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 |
Add OculusSDK 0.3.2 Linux Source Code w/o Samples, docs or binaries (libs or tools)
Diffstat (limited to 'LibOVR/Src/CAPI')
-rw-r--r-- | LibOVR/Src/CAPI/CAPI_DistortionRenderer.cpp | 73 | ||||
-rw-r--r-- | LibOVR/Src/CAPI/CAPI_DistortionRenderer.h | 118 | ||||
-rw-r--r-- | LibOVR/Src/CAPI/CAPI_FrameTimeManager.cpp | 675 | ||||
-rw-r--r-- | LibOVR/Src/CAPI/CAPI_FrameTimeManager.h | 264 | ||||
-rw-r--r-- | LibOVR/Src/CAPI/CAPI_GlobalState.cpp | 142 | ||||
-rw-r--r-- | LibOVR/Src/CAPI/CAPI_GlobalState.h | 84 | ||||
-rw-r--r-- | LibOVR/Src/CAPI/CAPI_HMDRenderState.cpp | 143 | ||||
-rw-r--r-- | LibOVR/Src/CAPI/CAPI_HMDRenderState.h | 93 | ||||
-rw-r--r-- | LibOVR/Src/CAPI/CAPI_HMDState.cpp | 804 | ||||
-rw-r--r-- | LibOVR/Src/CAPI/CAPI_HMDState.h | 347 | ||||
-rw-r--r-- | LibOVR/Src/CAPI/GL/CAPI_GL_DistortionRenderer.cpp | 784 | ||||
-rw-r--r-- | LibOVR/Src/CAPI/GL/CAPI_GL_DistortionRenderer.h | 178 | ||||
-rw-r--r-- | LibOVR/Src/CAPI/GL/CAPI_GL_DistortionShaders.h | 326 | ||||
-rw-r--r-- | LibOVR/Src/CAPI/GL/CAPI_GL_Util.cpp | 530 | ||||
-rw-r--r-- | LibOVR/Src/CAPI/GL/CAPI_GL_Util.h | 537 |
15 files changed, 5098 insertions, 0 deletions
diff --git a/LibOVR/Src/CAPI/CAPI_DistortionRenderer.cpp b/LibOVR/Src/CAPI/CAPI_DistortionRenderer.cpp new file mode 100644 index 0000000..613d8fb --- /dev/null +++ b/LibOVR/Src/CAPI/CAPI_DistortionRenderer.cpp @@ -0,0 +1,73 @@ +/************************************************************************************ + +Filename : CAPI_DistortionRenderer.cpp +Content : Combines all of the rendering state associated with the HMD +Created : February 2, 2014 +Authors : Michael Antonov + +Copyright : Copyright 2014 Oculus VR, Inc. All Rights reserved. + +Licensed under the Oculus VR Rift SDK License Version 3.1 (the "License"); +you may not use the Oculus VR Rift SDK except in compliance with the License, +which is provided at the time of installation or download, or which +otherwise accompanies this software in either electronic or hard copy form. + +You may obtain a copy of the License at + +http://www.oculusvr.com/licenses/LICENSE-3.1 + +Unless required by applicable law or agreed to in writing, the Oculus VR SDK +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_DistortionRenderer.h" + +#if defined (OVR_OS_WIN32) + +// TBD: Move to separate config file that handles back-ends. +#define OVR_D3D_VERSION 11 +#include "D3D1X/CAPI_D3D1X_DistortionRenderer.h" +#undef OVR_D3D_VERSION + +#define OVR_D3D_VERSION 10 +#include "D3D1X/CAPI_D3D1X_DistortionRenderer.h" +#undef OVR_D3D_VERSION + +#define OVR_D3D_VERSION 9 +#include "D3D1X/CAPI_D3D9_DistortionRenderer.h" +#undef OVR_D3D_VERSION + +#endif + +#include "GL/CAPI_GL_DistortionRenderer.h" + +namespace OVR { namespace CAPI { + +//------------------------------------------------------------------------------------- +// ***** DistortionRenderer + +// TBD: Move to separate config file that handles back-ends. + +DistortionRenderer::CreateFunc DistortionRenderer::APICreateRegistry[ovrRenderAPI_Count] = +{ + 0, // None + &GL::DistortionRenderer::Create, + 0, // Android_GLES +#if defined (OVR_OS_WIN32) + &D3D9::DistortionRenderer::Create, + &D3D10::DistortionRenderer::Create, + &D3D11::DistortionRenderer::Create +#else + 0, + 0, + 0 +#endif +}; + + +}} // namespace OVR::CAPI + diff --git a/LibOVR/Src/CAPI/CAPI_DistortionRenderer.h b/LibOVR/Src/CAPI/CAPI_DistortionRenderer.h new file mode 100644 index 0000000..a256bc6 --- /dev/null +++ b/LibOVR/Src/CAPI/CAPI_DistortionRenderer.h @@ -0,0 +1,118 @@ +/************************************************************************************ + +Filename : CAPI_DistortionRenderer.h +Content : Abstract interface for platform-specific rendering of distortion +Created : February 2, 2014 +Authors : Michael Antonov + +Copyright : Copyright 2014 Oculus VR, Inc. All Rights reserved. + +Licensed under the Oculus VR Rift SDK License Version 3.1 (the "License"); +you may not use the Oculus VR Rift SDK except in compliance with the License, +which is provided at the time of installation or download, or which +otherwise accompanies this software in either electronic or hard copy form. + +You may obtain a copy of the License at + +http://www.oculusvr.com/licenses/LICENSE-3.1 + +Unless required by applicable law or agreed to in writing, the Oculus VR SDK +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 OVR_CAPI_DistortionRenderer_h +#define OVR_CAPI_DistortionRenderer_h + +#include "CAPI_HMDRenderState.h" +#include "CAPI_FrameTimeManager.h" + + +namespace OVR { namespace CAPI { + +//------------------------------------------------------------------------------------- +// ***** CAPI::DistortionRenderer + +// DistortionRenderer implements rendering of distortion and other overlay elements +// in platform-independent way. +// Platform-specific renderer back ends for CAPI are derived from this class. + +class DistortionRenderer : public RefCountBase<DistortionRenderer> +{ + // Quiet assignment compiler warning. + void operator = (const DistortionRenderer&) { } +public: + + DistortionRenderer(ovrRenderAPIType api, ovrHmd hmd, + FrameTimeManager& timeManager, + const HMDRenderState& renderState) + : RenderAPI(api), HMD(hmd), TimeManager(timeManager), RState(renderState) + { } + virtual ~DistortionRenderer() + { } + + + // Configures the Renderer based on externally passed API settings. Must be + // called before use. + // Under D3D, apiConfig includes D3D Device pointer, back buffer and other + // needed structures. + virtual bool Initialize(const ovrRenderAPIConfig* apiConfig, + unsigned distortionCaps) = 0; + + // Submits one eye texture for rendering. This is in the separate method to + // allow "submit as you render" scenarios on horizontal screens where one + // eye can be scanned out before the other. + virtual void SubmitEye(int eyeId, ovrTexture* eyeTexture) = 0; + + // Finish the frame, optionally swapping buffers. + // Many implementations may actually apply the distortion here. + virtual void EndFrame(bool swapBuffers, unsigned char* latencyTesterDrawColor, + unsigned char* latencyTester2DrawColor) = 0; + + // Stores the current graphics pipeline state so it can be restored later. + void SaveGraphicsState() { if (!(RState.EnabledHmdCaps & ovrHmdCap_NoRestore)) GfxState->Save(); } + + // Restores the saved graphics pipeline state. + void RestoreGraphicsState() { if (!(RState.EnabledHmdCaps & ovrHmdCap_NoRestore)) GfxState->Restore(); } + + // *** Creation Factory logic + + ovrRenderAPIType GetRenderAPI() const { return RenderAPI; } + + // Creation function for this interface, registered for API. + typedef DistortionRenderer* (*CreateFunc)(ovrHmd hmd, + FrameTimeManager &timeManager, + const HMDRenderState& renderState); + + static CreateFunc APICreateRegistry[ovrRenderAPI_Count]; + +protected: + + class GraphicsState : public RefCountBase<GraphicsState> + { + public: + GraphicsState() : IsValid(false) {} + virtual ~GraphicsState() {} + virtual void Save() = 0; + virtual void Restore() = 0; + + protected: + bool IsValid; + }; + + const ovrRenderAPIType RenderAPI; + const ovrHmd HMD; + FrameTimeManager& TimeManager; + const HMDRenderState& RState; + Ptr<GraphicsState> GfxState; +}; + +}} // namespace OVR::CAPI + + +#endif // OVR_CAPI_DistortionRenderer_h + + diff --git a/LibOVR/Src/CAPI/CAPI_FrameTimeManager.cpp b/LibOVR/Src/CAPI/CAPI_FrameTimeManager.cpp new file mode 100644 index 0000000..3e776c3 --- /dev/null +++ b/LibOVR/Src/CAPI/CAPI_FrameTimeManager.cpp @@ -0,0 +1,675 @@ +/************************************************************************************ + +Filename : CAPI_FrameTimeManager.cpp +Content : Manage frame timing and pose prediction for rendering +Created : November 30, 2013 +Authors : Volga Aksoy, Michael Antonov + +Copyright : Copyright 2014 Oculus VR, Inc. All Rights reserved. + +Licensed under the Oculus VR Rift SDK License Version 3.1 (the "License"); +you may not use the Oculus VR Rift SDK except in compliance with the License, +which is provided at the time of installation or download, or which +otherwise accompanies this software in either electronic or hard copy form. + +You may obtain a copy of the License at + +http://www.oculusvr.com/licenses/LICENSE-3.1 + +Unless required by applicable law or agreed to in writing, the Oculus VR SDK +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_FrameTimeManager.h" + + +namespace OVR { namespace CAPI { + + +//------------------------------------------------------------------------------------- +// ***** FrameLatencyTracker + + +FrameLatencyTracker::FrameLatencyTracker() +{ + Reset(); +} + +void FrameLatencyTracker::Reset() +{ + TrackerEnabled = true; + WaitMode = SampleWait_Zeroes; + FrameIndex = 0; + MatchCount = 0; + RenderLatencySeconds = 0.0; + TimewarpLatencySeconds = 0.0; + + FrameDeltas.Clear(); +} + + +unsigned char FrameLatencyTracker::GetNextDrawColor() +{ + if (!TrackerEnabled || (WaitMode == SampleWait_Zeroes) || + (FrameIndex >= FramesTracked)) + { + return (unsigned char)Util::FrameTimeRecord::ReadbackIndexToColor(0); + } + + OVR_ASSERT(FrameIndex < FramesTracked); + return (unsigned char)Util::FrameTimeRecord::ReadbackIndexToColor(FrameIndex+1); +} + + +void FrameLatencyTracker::SaveDrawColor(unsigned char drawColor, double endFrameTime, + double renderIMUTime, double timewarpIMUTime ) +{ + if (!TrackerEnabled || (WaitMode == SampleWait_Zeroes)) + return; + + if (FrameIndex < FramesTracked) + { + OVR_ASSERT(Util::FrameTimeRecord::ReadbackIndexToColor(FrameIndex+1) == drawColor); + OVR_UNUSED(drawColor); + + // saves {color, endFrame time} + FrameEndTimes[FrameIndex].ReadbackIndex = FrameIndex + 1; + FrameEndTimes[FrameIndex].TimeSeconds = endFrameTime; + FrameEndTimes[FrameIndex].RenderIMUTimeSeconds = renderIMUTime; + FrameEndTimes[FrameIndex].TimewarpIMUTimeSeconds= timewarpIMUTime; + FrameEndTimes[FrameIndex].MatchedRecord = false; + FrameIndex++; + } + else + { + // If the request was outstanding for too long, switch to zero mode to restart. + if (endFrameTime > (FrameEndTimes[FrameIndex-1].TimeSeconds + 0.15)) + { + if (MatchCount == 0) + { + // If nothing was matched, we have no latency reading. + RenderLatencySeconds = 0.0; + TimewarpLatencySeconds = 0.0; + } + + WaitMode = SampleWait_Zeroes; + MatchCount = 0; + FrameIndex = 0; + } + } +} + + +void FrameLatencyTracker::MatchRecord(const Util::FrameTimeRecordSet &r) +{ + if (!TrackerEnabled) + return; + + if (WaitMode == SampleWait_Zeroes) + { + // Do we have all zeros? + if (r.IsAllZeroes()) + { + OVR_ASSERT(FrameIndex == 0); + WaitMode = SampleWait_Match; + MatchCount = 0; + } + return; + } + + // We are in Match Mode. Wait until all colors are matched or timeout, + // at which point we go back to zeros. + + for (int i = 0; i < FrameIndex; i++) + { + int recordIndex = 0; + int consecutiveMatch = 0; + + OVR_ASSERT(FrameEndTimes[i].ReadbackIndex != 0); + + if (r.FindReadbackIndex(&recordIndex, FrameEndTimes[i].ReadbackIndex)) + { + // Advance forward to see that we have several more matches. + int ri = recordIndex + 1; + int j = i + 1; + + consecutiveMatch++; + + for (; (j < FrameIndex) && (ri < Util::FrameTimeRecordSet::RecordCount); j++, ri++) + { + if (r[ri].ReadbackIndex != FrameEndTimes[j].ReadbackIndex) + break; + consecutiveMatch++; + } + + // Match at least 2 items in the row, to avoid accidentally matching color. + if (consecutiveMatch > 1) + { + // Record latency values for all but last samples. Keep last 2 samples + // for the future to simplify matching. + for (int q = 0; q < consecutiveMatch; q++) + { + const Util::FrameTimeRecord &scanoutFrame = r[recordIndex+q]; + FrameTimeRecordEx &renderFrame = FrameEndTimes[i+q]; + + if (!renderFrame.MatchedRecord) + { + double deltaSeconds = scanoutFrame.TimeSeconds - renderFrame.TimeSeconds; + if (deltaSeconds > 0.0) + { + FrameDeltas.AddTimeDelta(deltaSeconds); + LatencyRecordTime = scanoutFrame.TimeSeconds; + RenderLatencySeconds = scanoutFrame.TimeSeconds - renderFrame.RenderIMUTimeSeconds; + TimewarpLatencySeconds = (renderFrame.TimewarpIMUTimeSeconds == 0.0) ? 