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void DistortionRenderer::destroy()
|
||||
{
|
||||
GraphicsState* glState = (GraphicsState*)GfxState.GetPtr();
|
||||
|
||||
for(int eyeNum = 0; eyeNum < 2; eyeNum++)
|
||||
{
|
||||
if (glState->SupportsVao)
|
||||
glDeleteVertexArrays(1, &DistortionMeshVAOs[eyeNum]);
|
||||
|
||||
DistortionMeshVAOs[eyeNum] = 0;
|
||||
|
||||
DistortionMeshVBs[eyeNum].Clear();
|
||||
DistortionMeshIBs[eyeNum].Clear();
|
||||
}
|
||||
|
||||
if (DistortionShader)
|
||||
{
|
||||
DistortionShader->UnsetShader(Shader_Vertex);
|
||||
DistortionShader->UnsetShader(Shader_Pixel);
|
||||
DistortionShader.Clear();
|
||||
}
|
||||
|
||||
LatencyTesterQuadVB.Clear();
|
||||
LatencyVAO = 0;
|
||||
}
|
||||
|
||||
}}} // OVR::CAPI::GL
|
@ -0,0 +1,178 @@
|
||||
/************************************************************************************
|
||||
|
||||
Filename : CAPI_GL_DistortionRenderer.h
|
||||
Content : Distortion renderer header for GL
|
||||
Created : November 11, 2013
|
||||
Authors : David Borel, Lee Cooper
|
||||
|
||||
Copyright : Copyright 2013 Oculus VR, Inc. All Rights reserved.
|
||||
|
||||
Use of this software is subject to the terms of the Oculus Inc license
|
||||
agreement provided at the time of installation or download, or which
|
||||
otherwise accompanies this software in either electronic or hard copy form.
|
||||
|
||||
************************************************************************************/
|
||||
|
||||
#ifndef OVR_CAPI_GL_DistortionRenderer_h
|
||||
#define OVR_CAPI_GL_DistortionRenderer_h
|
||||
|
||||
#include "../CAPI_DistortionRenderer.h"
|
||||
|
||||
#include "../../Kernel/OVR_Log.h"
|
||||
#include "CAPI_GL_Util.h"
|
||||
|
||||
namespace OVR { namespace CAPI { namespace GL {
|
||||
|
||||
// ***** GL::DistortionRenderer
|
||||
|
||||
// Implementation of DistortionRenderer for GL.
|
||||
|
||||
class DistortionRenderer : public CAPI::DistortionRenderer
|
||||
{
|
||||
public:
|
||||
DistortionRenderer(ovrHmd hmd,
|
||||
FrameTimeManager& timeManager,
|
||||
const HMDRenderState& renderState);
|
||||
~DistortionRenderer();
|
||||
|
||||
|
||||
// Creation function for the device.
|
||||
static CAPI::DistortionRenderer* Create(ovrHmd hmd,
|
||||
FrameTimeManager& timeManager,
|
||||
const HMDRenderState& renderState);
|
||||
|
||||
|
||||
// ***** Public DistortionRenderer interface
|
||||
|
||||
virtual bool Initialize(const ovrRenderAPIConfig* apiConfig,
|
||||
unsigned distortionCaps);
|
||||
|
||||
virtual void SubmitEye(int eyeId, ovrTexture* eyeTexture);
|
||||
|
||||
virtual void EndFrame(bool swapBuffers, unsigned char* latencyTesterDrawColor, unsigned char* latencyTester2DrawColor);
|
||||
|
||||
void WaitUntilGpuIdle();
|
||||
|
||||
// Similar to ovr_WaitTillTime but it also flushes GPU.
|
||||
// Note, it exits when time expires, even if GPU is not in idle state yet.
|
||||
double FlushGpuAndWaitTillTime(double absTime);
|
||||
|
||||
protected:
|
||||
|
||||
|
||||
class GraphicsState : public CAPI::DistortionRenderer::GraphicsState
|
||||
{
|
||||
public:
|
||||
GraphicsState();
|
||||
virtual void Save();
|
||||
virtual void Restore();
|
||||
|
||||
protected:
|
||||
void ApplyBool(GLenum Name, GLint Value);
|
||||
|
||||
public:
|
||||
GLint GlMajorVersion;
|
||||
GLint GlMinorVersion;
|
||||
bool SupportsVao;
|
||||
|
||||
GLint Viewport[4];
|
||||
GLfloat ClearColor[4];
|
||||
GLint DepthTest;
|
||||
GLint CullFace;
|
||||
GLint Program;
|
||||
GLint ActiveTexture;
|
||||
GLint TextureBinding;
|
||||
GLint VertexArray;
|
||||
GLint FrameBufferBinding;
|
||||
|
||||
GLint Blend;
|
||||
GLint ColorWritemask[4];
|
||||
GLint Dither;
|
||||
GLint Fog;
|
||||
GLint Lighting;
|
||||
GLint RasterizerDiscard;
|
||||
GLint RenderMode;
|
||||
GLint SampleMask;
|
||||
GLint ScissorTest;
|
||||
GLfloat ZoomX;
|
||||
GLfloat ZoomY;
|
||||
};
|
||||
|
||||
// TBD: Should we be using oe from RState instead?
|
||||
unsigned DistortionCaps;
|
||||
|
||||
struct FOR_EACH_EYE
|
||||
{
|
||||
FOR_EACH_EYE() : TextureSize(0), RenderViewport(Sizei(0)) { }
|
||||
|
||||
#if 0
|
||||
IDirect3DVertexBuffer9 * dxVerts;
|
||||
IDirect3DIndexBuffer9 * dxIndices;
|
||||
#endif
|
||||
int numVerts;
|
||||
int numIndices;
|
||||
|
||||
GLuint texture;
|
||||
|
||||
ovrVector2f UVScaleOffset[2];
|
||||
Sizei TextureSize;
|
||||
Recti RenderViewport;
|
||||
} eachEye[2];
|
||||
|
||||
// GL context and utility variables.
|
||||
RenderParams RParams;
|
||||
|
||||
// Helpers
|
||||
void initBuffersAndShaders();
|
||||
void initShaders();
|
||||
void initFullscreenQuad();
|
||||
void destroy();
|
||||
|
||||
void setViewport(const Recti& vp);
|
||||
|
||||
void renderDistortion(Texture* leftEyeTexture, Texture* rightEyeTexture);
|
||||
|
||||
void renderPrimitives(const ShaderFill* fill, Buffer* vertices, Buffer* indices,
|
||||
int offset, int count,
|
||||
PrimitiveType rprim, GLuint* vao, bool isDistortionMesh);
|
||||
|
||||
void createDrawQuad();
|
||||
void renderLatencyQuad(unsigned char* latencyTesterDrawColor);
|
||||
void renderLatencyPixel(unsigned char* latencyTesterPixelColor);
|
||||
|
||||
Ptr<Texture> pEyeTextures[2];
|
||||
|
||||
Ptr<Buffer> DistortionMeshVBs[2]; // one per-eye
|
||||
Ptr<Buffer> DistortionMeshIBs[2]; // one per-eye
|
||||
GLuint DistortionMeshVAOs[2]; // one per-eye
|
||||
|
||||
Ptr<ShaderSet> DistortionShader;
|
||||
|
||||
struct StandardUniformData
|
||||
{
|
||||
Matrix4f Proj;
|
||||
Matrix4f View;
|
||||
} StdUniforms;
|
||||
|
||||
GLuint LatencyVAO;
|
||||
Ptr<Buffer> LatencyTesterQuadVB;
|
||||
Ptr<ShaderSet> SimpleQuadShader;
|
||||
|
||||
Ptr<Texture> CurRenderTarget;
|
||||
Array<Ptr<Texture> > DepthBuffers;
|
||||
GLuint CurrentFbo;
|
||||
|
||||
GLint SavedViewport[4];
|
||||
GLfloat SavedClearColor[4];
|
||||
GLint SavedDepthTest;
|
||||
GLint SavedCullFace;
|
||||
GLint SavedProgram;
|
||||
GLint SavedActiveTexture;
|
||||
GLint SavedBoundTexture;
|
||||
GLint SavedVertexArray;
|
||||
GLint SavedBoundFrameBuffer;
|
||||
};
|
||||
|
||||
}}} // OVR::CAPI::GL
|
||||
|
||||
#endif // OVR_CAPI_GL_DistortionRenderer_h
|
@ -0,0 +1,326 @@
|
||||
/************************************************************************************
|
||||
|
||||
Filename : CAPI_GL_Shaders.h
|
||||
Content : Distortion shader header for GL
|
||||
Created : November 11, 2013
|
||||
Authors : David Borel, Volga Aksoy
|
||||
|
||||
Copyright : Copyright 2013 Oculus VR, Inc. All Rights reserved.
|
||||
|
||||
Use of this software is subject to the terms of the Oculus Inc license
|
||||
agreement provided at the time of installation or download, or which
|
||||
otherwise accompanies this software in either electronic or hard copy form.
