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authorBrad Davis <[email protected]>2014-04-14 21:25:09 -0700
committerBrad Davis <[email protected]>2014-04-14 21:25:09 -0700
commit07d0f4d0bbf3477ac6a9584f726e8ec6ab285707 (patch)
tree1854d0c690eff32e77b137567c88a52d56d8b660 /LibOVR/Src/CAPI/GL/CAPI_GL_Util.h
parentf28388ff2af14b56ef2d973b2f4f9da021716d4c (diff)
Adding windows 0.3.1 SDK
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+/************************************************************************************
+
+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"
+
+#if defined(OVR_OS_WIN32)
+#include <Windows.h>
+#endif
+
+#if defined(OVR_OS_MAC)
+#include <OpenGL/gl.h>
+#include <OpenGL/glext.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>
+#endif
+#endif
+
+namespace OVR { namespace CAPI { namespace GL {
+
+// GL extension Hooks for PC.
+#if defined(OVR_OS_WIN32)
+
+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 *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 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;
+
+extern PFNWGLGETSWAPINTERVALEXTPROC wglGetSwapIntervalEXT;
+extern PFNWGLSWAPINTERVALEXTPROC wglSwapIntervalEXT;
+extern PFNGLGENFRAMEBUFFERSEXTPROC glGenFramebuffersEXT;
+extern PFNGLDELETESHADERPROC glDeleteShader;
+extern PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC glCheckFramebufferStatusEXT;
+extern PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC glFramebufferRenderbufferEXT;
+extern PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glFramebufferTexture2DEXT;
+extern PFNGLBINDFRAMEBUFFEREXTPROC glBindFramebufferEXT;
+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 PFNGLCOMPRESSEDTEXIMAGE2DPROC glCompressedTexImage2D;
+extern PFNGLRENDERBUFFERSTORAGEEXTPROC glRenderbufferStorageEXT;
+extern PFNGLBINDRENDERBUFFEREXTPROC glBindRenderbufferEXT;
+extern PFNGLGENRENDERBUFFERSEXTPROC glGenRenderbuffersEXT;
+extern PFNGLDELETERENDERBUFFERSEXTPROC glDeleteRenderbuffersEXT;
+
+// For testing
+extern PFNGLGENVERTEXARRAYSPROC glGenVertexArrays;
+
+extern void InitGLExtensions();
+
+#endif
+
+
+// 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
+{
+#ifdef OVR_OS_WIN32
+ HWND Window;
+ HGLRC WglContext;
+ HDC GdiDc;
+#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);
+
+ void UpdateBuffer(Buffer* b);
+};
+
+
+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