0.0 : + (scanoutFrame.TimeSeconds - renderFrame.TimewarpIMUTimeSeconds); + } + + renderFrame.MatchedRecord = true; + MatchCount++; + } + } + + // Exit for. + break; + } + } + } // for ( i => FrameIndex ) + + + // If we matched all frames, start over. + if (MatchCount == FramesTracked) + { + WaitMode = SampleWait_Zeroes; + MatchCount = 0; + FrameIndex = 0; + } +} + + +void FrameLatencyTracker::GetLatencyTimings(float latencies[3]) +{ + if (ovr_GetTimeInSeconds() > (LatencyRecordTime + 2.0)) + { + latencies[0] = 0.0f; + latencies[1] = 0.0f; + latencies[2] = 0.0f; + } + else + { + latencies[0] = (float)RenderLatencySeconds; + latencies[1] = (float)TimewarpLatencySeconds; + latencies[2] = (float)FrameDeltas.GetMedianTimeDelta(); + } +} + + +//------------------------------------------------------------------------------------- + +FrameTimeManager::FrameTimeManager(bool vsyncEnabled) + : VsyncEnabled(vsyncEnabled), DynamicPrediction(true), SdkRender(false), + FrameTiming() +{ + RenderIMUTimeSeconds = 0.0; + TimewarpIMUTimeSeconds = 0.0; + + // HACK: SyncToScanoutDelay observed close to 1 frame in video cards. + // Overwritten by dynamic latency measurement on DK2. + VSyncToScanoutDelay = 0.013f; + NoVSyncToScanoutDelay = 0.004f; +} + +void FrameTimeManager::Init(HmdRenderInfo& renderInfo) +{ + // Set up prediction distances. + // With-Vsync timings. + RenderInfo = renderInfo; + + ScreenSwitchingDelay = RenderInfo.Shutter.PixelSettleTime * 0.5f + + RenderInfo.Shutter.PixelPersistence * 0.5f; +} + +void FrameTimeManager::ResetFrameTiming(unsigned frameIndex, + bool dynamicPrediction, + bool sdkRender) +{ + DynamicPrediction = dynamicPrediction; + SdkRender = sdkRender; + + FrameTimeDeltas.Clear(); + DistortionRenderTimes.Clear(); + ScreenLatencyTracker.Reset(); + + FrameTiming.FrameIndex = frameIndex; + FrameTiming.NextFrameTime = 0.0; + FrameTiming.ThisFrameTime = 0.0; + FrameTiming.Inputs.FrameDelta = calcFrameDelta(); + FrameTiming.Inputs.ScreenDelay = calcScreenDelay(); + FrameTiming.Inputs.TimewarpWaitDelta = 0.0f; + + LocklessTiming.SetState(FrameTiming); +} + + +double FrameTimeManager::calcFrameDelta() const +{ + // Timing difference between frame is tracked by FrameTimeDeltas, or + // is a hard-coded value of 1/FrameRate. + double frameDelta; + + if (!VsyncEnabled) + { + frameDelta = 0.0; + } + else if (FrameTimeDeltas.GetCount() > 3) + { + frameDelta = FrameTimeDeltas.GetMedianTimeDelta(); + if (frameDelta > (RenderInfo.Shutter.VsyncToNextVsync + 0.001)) + frameDelta = RenderInfo.Shutter.VsyncToNextVsync; + } + else + { + frameDelta = RenderInfo.Shutter.VsyncToNextVsync; + } + + return frameDelta; +} + + +double FrameTimeManager::calcScreenDelay() const +{ + double screenDelay = ScreenSwitchingDelay; + double measuredVSyncToScanout; + + // Use real-time DK2 latency tester HW for prediction if its is working. + // Do sanity check under 60 ms + if (!VsyncEnabled) + { + screenDelay += NoVSyncToScanoutDelay; + } + else if ( DynamicPrediction && + (ScreenLatencyTracker.FrameDeltas.GetCount() > 3) && + (measuredVSyncToScanout = ScreenLatencyTracker.FrameDeltas.GetMedianTimeDelta(), + (measuredVSyncToScanout > 0.0001) && (measuredVSyncToScanout < 0.06)) ) + { + screenDelay += measuredVSyncToScanout; + } + else + { + screenDelay += VSyncToScanoutDelay; + } + + return screenDelay; +} + + +double FrameTimeManager::calcTimewarpWaitDelta() const +{ + // If timewarp timing hasn't been calculated, we should wait. + if (!VsyncEnabled) + return 0.0; + + if (SdkRender) + { + if (NeedDistortionTimeMeasurement()) + return 0.0; + return -(DistortionRenderTimes.GetMedianTimeDelta() + 0.002); + } + + // Just a hard-coded "high" value for game-drawn code. + // TBD: Just return 0 and let users calculate this themselves? + return -0.003; +} + + + +void FrameTimeManager::Timing::InitTimingFromInputs(const FrameTimeManager::TimingInputs& inputs, + HmdShutterTypeEnum shutterType, + double thisFrameTime, unsigned int frameIndex) +{ + // ThisFrameTime comes from the end of last frame, unless it it changed. + double nextFrameBase; + double frameDelta = inputs.FrameDelta; + + FrameIndex = frameIndex; + + ThisFrameTime = thisFrameTime; + NextFrameTime = ThisFrameTime + frameDelta; + nextFrameBase = NextFrameTime + inputs.ScreenDelay; + MidpointTime = nextFrameBase + frameDelta * 0.5; + TimewarpPointTime = (inputs.TimewarpWaitDelta == 0.0) ? + 0.0 : (NextFrameTime + inputs.TimewarpWaitDelta); + + // Calculate absolute points in time when eye rendering or corresponding time-warp + // screen edges will become visible. + // This only matters with VSync. + switch(shutterType) + { + case HmdShutter_RollingTopToBottom: + EyeRenderTimes[0] = MidpointTime; + EyeRenderTimes[1] = MidpointTime; + TimeWarpStartEndTimes[0][0] = nextFrameBase; + TimeWarpStartEndTimes[0][1] = nextFrameBase + frameDelta; + TimeWarpStartEndTimes[1][0] = nextFrameBase; + TimeWarpStartEndTimes[1][1] = nextFrameBase + frameDelta; + break; + case HmdShutter_RollingLeftToRight: + EyeRenderTimes[0] = nextFrameBase + frameDelta * 0.25; + EyeRenderTimes[1] = nextFrameBase + frameDelta * 0.75; + + /* + // TBD: MA: It is probably better if mesh sets it up per-eye. + // Would apply if screen is 0 -> 1 for each eye mesh + TimeWarpStartEndTimes[0][0] = nextFrameBase; + TimeWarpStartEndTimes[0][1] = MidpointTime; + TimeWarpStartEndTimes[1][0] = MidpointTime; + TimeWarpStartEndTimes[1][1] = nextFrameBase + frameDelta; + */ + + // Mesh is set up to vary from Edge of scree 0 -> 1 across both eyes + TimeWarpStartEndTimes[0][0] = nextFrameBase; + TimeWarpStartEndTimes[0][1] = nextFrameBase + frameDelta; + TimeWarpStartEndTimes[1][0] = nextFrameBase; + TimeWarpStartEndTimes[1][1] = nextFrameBase + frameDelta; + + break; + case HmdShutter_RollingRightToLeft: + + EyeRenderTimes[0] = nextFrameBase + frameDelta * 0.75; + EyeRenderTimes[1] = nextFrameBase + frameDelta * 0.25; + + // This is *Correct* with Tom's distortion mesh organization. + TimeWarpStartEndTimes[0][0] = nextFrameBase ; + TimeWarpStartEndTimes[0][1] = nextFrameBase + frameDelta; + TimeWarpStartEndTimes[1][0] = nextFrameBase ; + TimeWarpStartEndTimes[1][1] = nextFrameBase + frameDelta; + break; + case HmdShutter_Global: + // TBD + EyeRenderTimes[0] = MidpointTime; + EyeRenderTimes[1] = MidpointTime; + TimeWarpStartEndTimes[0][0] = MidpointTime; + TimeWarpStartEndTimes[0][1] = MidpointTime; + TimeWarpStartEndTimes[1][0] = MidpointTime; + TimeWarpStartEndTimes[1][1] = MidpointTime; + break; + default: + break; + } +} + + +double FrameTimeManager::BeginFrame(unsigned frameIndex) +{ + RenderIMUTimeSeconds = 0.0; + TimewarpIMUTimeSeconds = 0.0; + + // ThisFrameTime comes from the end of last frame, unless it it changed. + double thisFrameTime = (FrameTiming.NextFrameTime != 0.0) ? + FrameTiming.NextFrameTime : ovr_GetTimeInSeconds(); + + // We are starting to process a new frame... + FrameTiming.InitTimingFromInputs(FrameTiming.Inputs, RenderInfo.Shutter.Type, + thisFrameTime, frameIndex); + + return FrameTiming.ThisFrameTime; +} + + +void FrameTimeManager::EndFrame() +{ + // Record timing since last frame; must be called after Present & sync. + FrameTiming.NextFrameTime = ovr_GetTimeInSeconds(); + if (FrameTiming.ThisFrameTime > 0.0) + { + FrameTimeDeltas.AddTimeDelta(FrameTiming.NextFrameTime - FrameTiming.ThisFrameTime); + FrameTiming.Inputs.FrameDelta = calcFrameDelta(); + } + + // Write to Lock-less + LocklessTiming.SetState(FrameTiming); +} + + + +// Thread-safe function to query timing for a future frame + +FrameTimeManager::Timing FrameTimeManager::GetFrameTiming(unsigned frameIndex) +{ + Timing frameTiming = LocklessTiming.GetState(); + + if (frameTiming.ThisFrameTime != 0.0) + { + // If timing hasn't been initialized, starting based on "now" is the best guess. + frameTiming.InitTimingFromInputs(frameTiming.Inputs, RenderInfo.Shutter.Type, + ovr_GetTimeInSeconds(), frameIndex); + } + + else if (frameIndex > frameTiming.FrameIndex) + { + unsigned frameDelta = frameIndex - frameTiming.FrameIndex; + double thisFrameTime = frameTiming.NextFrameTime + + double(frameDelta-1) * frameTiming.Inputs.FrameDelta; + // Don't run away too far into the future beyond rendering. + OVR_ASSERT(frameDelta < 6); + + frameTiming.InitTimingFromInputs(frameTiming.Inputs, RenderInfo.Shutter.Type, + thisFrameTime, frameIndex); + } + + return frameTiming; +} + + +double FrameTimeManager::GetEyePredictionTime(ovrEyeType eye) +{ + if (VsyncEnabled) + { + return FrameTiming.EyeRenderTimes[eye]; + } + + // No VSync: Best guess for the near future + return ovr_GetTimeInSeconds() + ScreenSwitchingDelay + NoVSyncToScanoutDelay; +} + +Transformf FrameTimeManager::GetEyePredictionPose(ovrHmd hmd, ovrEyeType eye) +{ + double eyeRenderTime = GetEyePredictionTime(eye); + ovrSensorState eyeState = ovrHmd_GetSensorState(hmd, eyeRenderTime); + +// EyeRenderPoses[eye] = eyeState.Predicted.Pose; + + // Record view pose sampling time for Latency reporting. + if (RenderIMUTimeSeconds == 0.0) + RenderIMUTimeSeconds = eyeState.Recorded.TimeInSeconds; + + return eyeState.Predicted.Pose; +} + + +void FrameTimeManager::GetTimewarpPredictions(ovrEyeType eye, double timewarpStartEnd[2]) +{ + if (VsyncEnabled) + { + timewarpStartEnd[0] = FrameTiming.TimeWarpStartEndTimes[eye][0]; + timewarpStartEnd[1] = FrameTiming.TimeWarpStartEndTimes[eye][1]; + return; + } + + // Free-running, so this will be displayed immediately. + // Unfortunately we have no idea which bit of the screen is actually going to be displayed. + // TODO: guess which bit of the screen is being displayed! + // (e.g. use DONOTWAIT on present and see when the return isn't WASSTILLWAITING?) + + // We have no idea where scan-out is currently, so we can't usefully warp the screen spatially. + timewarpStartEnd[0] = ovr_GetTimeInSeconds() + ScreenSwitchingDelay + NoVSyncToScanoutDelay; + timewarpStartEnd[1] = timewarpStartEnd[0]; +} + + +void FrameTimeManager::GetTimewarpMatrices(ovrHmd hmd, ovrEyeType eyeId, + ovrPosef renderPose, ovrMatrix4f twmOut[2]) +{ + if (!hmd) + { + return; + } + + double timewarpStartEnd[2] = { 0.0, 0.0 }; + GetTimewarpPredictions(eyeId, timewarpStartEnd); + + ovrSensorState startState = ovrHmd_GetSensorState(hmd, timewarpStartEnd[0]); + ovrSensorState endState = ovrHmd_GetSensorState(hmd, timewarpStartEnd[1]); + + if (TimewarpIMUTimeSeconds == 