|
||||
|
||||
************************************************************************************/
|
||||
|
||||
|
||||
#ifndef OVR_CAPI_GL_Shaders_h
|
||||
#define OVR_CAPI_GL_Shaders_h
|
||||
|
||||
|
||||
#include "CAPI_GL_Util.h"
|
||||
|
||||
namespace OVR { namespace CAPI { namespace GL {
|
||||
|
||||
static const char glsl2Prefix[] =
|
||||
"#version 110\n"
|
||||
"#extension GL_ARB_shader_texture_lod : enable\n"
|
||||
"#define _FRAGCOLOR_DECLARATION\n"
|
||||
"#define _VS_IN attribute\n"
|
||||
"#define _VS_OUT varying\n"
|
||||
"#define _FS_IN varying\n"
|
||||
"#define _TEXTURELOD texture2DLod\n"
|
||||
"#define _FRAGCOLOR gl_FragColor\n";
|
||||
|
||||
static const char glsl3Prefix[] =
|
||||
"#version 150\n"
|
||||
"#define _FRAGCOLOR_DECLARATION out vec4 FragColor;\n"
|
||||
"#define _VS_IN in\n"
|
||||
"#define _VS_OUT out\n"
|
||||
"#define _FS_IN in\n"
|
||||
"#define _TEXTURELOD textureLod\n"
|
||||
"#define _FRAGCOLOR FragColor\n";
|
||||
|
||||
static const char SimpleQuad_vs[] =
|
||||
"uniform vec2 PositionOffset;\n"
|
||||
"uniform vec2 Scale;\n"
|
||||
|
||||
"_VS_IN vec3 Position;\n"
|
||||
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" gl_Position = vec4(Position.xy * Scale + PositionOffset, 0.5, 1.0);\n"
|
||||
"}\n";
|
||||
|
||||
const OVR::CAPI::GL::ShaderBase::Uniform SimpleQuad_vs_refl[] =
|
||||
{
|
||||
{ "PositionOffset", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 8 },
|
||||
{ "Scale", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 8, 8 },
|
||||
};
|
||||
|
||||
static const char SimpleQuad_fs[] =
|
||||
"uniform vec4 Color;\n"
|
||||
|
||||
"_FRAGCOLOR_DECLARATION\n"
|
||||
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" _FRAGCOLOR = Color;\n"
|
||||
"}\n";
|
||||
|
||||
const OVR::CAPI::GL::ShaderBase::Uniform SimpleQuad_fs_refl[] =
|
||||
{
|
||||
{ "Color", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 16 },
|
||||
};
|
||||
|
||||
|
||||
static const char Distortion_vs[] =
|
||||
"uniform vec2 EyeToSourceUVScale;\n"
|
||||
"uniform vec2 EyeToSourceUVOffset;\n"
|
||||
|
||||
"_VS_IN vec2 Position;\n"
|
||||
"_VS_IN vec4 Color;\n"
|
||||
"_VS_IN vec2 TexCoord0;\n"
|
||||
|
||||
"_VS_OUT vec4 oColor;\n"
|
||||
"_VS_OUT vec2 oTexCoord0;\n"
|
||||
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" gl_Position.x = Position.x;\n"
|
||||
" gl_Position.y = Position.y;\n"
|
||||
" gl_Position.z = 0.5;\n"
|
||||
" gl_Position.w = 1.0;\n"
|
||||
// Vertex inputs are in TanEyeAngle space for the R,G,B channels (i.e. after chromatic aberration and distortion).
|
||||
// Scale them into the correct [0-1],[0-1] UV lookup space (depending on eye)
|
||||
" oTexCoord0 = TexCoord0 * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
|
||||
" oTexCoord0.y = 1.0 - oTexCoord0.y;\n"
|
||||
" oColor = Color;\n" // Used for vignette fade.
|
||||
"}\n";
|
||||
|
||||
const OVR::CAPI::GL::ShaderBase::Uniform Distortion_vs_refl[] =
|
||||
{
|
||||
{ "EyeToSourceUVScale", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 8 },
|
||||
{ "EyeToSourceUVOffset", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 8, 8 },
|
||||
};
|
||||
|
||||
static const char Distortion_fs[] =
|
||||
"uniform sampler2D Texture0;\n"
|
||||
|
||||
"_FS_IN vec4 oColor;\n"
|
||||
"_FS_IN vec2 oTexCoord0;\n"
|
||||
|
||||
"_FRAGCOLOR_DECLARATION\n"
|
||||
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" _FRAGCOLOR = _TEXTURELOD(Texture0, oTexCoord0, 0.0);\n"
|
||||
" _FRAGCOLOR.a = 1.0;\n"
|
||||
"}\n";
|
||||
|
||||
|
||||
static const char DistortionTimewarp_vs[] =
|
||||
"uniform vec2 EyeToSourceUVScale;\n"
|
||||
"uniform vec2 EyeToSourceUVOffset;\n"
|
||||
"uniform mat4 EyeRotationStart;\n"
|
||||
"uniform mat4 EyeRotationEnd;\n"
|
||||
|
||||
"_VS_IN vec2 Position;\n"
|
||||
"_VS_IN vec4 Color;\n"
|
||||
"_VS_IN vec2 TexCoord0;\n"
|
||||
|
||||
"_FS_IN vec4 oColor;\n"
|
||||
"_FS_IN vec2 oTexCoord0;\n"
|
||||
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" gl_Position.x = Position.x;\n"
|
||||
" gl_Position.y = Position.y;\n"
|
||||
" gl_Position.z = 0.0;\n"
|
||||
" gl_Position.w = 1.0;\n"
|
||||
|
||||
// Vertex inputs are in TanEyeAngle space for the R,G,B channels (i.e. after chromatic aberration and distortion).
|
||||
// These are now "real world" vectors in direction (x,y,1) relative to the eye of the HMD.
|
||||
" vec3 TanEyeAngle = vec3 ( TexCoord0.x, TexCoord0.y, 1.0 );\n"
|
||||
|
||||
// Accurate time warp lerp vs. faster
|
||||
#if 1
|
||||
// Apply the two 3x3 timewarp rotations to these vectors.
|
||||
" vec3 TransformedStart = (EyeRotationStart * vec4(TanEyeAngle, 0)).xyz;\n"
|
||||
" vec3 TransformedEnd = (EyeRotationEnd * vec4(TanEyeAngle, 0)).xyz;\n"
|
||||
// And blend between them.
|
||||
" vec3 Transformed = mix ( TransformedStart, TransformedEnd, Color.a );\n"
|
||||
#else
|
||||
" mat4 EyeRotation = mix ( EyeRotationStart, EyeRotationEnd, Color.a );\n"
|
||||
" vec3 Transformed = EyeRotation * TanEyeAngle;\n"
|
||||
#endif
|
||||
|
||||
// Project them back onto the Z=1 plane of the rendered images.
|
||||
" float RecipZ = 1.0 / Transformed.z;\n"
|
||||
" vec2 Flattened = vec2 ( Transformed.x * RecipZ, Transformed.y * RecipZ );\n"
|
||||
|
||||
// These are now still in TanEyeAngle space.
|
||||
// Scale them into the correct [0-1],[0-1] UV lookup space (depending on eye)
|
||||
" vec2 SrcCoord = Flattened * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
|
||||
" oTexCoord0 = SrcCoord;\n"
|
||||
" oTexCoord0.y = 1.0-oTexCoord0.y;\n"
|
||||
" oColor = vec4(Color.r, Color.r, Color.r, Color.r);\n" // Used for vignette fade.
|
||||
"}\n";
|
||||
|
||||
|
||||
const OVR::CAPI::GL::ShaderBase::Uniform DistortionTimewarp_vs_refl[] =
|
||||
{
|
||||
{ "EyeToSourceUVScale", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 8 },
|
||||
{ "EyeToSourceUVOffset", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 8, 8 },
|
||||
};
|
||||
|
||||
static const char DistortionChroma_vs[] =
|
||||
"uniform vec2 EyeToSourceUVScale;\n"
|
||||
"uniform vec2 EyeToSourceUVOffset;\n"
|
||||
|
||||
"_VS_IN vec2 Position;\n"
|
||||
"_VS_IN vec4 Color;\n"
|
||||
"_VS_IN vec2 TexCoord0;\n"
|
||||
"_VS_IN vec2 TexCoord1;\n"
|
||||
"_VS_IN vec2 TexCoord2;\n"
|
||||
|
||||
"_VS_OUT vec4 oColor;\n"
|
||||
"_VS_OUT vec2 oTexCoord0;\n"
|
||||
"_VS_OUT vec2 oTexCoord1;\n"
|
||||
"_VS_OUT vec2 oTexCoord2;\n"
|
||||
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" gl_Position.x = Position.x;\n"
|
||||
" gl_Position.y = Position.y;\n"
|
||||
" gl_Position.z = 0.5;\n"
|
||||
" gl_Position.w = 1.0;\n"
|
||||
|
||||
// Vertex inputs are in TanEyeAngle space for the R,G,B channels (i.e. after chromatic aberration and distortion).
|
||||
// Scale them into the correct [0-1],[0-1] UV lookup space (depending on eye)
|
||||
" oTexCoord0 = TexCoord0 * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
|
||||
" oTexCoord0.y = 1.0-oTexCoord0.y;\n"
|
||||
" oTexCoord1 = TexCoord1 * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
|
||||
" oTexCoord1.y = 1.0-oTexCoord1.y;\n"
|
||||
" oTexCoord2 = TexCoord2 * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
|
||||
" oTexCoord2.y = 1.0-oTexCoord2.y;\n"
|
||||
|
||||
" oColor = Color;\n" // Used for vignette fade.
