diff options
author | Sven Gothel <[email protected]> | 2014-06-19 17:03:28 +0200 |
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committer | Sven Gothel <[email protected]> | 2014-06-19 17:03:28 +0200 |
commit | d9a584844a60542519d813b5dc1a62428f14a0ae (patch) | |
tree | 942c10a5ebcd0aab65e9d6facb59778468f39d3b /LibOVR/Src/CAPI/GL/CAPI_GL_Util.cpp |
Add OculusSDK 0.3.2 Linux Source Code w/o Samples, docs or binaries (libs or tools)
Diffstat (limited to 'LibOVR/Src/CAPI/GL/CAPI_GL_Util.cpp')
-rw-r--r-- | LibOVR/Src/CAPI/GL/CAPI_GL_Util.cpp | 530 |
1 files changed, 530 insertions, 0 deletions
diff --git a/LibOVR/Src/CAPI/GL/CAPI_GL_Util.cpp b/LibOVR/Src/CAPI/GL/CAPI_GL_Util.cpp new file mode 100644 index 0000000..910e28c --- /dev/null +++ b/LibOVR/Src/CAPI/GL/CAPI_GL_Util.cpp @@ -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; +} + +}}} |