0.0) + TimewarpIMUTimeSeconds = startState.Recorded.TimeInSeconds; + + Quatf quatFromStart = startState.Predicted.Pose.Orientation; + Quatf quatFromEnd = endState.Predicted.Pose.Orientation; + Quatf quatFromEye = renderPose.Orientation; //EyeRenderPoses[eyeId].Orientation; + quatFromEye.Invert(); + + Quatf timewarpStartQuat = quatFromEye * quatFromStart; + Quatf timewarpEndQuat = quatFromEye * quatFromEnd; + + Matrix4f timewarpStart(timewarpStartQuat); + Matrix4f timewarpEnd(timewarpEndQuat); + + + // The real-world orientations have: X=right, Y=up, Z=backwards. + // The vectors inside the mesh are in NDC to keep the shader simple: X=right, Y=down, Z=forwards. + // So we need to perform a similarity transform on this delta matrix. + // The verbose code would look like this: + /* + Matrix4f matBasisChange; + matBasisChange.SetIdentity(); + matBasisChange.M[0][0] = 1.0f; + matBasisChange.M[1][1] = -1.0f; + matBasisChange.M[2][2] = -1.0f; + Matrix4f matBasisChangeInv = matBasisChange.Inverted(); + matRenderFromNow = matBasisChangeInv * matRenderFromNow * matBasisChange; + */ + // ...but of course all the above is a constant transform and much more easily done. + // We flip the signs of the Y&Z row, then flip the signs of the Y&Z column, + // and of course most of the flips cancel: + // +++ +-- +-- + // +++ -> flip Y&Z columns -> +-- -> flip Y&Z rows -> -++ + // +++ +-- -++ + timewarpStart.M[0][1] = -timewarpStart.M[0][1]; + timewarpStart.M[0][2] = -timewarpStart.M[0][2]; + timewarpStart.M[1][0] = -timewarpStart.M[1][0]; + timewarpStart.M[2][0] = -timewarpStart.M[2][0]; + + timewarpEnd .M[0][1] = -timewarpEnd .M[0][1]; + timewarpEnd .M[0][2] = -timewarpEnd .M[0][2]; + timewarpEnd .M[1][0] = -timewarpEnd .M[1][0]; + timewarpEnd .M[2][0] = -timewarpEnd .M[2][0]; + + twmOut[0] = timewarpStart; + twmOut[1] = timewarpEnd; +} + + +// Used by renderer to determine if it should time distortion rendering. +bool FrameTimeManager::NeedDistortionTimeMeasurement() const +{ + if (!VsyncEnabled) + return false; + return DistortionRenderTimes.GetCount() < 10; +} + + +void FrameTimeManager::AddDistortionTimeMeasurement(double distortionTimeSeconds) +{ + DistortionRenderTimes.AddTimeDelta(distortionTimeSeconds); + + // If timewarp timing changes based on this sample, update it. + double newTimewarpWaitDelta = calcTimewarpWaitDelta(); + if (newTimewarpWaitDelta != FrameTiming.Inputs.TimewarpWaitDelta) + { + FrameTiming.Inputs.TimewarpWaitDelta = newTimewarpWaitDelta; + LocklessTiming.SetState(FrameTiming); + } +} + + +void FrameTimeManager::UpdateFrameLatencyTrackingAfterEndFrame( + unsigned char frameLatencyTestColor, + const Util::FrameTimeRecordSet& rs) +{ + // FrameTiming.NextFrameTime in this context (after EndFrame) is the end frame time. + ScreenLatencyTracker.SaveDrawColor(frameLatencyTestColor, + FrameTiming.NextFrameTime, + RenderIMUTimeSeconds, + TimewarpIMUTimeSeconds); + + ScreenLatencyTracker.MatchRecord(rs); + + // If screen delay changed, update timing. + double newScreenDelay = calcScreenDelay(); + if (newScreenDelay != FrameTiming.Inputs.ScreenDelay) + { + FrameTiming.Inputs.ScreenDelay = newScreenDelay; + LocklessTiming.SetState(FrameTiming); + } +} + + +//----------------------------------------------------------------------------------- +// ***** TimeDeltaCollector + +void TimeDeltaCollector::AddTimeDelta(double timeSeconds) +{ + // avoid adding invalid timing values + if(timeSeconds < 0.0f) + return; + + if (Count == Capacity) + { + for(int i=0; i< Count-1; i++) + TimeBufferSeconds[i] = TimeBufferSeconds[i+1]; + Count--; + } + TimeBufferSeconds[Count++] = timeSeconds; +} + +double TimeDeltaCollector::GetMedianTimeDelta() const +{ + double SortedList[Capacity]; + bool used[Capacity]; + + memset(used, 0, sizeof(used)); + SortedList[0] = 0.0; // In case Count was 0... + + // Probably the slowest way to find median... + for (int i=0; i<Count; i++) + { + double smallestDelta = 1000000.0; + int index = 0; + + for (int j = 0; j < Count; j++) + { + if (!used[j]) + { + if (TimeBufferSeconds[j] < smallestDelta) + { + smallestDelta = TimeBufferSeconds[j]; + index = j; + } + } + } + + // Mark as used + used[index] = true; + SortedList[i] = smallestDelta; + } + + return SortedList[Count/2]; +} + + +}} // namespace OVR::CAPI + diff --git a/LibOVR/Src/CAPI/CAPI_FrameTimeManager.h b/LibOVR/Src/CAPI/CAPI_FrameTimeManager.h new file mode 100644 index 0000000..4693697 --- /dev/null +++ b/LibOVR/Src/CAPI/CAPI_FrameTimeManager.h @@ -0,0 +1,264 @@ +/************************************************************************************ + +Filename : CAPI_FrameTimeManager.h +Content : Manage frame timing and pose prediction for rendering +Created : November 30, 2013 +Authors : Volga Aksoy, Michael Antonov + +Copyright : Copyright 2014 Oculus VR, Inc. All Rights reserved. + +Licensed under the Oculus VR Rift SDK License Version 3.1 (the "License"); +you may not use the Oculus VR Rift SDK except in compliance with the License, +which is provided at the time of installation or download, or which +otherwise accompanies this software in either electronic or hard copy form. + +You may obtain a copy of the License at + +http://www.oculusvr.com/licenses/LICENSE-3.1 + +Unless required by applicable law or agreed to in writing, the Oculus VR SDK +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 OVR_CAPI_FrameTimeManager_h +#define OVR_CAPI_FrameTimeManager_h + +#include "../OVR_CAPI.h" +#include "../Kernel/OVR_Timer.h" +#include "../Kernel/OVR_Math.h" +#include "../Util/Util_Render_Stereo.h" +#include "../Util/Util_LatencyTest2.h" + +namespace OVR { namespace CAPI { + +//------------------------------------------------------------------------------------- + +// Helper class to collect median times between frames, so that we know +// how long to wait. +struct TimeDeltaCollector +{ + TimeDeltaCollector() : Count(0) { } + + void AddTimeDelta(double timeSeconds); + void Clear() { Count = 0; } + + double GetMedianTimeDelta() const; + + double GetCount() const { return Count; } + + enum { Capacity = 12 }; +private: + int Count; + double TimeBufferSeconds[Capacity]; +}; + + +//------------------------------------------------------------------------------------- +// ***** FrameLatencyTracker + +// FrameLatencyTracker tracks frame Present to display Scan-out timing, as reported by +// the DK2 internal latency tester pixel read-back. The computed value is used in +// FrameTimeManager for prediction. View Render and TimeWarp to scan-out latencies are +// also reported for debugging. +// +// The class operates by generating color values from GetNextDrawColor() that must +// be rendered on the back end and then looking for matching values in FrameTimeRecordSet +// structure as reported by HW. + +class FrameLatencyTracker +{ +public: + + enum { FramesTracked = Util::LT2_IncrementCount-1 }; + + FrameLatencyTracker(); + + // DrawColor == 0 is special in that it doesn't need saving of timestamp + unsigned char GetNextDrawColor(); + + void SaveDrawColor(unsigned char drawColor, double endFrameTime, + double renderIMUTime, double timewarpIMUTime ); + + void MatchRecord(const Util::FrameTimeRecordSet &r); + + void GetLatencyTimings(float latencies[3]); + + void Reset(); + +public: + + struct FrameTimeRecordEx : public Util::FrameTimeRecord + { + bool MatchedRecord; + double RenderIMUTimeSeconds; + double TimewarpIMUTimeSeconds; + }; + + // True if rendering read-back is enabled. + bool TrackerEnabled; + + enum SampleWaitType { + SampleWait_Zeroes, // We are waiting for a record with all zeros. + SampleWait_Match // We are issuing & matching colors. + }; + + SampleWaitType WaitMode; + int MatchCount; + // Records of frame timings that we are trying to measure. + FrameTimeRecordEx FrameEndTimes[FramesTracked]; + int FrameIndex; + // Median filter for (ScanoutTimeSeconds - PostPresent frame time) + TimeDeltaCollector FrameDeltas; + // Latency reporting results + double RenderLatencySeconds; + double TimewarpLatencySeconds; + double LatencyRecordTime; +}; + + + +//------------------------------------------------------------------------------------- +// ***** FrameTimeManager + +// FrameTimeManager keeps track of rendered frame timing and handles predictions for +// orientations and time-warp. + +class FrameTimeManager +{ +public: + FrameTimeManager(bool vsyncEnabled = true); + + // Data that affects frame timing computation. + struct TimingInputs + { + // Hard-coded value or dynamic as reported by FrameTimeDeltas.GetMedianTimeDelta(). + double FrameDelta; + // Screen delay from present to scan-out, as potentially reported by ScreenLatencyTracker. + double ScreenDelay; + // Negative value of how many seconds before EndFrame we start timewarp. 0.0 if not used. + double TimewarpWaitDelta; + + TimingInputs() + : FrameDelta(0), ScreenDelay(0), TimewarpWaitDelta(0) + { } + }; + + // Timing values for a specific frame. + struct Timing + { + TimingInputs Inputs; + + // Index of a frame that started at ThisFrameTime. + unsigned int FrameIndex; + // Predicted absolute times for when this frame will show up on screen. + // Generally, all values will be >= NextFrameTime, since that's the time we expect next + // vsync to succeed. + double ThisFrameTime; + double TimewarpPointTime; + double NextFrameTime; + double MidpointTime; + double EyeRenderTimes[2]; + double TimeWarpStartEndTimes[2][2]; + + Timing() + { + memset(this, 0, sizeof(Timing)); + } + + void InitTimingFromInputs(const TimingInputs& inputs, HmdShutterTypeEnum shutterType, + double thisFrameTime, unsigned int frameIndex); + }; + + + // Called on startup to provided data on HMD timing. + void Init(HmdRenderInfo& renderInfo); + + // Called with each new ConfigureRendering. + void ResetFrameTiming(unsigned frameIndex, + bool dynamicPrediction, bool sdkRender); + + void SetVsync(bool enabled) { VsyncEnabled = enabled; } + + // BeginFrame returns time of the call + // TBD: Should this be a predicted time value instead ? + double BeginFrame(unsigned frameIndex); + void EndFrame(); + + // Thread-safe function to query timing for a future frame + Timing GetFrameTiming(unsigned frameIndex); + + double GetEyePredictionTime(ovrEyeType eye); + Transformf GetEyePredictionPose(ovrHmd hmd, ovrEyeType eye); + + void GetTimewarpPredictions(ovrEyeType eye, double timewarpStartEnd[2]); + void GetTimewarpMatrices(ovrHmd hmd, ovrEyeType eye, ovrPosef renderPose, ovrMatrix4f twmOut[2]); + + // Used by renderer to determine if it should time distortion rendering. + bool NeedDistortionTimeMeasurement() const; + void AddDistortionTimeMeasurement(double distortionTimeSeconds); + + + // DK2 Lateny test interface + + // Get next draw color for DK2 latency tester + unsigned char GetFrameLatencyTestDrawColor() + { return ScreenLatencyTracker.GetNextDrawColor(); } + + // Must be called after EndFrame() to update latency tester timings. + // Must pass color reported by NextFrameColor for this frame. + void UpdateFrameLatencyTrackingAfterEndFrame(unsigned char frameLatencyTestColor, + const Util::FrameTimeRecordSet& rs); + + void GetLatencyTimings(float latencies[3]) + { return ScreenLatencyTracker.GetLatencyTimings(latencies); } + + + const Timing& GetFrameTiming() const { return