|
||||
"}\n";
|
||||
|
||||
const OVR::CAPI::GL::ShaderBase::Uniform DistortionChroma_vs_refl[] =
|
||||
{
|
||||
{ "EyeToSourceUVScale", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 8 },
|
||||
{ "EyeToSourceUVOffset", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 8, 8 },
|
||||
};
|
||||
|
||||
static const char DistortionChroma_fs[] =
|
||||
"uniform sampler2D Texture0;\n"
|
||||
|
||||
"_FS_IN vec4 oColor;\n"
|
||||
"_FS_IN vec2 oTexCoord0;\n"
|
||||
"_FS_IN vec2 oTexCoord1;\n"
|
||||
"_FS_IN vec2 oTexCoord2;\n"
|
||||
|
||||
"_FRAGCOLOR_DECLARATION\n"
|
||||
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" float ResultR = _TEXTURELOD(Texture0, oTexCoord0, 0.0).r;\n"
|
||||
" float ResultG = _TEXTURELOD(Texture0, oTexCoord1, 0.0).g;\n"
|
||||
" float ResultB = _TEXTURELOD(Texture0, oTexCoord2, 0.0).b;\n"
|
||||
|
||||
" _FRAGCOLOR = vec4(ResultR * oColor.r, ResultG * oColor.g, ResultB * oColor.b, 1.0);\n"
|
||||
"}\n";
|
||||
|
||||
|
||||
static const char DistortionTimewarpChroma_vs[] =
|
||||
"uniform vec2 EyeToSourceUVScale;\n"
|
||||
"uniform vec2 EyeToSourceUVOffset;\n"
|
||||
"uniform mat4 EyeRotationStart;\n"
|
||||
"uniform mat4 EyeRotationEnd;\n"
|
||||
|
||||
"_VS_IN vec2 Position;\n"
|
||||
"_VS_IN vec4 Color;\n"
|
||||
"_VS_IN vec2 TexCoord0;\n"
|
||||
"_VS_IN vec2 TexCoord1;\n"
|
||||
"_VS_IN vec2 TexCoord2;\n"
|
||||
|
||||
"_VS_OUT vec4 oColor;\n"
|
||||
"_VS_OUT vec2 oTexCoord0;\n"
|
||||
"_VS_OUT vec2 oTexCoord1;\n"
|
||||
"_VS_OUT vec2 oTexCoord2;\n"
|
||||
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" gl_Position.x = Position.x;\n"
|
||||
" gl_Position.y = Position.y;\n"
|
||||
" gl_Position.z = 0.0;\n"
|
||||
" gl_Position.w = 1.0;\n"
|
||||
|
||||
// Vertex inputs are in TanEyeAngle space for the R,G,B channels (i.e. after chromatic aberration and distortion).
|
||||
// These are now "real world" vectors in direction (x,y,1) relative to the eye of the HMD.
|
||||
" vec3 TanEyeAngleR = vec3 ( TexCoord0.x, TexCoord0.y, 1.0 );\n"
|
||||
" vec3 TanEyeAngleG = vec3 ( TexCoord1.x, TexCoord1.y, 1.0 );\n"
|
||||
" vec3 TanEyeAngleB = vec3 ( TexCoord2.x, TexCoord2.y, 1.0 );\n"
|
||||
|
||||
// Accurate time warp lerp vs. faster
|
||||
#if 1
|
||||
// Apply the two 3x3 timewarp rotations to these vectors.
|
||||
" vec3 TransformedRStart = (EyeRotationStart * vec4(TanEyeAngleR, 0)).xyz;\n"
|
||||
" vec3 TransformedGStart = (EyeRotationStart * vec4(TanEyeAngleG, 0)).xyz;\n"
|
||||
" vec3 TransformedBStart = (EyeRotationStart * vec4(TanEyeAngleB, 0)).xyz;\n"
|
||||
" vec3 TransformedREnd = (EyeRotationEnd * vec4(TanEyeAngleR, 0)).xyz;\n"
|
||||
" vec3 TransformedGEnd = (EyeRotationEnd * vec4(TanEyeAngleG, 0)).xyz;\n"
|
||||
" vec3 TransformedBEnd = (EyeRotationEnd * vec4(TanEyeAngleB, 0)).xyz;\n"
|
||||
|
||||
// And blend between them.
|
||||
" vec3 TransformedR = mix ( TransformedRStart, TransformedREnd, Color.a );\n"
|
||||
" vec3 TransformedG = mix ( TransformedGStart, TransformedGEnd, Color.a );\n"
|
||||
" vec3 TransformedB = mix ( TransformedBStart, TransformedBEnd, Color.a );\n"
|
||||
#else
|
||||
" mat3 EyeRotation;\n"
|
||||
" EyeRotation[0] = mix ( EyeRotationStart[0], EyeRotationEnd[0], Color.a ).xyz;\n"
|
||||
" EyeRotation[1] = mix ( EyeRotationStart[1], EyeRotationEnd[1], Color.a ).xyz;\n"
|
||||
" EyeRotation[2] = mix ( EyeRotationStart[2], EyeRotationEnd[2], Color.a ).xyz;\n"
|
||||
" vec3 TransformedR = EyeRotation * TanEyeAngleR;\n"
|
||||
" vec3 TransformedG = EyeRotation * TanEyeAngleG;\n"
|
||||
" vec3 TransformedB = EyeRotation * TanEyeAngleB;\n"
|
||||
#endif
|
||||
|
||||
// Project them back onto the Z=1 plane of the rendered images.
|
||||
" float RecipZR = 1.0 / TransformedR.z;\n"
|
||||
" float RecipZG = 1.0 / TransformedG.z;\n"
|
||||
" float RecipZB = 1.0 / TransformedB.z;\n"
|
||||
" vec2 FlattenedR = vec2 ( TransformedR.x * RecipZR, TransformedR.y * RecipZR );\n"
|
||||
" vec2 FlattenedG = vec2 ( TransformedG.x * RecipZG, TransformedG.y * RecipZG );\n"
|
||||
" vec2 FlattenedB = vec2 ( TransformedB.x * RecipZB, TransformedB.y * RecipZB );\n"
|
||||
|
||||
// These are now still in TanEyeAngle space.
|
||||
// Scale them into the correct [0-1],[0-1] UV lookup space (depending on eye)
|
||||
" vec2 SrcCoordR = FlattenedR * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
|
||||
" vec2 SrcCoordG = FlattenedG * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
|
||||
" vec2 SrcCoordB = FlattenedB * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
|
||||
|
||||
" oTexCoord0 = SrcCoordR;\n"
|
||||
" oTexCoord0.y = 1.0-oTexCoord0.y;\n"
|
||||
" oTexCoord1 = SrcCoordG;\n"
|
||||
" oTexCoord1.y = 1.0-oTexCoord1.y;\n"
|
||||
" oTexCoord2 = SrcCoordB;\n"
|
||||
" oTexCoord2.y = 1.0-oTexCoord2.y;\n"
|
||||
|
||||
" oColor = vec4(Color.r, Color.r, Color.r, Color.r);\n" // Used for vignette fade.
|
||||
"}\n";
|
||||
|
||||
|
||||
const OVR::CAPI::GL::ShaderBase::Uniform DistortionTimewarpChroma_vs_refl[] =
|
||||
{
|
||||
{ "EyeToSourceUVScale", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 8 },
|
||||
{ "EyeToSourceUVOffset", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 8, 8 },
|
||||
{ "EyeRotationStart", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 16, 64 },
|
||||
{ "EyeRotationEnd", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 80, 64 },
|
||||
};
|
||||
|
||||
}}} // OVR::CAPI::GL
|
||||
|
||||
#endif // OVR_CAPI_GL_Shaders_h
|
530
modules/oculus_sdk_linux/LibOVR/Src/CAPI/GL/CAPI_GL_Util.cpp
Normal file
530
modules/oculus_sdk_linux/LibOVR/Src/CAPI/GL/CAPI_GL_Util.cpp
Normal file
@ -0,0 +1,530 @@
|
||||
/************************************************************************************
|
||||
|
||||
Filename : Render_GL_Device.cpp
|
||||
Content : RenderDevice implementation for OpenGL
|
||||
Created : September 10, 2012
|
||||
Authors : David Borel, Andrew Reisse
|
||||
|
||||
Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved.
|
||||
|
||||
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.
|
||||
|
||||
************************************************************************************/
|
||||
|
||||
#include "CAPI_GL_Util.h"
|
||||
#include "../../Kernel/OVR_Log.h"
|
||||
#include <string.h>
|
||||
|
||||
namespace OVR { namespace CAPI { namespace GL {
|
||||
|
||||
|
||||
|
||||
// GL Hooks for non-Mac.