FrameTiming; } + +private: + + double calcFrameDelta() const; + double calcScreenDelay() const; + double calcTimewarpWaitDelta() const; + + + HmdRenderInfo RenderInfo; + // Timings are collected through a median filter, to avoid outliers. + TimeDeltaCollector FrameTimeDeltas; + TimeDeltaCollector DistortionRenderTimes; + FrameLatencyTracker ScreenLatencyTracker; + + // Timing changes if we have no Vsync (all prediction is reduced to fixed interval). + bool VsyncEnabled; + // Set if we are rendering via the SDK, so DistortionRenderTimes is valid. + bool DynamicPrediction; + // Set if SDk is doing teh rendering. + bool SdkRender; + + // Total frame delay due to VsyncToFirstScanline, persistence and settle time. + // Computed from RenderInfor.Shutter. + double VSyncToScanoutDelay; + double NoVSyncToScanoutDelay; + double ScreenSwitchingDelay; + + // Current (or last) frame timing info. Used as a source for LocklessTiming. + Timing FrameTiming; + // TBD: Don't we need NextFrame here as well? + LocklessUpdater<Timing> LocklessTiming; + + + // IMU Read timings + double RenderIMUTimeSeconds; + double TimewarpIMUTimeSeconds; +}; + + +}} // namespace OVR::CAPI + +#endif // OVR_CAPI_FrameTimeManager_h + + diff --git a/LibOVR/Src/CAPI/CAPI_GlobalState.cpp b/LibOVR/Src/CAPI/CAPI_GlobalState.cpp new file mode 100644 index 0000000..2ed1794 --- /dev/null +++ b/LibOVR/Src/CAPI/CAPI_GlobalState.cpp @@ -0,0 +1,142 @@ +/************************************************************************************ + +Filename : CAPI_GlobalState.cpp +Content : Maintains global state of the CAPI +Created : January 24, 2014 +Authors : Michael Antonov + +Copyright : Copyright 2014 Oculus VR, Inc. All Rights reserved. + +Licensed under the Oculus VR Rift SDK License Version 3.1 (the "License"); +you may not use the Oculus VR Rift SDK except in compliance with the License, +which is provided at the time of installation or download, or which +otherwise accompanies this software in either electronic or hard copy form. + +You may obtain a copy of the License at + +http://www.oculusvr.com/licenses/LICENSE-3.1 + +Unless required by applicable law or agreed to in writing, the Oculus VR SDK +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_GlobalState.h" + +namespace OVR { namespace CAPI { + + +//------------------------------------------------------------------------------------- +// Open Questions / Notes + +// 2. Detect HMDs. +// Challenge: If we do everything through polling, it would imply we want all the devices +// initialized. However, there may be multiple rifts, extra sensors, etc, +// which shouldn't be allocated. +// + +// How do you reset orientation Quaternion? +// Can you change IPD? + + + +//------------------------------------------------------------------------------------- +// ***** OVRGlobalState + +// Global instance +GlobalState* GlobalState::pInstance = 0; + + +GlobalState::GlobalState() +{ + pManager = *DeviceManager::Create(); + // Handle the DeviceManager's messages + pManager->AddMessageHandler( this ); + EnumerateDevices(); + + // PhoneSensors::Init(); +} + +GlobalState::~GlobalState() +{ + RemoveHandlerFromDevices(); + OVR_ASSERT(HMDs.IsEmpty()); +} + +int GlobalState::EnumerateDevices() +{ + // Need to use separate lock for device enumeration, as pManager->GetHandlerLock() + // would produce deadlocks here. + Lock::Locker lock(&EnumerationLock); + + EnumeratedDevices.Clear(); + + DeviceEnumerator<HMDDevice> e = pManager->EnumerateDevices<HMDDevice>(); + while(e.IsAvailable()) + { + EnumeratedDevices.PushBack(DeviceHandle(e)); + e.Next(); + } + + return (int)EnumeratedDevices.GetSize(); +} + + +HMDDevice* GlobalState::CreateDevice(int index) +{ + Lock::Locker lock(&EnumerationLock); + + if (index >= (int)EnumeratedDevices.GetSize()) + return 0; + return EnumeratedDevices[index].CreateDeviceTyped<HMDDevice>(); +} + + +void GlobalState::AddHMD(HMDState* hmd) +{ + Lock::Locker lock(pManager->GetHandlerLock()); + HMDs.PushBack(hmd); +} +void GlobalState::RemoveHMD(HMDState* hmd) +{ + Lock::Locker lock(pManager->GetHandlerLock()); + hmd->RemoveNode(); +} + +void GlobalState::NotifyHMDs_AddDevice(DeviceType deviceType) +{ + Lock::Locker lock(pManager->GetHandlerLock()); + for(HMDState* hmd = HMDs.GetFirst(); !HMDs.IsNull(hmd); hmd = hmd->pNext) + hmd->NotifyAddDevice(deviceType); +} + +void GlobalState::OnMessage(const Message& msg) +{ + if (msg.Type == Message_DeviceAdded || msg.Type == Message_DeviceRemoved) + { + if (msg.pDevice == pManager) + { + const MessageDeviceStatus& statusMsg = + static_cast<const MessageDeviceStatus&>(msg); + + if (msg.Type == Message_DeviceAdded) + { + //LogText("OnMessage DeviceAdded.\n"); + + // We may have added a sensor/other device; notify any HMDs that might + // need it to check for it later. + NotifyHMDs_AddDevice(statusMsg.Handle.GetType()); + } + else + { + //LogText("OnMessage DeviceRemoved.\n"); + } + } + } +} + + +}} // namespace OVR::CAPI diff --git a/LibOVR/Src/CAPI/CAPI_GlobalState.h b/LibOVR/Src/CAPI/CAPI_GlobalState.h new file mode 100644 index 0000000..54ab8cc --- /dev/null +++ b/LibOVR/Src/CAPI/CAPI_GlobalState.h @@ -0,0 +1,84 @@ +/************************************************************************************ + +Filename : CAPI_GlobalState.h +Content : Maintains global state of the CAPI +Created : January 24, 2013 +Authors : Michael Antonov + +Copyright : Copyright 2014 Oculus VR, Inc. All Rights reserved. + +Licensed under the Oculus VR Rift SDK License Version 3.1 (the "License"); +you may not use the Oculus VR Rift SDK except in compliance with the License, +which is provided at the time of installation or download, or which +otherwise accompanies this software in either electronic or hard copy form. + +You may obtain a copy of the License at + +http://www.oculusvr.com/licenses/LICENSE-3.1 + +Unless required by applicable law or agreed to in writing, the Oculus VR SDK +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 OVR_CAPI_GlobalState_h +#define OVR_CAPI_GlobalState_h + +#include "../OVR_CAPI.h" +#include "../OVR_Device.h" +#include "../Kernel/OVR_Timer.h" +#include "../Kernel/OVR_Math.h" + +#include "CAPI_HMDState.h" + +namespace OVR { namespace CAPI { + +//------------------------------------------------------------------------------------- +// ***** OVRGlobalState + +// Global DeviceManager state - singleton instance of this is created +// by ovr_Initialize(). +class GlobalState : public MessageHandler, public NewOverrideBase +{ +public: + GlobalState(); + ~GlobalState(); + + static GlobalState *pInstance; + + int EnumerateDevices(); + HMDDevice* CreateDevice(int index); + + // MessageHandler implementation + void OnMessage(const Message& msg); + + // Helpers used to keep track of HMDs and notify them of sensor changes. + void AddHMD(HMDState* hmd); + void RemoveHMD(HMDState* hmd); + void NotifyHMDs_AddDevice(DeviceType deviceType); + + const char* GetLastError() + { + return 0; + } + + DeviceManager* GetManager() { return pManager; } + +protected: + + Ptr<DeviceManager> pManager; + Lock EnumerationLock; + Array<DeviceHandle> EnumeratedDevices; + + // Currently created hmds; protected by Manager lock. + List<HMDState> HMDs; +}; + +}} // namespace OVR::CAPI + +#endif + + diff --git a/LibOVR/Src/CAPI/CAPI_HMDRenderState.cpp b/LibOVR/Src/CAPI/CAPI_HMDRenderState.cpp new file mode 100644 index 0000000..00bdea2 --- /dev/null +++ b/LibOVR/Src/CAPI/CAPI_HMDRenderState.cpp @@ -0,0 +1,143 @@ +/************************************************************************************ + +Filename : OVR_CAPI_HMDRenderState.cpp +Content : Combines all of the rendering state associated with the HMD +Created : February 2, 2014 +Authors : Michael Antonov + +Copyright : Copyright 2014 Oculus VR, Inc. All Rights reserved. + +Licensed under the Oculus VR Rift SDK License Version 3.1 (the "License"); +you may not use the Oculus VR Rift SDK except in compliance with the License, +which is provided at the time of installation or download, or which +otherwise accompanies this software in either electronic or hard copy form. + +You may obtain a copy of the License at + +http://www.oculusvr.com/licenses/LICENSE-3.1 + +Unless required by applicable law or agreed to in writing, the Oculus VR SDK +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_HMDRenderState.h" + +namespace OVR { namespace CAPI { + + +//------------------------------------------------------------------------------------- +// ***** HMDRenderState + + +HMDRenderState::HMDRenderState(ovrHmd hmd, Profile* userProfile, const OVR::HMDInfo& hmdInfo) + : HMD(hmd), HMDInfo(hmdInfo) +{ + RenderInfo = GenerateHmdRenderInfoFromHmdInfo( HMDInfo, userProfile ); + + Distortion[0] = CalculateDistortionRenderDesc(StereoEye_Left, RenderInfo, 0); + Distortion[1] = CalculateDistortionRenderDesc(StereoEye_Right, RenderInfo, 0); + + ClearColor[0] = ClearColor[1] = ClearColor[2] = ClearColor[3] =0.0f; + + EnabledHmdCaps = 0; +} + +HMDRenderState::~HMDRenderState() +{ +} + +ovrHmdDesc HMDRenderState::GetDesc() +{ + ovrHmdDesc d; + memset(&d, 0, sizeof(d)); + + d.Type = ovrHmd_Other; + + d.ProductName = HMDInfo.ProductName; + d.Manufacturer = HMDInfo.Manufacturer; + d.Resolution.w = HMDInfo.ResolutionInPixels.w; + d.Resolution.h = HMDInfo.ResolutionInPixels.h; + d.WindowsPos.x = HMDInfo.DesktopX; + d.WindowsPos.y = HMDInfo.DesktopY; + d.DisplayDeviceName = HMDInfo.DisplayDeviceName; + d.DisplayId = HMDInfo.DisplayId; + + d.HmdCaps = ovrHmdCap_Present | ovrHmdCap_NoVSync; + d.SensorCaps = ovrSensorCap_YawCorrection | ovrSensorCap_Orientation; + d.DistortionCaps = ovrDistortionCap_Chromatic | ovrDistortionCap_TimeWarp | ovrDistortionCap_Vignette; + + if (strstr(HMDInfo.ProductName, "DK1")) + { + d.Type = ovrHmd_DK1; + } + else if (strstr(HMDInfo.ProductName, "DK2")) + { + d.Type = ovrHmd_DK2; + d.HmdCaps |= ovrHmdCap_LowPersistence | + ovrHmdCap_LatencyTest | ovrHmdCap_DynamicPrediction; + d.SensorCaps |= ovrSensorCap_Position; + } + + DistortionRenderDesc& leftDistortion = Distortion[0]; + DistortionRenderDesc& rightDistortion = Distortion[1]; + + // The suggested FOV (assuming eye rotation) + d.DefaultEyeFov[0] = CalculateFovFromHmdInfo(StereoEye_Left, leftDistortion, RenderInfo, OVR_DEFAULT_EXTRA_EYE_ROTATION); + d.DefaultEyeFov[1] = CalculateFovFromHmdInfo(StereoEye_Right, rightDistortion, RenderInfo, OVR_DEFAULT_EXTRA_EYE_ROTATION); + + // FOV extended across the entire screen + d.MaxEyeFov[0] = GetPhysicalScreenFov(StereoEye_Left, leftDistortion); + d.MaxEyeFov[1] = GetPhysicalScreenFov(StereoEye_Right, rightDistortion); + + if (HMDInfo.Shutter.Type == HmdShutter_RollingRightToLeft) + { + d.EyeRenderOrder[0] = ovrEye_Right; + d.EyeRenderOrder[1] = ovrEye_Left; + } + else + { + d.EyeRenderOrder[0] = ovrEye_Left; + d.EyeRenderOrder[1] = ovrEye_Right; + } + + return d; +} + + +ovrSizei HMDRenderState::GetFOVTextureSize(int eye, ovrFovPort fov, float pixelsPerDisplayPixel) +{ + OVR_ASSERT((unsigned)eye < 2); + StereoEye seye = (eye == ovrEye_Left) ? StereoEye_Left : StereoEye_Right; + return CalculateIdealPixelSize(seye, Distortion[eye], fov, pixelsPerDisplayPixel); +} + +ovrEyeRenderDesc HMDRenderState::calcRenderDesc(ovrEyeType eyeType, const ovrFovPort& fov) +{ + HmdRenderInfo& hmdri = RenderInfo; + StereoEye eye = (eyeType == ovrEye_Left) ? StereoEye_Left : StereoEye_Right; + ovrEyeRenderDesc e0; + + e0.Eye = eyeType; + e0.Fov = fov; + e0.ViewAdjust = CalculateEyeVirtualCameraOffset(hmdri, eye, false); + e0.DistortedViewport = GetFramebufferViewport(eye, hmdri); + e0.PixelsPerTanAngleAtCenter = Distortion[0].PixelsPerTanAngleAtCenter; + + return e0; +} + + +void HMDRenderState::setupRenderDesc( ovrEyeRenderDesc eyeRenderDescOut[2], + const ovrFovPort eyeFovIn[2] ) +{ + eyeRenderDescOut[0] = EyeRenderDesc[0] = calcRenderDesc(ovrEye_Left, eyeFovIn[0]); + eyeRenderDescOut[1] = EyeRenderDesc[1] = calcRenderDesc(ovrEye_Right, eyeFovIn[1]); +} + + +}} // namespace OVR::CAPI + diff --git a/LibOVR/Src/CAPI/CAPI_HMDRenderState.h b/LibOVR/Src/CAPI/CAPI_HMDRenderState.h new file mode 100644 index 0000000..a4e8d21 --- /dev/null +++ b/LibOVR/Src/CAPI/CAPI_HMDRenderState.h @@ -0,0 +1,93 @@ +/************************************************************************************ + +Filename : CAPI_HMDRenderState.h +Content : Combines all of the rendering state associated with the HMD +Created : February 2, 2014 +Authors : Michael Antonov + +Copyright : Copyright 2014 Oculus VR, Inc. All Rights reserved. + +Licensed under the Oculus VR Rift SDK License Version 3.1 (the "License"); +you may not use the Oculus VR Rift SDK except in compliance with the License, +which is provided at the time of installation or download, or which +otherwise accompanies this software in either electronic or hard copy form. + +You may obtain a copy of the License at + +http://www.oculusvr.com/licenses/LICENSE-3.1 + +Unless required by applicable law or agreed to in writing, the Oculus VR SDK +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 OVR_CAPI_HMDRenderState_h +#define OVR_CAPI_HMDRenderState_h + +#include "../OVR_CAPI.h" +#include "../Kernel/OVR_Math.h" +#include "../Util/Util_Render_Stereo.h" + + +namespace OVR { namespace CAPI { + +using namespace OVR::Util::Render; + +//------------------------------------------------------------------------------------- +// ***** HMDRenderState + +// Combines all of the rendering setup information about one HMD. + +class HMDRenderState : public NewOverrideBase +{ + // Quiet assignment compiler warning. + void operator = (const HMDRenderState&) { } +public: + + HMDRenderState(ovrHmd hmd, Profile* userProfile, const OVR::HMDInfo& hmdInfo); + virtual ~HMDRenderState(); + + + // *** Rendering Setup + + // Delegated access APIs + ovrHmdDesc GetDesc(); + ovrSizei GetFOVTextureSize(int eye, ovrFovPort fov, float pixelsPerDisplayPixel); + + ovrEyeRenderDesc calcRenderDesc(ovrEyeType eyeType, const ovrFovPort& fov); + + void setupRenderDesc(ovrEyeRenderDesc eyeRenderDescOut[2], + const ovrFovPort eyeFovIn[2]); +public: + + // HMDInfo shouldn't change, as its string pointers are passed out. + ovrHmd HMD; + const OVR::HMDInfo& HMDInfo; + + //const char* pLastError; + + HmdRenderInfo RenderInfo; + DistortionRenderDesc Distortion[2]; + ovrEyeRenderDesc EyeRenderDesc[2]; + + // Clear color used for distortion + float ClearColor[4]; + + // Pose at which last time the eye was rendered, as submitted by EndEyeRender. + ovrPosef EyeRenderPoses[2]; + + // Capabilities passed to Configure. + unsigned EnabledHmdCaps; + unsigned DistortionCaps; +}; + + +}} // namespace OVR::CAPI + + +#endif // OVR_CAPI_HMDState_h + + diff --git a/LibOVR/Src/CAPI/CAPI_HMDState.cpp b/LibOVR/Src/CAPI/CAPI_HMDState.cpp new file mode 100644 index 0000000..fd98225 --- /dev/null +++ b/LibOVR/Src/CAPI/CAPI_HMDState.cpp @@ -0,0 +1,804 @@ +/************************************************************************************ + +Filename : CAPI_HMDState.cpp +Content : State associated with a single HMD +Created : January 24, 2014 +Authors : Michael Antonov + +Copyright : Copyright 2014 Oculus VR, Inc. All Rights reserved. + +Licensed under the Oculus VR Rift SDK License Version 3.1 (the "License"); +you may not use the Oculus VR Rift SDK except in compliance with the License, +which is provided at the time of installation or download, or which +otherwise accompanies this software in either electronic or hard copy form. + +You may obtain a copy of the License at + +http://www.oculusvr.com/licenses/LICENSE-3.1 + +Unless required by applicable law or agreed to in writing, the Oculus VR SDK +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_HMDState.h" +#include "CAPI_GlobalState.h" +#include "../OVR_Profile.h" + +namespace OVR { namespace CAPI { + +//------------------------------------------------------------------------------------- +// ***** HMDState + + +HMDState::HMDState(HMDDevice* device) + : pHMD(device), HMDInfoW(device), HMDInfo(HMDInfoW.h), + EnabledHmdCaps(0), HmdCapsAppliedToSensor(0), + SensorStarted(0), SensorCreated(0), SensorCaps(0), + AddSensorCount(0), AddLatencyTestCount(0), AddLatencyTestDisplayCount(0), + RenderState(getThis(), pHMD->GetProfile(), HMDInfoW.h), + LastFrameTimeSeconds(0.0f), LastGetFrameTimeSeconds(0.0), + LatencyTestActive(false), + LatencyTest2Active(false) +{ + pLastError = 0; + GlobalState::pInstance->AddHMD(this); + + // Should be in renderer? + TimeManager.Init(RenderState.RenderInfo); + + EyeRenderActive[0] = false; + EyeRenderActive[1] = false; + + LatencyTestDrawColor[0] = 0; + LatencyTestDrawColor[1] = 0; + LatencyTestDrawColor[2] = 0; + + OVR_CAPI_VISION_CODE( pPoseTracker = 0; ) + + RenderingConfigured = false; + BeginFrameCalled = false; + BeginFrameThreadId = 0; + BeginFrameTimingCalled = false; +} + +HMDState::HMDState(ovrHmdType hmdType) + : pHMD(0), HMDInfoW(hmdType), HMDInfo(HMDInfoW.h), + EnabledHmdCaps(0), + SensorStarted(0), SensorCreated(0), SensorCaps(0), + AddSensorCount(0), AddLatencyTestCount(0), AddLatencyTestDisplayCount(0), + RenderState(getThis(), 0, HMDInfoW.h), // No profile. + LastFrameTimeSeconds(0.0), LastGetFrameTimeSeconds(0.0) +{ + // TBD: We should probably be looking up the default profile for the given + // device type + user. + + pLastError = 0; + GlobalState::pInstance->AddHMD(this); + + // Should be in renderer? + TimeManager.Init(RenderState.RenderInfo); + + EyeRenderActive[0] = false; + EyeRenderActive[1] = false; + + OVR_CAPI_VISION_CODE( pPoseTracker = 0; ) + + RenderingConfigured = false; + BeginFrameCalled = false; + BeginFrameThreadId = 0; + BeginFrameTimingCalled = false; +} + + +HMDState::~HMDState() +{ + OVR_ASSERT(GlobalState::pInstance); + + StopSensor(); + ConfigureRendering(0,0,0,0); + + OVR_CAPI_VISION_CODE( OVR_ASSERT(pPoseTracker == 0); ) + + GlobalState::pInstance->RemoveHMD(this); +} + + + +//------------------------------------------------------------------------------------- +// *** Sensor + +bool HMDState::StartSensor(unsigned supportedCaps, unsigned requiredCaps) +{ + Lock::Locker lockScope(&DevicesLock); + + bool crystalCoveOrBetter = (HMDInfo.HmdType == HmdType_CrystalCoveProto) || + (HMDInfo.HmdType == HmdType_DK2); + bool sensorCreatedJustNow = false; + + // TBD: In case of sensor not being immediately available, it would be good to check + // yaw config availability to match it with ovrHmdCap_YawCorrection requirement. + // + + if (!crystalCoveOrBetter) + { + if (requiredCaps & ovrSensorCap_Position) + { + pLastError = "ovrSensorCap_Position not supported on this HMD."; + return false; + } + } + + supportedCaps |= requiredCaps; + + if (pHMD && !pSensor) + { + // Zero AddSensorCount before creation, in case it fails (or succeeds but then + // immediately gets disconnected) followed by another Add notification. + AddSensorCount = 0; + pSensor = *pHMD->GetSensor(); + sensorCreatedJustNow= true; + + if (pSensor) + { + pSensor->SetReportRate(500); + SFusion.AttachToSensor(pSensor); + applyProfileToSensorFusion(); + } + else + { + if (requiredCaps & ovrSensorCap_Orientation) + { + pLastError = "Failed to create sensor."; + return false; + } + } + } + + + if ((requiredCaps & ovrSensorCap_YawCorrection) && !pSensor->IsMagCalibrated()) + { + pLastError = "ovrHmdCap_YawCorrection not available."; + if (sensorCreatedJustNow) + { + SFusion.AttachToSensor(0); + SFusion.Reset(); + pSensor.Clear(); + } + return false; + } + + SFusion.SetYawCorrectionEnabled((supportedCaps & ovrSensorCap_YawCorrection) != 0); + + if (pSensor && sensorCreatedJustNow) + { + LogText("Sensor created.\n"); + SensorCreated = true; + } + + updateDK2FeaturesTiedToSensor(sensorCreatedJustNow); + + +#ifdef OVR_CAPI_VISIONSUPPORT + + if (crystalCoveOrBetter && (supportedCaps & ovrSensorCap_Position)) + { + if (!pPoseTracker) + { + pPoseTracker = new Vision::PoseTracker(SFusion); + if (pPoseTracker) + { + pPoseTracker->AssociateHMD(pSensor); + LogText("Sensor Pose tracker created.\n"); + } + } + + // TBD: How do we verify that position tracking is actually available + // i.e. camera is plugged in? + } + else if (pPoseTracker) + { + // TBD: Internals not thread safe - must fix!! + delete pPoseTracker; + pPoseTracker = 0; + LogText("Sensor Pose tracker destroyed.\n"); + } + +#endif // OVR_CAPI_VISIONSUPPORT + + SensorCaps = supportedCaps; + SensorStarted = true; + + return true; +} + + +// Stops sensor sampling, shutting down internal resources. +void HMDState::StopSensor() +{ + Lock::Locker lockScope(&DevicesLock); + + if (SensorStarted) + { +#ifdef OVR_CAPI_VISIONSUPPORT + if (pPoseTracker) + { + // TBD: Internals not thread safe - must fix!! + delete pPoseTracker; + pPoseTracker = 0; + LogText("Sensor Pose tracker destroyed.\n"); + } +#endif // OVR_CAPI_VISION_CODE + + SFusion.AttachToSensor(0); + SFusion.Reset(); + pSensor.Clear(); + HmdCapsAppliedToSensor = 0; + AddSensorCount = 0; + SensorCaps = 0; + SensorCreated = false; + SensorStarted = false; + + LogText("StopSensor succeeded.\n"); + } +} + +// Resets sensor orientation. +void HMDState::ResetSensor() +{ + SFusion.Reset(); +} + + +// Returns prediction for time. +ovrSensorState HMDState::PredictedSensorState(double absTime) +{ + SensorState ss; + + // We are trying to keep this path lockless unless we are notified of new device + // creation while not having a sensor yet. It's ok to check SensorCreated volatile + // flag here, since GetSensorStateAtTime() is internally lockless and safe. + + if (SensorCreated || checkCreateSensor()) + { + ss = SFusion.GetSensorStateAtTime(absTime); + + if (!(ss.StatusFlags & ovrStatus_OrientationTracked)) + { + Lock::Locker lockScope(&DevicesLock); + +#ifdef OVR_CAPI_VISIONSUPPORT + if (pPoseTracker) + { + // TBD: Internals not thread safe - must fix!! + delete pPoseTracker; + pPoseTracker = 0; + LogText("Sensor Pose tracker destroyed.\n"); + } +#endif // OVR_CAPI_VISION_CODE + // Not needed yet; SFusion.AttachToSensor(0); + // This seems to reset orientation anyway... + pSensor.Clear(); + SensorCreated = false; + HmdCapsAppliedToSensor = 0; + } + } + else + { + // SensorState() defaults to 0s. + // ss.Pose.Orientation = Quatf(); + // .. + + // John: + // We still want valid times so frames will get a delta-time + // and allow operation with a joypad when the sensor isn't + // connected. + ss.Recorded.TimeInSeconds = absTime; + ss.Predicted.TimeInSeconds = absTime; + } + + ss.StatusFlags |= ovrStatus_HmdConnected; + return ss; +} + + +bool HMDState::checkCreateSensor() +{ + if (!