|
||||
#if !defined(OVR_OS_MAC)
|
||||
|
||||
#if defined(OVR_OS_WIN32)
|
||||
|
||||
PFNWGLGETPROCADDRESS wglGetProcAddress;
|
||||
|
||||
PFNGLENABLEPROC glEnable;
|
||||
PFNGLDISABLEPROC glDisable;
|
||||
PFNGLGETFLOATVPROC glGetFloatv;
|
||||
PFNGLGETINTEGERVPROC glGetIntegerv;
|
||||
PFNGLGETSTRINGPROC glGetString;
|
||||
PFNGLCOLORMASKPROC glColorMask;
|
||||
PFNGLCLEARPROC glClear;
|
||||
PFNGLCLEARCOLORPROC glClearColor;
|
||||
PFNGLCLEARDEPTHPROC glClearDepth;
|
||||
PFNGLVIEWPORTPROC glViewport;
|
||||
PFNGLDRAWELEMENTSPROC glDrawElements;
|
||||
PFNGLTEXPARAMETERIPROC glTexParameteri;
|
||||
PFNGLFLUSHPROC glFlush;
|
||||
PFNGLFINISHPROC glFinish;
|
||||
PFNGLDRAWARRAYSPROC glDrawArrays;
|
||||
PFNGLGENTEXTURESPROC glGenTextures;
|
||||
PFNGLDELETETEXTURESPROC glDeleteTextures;
|
||||
PFNGLBINDTEXTUREPROC glBindTexture;
|
||||
|
||||
PFNWGLGETSWAPINTERVALEXTPROC wglGetSwapIntervalEXT;
|
||||
PFNWGLSWAPINTERVALEXTPROC wglSwapIntervalEXT;
|
||||
|
||||
#elif defined(OVR_OS_LINUX)
|
||||
|
||||
PFNGLXSWAPINTERVALEXTPROC glXSwapIntervalEXT;
|
||||
|
||||
#endif
|
||||
|
||||
PFNGLDELETESHADERPROC glDeleteShader;
|
||||
PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
|
||||
PFNGLACTIVETEXTUREPROC glActiveTexture;
|
||||
PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray;
|
||||
PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
|
||||
PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray;
|
||||
PFNGLBINDBUFFERPROC glBindBuffer;
|
||||
PFNGLUNIFORMMATRIX3FVPROC glUniformMatrix3fv;
|
||||
PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv;
|
||||
PFNGLDELETEBUFFERSPROC glDeleteBuffers;
|
||||
PFNGLBUFFERDATAPROC glBufferData;
|
||||
PFNGLGENBUFFERSPROC glGenBuffers;
|
||||
PFNGLMAPBUFFERPROC glMapBuffer;
|
||||
PFNGLUNMAPBUFFERPROC glUnmapBuffer;
|
||||
PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
|
||||
PFNGLGETSHADERIVPROC glGetShaderiv;
|
||||
PFNGLCOMPILESHADERPROC glCompileShader;
|
||||
PFNGLSHADERSOURCEPROC glShaderSource;
|
||||
PFNGLCREATESHADERPROC glCreateShader;
|
||||
PFNGLCREATEPROGRAMPROC glCreateProgram;
|
||||
PFNGLATTACHSHADERPROC glAttachShader;
|
||||
PFNGLDETACHSHADERPROC glDetachShader;
|
||||
PFNGLDELETEPROGRAMPROC glDeleteProgram;
|
||||
PFNGLUNIFORM1IPROC glUniform1i;
|
||||
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;
|
||||
PFNGLGETACTIVEUNIFORMPROC glGetActiveUniform;
|
||||
PFNGLUSEPROGRAMPROC glUseProgram;
|
||||
PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
|
||||
PFNGLGETPROGRAMIVPROC glGetProgramiv;
|
||||
PFNGLLINKPROGRAMPROC glLinkProgram;
|
||||
PFNGLBINDATTRIBLOCATIONPROC glBindAttribLocation;
|
||||
PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation;
|
||||
PFNGLUNIFORM4FVPROC glUniform4fv;
|
||||
PFNGLUNIFORM3FVPROC glUniform3fv;
|
||||
PFNGLUNIFORM2FVPROC glUniform2fv;
|
||||
PFNGLUNIFORM1FVPROC glUniform1fv;
|
||||
PFNGLGENVERTEXARRAYSPROC glGenVertexArrays;
|
||||
PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays;
|
||||
PFNGLBINDVERTEXARRAYPROC glBindVertexArray;
|
||||
|
||||
|
||||
#if defined(OVR_OS_WIN32)
|
||||
|
||||
void* GetFunction(const char* functionName)
|
||||
{
|
||||
return wglGetProcAddress(functionName);
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
void (*GetFunction(const char *functionName))( void )
|
||||
{
|
||||
return glXGetProcAddress((GLubyte*)functionName);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
void InitGLExtensions()
|
||||
{
|
||||
if (glGenVertexArrays)
|
||||
return;
|
||||
|
||||
#if defined(OVR_OS_WIN32)
|
||||
HINSTANCE hInst = LoadLibrary(L"Opengl32.dll");
|
||||
if (!hInst)
|
||||
return;
|
||||
|
||||
glGetFloatv = (PFNGLGETFLOATVPROC) GetProcAddress(hInst, "glGetFloatv");
|
||||
glGetIntegerv = (PFNGLGETINTEGERVPROC) GetProcAddress(hInst, "glGetIntegerv");
|
||||
glGetString = (PFNGLGETSTRINGPROC) GetProcAddress(hInst, "glGetString");
|
||||
glEnable = (PFNGLENABLEPROC) GetProcAddress(hInst, "glEnable");
|
||||
glDisable = (PFNGLDISABLEPROC) GetProcAddress(hInst, "glDisable");
|
||||
glColorMask = (PFNGLCOLORMASKPROC) GetProcAddress(hInst, "glColorMask");
|
||||
glClear = (PFNGLCLEARPROC) GetProcAddress(hInst, "glClear" );
|
||||
glClearColor = (PFNGLCLEARCOLORPROC) GetProcAddress(hInst, "glClearColor");
|
||||
glClearDepth = (PFNGLCLEARDEPTHPROC) GetProcAddress(hInst, "glClearDepth");
|
||||
glViewport = (PFNGLVIEWPORTPROC) GetProcAddress(hInst, "glViewport");
|
||||
glFlush = (PFNGLFLUSHPROC) GetProcAddress(hInst, "glFlush");
|
||||
glFinish = (PFNGLFINISHPROC) GetProcAddress(hInst, "glFinish");
|
||||
glDrawArrays = (PFNGLDRAWARRAYSPROC) GetProcAddress(hInst, "glDrawArrays");
|
||||
glDrawElements = (PFNGLDRAWELEMENTSPROC) GetProcAddress(hInst, "glDrawElements");
|
||||
glGenTextures = (PFNGLGENTEXTURESPROC) GetProcAddress(hInst,"glGenTextures");
|
||||
glDeleteTextures = (PFNGLDELETETEXTURESPROC) GetProcAddress(hInst,"glDeleteTextures");
|
||||
glBindTexture = (PFNGLBINDTEXTUREPROC) GetProcAddress(hInst,"glBindTexture");
|
||||
glTexParameteri = (PFNGLTEXPARAMETERIPROC) GetProcAddress(hInst, "glTexParameteri");
|
||||
|
||||
wglGetProcAddress = (PFNWGLGETPROCADDRESS) GetProcAddress(hInst, "wglGetProcAddress");
|
||||
|
||||
wglGetSwapIntervalEXT = (PFNWGLGETSWAPINTERVALEXTPROC) GetFunction("wglGetSwapIntervalEXT");
|
||||
wglSwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC) GetFunction("wglSwapIntervalEXT");
|
||||
#elif defined(OVR_OS_LINUX)
|
||||
glXSwapIntervalEXT = (PFNGLXSWAPINTERVALEXTPROC) GetFunction("glXSwapIntervalEXT");
|
||||
#endif
|
||||
|
||||
glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC) GetFunction("glBindFramebufferEXT");
|
||||
glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC) GetFunction("glGenVertexArrays");
|
||||
glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC) GetFunction("glDeleteVertexArrays");
|
||||
glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC) GetFunction("glBindVertexArray");
|
||||
glGenBuffers = (PFNGLGENBUFFERSPROC) GetFunction("glGenBuffers");
|
||||
glDeleteBuffers = (PFNGLDELETEBUFFERSPROC) GetFunction("glDeleteBuffers");
|
||||
glBindBuffer = (PFNGLBINDBUFFERPROC) GetFunction("glBindBuffer");
|
||||
glBufferData = (PFNGLBUFFERDATAPROC) GetFunction("glBufferData");
|
||||
glMapBuffer = (PFNGLMAPBUFFERPROC) GetFunction("glMapBuffer");
|
||||
glUnmapBuffer = (PFNGLUNMAPBUFFERPROC) GetFunction("glUnmapBuffer");
|
||||
glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC) GetFunction("glDisableVertexAttribArray");
|
||||
glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC) GetFunction("glVertexAttribPointer");
|
||||
glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC) GetFunction("glEnableVertexAttribArray");
|
||||
glActiveTexture = (PFNGLACTIVETEXTUREPROC) GetFunction("glActiveTexture");
|
||||
glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC) GetFunction("glUniformMatrix3fv");
|
||||
glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC) GetFunction("glUniformMatrix4fv");
|
||||
glUniform1i = (PFNGLUNIFORM1IPROC) GetFunction("glUniform1i");
|
||||
glUniform1fv = (PFNGLUNIFORM1FVPROC) GetFunction("glUniform1fv");
|
||||
glUniform2fv = (PFNGLUNIFORM2FVPROC) GetFunction("glUniform2fv");
|
||||
glUniform3fv = (PFNGLUNIFORM3FVPROC) GetFunction("glUniform3fv");
|
||||
glUniform2fv = (PFNGLUNIFORM2FVPROC) GetFunction("glUniform2fv");
|
||||
glUniform4fv = (PFNGLUNIFORM4FVPROC) GetFunction("glUniform4fv");
|
||||
glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC) GetFunction("glGetUniformLocation");
|
||||
glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC) GetFunction("glGetActiveUniform");
|
||||
glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC) GetFunction("glGetShaderInfoLog");
|
||||
glGetShaderiv = (PFNGLGETSHADERIVPROC) GetFunction("glGetShaderiv");
|
||||
glCompileShader = (PFNGLCOMPILESHADERPROC) GetFunction("glCompileShader");
|
||||
glShaderSource = (PFNGLSHADERSOURCEPROC) GetFunction("glShaderSource");
|
||||
glCreateShader = (PFNGLCREATESHADERPROC) GetFunction("glCreateShader");
|
||||
glDeleteShader = (PFNGLDELETESHADERPROC) GetFunction("glDeleteShader");
|
||||
glCreateProgram = (PFNGLCREATEPROGRAMPROC) GetFunction("glCreateProgram");
|
||||
glDeleteProgram = (PFNGLDELETEPROGRAMPROC) GetFunction("glDeleteProgram");
|
||||
glUseProgram = (PFNGLUSEPROGRAMPROC) GetFunction("glUseProgram");
|
||||
glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC) GetFunction("glGetProgramInfoLog");
|
||||
glGetProgramiv = (PFNGLGETPROGRAMIVPROC) GetFunction("glGetProgramiv");
|
||||
glLinkProgram = (PFNGLLINKPROGRAMPROC) GetFunction("glLinkProgram");
|
||||
glAttachShader = (PFNGLATTACHSHADERPROC) GetFunction("glAttachShader");
|
||||
glDetachShader = (PFNGLDETACHSHADERPROC) GetFunction("glDetachShader");
|
||||
glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC) GetFunction("glBindAttribLocation");
|
||||
glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC) GetFunction("glGetAttribLocation");
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
Buffer::Buffer(RenderParams* rp) : pParams(rp), Size(0), Use(0), GLBuffer(0)
|
||||
{
|
||||
}
|
||||
|
||||
Buffer::~Buffer()
|
||||
{
|
||||
if (GLBuffer)
|
||||
glDeleteBuffers(1, &GLBuffer);
|
||||
}
|
||||
|
||||
bool Buffer::Data(int use, const void* buffer, size_t size)
|
||||
{
|
||||
Size = size;
|
||||
|
||||
switch (use & Buffer_TypeMask)
|
||||
{
|
||||
case Buffer_Index: Use = GL_ELEMENT_ARRAY_BUFFER; break;
|
||||
default: Use = GL_ARRAY_BUFFER; break;
|
||||
}
|
||||
|
||||
if (!GLBuffer)
|
||||
glGenBuffers(1, &GLBuffer);
|
||||
|
||||
int mode = GL_DYNAMIC_DRAW;
|
||||
if (use & Buffer_ReadOnly)
|
||||
mode = GL_STATIC_DRAW;
|
||||
|
||||
glBindBuffer(Use, GLBuffer);
|
||||
glBufferData(Use, size, buffer, mode);
|
||||
return 1;
|
||||
}
|
||||
|
||||
void* Buffer::Map(size_t, size_t, int)
|
||||
{
|
||||
int mode = GL_WRITE_ONLY;
|
||||
//if (flags & Map_Unsynchronized)
|
||||
// mode |= GL_MAP_UNSYNCHRONIZED;
|
||||
|
||||
glBindBuffer(Use, GLBuffer);
|
||||
void* v = glMapBuffer(Use, mode);
|
||||
return v;
|
||||
}
|
||||
|
||||
bool Buffer::Unmap(void*)
|
||||
{
|
||||
glBindBuffer(Use, GLBuffer);
|
||||
int r = glUnmapBuffer(Use);
|
||||
return r != 0;
|
||||
}
|
||||
|
||||
ShaderSet::ShaderSet()
|
||||
{
|
||||
Prog = glCreateProgram();
|
||||
}
|
||||
ShaderSet::~ShaderSet()
|
||||
{
|
||||
glDeleteProgram(Prog);
|
||||
}
|
||||
|
||||
GLint ShaderSet::GetGLShader(Shader* s)
|
||||
{
|
||||
switch (s->Stage)
|
||||
{
|
||||
case Shader_Vertex: {
|
||||
ShaderImpl<Shader_Vertex, GL_VERTEX_SHADER>* gls = (ShaderImpl<Shader_Vertex, GL_VERTEX_SHADER>*)s;
|
||||
return gls->GLShader;
|
||||
} break;
|
||||
case Shader_Fragment: {
|
||||
ShaderImpl<Shader_Fragment, GL_FRAGMENT_SHADER>* gls = (ShaderImpl<Shader_Fragment, GL_FRAGMENT_SHADER>*)s;
|
||||
return gls->GLShader;
|
||||
} break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
void ShaderSet::SetShader(Shader *s)
|
||||
{
|
||||
Shaders[s->Stage] = s;
|
||||
GLint GLShader = GetGLShader(s);
|
||||
glAttachShader(Prog, GLShader);
|
||||
if (Shaders[Shader_Vertex] && Shaders[Shader_Fragment])
|
||||
Link();
|
||||
}
|
||||
|
||||
void ShaderSet::UnsetShader(int stage)
|
||||
{
|
||||
if (Shaders[stage] == NULL)
|
||||
return;
|
||||
|
||||
GLint GLShader = GetGLShader(Shaders[stage]);
|
||||
glDetachShader(Prog, GLShader);
|
||||
|
||||
Shaders[stage] = NULL;
|
||||
}
|
||||
|
||||
bool ShaderSet::SetUniform(const char* name, int n, const float* v)
|
||||
{
|
||||
for (unsigned int i = 0; i < UniformInfo.GetSize(); i++)
|
||||
if (!strcmp(UniformInfo[i].Name.ToCStr(), name))
|
||||
{
|
||||
OVR_ASSERT(UniformInfo[i].Location >= 0);
|
||||
glUseProgram(Prog);
|
||||
switch (UniformInfo[i].Type)
|
||||
{
|
||||
case 1: glUniform1fv(UniformInfo[i].Location, n, v); break;
|
||||
case 2: glUniform2fv(UniformInfo[i].Location, n/2, v); break;
|
||||
case 3: glUniform3fv(UniformInfo[i].Location, n/3, v); break;
|
||||
case 4: glUniform4fv(UniformInfo[i].Location, n/4, v); break;
|
||||
case 12: glUniformMatrix3fv(UniformInfo[i].Location, 1, 1, v); break;
|
||||
case 16: glUniformMatrix4fv(UniformInfo[i].Location, 1, 1, v); break;
|
||||
default: OVR_ASSERT(0);
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
OVR_DEBUG_LOG(("Warning: uniform %s not present in selected shader", name));
|
||||
return 0;
|
||||
}
|
||||
|
||||
bool ShaderSet::Link()
|
||||
{
|
||||
glLinkProgram(Prog);
|
||||
GLint r;
|
||||
glGetProgramiv(Prog, GL_LINK_STATUS, &r);
|
||||
if (!r)
|
||||
{
|
||||
GLchar msg[1024];
|
||||
glGetProgramInfoLog(Prog, sizeof(msg), 0, msg);
|
||||
OVR_DEBUG_LOG(("Linking shaders failed: %s\n", msg));
|
||||
if (!r)
|
||||
return 0;
|
||||
}
|
||||
glUseProgram(Prog);
|
||||
|
||||