(SensorStarted && !SensorCreated && AddSensorCount)) + return false; + + Lock::Locker lockScope(&DevicesLock); + + // Re-check condition once in the lock, in case the state changed. + if (SensorStarted && !SensorCreated && AddSensorCount) + { + if (pHMD) + { + AddSensorCount = 0; + pSensor = *pHMD->GetSensor(); + } + + if (pSensor) + { + pSensor->SetReportRate(500); + SFusion.AttachToSensor(pSensor); + SFusion.SetYawCorrectionEnabled((SensorCaps & ovrSensorCap_YawCorrection) != 0); + applyProfileToSensorFusion(); + +#ifdef OVR_CAPI_VISIONSUPPORT + if (SensorCaps & ovrSensorCap_Position) + { + pPoseTracker = new Vision::PoseTracker(SFusion); + if (pPoseTracker) + { + pPoseTracker->AssociateHMD(pSensor); + } + LogText("Sensor Pose tracker created.\n"); + } +#endif // OVR_CAPI_VISION_CODE + + LogText("Sensor created.\n"); + + SensorCreated = true; + return true; + } + } + + return SensorCreated; +} + +bool HMDState::GetSensorDesc(ovrSensorDesc* descOut) +{ + Lock::Locker lockScope(&DevicesLock); + + if (SensorCreated) + { + OVR_ASSERT(pSensor); + OVR::SensorInfo si; + pSensor->GetDeviceInfo(&si); + descOut->VendorId = si.VendorId; + descOut->ProductId = si.ProductId; + OVR_ASSERT(si.SerialNumber.GetSize() <= sizeof(descOut->SerialNumber)); + OVR_strcpy(descOut->SerialNumber, sizeof(descOut->SerialNumber), si.SerialNumber.ToCStr()); + return true; + } + return false; +} + + +void HMDState::applyProfileToSensorFusion() +{ + if (!pHMD) + return; + Profile* profile = pHMD->GetProfile(); + if (!profile) + { + OVR_ASSERT(false); + return; + } + SFusion.SetUserHeadDimensions ( *profile, RenderState.RenderInfo ); +} + +void HMDState::updateLowPersistenceMode(bool lowPersistence) const +{ + OVR_ASSERT(pSensor); + DisplayReport dr; + + if (pSensor.GetPtr()) + { + pSensor->GetDisplayReport(&dr); + + dr.Persistence = (UInt16) (dr.TotalRows * (lowPersistence ? 0.18f : 1.0f)); + dr.Brightness = lowPersistence ? 255 : 0; + + pSensor->SetDisplayReport(dr); + } +} + +void HMDState::updateLatencyTestForHmd(bool latencyTesting) +{ + if (pSensor.GetPtr()) + { + DisplayReport dr; + pSensor->GetDisplayReport(&dr); + + dr.ReadPixel = latencyTesting; + + pSensor->SetDisplayReport(dr); + } + + if (latencyTesting) + { + LatencyUtil2.SetSensorDevice(pSensor.GetPtr()); + } + else + { + LatencyUtil2.SetSensorDevice(NULL); + } +} + + +void HMDState::updateDK2FeaturesTiedToSensor(bool sensorCreatedJustNow) +{ + Lock::Locker lockScope(&DevicesLock); + + if (!SensorCreated || (HMDInfo.HmdType != HmdType_DK2)) + return; + + // Only send display reports if state changed or sensor initializing first time. + if (sensorCreatedJustNow || + ((HmdCapsAppliedToSensor ^ EnabledHmdCaps) & ovrHmdCap_LowPersistence)) + { + updateLowPersistenceMode((EnabledHmdCaps & ovrHmdCap_LowPersistence) ? true : false); + } + + if (sensorCreatedJustNow || ((HmdCapsAppliedToSensor ^ EnabledHmdCaps) & ovrHmdCap_LatencyTest)) + { + updateLatencyTestForHmd((EnabledHmdCaps & ovrHmdCap_LatencyTest) != 0); + } + + HmdCapsAppliedToSensor = EnabledHmdCaps & (ovrHmdCap_LowPersistence|ovrHmdCap_LatencyTest); +} + + + +void HMDState::SetEnabledHmdCaps(unsigned hmdCaps) +{ + + if (HMDInfo.HmdType == HmdType_DK2) + { + if ((EnabledHmdCaps ^ hmdCaps) & ovrHmdCap_DynamicPrediction) + { + // DynamicPrediction change + TimeManager.ResetFrameTiming(TimeManager.GetFrameTiming().FrameIndex, + (hmdCaps & ovrHmdCap_DynamicPrediction) ? true : false, + RenderingConfigured); + } + } + + if ((EnabledHmdCaps ^ hmdCaps) & ovrHmdCap_NoVSync) + { + TimeManager.SetVsync((hmdCaps & ovrHmdCap_NoVSync) ? false : true); + } + + + EnabledHmdCaps = hmdCaps & ovrHmdCap_Writable_Mask; + RenderState.EnabledHmdCaps = EnabledHmdCaps; + + // Unfortunately, LowPersistance and other flags are tied to sensor. + // This flag will apply the state of sensor is created; otherwise this will be delayed + // till StartSensor. + // Such behavior is less then ideal, but should be resolved with the service model. + + updateDK2FeaturesTiedToSensor(false); +} + + +//------------------------------------------------------------------------------------- +// ***** Property Access + +// TBD: This all needs to be cleaned up and organized into namespaces. + +float HMDState::getFloatValue(const char* propertyName, float defaultVal) +{ + if (OVR_strcmp(propertyName, "LensSeparation") == 0) + { + return HMDInfo.LensSeparationInMeters; + } + else if (OVR_strcmp(propertyName, "CenterPupilDepth") == 0) + { + return SFusion.GetCenterPupilDepth(); + } + else if (pHMD) + { + Profile* p = pHMD->GetProfile(); + if (p) + { + return p->GetFloatValue(propertyName, defaultVal); + } + } + return defaultVal; +} + +bool HMDState::setFloatValue(const char* propertyName, float value) +{ + if (OVR_strcmp(propertyName, "CenterPupilDepth") == 0) + { + SFusion.SetCenterPupilDepth(value); + return true; + } + return false; +} + + +static unsigned CopyFloatArrayWithLimit(float dest[], unsigned destSize, + float source[], unsigned sourceSize) +{ + unsigned count = Alg::Min(destSize, sourceSize); + for (unsigned i = 0; i < count; i++) + dest[i] = source[i]; + return count; +} + + +unsigned HMDState::getFloatArray(const char* propertyName, float values[], unsigned arraySize) +{ + if (arraySize) + { + if (OVR_strcmp(propertyName, "ScreenSize") == 0) + { + float data[2] = { HMDInfo.ScreenSizeInMeters.w, HMDInfo.ScreenSizeInMeters.h }; + + return CopyFloatArrayWithLimit(values, arraySize, data, 2); + } + else if (OVR_strcmp(propertyName, "DistortionClearColor") == 0) + { + return CopyFloatArrayWithLimit(values, arraySize, RenderState.ClearColor, 4); + } + else if (OVR_strcmp(propertyName, "DK2Latency") == 0) + { + if (HMDInfo.HmdType != HmdType_DK2) + return 0; + + float data[3]; + TimeManager.GetLatencyTimings(data); + + return CopyFloatArrayWithLimit(values, arraySize, data, 3); + } + + /* + else if (OVR_strcmp(propertyName, "CenterPupilDepth") == 0) + { + if (arraySize >= 1) + { + values[0] = SFusion.GetCenterPupilDepth(); + return 1; + } + return 0; + } */ + else if (pHMD) + { + Profile* p = pHMD->GetProfile(); + + // TBD: Not quite right. Should update profile interface, so that + // we can return 0 in all conditions if property doesn't exist. + if (p) + { + unsigned count = p->GetFloatValues(propertyName, values, arraySize); + return count; + } + } + } + + return 0; +} + +bool HMDState::setFloatArray(const char* propertyName, float values[], unsigned arraySize) +{ + if (!arraySize) + return false; + + if (OVR_strcmp(propertyName, "DistortionClearColor") == 0) + { + CopyFloatArrayWithLimit(RenderState.ClearColor, 4, values, arraySize); + return true; + } + return false; +} + + +const char* HMDState::getString(const char* propertyName, const char* defaultVal) +{ + if (pHMD) + { + // For now, just access the profile. + Profile* p = pHMD->GetProfile(); + + LastGetStringValue[0] = 0; + if (p && p->GetValue(propertyName, LastGetStringValue, sizeof(LastGetStringValue))) + { + return LastGetStringValue; + } + } + + return defaultVal; +} + +//------------------------------------------------------------------------------------- +// *** Latency Test + +bool HMDState::ProcessLatencyTest(unsigned char rgbColorOut[3]) +{ + bool result = false; + + // Check create. + if (pLatencyTester) + { + if (pLatencyTester->IsConnected()) + { + Color colorToDisplay; + + LatencyUtil.ProcessInputs(); + result = LatencyUtil.DisplayScreenColor(colorToDisplay); + rgbColorOut[0] = colorToDisplay.R; + rgbColorOut[1] = colorToDisplay.G; + rgbColorOut[2] = colorToDisplay.B; + } + else + { + // Disconnect. + LatencyUtil.SetDevice(NULL); + pLatencyTester = 0; + LogText("LATENCY SENSOR disconnected.\n"); + } + } + else if (AddLatencyTestCount > 0) + { + // This might have some unlikely race condition issue which could cause us to miss a device... + AddLatencyTestCount = 0; + + pLatencyTester = *GlobalState::pInstance->GetManager()-> + EnumerateDevices<LatencyTestDevice>().CreateDevice(); + if (pLatencyTester) + { + LatencyUtil.SetDevice(pLatencyTester); + LogText("LATENCY TESTER connected\n"); + } + } + + return result; +} + +void HMDState::ProcessLatencyTest2(unsigned char rgbColorOut[3], double startTime) +{ + // Check create. + if (!(EnabledHmdCaps & ovrHmdCap_LatencyTest)) + return; + + if (pLatencyTesterDisplay && !LatencyUtil2.HasDisplayDevice()) + { + if (!pLatencyTesterDisplay->IsConnected()) + { + LatencyUtil2.SetDisplayDevice(NULL); + } + } + else if (AddLatencyTestDisplayCount > 0) + { + // This might have some unlikely race condition issue + // which could cause us to miss a device... + AddLatencyTestDisplayCount = 0; + + pLatencyTesterDisplay = *GlobalState::pInstance->GetManager()-> + EnumerateDevices<LatencyTestDevice>().CreateDevice(); + if (pLatencyTesterDisplay) + { + LatencyUtil2.SetDisplayDevice(pLatencyTesterDisplay); + } + } + + if (LatencyUtil2.HasDevice() && pSensor && pSensor->IsConnected()) + { + LatencyUtil2.BeginTest(startTime); + + Color colorToDisplay; + LatencyTest2Active = LatencyUtil2.DisplayScreenColor(colorToDisplay); + rgbColorOut[0] = colorToDisplay.R; + rgbColorOut[1] = colorToDisplay.G; + rgbColorOut[2] = colorToDisplay.B; + } + else + { + LatencyTest2Active = false; + } +} + +//------------------------------------------------------------------------------------- +// *** Rendering + +bool HMDState::ConfigureRendering(ovrEyeRenderDesc eyeRenderDescOut[2], + const ovrFovPort eyeFovIn[2], + const ovrRenderAPIConfig* apiConfig, + unsigned distortionCaps) +{ + ThreadChecker::Scope checkScope(&RenderAPIThreadChecker, "ovrHmd_ConfigureRendering"); + + // null -> shut down. + if (!apiConfig) + { + if (pRenderer) + pRenderer.Clear(); + RenderingConfigured = false; + return true; + } + + if (pRenderer && + (apiConfig->Header.API != pRenderer->GetRenderAPI())) + { + // Shutdown old renderer. + if (pRenderer) + pRenderer.Clear(); + } + + + // Step 1: do basic setup configuration + RenderState.setupRenderDesc(eyeRenderDescOut, eyeFovIn); + RenderState.EnabledHmdCaps = EnabledHmdCaps; // This is a copy... Any cleaner way? + RenderState.DistortionCaps = distortionCaps; + + TimeManager.ResetFrameTiming(0, + (EnabledHmdCaps & ovrHmdCap_DynamicPrediction) ? true : false, + true); + + LastFrameTimeSeconds = 0.0f; + + // Set RenderingConfigured early to avoid ASSERTs in renderer initialization. + RenderingConfigured = true; + + if (!pRenderer) + { + pRenderer = *DistortionRenderer::APICreateRegistry + [apiConfig->Header.API](this, TimeManager, RenderState); + } + + if (!pRenderer || + !pRenderer->Initialize(apiConfig, distortionCaps)) + { + RenderingConfigured = false; + return false; + } + + return true; +} + + + +ovrPosef HMDState::BeginEyeRender(ovrEyeType eye) +{ + // Debug checks. + checkBeginFrameScope("ovrHmd_BeginEyeRender"); + ThreadChecker::Scope checkScope(&RenderAPIThreadChecker, "ovrHmd_BeginEyeRender"); + + // Unknown eyeId provided in ovrHmd_BeginEyeRender + OVR_ASSERT_LOG(eye == ovrEye_Left || eye == ovrEye_Right, + ("ovrHmd_BeginEyeRender eyeId out of range.")); + OVR_ASSERT_LOG(EyeRenderActive[eye] == false, + ("Multiple calls to ovrHmd_BeginEyeRender for the same eye.")); + + EyeRenderActive[eye] = true; + + // Only process latency tester for drawing the left eye (assumes left eye is drawn first) + if (pRenderer && eye == 0) + { + LatencyTestActive = ProcessLatencyTest(LatencyTestDrawColor); + } + + return ovrHmd_GetEyePose(this, eye); +} + + +void HMDState::EndEyeRender(ovrEyeType eye, ovrPosef renderPose, ovrTexture* eyeTexture) +{ + // Debug checks. + checkBeginFrameScope("ovrHmd_EndEyeRender"); + ThreadChecker::Scope checkScope(&RenderAPIThreadChecker, "ovrHmd_EndEyeRender"); + + if (!EyeRenderActive[eye]) + { + OVR_ASSERT_LOG(false, + ("ovrHmd_EndEyeRender called without ovrHmd_BeginEyeRender.")); + return; + } + + RenderState.EyeRenderPoses[eye] = renderPose; + + if (pRenderer) + pRenderer->SubmitEye(eye, eyeTexture); + + EyeRenderActive[eye] = false; +} + +}} // namespace OVR::CAPI + diff --git a/LibOVR/Src/CAPI/CAPI_HMDState.h b/LibOVR/Src/CAPI/CAPI_HMDState.h new file mode 100644 index 0000000..0a1466f --- /dev/null +++ b/LibOVR/Src/CAPI/CAPI_HMDState.h @@ -0,0 +1,347 @@ +/************************************************************************************ + +Filename : CAPI_HMDState.h +Content : State associated with a single HMD +Created : January 24, 2014 +Authors : Michael Antonov + +Copyright : Copyright 2014 Oculus VR, Inc. All Rights reserved. + +Licensed under the Oculus VR Rift SDK License Version 3.1 (the "License"); +you may not use the Oculus VR Rift SDK except in compliance with the License, +which is provided at the time of installation or download, or which +otherwise accompanies this software in either electronic or hard copy form. + +You may obtain a copy of the License at + +http://www.oculusvr.com/licenses/LICENSE-3.1 + +Unless required by applicable law or agreed to in writing, the Oculus VR SDK +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 OVR_CAPI_HMDState_h +#define OVR_CAPI_HMDState_h + +#include "../Kernel/OVR_Math.h" +#include "../Kernel/OVR_List.h" +#include "../Kernel/OVR_Log.h" +#include "../OVR_CAPI.h" +#include "../OVR_SensorFusion.h" +#include "../Util/Util_LatencyTest.h" +#include "../Util/Util_LatencyTest2.h" + +#include "CAPI_FrameTimeManager.h" +#include "CAPI_HMDRenderState.h" +#include "CAPI_DistortionRenderer.h" + +// Define OVR_CAPI_VISIONSUPPORT to compile in vision support +#ifdef OVR_CAPI_VISIONSUPPORT + #define OVR_CAPI_VISION_CODE(c) c + #include "../Vision/Vision_PoseTracker.h" +#else + #define OVR_CAPI_VISION_CODE(c) +#endif + + +struct ovrHmdStruct { }; + +namespace OVR { namespace CAPI { + +using namespace OVR::Util::Render; + + +//------------------------------------------------------------------------------------- +// ***** ThreadChecker + +// This helper class is used to verify that the API is used according to supported +// thread safety constraints (is not re-entrant for this and related functions). +class ThreadChecker +{ +public: + +#ifndef OVR_BUILD_DEBUG + + // In release build, thread checks are disabled. + ThreadChecker() { } + void Begin(const char* functionName) { OVR_UNUSED1(functionName); } + void End() { } + + // Add thread-re-entrancy check for function scope + struct Scope + { + Scope(ThreadChecker*, const char *) { } + ~Scope() { } + }; + + +#else // OVR_BUILD_DEBUG + ThreadChecker() : pFunctionName(0), FirstThread(0) + { } + + void Begin(const char* functionName) + { + if (!pFunctionName) + { + pFunctionName = functionName; + FirstThread = GetCurrentThreadId(); + } + else + { + // pFunctionName may be not null here if function is called internally on the same thread. + OVR_ASSERT_LOG((FirstThread == GetCurrentThreadId()), + ("%s (threadId=%p) called at the same times as %s (threadId=%p)\n", + functionName, GetCurrentThreadId(), pFunctionName, FirstThread) ); + } + } + void End() + { + pFunctionName = 0; + FirstThread = 0; + } + + // Add thread-re-entrancy check for function scope. + struct Scope + { + Scope(ThreadChecker* threadChecker, const char *functionName) : pChecker(threadChecker) + { pChecker->Begin(functionName); } + ~Scope() + { pChecker->End(); } + private: + ThreadChecker* pChecker; + }; + +private: + // If not 0, contains the name of the function that first entered the scope. + const char * pFunctionName; + ThreadId FirstThread; + +#endif // OVR_BUILD_DEBUG +}; + + +//------------------------------------------------------------------------------------- +// ***** HMDState + +// Describes a single HMD. +class HMDState : public ListNode<HMDState>, + public ovrHmdStruct, public NewOverrideBase +{ +public: + + HMDState(HMDDevice* device); + HMDState(ovrHmdType hmdType); + virtual ~HMDState(); + + + // *** Sensor Setup + + bool StartSensor(unsigned supportedCaps, unsigned requiredCaps); + void StopSensor(); + void ResetSensor(); + ovrSensorState PredictedSensorState(double absTime); + bool GetSensorDesc(ovrSensorDesc* descOut); + + // Changes HMD Caps. + // Capability bits that are not directly or logically tied to one system (such as sensor) + // are grouped here. ovrHmdCap_VSync, for example, affects rendering and timing. + void SetEnabledHmdCaps(unsigned caps); + + + bool ProcessLatencyTest(unsigned char rgbColorOut[3]); + void ProcessLatencyTest2(unsigned char rgbColorOut[3], double startTime); + + + // *** Rendering Setup + + bool ConfigureRendering(ovrEyeRenderDesc eyeRenderDescOut[2], + const ovrFovPort eyeFovIn[2], + const ovrRenderAPIConfig* apiConfig, + unsigned distortionCaps); + + ovrPosef BeginEyeRender(ovrEyeType eye); + void EndEyeRender(ovrEyeType eye, ovrPosef renderPose, ovrTexture* eyeTexture); + + + const char* GetLastError() + { + const char* p = pLastError; + pLastError = 0; + return p; + } + + void NotifyAddDevice(DeviceType deviceType) + { + if (deviceType == Device_Sensor) + AddSensorCount++; + else if (deviceType == Device_LatencyTester) + { + AddLatencyTestCount++; + AddLatencyTestDisplayCount++; + } + } + + bool checkCreateSensor(); + + void applyProfileToSensorFusion(); + + // INlines so that they can be easily compiled out. + // Does debug ASSERT checks for functions that require BeginFrame. + // Also verifies that we are on the right thread. + void checkBeginFrameScope(const char* functionName) + { + OVR_UNUSED1(functionName); // for Release build. + OVR_ASSERT_LOG(BeginFrameCalled == true, + ("%s called outside ovrHmd_BeginFrame.", functionName)); + OVR_ASSERT_LOG(BeginFrameThreadId == OVR::GetCurrentThreadId(), + ("%s called on a different thread then ovrHmd_BeginFrame.", functionName)); + } + + void checkRenderingConfigured(const char* functionName) + { + OVR_UNUSED1(functionName); // for Release build. + OVR_ASSERT_LOG(RenderingConfigured == true, + ("%s called without ovrHmd_ConfigureRendering.", functionName)); + } + + void checkBeginFrameTimingScope(const char* functionName) + { + OVR_UNUSED1(functionName); // for Release build. + OVR_ASSERT_LOG(BeginFrameTimingCalled == true, + ("%s called outside ovrHmd_BeginFrameTiming.", functionName)); + } + + + HMDState* getThis() { return this; } + + void updateLowPersistenceMode(bool lowPersistence) const; + void updateLatencyTestForHmd(bool latencyTesting); + + void updateDK2FeaturesTiedToSensor(bool sensorCreatedJustNow); + + // Get properties by name. + float getFloatValue(const char* propertyName, float defaultVal); + bool setFloatValue(const char* propertyName, float value); + unsigned getFloatArray(const char* propertyName, float values[], unsigned arraySize); + bool setFloatArray(const char* propertyName, float values[], unsigned arraySize); + const char* getString(const char* propertyName, const char* defaultVal); +public: + + // Wrapper to support 'const' + struct HMDInfoWrapper + { + HMDInfoWrapper(ovrHmdType hmdType) + { + HmdTypeEnum t = HmdType_None; + if (hmdType == ovrHmd_DK1) + t = HmdType_DK1; + else if (hmdType == ovrHmd_CrystalCoveProto) + t = HmdType_CrystalCoveProto; + else if (hmdType == ovrHmd_DK2) + t = HmdType_DK2; + h = CreateDebugHMDInfo(t); + } + HMDInfoWrapper(HMDDevice* device) { if (device) device->GetDeviceInfo(&h); } + OVR::HMDInfo h; + }; + + // Note: pHMD can be null if we are representing a virtualized debug HMD. + Ptr<HMDDevice> pHMD; + + // HMDInfo shouldn't change, as its string pointers are passed out. + const HMDInfoWrapper HMDInfoW; + const OVR::HMDInfo& HMDInfo; + + const char* pLastError; + + // Caps enabled for the HMD. + unsigned EnabledHmdCaps; + // These are the flags actually applied to the Sensor device, + // used to track whether SetDisplayReport calls are necessary. + unsigned HmdCapsAppliedToSensor; + + + // *** Sensor + + // Lock used to support thread-safe lifetime access to sensor. + Lock DevicesLock; + + // Atomic integer used as a flag that we should check the sensor device. + AtomicInt<int> AddSensorCount; + + // All of Sensor variables may be modified/used with DevicesLock, with exception that + // the {SensorStarted, SensorCreated} can be read outside the lock to see + // if device creation check is necessary. + // Whether we called StartSensor() and requested sensor caps. + volatile bool SensorStarted; + volatile bool SensorCreated; + // pSensor may still be null or non-running after start if it wasn't yet available + Ptr<SensorDevice> pSensor; // Head + unsigned SensorCaps; + + // SensorFusion state may be accessible without a lock. + SensorFusion SFusion; + + + // Vision pose tracker is currently new-allocated + OVR_CAPI_VISION_CODE( + Vision::PoseTracker* pPoseTracker; + ) + + // Latency tester + Ptr<LatencyTestDevice> pLatencyTester; + Util::LatencyTest LatencyUtil; + AtomicInt<int> AddLatencyTestCount; + + bool LatencyTestActive; + unsigned char LatencyTestDrawColor[3]; + + // Using latency tester as debug display + Ptr<LatencyTestDevice> pLatencyTesterDisplay; + AtomicInt<int> AddLatencyTestDisplayCount; + Util::LatencyTest2 LatencyUtil2; + + bool LatencyTest2Active; + unsigned char LatencyTest2DrawColor[3]; + //bool ReadbackColor; + + // Rendering part + FrameTimeManager TimeManager; + HMDRenderState RenderState; + Ptr<DistortionRenderer> pRenderer; + + // Last timing value reported by BeginFrame. + double LastFrameTimeSeconds; + // Last timing value reported by GetFrameTime. These are separate since the intended + // use is from different threads. TBD: Move to FrameTimeManager? Make atomic? + double LastGetFrameTimeSeconds; + + // Last cached value returned by ovrHmd_GetString/ovrHmd_GetStringArray. + char LastGetStringValue[256]; + + + // Debug flag set after ovrHmd_ConfigureRendering succeeds. + bool RenderingConfigured; + // Set after BeginFrame succeeds, and its corresponding thread id for debug checks. + bool BeginFrameCalled; + ThreadId BeginFrameThreadId; + // Graphics functions are not re-entrant from other threads. + ThreadChecker RenderAPIThreadChecker; + // + bool BeginFrameTimingCalled; + + // Flags set when we've called BeginEyeRender on a given eye. + bool EyeRenderActive[2]; +}; + + +}} // namespace OVR::CAPI + + +#endif // OVR_CAPI_HMDState_h + + diff --git a/LibOVR/Src/CAPI/GL/CAPI_GL_DistortionRenderer.cpp b/LibOVR/Src/CAPI/GL/CAPI_GL_DistortionRenderer.cpp new file mode 100644 index 0000000..21b6509 --- /dev/null +++ b/LibOVR/Src/CAPI/GL/CAPI_GL_DistortionRenderer.cpp @@ -0,0 +1,784 @@ +/************************************************************************************ + +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. + +************************************************************************************/ + +#include "CAPI_GL_DistortionRenderer.h" + +#include "CAPI_GL_DistortionShaders.h" + +#include "../../OVR_CAPI_GL.h" + +namespace OVR { namespace CAPI { namespace GL { + +// Distortion pixel shader lookup. +// Bit 0: Chroma Correction +// Bit 1: Timewarp + +enum { + DistortionVertexShaderBitMask = 3, + DistortionVertexShaderCount = DistortionVertexShaderBitMask + 1, + DistortionPixelShaderBitMask = 1, + DistortionPixelShaderCount = DistortionPixelShaderBitMask + 1 +}; + +struct ShaderInfo +{ + const char* ShaderData; + size_t ShaderSize; + const ShaderBase::Uniform* ReflectionData; + size_t ReflectionSize; +}; + +// Do add a new distortion shader use these macros (with or w/o reflection) +#define SI_NOREFL(shader) { shader, sizeof(shader), NULL, 0 } +#define SI_REFL__(shader) { shader, sizeof(shader), shader ## _refl, sizeof( shader ## _refl )/sizeof(*(shader ## _refl)) } + + +static ShaderInfo DistortionVertexShaderLookup[DistortionVertexShaderCount] = +{ + SI_REFL__(Distortion_vs), + SI_REFL__(DistortionChroma_vs), + SI_REFL__(DistortionTimewarp_vs), + SI_REFL__(DistortionTimewarpChroma_vs) +}; + +static ShaderInfo DistortionPixelShaderLookup[DistortionPixelShaderCount] = +{ + SI_NOREFL(Distortion_fs), + SI_NOREFL(DistortionChroma_fs) +}; + +void DistortionShaderBitIndexCheck() +{ + OVR_COMPILER_ASSERT(ovrDistortionCap_Chromatic == 1); + OVR_COMPILER_ASSERT(ovrDistortionCap_TimeWarp == 2); +} + + + +struct DistortionVertex +{ + Vector2f Pos; + Vector2f TexR; + Vector2f TexG; + Vector2f TexB; + Color Col; +}; + + +// Vertex type; same format is used for all shapes for simplicity. +// Shapes are built by adding vertices to Model. +struct LatencyVertex +{ + Vector3f Pos; + LatencyVertex (const Vector3f& p) : Pos(p) {} +}; + + +//---------------------------------------------------------------------------- +// ***** GL::DistortionRenderer + +DistortionRenderer::DistortionRenderer(ovrHmd hmd, FrameTimeManager& timeManager, + const HMDRenderState& renderState) + : CAPI::DistortionRenderer(ovrRenderAPI_OpenGL, hmd, timeManager, renderState) + , LatencyVAO(0) +{ + DistortionMeshVAOs[0] = 0; + DistortionMeshVAOs[1] = 0; +} + +DistortionRenderer::~DistortionRenderer() +{ + destroy(); +} + +// static +CAPI::DistortionRenderer* DistortionRenderer::Create(ovrHmd hmd, + FrameTimeManager& timeManager, + const HMDRenderState& renderState) +{ +#if !defined(OVR_OS_MAC) + InitGLExtensions(); +#endif + return new DistortionRenderer(hmd, timeManager, renderState); +} + + +bool DistortionRenderer::Initialize(const ovrRenderAPIConfig* apiConfig, + unsigned distortionCaps) +{ + GfxState = *new GraphicsState(); + + const ovrGLConfig* config = (const ovrGLConfig*)apiConfig; + + if (!config) + { + // Cleanup + pEyeTextures[0].Clear(); + pEyeTextures[1].Clear(); + memset(&RParams, 0, sizeof(RParams)); + return true; + } + + RParams.Multisample = config->OGL.Header.Multisample; + RParams.RTSize = config->OGL.Header.RTSize; +#if defined(OVR_OS_WIN32) + RParams.Window = (config->OGL.Window) ? config->OGL.Window : GetActiveWindow(); +#elif defined(OVR_OS_LINUX) + RParams.Disp = (config->OGL.Disp) ? config->OGL.Disp : XOpenDisplay(NULL); + RParams.Win = config->OGL.Win; + if (!RParams.Win) + { + int unused; + XGetInputFocus(RParams.Disp, &RParams.Win, &unused); + } +#endif + + DistortionCaps = distortionCaps; + + //DistortionWarper.SetVsync((hmdCaps & ovrHmdCap_NoVSync) ? false : true); + + pEyeTextures[0] = *new Texture(&RParams, 0, 0); + pEyeTextures[1] = *new Texture(&RParams, 0, 0); + + initBuffersAndShaders(); + + return true; +} + + +void DistortionRenderer::SubmitEye(int eyeId, ovrTexture* eyeTexture) +{ + // Doesn't do a lot in here?? + const ovrGLTexture* tex = (const ovrGLTexture*)eyeTexture; + + // Write in values + eachEye[eyeId].texture = tex->OGL.TexId; + + if (tex) + { + // Its only at this point we discover what the viewport of the texture is. + // because presumably we allow users to realtime adjust the resolution. + eachEye[eyeId].TextureSize = tex->OGL.Header.TextureSize; + eachEye[eyeId].RenderViewport = tex->OGL.Header.RenderViewport; + + const ovrEyeRenderDesc& erd = RState.EyeRenderDesc[eyeId]; + + ovrHmd_GetRenderScaleAndOffset( erd.Fov, + eachEye[eyeId].TextureSize, eachEye[eyeId].RenderViewport, + eachEye[eyeId].UVScaleOffset ); + + pEyeTextures[eyeId]->UpdatePlaceholderTexture(tex->OGL.TexId, + tex->OGL.Header.TextureSize); + } +} + +void DistortionRenderer::EndFrame(bool swapBuffers, + unsigned char* latencyTesterDrawColor, unsigned char* latencyTester2DrawColor) +{ + if (!TimeManager.NeedDistortionTimeMeasurement()) + { + if (RState.DistortionCaps & ovrDistortionCap_TimeWarp) + { + // Wait for timewarp distortion if it is time and Gpu idle + FlushGpuAndWaitTillTime(TimeManager.GetFrameTiming().TimewarpPointTime); + } + + renderDistortion(pEyeTextures[0], pEyeTextures[1]); + } + else + { + // If needed, measure distortion time so that TimeManager can better estimate + // latency-reducing time-warp wait timing. + WaitUntilGpuIdle(); + double distortionStartTime = ovr_GetTimeInSeconds(); + + renderDistortion(pEyeTextures[0], pEyeTextures[1]); + + WaitUntilGpuIdle(); + TimeManager.AddDistortionTimeMeasurement(ovr_GetTimeInSeconds() - distortionStartTime); + } + + if(latencyTesterDrawColor) + { + renderLatencyQuad(latencyTesterDrawColor); + } + else if(latencyTester2DrawColor) + { + renderLatencyPixel(latencyTester2DrawColor); + } + + if (swapBuffers) + { + bool useVsync = ((RState.EnabledHmdCaps & ovrHmdCap_NoVSync) == 0); + int swapInterval = (useVsync) ? 1 : 0; +#if defined(OVR_OS_WIN32) + if (wglGetSwapIntervalEXT() != swapInterval) + wglSwapIntervalEXT(swapInterval); + + HDC dc = GetDC(RParams.Window); + BOOL success = SwapBuffers(dc); + ReleaseDC(RParams.Window, dc); + OVR_ASSERT(success); + OVR_UNUSED(success); +#elif defined(OVR_OS_MAC) + CGLContextObj context = CGLGetCurrentContext(); + GLint currentSwapInterval = 0; + CGLGetParameter(context, kCGLCPSwapInterval, ¤tSwapInterval); + if (currentSwapInterval != swapInterval) + CGLSetParameter(context, kCGLCPSwapInterval, &swapInterval); + + CGLFlushDrawable(context); +#elif defined(OVR_OS_LINUX) + static const char* extensions = glXQueryExtensionsString(RParams.Disp, 0); + static bool supportsVSync = (extensions != NULL && strstr(extensions, "GLX_EXT_swap_control")); + if (supportsVSync) + { + GLuint currentSwapInterval = 0; + glXQueryDrawable(RParams.Disp, RParams.Win, GLX_SWAP_INTERVAL_EXT, ¤tSwapInterval); + if (currentSwapInterval != swapInterval) + glXSwapIntervalEXT(RParams.Disp, RParams.Win, swapInterval); + } + + glXSwapBuffers(RParams.Disp, RParams.Win); +#endif + } +} + +void DistortionRenderer::WaitUntilGpuIdle() +{ + glFlush(); + glFinish(); +} + +double DistortionRenderer::FlushGpuAndWaitTillTime(double absTime) +{ + double initialTime = ovr_GetTimeInSeconds(); + if (initialTime >= absTime) + return 0.0; + + glFlush(); + glFinish(); + + double newTime = initialTime; + volatile int i; + + while (newTime < absTime) + { + for (int j = 0; j < 50; j++) + i = 0; + + newTime = ovr_GetTimeInSeconds(); + } + + // How long we waited + return newTime - initialTime; +} + + +DistortionRenderer::GraphicsState::GraphicsState() +{ + const char* glVersionString = (const char*)glGetString(GL_VERSION); + OVR_DEBUG_LOG(("GL_VERSION STRING: %s", (const char*)glVersionString)); + char prefix[64]; + bool foundVersion = false; + + for (int i = 10; i < 30; ++i) + { + int major = i / 10; + int minor = i % 10; + OVR_sprintf(prefix, 64, "%d.%d", major, minor); + if (strstr(glVersionString, prefix) == glVersionString) + { + GlMajorVersion = major; + GlMinorVersion = minor; + foundVersion = true; + break; + } + } + + if (!foundVersion) + { + glGetIntegerv(GL_MAJOR_VERSION, &GlMajorVersion); + glGetIntegerv(GL_MAJOR_VERSION, &GlMinorVersion); + } + + OVR_ASSERT(GlMajorVersion >= 2); + + if (GlMajorVersion >= 3) + { + SupportsVao = true; + } + else + { + const char* extensions = (const char*)glGetString(GL_EXTENSIONS); + SupportsVao = (strstr("GL_ARB_vertex_array_object", extensions) != NULL); + } +} + + +void DistortionRenderer::GraphicsState::ApplyBool(GLenum Name, GLint Value) +{ + if (Value != 0) + glEnable(Name); + else + glDisable(Name); +} + + +void DistortionRenderer::GraphicsState::Save() +{ + glGetIntegerv(GL_VIEWPORT, Viewport); + glGetFloatv(GL_COLOR_CLEAR_VALUE, ClearColor); + glGetIntegerv(GL_DEPTH_TEST, &DepthTest); + glGetIntegerv(GL_CULL_FACE, &CullFace); + glGetIntegerv(GL_CURRENT_PROGRAM, &Program); + glGetIntegerv(GL_ACTIVE_TEXTURE, &ActiveTexture); + glGetIntegerv(GL_TEXTURE_BINDING_2D, &TextureBinding); + glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &VertexArray); + glGetIntegerv(GL_FRAMEBUFFER_BINDING, &FrameBufferBinding); + glGetIntegerv(GL_BLEND, &Blend); + glGetIntegerv(GL_COLOR_WRITEMASK, ColorWritemask); + glGetIntegerv(GL_DITHER, &Dither); + glGetIntegerv(GL_RASTERIZER_DISCARD, &RasterizerDiscard); + if (GlMajorVersion >= 3 && GlMajorVersion >= 2) + glGetIntegerv(GL_SAMPLE_MASK, &SampleMask); + glGetIntegerv(GL_SCISSOR_TEST, &ScissorTest); + + IsValid = true; +} + + +void DistortionRenderer::GraphicsState::Restore() +{ + // Don't allow restore-before-save. + if (!IsValid) + return; + + glViewport(Viewport[0], Viewport[1], Viewport[2], Viewport[3]); + glClearColor(ClearColor[0], ClearColor[1], ClearColor[2], ClearColor[3]); + + ApplyBool(GL_DEPTH_TEST, DepthTest); + ApplyBool(GL_CULL_FACE, CullFace); + + glUseProgram(Program); + glActiveTexture(ActiveTexture); + glBindTexture(GL_TEXTURE_2D, TextureBinding); + if (SupportsVao) + glBindVertexArray(VertexArray); + glBindFramebuffer(GL_FRAMEBUFFER, FrameBufferBinding); + + ApplyBool(GL_BLEND, Blend); + + glColorMask((GLboolean)ColorWritemask[0], (GLboolean)ColorWritemask[1], (GLboolean)ColorWritemask[2], (GLboolean)ColorWritemask[3]); + ApplyBool(GL_DITHER, Dither); + ApplyBool(GL_RASTERIZER_DISCARD, RasterizerDiscard); + if (GlMajorVersion >= 3 && GlMajorVersion >= 2) + ApplyBool(GL_SAMPLE_MASK, SampleMask); + ApplyBool(GL_SCISSOR_TEST, ScissorTest); +} + + +void DistortionRenderer::initBuffersAndShaders() +{ + for ( int eyeNum = 0; eyeNum < 2; eyeNum++ ) + { + // Allocate & generate distortion mesh vertices. + ovrDistortionMesh meshData; + +// double startT = ovr_GetTimeInSeconds(); + + 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 diff --git a/LibOVR/Src/CAPI/GL/CAPI_GL_DistortionRenderer.h b/LibOVR/Src/CAPI/GL/CAPI_GL_DistortionRenderer.h new file mode 100644 index 0000000..60f1a9f --- /dev/null +++ b/LibOVR/Src/CAPI/GL/CAPI_GL_DistortionRenderer.h @@ -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
\ No newline at end of file diff --git a/LibOVR/Src/CAPI/GL/CAPI_GL_DistortionShaders.h b/LibOVR/Src/CAPI/GL/CAPI_GL_DistortionShaders.h new file mode 100644 index 0000000..03fd174 --- /dev/null +++ b/LibOVR/Src/CAPI/GL/CAPI_GL_DistortionShaders.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 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; +} + +}}} diff --git a/LibOVR/Src/CAPI/GL/CAPI_GL_Util.h b/LibOVR/Src/CAPI/GL/CAPI_GL_Util.h new file mode 100644 index 0000000..a410f17 --- /dev/null +++ b/LibOVR/Src/CAPI/GL/CAPI_GL_Util.h @@ -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 |