UniformInfo.Clear();
|
||||
LightingVer = 0;
|
||||
UsesLighting = 0;
|
||||
|
||||
GLint uniformCount = 0;
|
||||
glGetProgramiv(Prog, GL_ACTIVE_UNIFORMS, &uniformCount);
|
||||
OVR_ASSERT(uniformCount >= 0);
|
||||
|
||||
for(GLuint i = 0; i < (GLuint)uniformCount; i++)
|
||||
{
|
||||
GLsizei namelen;
|
||||
GLint size = 0;
|
||||
GLenum type;
|
||||
GLchar name[32];
|
||||
glGetActiveUniform(Prog, i, sizeof(name), &namelen, &size, &type, name);
|
||||
|
||||
if (size)
|
||||
{
|
||||
int l = glGetUniformLocation(Prog, name);
|
||||
char *np = name;
|
||||
while (*np)
|
||||
{
|
||||
if (*np == '[')
|
||||
*np = 0;
|
||||
np++;
|
||||
}
|
||||
Uniform u;
|
||||
u.Name = name;
|
||||
u.Location = l;
|
||||
u.Size = size;
|
||||
switch (type)
|
||||
{
|
||||
case GL_FLOAT: u.Type = 1; break;
|
||||
case GL_FLOAT_VEC2: u.Type = 2; break;
|
||||
case GL_FLOAT_VEC3: u.Type = 3; break;
|
||||
case GL_FLOAT_VEC4: u.Type = 4; break;
|
||||
case GL_FLOAT_MAT3: u.Type = 12; break;
|
||||
case GL_FLOAT_MAT4: u.Type = 16; break;
|
||||
default:
|
||||
continue;
|
||||
}
|
||||
UniformInfo.PushBack(u);
|
||||
if (!strcmp(name, "LightCount"))
|
||||
UsesLighting = 1;
|
||||
}
|
||||
else
|
||||
break;
|
||||
}
|
||||
|
||||
ProjLoc = glGetUniformLocation(Prog, "Proj");
|
||||
ViewLoc = glGetUniformLocation(Prog, "View");
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
char texv[32];
|
||||
OVR_sprintf(texv, 10, "Texture%d", i);
|
||||
TexLoc[i] = glGetUniformLocation(Prog, texv);
|
||||
if (TexLoc[i] < 0)
|
||||
break;
|
||||
|
||||
glUniform1i(TexLoc[i], i);
|
||||
}
|
||||
if (UsesLighting)
|
||||
OVR_ASSERT(ProjLoc >= 0 && ViewLoc >= 0);
|
||||
return 1;
|
||||
}
|
||||
|
||||
bool ShaderBase::SetUniform(const char* name, int n, const float* v)
|
||||
{
|
||||
for(unsigned i = 0; i < UniformReflSize; i++)
|
||||
{
|
||||
if (!strcmp(UniformRefl[i].Name, name))
|
||||
{
|
||||
memcpy(UniformData + UniformRefl[i].Offset, v, n * sizeof(float));
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
bool ShaderBase::SetUniformBool(const char* name, int n, const bool* v)
|
||||
{
|
||||
OVR_UNUSED(n);
|
||||
for(unsigned i = 0; i < UniformReflSize; i++)
|
||||
{
|
||||
if (!strcmp(UniformRefl[i].Name, name))
|
||||
{
|
||||
memcpy(UniformData + UniformRefl[i].Offset, v, UniformRefl[i].Size);
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
void ShaderBase::InitUniforms(const Uniform* refl, size_t reflSize)
|
||||
{
|
||||
if(!refl)
|
||||
{
|
||||
UniformRefl = NULL;
|
||||
UniformReflSize = 0;
|
||||
|
||||
UniformsSize = 0;
|
||||
if (UniformData)
|
||||
{
|
||||
OVR_FREE(UniformData);
|
||||
UniformData = 0;
|
||||
}
|
||||
return; // no reflection data
|
||||
}
|
||||
|
||||
UniformRefl = refl;
|
||||
UniformReflSize = reflSize;
|
||||
|
||||
UniformsSize = UniformRefl[UniformReflSize-1].Offset + UniformRefl[UniformReflSize-1].Size;
|
||||
UniformData = (unsigned char*)OVR_ALLOC(UniformsSize);
|
||||
}
|
||||
|
||||
Texture::Texture(RenderParams* rp, int w, int h) : IsUserAllocated(true), pParams(rp), TexId(0), Width(w), Height(h)
|
||||
{
|
||||
if (w && h)
|
||||
glGenTextures(1, &TexId);
|
||||
}
|
||||
|
||||
Texture::~Texture()
|
||||
{
|
||||
if (TexId && !IsUserAllocated)
|
||||
glDeleteTextures(1, &TexId);
|
||||
}
|
||||
|
||||
void Texture::Set(int slot, ShaderStage) const
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + slot);
|
||||
glBindTexture(GL_TEXTURE_2D, TexId);
|
||||
}
|
||||
|
||||
void Texture::SetSampleMode(int sm)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, TexId);
|
||||
switch (sm & Sample_FilterMask)
|
||||
{
|
||||
case Sample_Linear:
|
||||
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_MAX_ANISOTROPY_EXT, 1);
|
||||
break;
|
||||
|
||||
case Sample_Anisotropic:
|
||||
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_MAX_ANISOTROPY_EXT, 8);
|
||||
break;
|
||||
|
||||
case Sample_Nearest:
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
|
||||
break;
|
||||
}
|
||||
|
||||
switch (sm & Sample_AddressMask)
|
||||
{
|
||||
case Sample_Repeat:
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
break;
|
||||
|
||||
case Sample_Clamp:
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
break;
|
||||
|
||||
case Sample_ClampBorder:
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void Texture::UpdatePlaceholderTexture(GLuint texId, const Sizei& textureSize)
|
||||
{
|
||||
if (!IsUserAllocated && TexId && texId != TexId)
|
||||
glDeleteTextures(1, &TexId);
|
||||
|
||||
TexId = texId;
|
||||
Width = textureSize.w;
|
||||
Height = textureSize.h;
|
||||
|
||||
IsUserAllocated = true;
|
||||
}
|
||||
|
||||
}}}
|
537
modules/oculus_sdk_linux/LibOVR/Src/CAPI/GL/CAPI_GL_Util.h
Normal file
537
modules/oculus_sdk_linux/LibOVR/Src/CAPI/GL/CAPI_GL_Util.h
Normal file
@ -0,0 +1,537 @@
|
||||
/************************************************************************************
|
||||
|
||||
Filename : CAPI_GL_Util.h
|
||||
Content : Utility header for OpenGL
|
||||
Created : March 27, 2014
|
||||
Authors : Andrew Reisse, David Borel
|
||||
|
||||
Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved.
|
||||
|
||||
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.
|
||||
|
||||
************************************************************************************/
|
||||
|
||||
#ifndef INC_OVR_CAPI_GL_Util_h
|
||||
#define INC_OVR_CAPI_GL_Util_h
|
||||
|
||||
#include "../../OVR_CAPI.h"
|
||||
#include "../../Kernel/OVR_Array.h"
|
||||
#include "../../Kernel/OVR_Math.h"
|
||||
#include "../../Kernel/OVR_RefCount.h"
|
||||
#include "../../Kernel/OVR_String.h"
|
||||
#include "../../Kernel/OVR_Types.h"
|
||||
#include "../../Kernel/OVR_Log.h"
|
||||
|
||||
#if defined(OVR_OS_WIN32)
|
||||
#include <Windows.h>
|
||||
#endif
|
||||
|
||||
#if defined(OVR_OS_MAC)
|
||||
#include <OpenGL/gl3.h>
|
||||
#include <OpenGL/gl3ext.h>
|
||||
#else
|
||||
#ifndef GL_GLEXT_PROTOTYPES
|
||||
#define GL_GLEXT_PROTOTYPES
|
||||
#endif
|
||||
#include <GL/gl.h>
|
||||
#include <GL/glext.h>
|
||||
#if defined(OVR_OS_WIN32)
|
||||
#include <GL/wglext.h>
|
||||
#elif defined(OVR_OS_LINUX)
|
||||
#include <GL/glx.h>
|
||||
#endif
|
||||
#endif
|
||||
|
||||
namespace OVR { namespace CAPI { namespace GL {
|
||||
|
||||
// GL extension Hooks for Non-Mac.
|
||||
#if !defined(OVR_OS_MAC)
|
||||
|
||||
// Let Windows apps build without linking GL.
|
||||
#if defined(OVR_OS_WIN32)
|
||||
|
||||
typedef void (__stdcall *PFNGLENABLEPROC) (GLenum);
|
||||
typedef void (__stdcall *PFNGLDISABLEPROC) (GLenum);
|
||||
typedef void (__stdcall *PFNGLGETFLOATVPROC) (GLenum, GLfloat*);
|
||||
typedef const GLubyte * (__stdcall *PFNGLGETSTRINGPROC) (GLenum);
|
||||
typedef void (__stdcall *PFNGLGETINTEGERVPROC) (GLenum, GLint*);
|
||||
typedef PROC (__stdcall *PFNWGLGETPROCADDRESS) (LPCSTR);
|
||||
typedef void (__stdcall *PFNGLFLUSHPROC) ();
|
||||
typedef void (__stdcall *PFNGLFINISHPROC) ();
|
||||
typedef void (__stdcall *PFNGLDRAWARRAYSPROC) (GLenum mode, GLint first, GLsizei count);
|
||||
typedef void (__stdcall *PFNGLCLEARPROC) (GLbitfield);
|
||||
typedef void (__stdcall *PFNGLCOLORMASKPROC) (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
|
||||
typedef void (__stdcall *PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices);
|
||||
typedef void (__stdcall *PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures);
|
||||
typedef void (__stdcall *PFNGLDELETETEXTURESPROC) (GLsizei n, GLuint *textures);
|
||||
typedef void (__stdcall *PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture);
|
||||
typedef void (__stdcall *PFNGLCLEARCOLORPROC) (GLfloat r, GLfloat g, GLfloat b, GLfloat a);
|
||||
typedef void (__stdcall *PFNGLCLEARDEPTHPROC) (GLclampd depth);
|
||||
typedef void (__stdcall *PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param);
|
||||
typedef void (__stdcall *PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
|
||||
|
||||
extern PFNWGLGETPROCADDRESS wglGetProcAddress;
|
||||
extern PFNWGLGETSWAPINTERVALEXTPROC wglGetSwapIntervalEXT;
|
||||
extern PFNWGLSWAPINTERVALEXTPROC wglSwapIntervalEXT;
|
||||
|
||||
extern PFNGLENABLEPROC glEnable;
|
||||
extern PFNGLDISABLEPROC glDisable;
|
||||
extern PFNGLCOLORMASKPROC glColorMask;
|
||||
extern PFNGLGETFLOATVPROC glGetFloatv;
|
||||
extern PFNGLGETSTRINGPROC glGetString;
|
||||
extern PFNGLGETINTEGERVPROC glGetIntegerv;
|
||||
extern PFNGLCLEARPROC glClear;
|
||||
extern PFNGLCLEARCOLORPROC glClearColor;
|
||||
extern PFNGLCLEARDEPTHPROC glClearDepth;
|
||||
extern PFNGLVIEWPORTPROC glViewport;
|
||||
extern PFNGLDRAWARRAYSPROC glDrawArrays;
|
||||
extern PFNGLDRAWELEMENTSPROC glDrawElements;
|
||||
extern PFNGLGENTEXTURESPROC glGenTextures;
|
||||
extern PFNGLDELETETEXTURESPROC glDeleteTextures;
|
||||
extern PFNGLBINDTEXTUREPROC glBindTexture;
|
||||
extern PFNGLTEXPARAMETERIPROC glTexParameteri;
|
||||
extern PFNGLFLUSHPROC glFlush;
|
||||
extern PFNGLFINISHPROC glFinish;
|
||||
|
||||
#elif defined(OVR_OS_LINUX)
|
||||
|
||||
extern PFNGLXSWAPINTERVALEXTPROC glXSwapIntervalEXT;
|
||||
|
||||
#endif // defined(OVR_OS_WIN32)
|
||||
|
||||
extern PFNGLDELETESHADERPROC glDeleteShader;
|
||||
extern PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
|
||||
extern PFNGLACTIVETEXTUREPROC glActiveTexture;
|
||||
extern PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray;
|
||||
extern PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
|
||||
extern PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray;
|
||||
extern PFNGLBINDBUFFERPROC glBindBuffer;
|
||||
extern PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv;
|
||||
extern PFNGLDELETEBUFFERSPROC glDeleteBuffers;
|
||||
extern PFNGLBUFFERDATAPROC glBufferData;
|
||||
extern PFNGLGENBUFFERSPROC glGenBuffers;
|
||||
extern PFNGLMAPBUFFERPROC glMapBuffer;
|
||||
extern PFNGLUNMAPBUFFERPROC glUnmapBuffer;
|
||||
extern PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
|
||||
extern PFNGLGETSHADERIVPROC glGetShaderiv;
|
||||
extern PFNGLCOMPILESHADERPROC glCompileShader;
|
||||
extern PFNGLSHADERSOURCEPROC glShaderSource;
|
||||
extern PFNGLCREATESHADERPROC glCreateShader;
|
||||
extern PFNGLCREATEPROGRAMPROC glCreateProgram;
|
||||
extern PFNGLATTACHSHADERPROC glAttachShader;
|
||||
extern PFNGLDETACHSHADERPROC glDetachShader;
|
||||
extern PFNGLDELETEPROGRAMPROC glDeleteProgram;
|
||||
extern PFNGLUNIFORM1IPROC glUniform1i;
|
||||
extern PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;
|
||||
extern PFNGLGETACTIVEUNIFORMPROC glGetActiveUniform;
|
||||
extern PFNGLUSEPROGRAMPROC glUseProgram;
|
||||
extern PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
|
||||
extern PFNGLGETPROGRAMIVPROC glGetProgramiv;
|
||||
extern PFNGLLINKPROGRAMPROC glLinkProgram;
|
||||
extern PFNGLBINDATTRIBLOCATIONPROC glBindAttribLocation;
|
||||
extern PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation;
|
||||
extern PFNGLUNIFORM4FVPROC glUniform4fv;
|
||||
extern PFNGLUNIFORM3FVPROC glUniform3fv;
|
||||
extern PFNGLUNIFORM2FVPROC glUniform2fv;
|
||||
extern PFNGLUNIFORM1FVPROC glUniform1fv;
|
||||
extern PFNGLGENVERTEXARRAYSPROC glGenVertexArrays;
|
||||
extern PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays;
|
||||
extern PFNGLBINDVERTEXARRAYPROC glBindVertexArray;
|
||||
|
||||
extern void InitGLExtensions();
|
||||
|
||||
#endif // !defined(OVR_OS_MAC)
|
||||
|
||||
|
||||
// Rendering primitive type used to render Model.
|
||||
enum PrimitiveType
|
||||
{
|
||||
Prim_Triangles,
|
||||
Prim_Lines,
|
||||
Prim_TriangleStrip,
|
||||
Prim_Unknown,
|
||||
Prim_Count
|
||||
};
|
||||
|
||||
// Types of shaders that can be stored together in a ShaderSet.
|
||||
enum ShaderStage
|
||||
{
|
||||
Shader_Vertex = 0,
|
||||
Shader_Fragment = 2,
|
||||
Shader_Pixel = 2,
|
||||
Shader_Count = 3,
|
||||
};
|
||||
|
||||
enum MapFlags
|
||||
{
|
||||
Map_Discard = 1,
|
||||
Map_Read = 2, // do not use
|
||||
Map_Unsynchronized = 4, // like D3D11_MAP_NO_OVERWRITE
|
||||
};
|
||||
|
||||
|
||||
// Buffer types used for uploading geometry & constants.
|
||||
enum BufferUsage
|
||||
{
|
||||
Buffer_Unknown = 0,
|
||||
Buffer_Vertex = 1,
|
||||
Buffer_Index = 2,
|
||||
Buffer_Uniform = 4,
|
||||
Buffer_TypeMask = 0xff,
|
||||
Buffer_ReadOnly = 0x100, // Buffer must be created with Data().
|
||||
};
|
||||
|
||||
enum TextureFormat
|
||||
{
|
||||
Texture_RGBA = 0x0100,
|
||||
Texture_Depth = 0x8000,
|
||||
Texture_TypeMask = 0xff00,
|
||||
Texture_SamplesMask = 0x00ff,
|
||||
Texture_RenderTarget = 0x10000,
|
||||
Texture_GenMipmaps = 0x20000,
|
||||
};
|
||||
|
||||
// Texture sampling modes.
|
||||
enum SampleMode
|
||||
{
|
||||
Sample_Linear = 0,
|
||||
Sample_Nearest = 1,
|
||||
Sample_Anisotropic = 2,
|
||||
Sample_FilterMask = 3,
|
||||
|
||||
Sample_Repeat = 0,
|
||||
Sample_Clamp = 4,
|
||||
Sample_ClampBorder = 8, // If unsupported Clamp is used instead.
|
||||
Sample_AddressMask =12,
|
||||
|
||||
Sample_Count =13,
|
||||
};
|
||||
|
||||
|
||||
// Rendering parameters/pointers describing GL rendering setup.
|
||||
struct RenderParams
|
||||
{
|
||||
#if defined(OVR_OS_WIN32)
|
||||
HWND Window;
|
||||
#elif defined(OVR_OS_LINUX)
|
||||
Display* Disp;
|
||||
Window Win;
|
||||
#endif
|
||||
|
||||
ovrSizei RTSize;
|
||||
int Multisample;
|
||||
};
|
||||
|
||||
|
||||
class Buffer : public RefCountBase<Buffer>
|
||||
{
|
||||
public:
|
||||
RenderParams* pParams;
|
||||
size_t Size;
|
||||
GLenum Use;
|
||||
GLuint GLBuffer;
|
||||
|
||||
public:
|
||||
Buffer(RenderParams* r);
|
||||
~Buffer();
|
||||
|
||||
GLuint GetBuffer() { return GLBuffer; }
|
||||
|
||||
virtual size_t GetSize() { return Size; }
|
||||
virtual void* Map(size_t start, size_t size, int flags = 0);
|
||||
virtual bool Unmap(void *m);
|
||||
virtual bool Data(int use, const void* buffer, size_t size);
|
||||
};
|
||||
|
||||
class Texture : public RefCountBase<Texture>
|
||||
{
|
||||
bool IsUserAllocated;
|
||||
|
||||
public:
|
||||
RenderParams* pParams;
|
||||
GLuint TexId;
|
||||
int Width, Height;
|
||||
|
||||
Texture(RenderParams* rp, int w, int h);
|
||||
~Texture();
|
||||
|
||||
virtual int GetWidth() const { return Width; }
|
||||
virtual int GetHeight() const { return Height; }
|
||||
|
||||
virtual void SetSampleMode(int sm);
|
||||
|
||||
// Updates texture to point to specified resources
|
||||
// - used for slave rendering.
|
||||
void UpdatePlaceholderTexture(GLuint texId,
|
||||
const Sizei& textureSize);
|
||||
|
||||
virtual void Set(int slot, ShaderStage stage = Shader_Fragment) const;
|
||||
};
|
||||
|
||||
// Base class for vertex and pixel shaders. Stored in ShaderSet.
|
||||
class Shader : public RefCountBase<Shader>
|
||||
{
|
||||
friend class ShaderSet;
|
||||
|
||||
protected:
|
||||
ShaderStage Stage;
|
||||
|
||||
public:
|
||||
Shader(ShaderStage s) : Stage(s) {}
|
||||
virtual ~Shader() {}
|
||||
|
||||
ShaderStage GetStage() const { return Stage; }
|
||||
|
||||
virtual void Set(PrimitiveType) const { }
|
||||
virtual void SetUniformBuffer(class Buffer* buffers, int i = 0) { OVR_UNUSED2(buffers, i); }
|
||||
|
||||
protected:
|
||||
virtual bool SetUniform(const char* name, int n, const float* v) { OVR_UNUSED3(name, n, v); return false; }
|
||||
virtual bool SetUniformBool(const char* name, int n, const bool* v) { OVR_UNUSED3(name, n, v); return false; }
|
||||
};
|
||||
|
||||
|
||||
|
||||
// A group of shaders, one per stage.
|
||||
// A ShaderSet is applied for rendering with a given fill.
|
||||
class ShaderSet : public RefCountBase<ShaderSet>
|
||||
{
|
||||
protected:
|
||||
Ptr<Shader> Shaders[Shader_Count];
|
||||
|
||||
struct Uniform
|
||||
{
|
||||
String Name;
|
||||
int Location, Size;
|
||||
int Type; // currently number of floats in vector
|
||||
};
|
||||
Array<Uniform> UniformInfo;
|
||||
|
||||
public:
|
||||
GLuint Prog;
|
||||
GLint ProjLoc, ViewLoc;
|
||||
GLint TexLoc[8];
|
||||
bool UsesLighting;
|
||||
int LightingVer;
|
||||
|
||||
ShaderSet();
|
||||
~ShaderSet();
|
||||
|
||||
virtual void SetShader(Shader *s);
|
||||
virtual void UnsetShader(int stage);
|
||||
Shader* GetShader(int stage) { return Shaders[stage]; }
|
||||
|
||||
virtual void Set(PrimitiveType prim) const
|
||||
{
|
||||
glUseProgram(Prog);
|
||||
|
||||
for (int i = 0; i < Shader_Count; i++)
|
||||
if (Shaders[i])
|
||||
Shaders[i]->Set(prim);
|
||||
}
|
||||
|
||||
// Set a uniform (other than the standard matrices). It is undefined whether the
|
||||
// uniforms from one shader occupy the same space as those in other shaders
|
||||
// (unless a buffer is used, then each buffer is independent).
|
||||
virtual bool SetUniform(const char* name, int n, const float* v);
|
||||
bool SetUniform1f(const char* name, float x)
|
||||
{
|
||||
const float v[] = {x};
|
||||
return SetUniform(name, 1, v);
|
||||
}
|
||||
bool SetUniform2f(const char* name, float x, float y)
|
||||
{
|
||||
const float v[] = {x,y};
|
||||
return SetUniform(name, 2, v);
|
||||
}
|
||||
bool SetUniform3f(const char* name, float x, float y, float z)
|
||||
{
|
||||
const float v[] = {x,y,z};
|
||||
return SetUniform(name, 3, v);
|
||||
}
|
||||
bool SetUniform4f(const char* name, float x, float y, float z, float w = 1)
|
||||
{
|
||||
const float v[] = {x,y,z,w};
|
||||
return SetUniform(name, 4, v);
|
||||
}
|
||||
|
||||
bool SetUniformv(const char* name, const Vector3f& v)
|
||||
{
|
||||
const float a[] = {v.x,v.y,v.z,1};
|
||||
return SetUniform(name, 4, a);
|
||||
}
|
||||
|
||||
virtual bool SetUniform4x4f(const char* name, const Matrix4f& m)
|
||||
{
|
||||
Matrix4f mt = m.Transposed();
|
||||
return SetUniform(name, 16, &mt.M[0][0]);
|
||||
}
|
||||
|
||||
protected:
|
||||
GLint GetGLShader(Shader* s);
|
||||
bool Link();
|
||||
};
|
||||
|
||||
|
||||
// Fill combines a ShaderSet (vertex, pixel) with textures, if any.
|
||||
// Every model has a fill.
|
||||
class ShaderFill : public RefCountBase<ShaderFill>
|
||||
{
|
||||
Ptr<ShaderSet> Shaders;
|
||||
Ptr<class Texture> Textures[8];
|
||||
void* InputLayout; // HACK this should be abstracted
|
||||
|
||||
public:
|
||||
ShaderFill(ShaderSet* sh) : Shaders(sh) { InputLayout = NULL; }
|
||||
ShaderFill(ShaderSet& sh) : Shaders(sh) { InputLayout = NULL; }
|
||||
|
||||
ShaderSet* GetShaders() const { return Shaders; }
|
||||
void* GetInputLayout() const { return InputLayout; }
|
||||
|
||||
virtual void Set(PrimitiveType prim = Prim_Unknown) const {
|
||||
Shaders->Set(prim);
|
||||
for(int i = 0; i < 8; i++)
|
||||
{
|
||||
if(Textures[i])
|
||||
{
|
||||
Textures[i]->Set(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
virtual void SetTexture(int i, class Texture* tex) { if (i < 8) Textures[i] = tex; }
|
||||
};
|
||||
|
||||
|
||||
struct DisplayId
|
||||
{
|
||||
// Windows
|
||||
String MonitorName; // Monitor name for fullscreen mode
|
||||
|
||||
// MacOS
|
||||
long CgDisplayId; // CGDirectDisplayID
|
||||
|
||||
DisplayId() : CgDisplayId(0) {}
|
||||
DisplayId(long id) : CgDisplayId(id) {}
|
||||
DisplayId(String m, long id=0) : MonitorName(m), CgDisplayId(id) {}
|
||||
|
||||
operator bool () const
|
||||
{
|
||||
return MonitorName.GetLength() || CgDisplayId;
|
||||
}
|
||||
|
||||
bool operator== (const DisplayId& b) const
|
||||
{
|
||||
return CgDisplayId == b.CgDisplayId &&
|
||||
(strstr(MonitorName.ToCStr(), b.MonitorName.ToCStr()) ||
|
||||
strstr(b.MonitorName.ToCStr(), MonitorName.ToCStr()));
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
class ShaderBase : public Shader
|
||||
{
|
||||
public:
|
||||
RenderParams* pParams;
|
||||
unsigned char* UniformData;
|
||||
int UniformsSize;
|
||||
|
||||
enum VarType
|
||||
{
|
||||
VARTYPE_FLOAT,
|
||||
VARTYPE_INT,
|
||||
VARTYPE_BOOL,
|
||||
};
|
||||
|
||||
struct Uniform
|
||||
{
|
||||
const char* Name;
|
||||
VarType Type;
|
||||
int Offset, Size;
|
||||
};
|
||||
const Uniform* UniformRefl;
|
||||
size_t UniformReflSize;
|
||||
|
||||
ShaderBase(RenderParams* rp, ShaderStage stage) : Shader(stage), pParams(rp), UniformData(0), UniformsSize(0) {}
|
||||
~ShaderBase()
|
||||
{
|
||||
if (UniformData)
|
||||
OVR_FREE(UniformData);
|
||||
}
|
||||
|
||||
void InitUniforms(const Uniform* refl, size_t reflSize);
|
||||
bool SetUniform(const char* name, int n, const float* v);
|
||||
bool SetUniformBool(const char* name, int n, const bool* v);
|
||||
};
|
||||
|
||||
|
||||
template<ShaderStage SStage, GLenum SType>
|
||||
class ShaderImpl : public ShaderBase
|
||||
{
|
||||
friend class ShaderSet;
|
||||
|
||||
public:
|
||||
ShaderImpl(RenderParams* rp, void* s, size_t size, const Uniform* refl, size_t reflSize)
|
||||
: ShaderBase(rp, SStage)
|
||||
, GLShader(0)
|
||||
{
|
||||
bool success;
|
||||
OVR_UNUSED(size);
|
||||
success = Compile((const char*) s);
|
||||
OVR_ASSERT(success);
|
||||
InitUniforms(refl, reflSize);
|
||||
}
|
||||
~ShaderImpl()
|
||||
{
|
||||
if (GLShader)
|
||||
{
|
||||
glDeleteShader(GLShader);
|
||||
GLShader = 0;
|
||||
}
|
||||
}
|
||||
bool Compile(const char* src)
|
||||
{
|
||||
if (!GLShader)
|
||||
GLShader = glCreateShader(GLStage());
|
||||
|
||||
glShaderSource(GLShader, 1, &src, 0);
|
||||
glCompileShader(GLShader);
|
||||
GLint r;
|
||||
glGetShaderiv(GLShader, GL_COMPILE_STATUS, &r);
|
||||
if (!r)
|
||||
{
|
||||
GLchar msg[1024];
|
||||
glGetShaderInfoLog(GLShader, sizeof(msg), 0, msg);
|
||||
if (msg[0])
|
||||
OVR_DEBUG_LOG(("Compiling shader\n%s\nfailed: %s\n", src, msg));
|
||||
|
||||
return 0;
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
GLenum GLStage() const
|
||||
{
|
||||
return SType;
|
||||
}
|
||||
|
||||
private:
|
||||
GLuint GLShader;
|
||||
};
|
||||
|
||||
typedef ShaderImpl<Shader_Vertex, GL_VERTEX_SHADER> VertexShader;
|
||||
typedef ShaderImpl<Shader_Fragment, GL_FRAGMENT_SHADER> FragmentShader;
|
||||
|
||||
}}}
|
||||
|
||||
#endif // INC_OVR_CAPI_GL_Util_h
|
Reference in New Issue
Block a user