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authorBrad Davis <[email protected]>2014-04-14 21:25:09 -0700
committerBrad Davis <[email protected]>2014-04-14 21:25:09 -0700
commit07d0f4d0bbf3477ac6a9584f726e8ec6ab285707 (patch)
tree1854d0c690eff32e77b137567c88a52d56d8b660 /Samples/CommonSrc/Render/Render_Device.cpp
parentf28388ff2af14b56ef2d973b2f4f9da021716d4c (diff)
Adding windows 0.3.1 SDK
Diffstat (limited to 'Samples/CommonSrc/Render/Render_Device.cpp')
-rw-r--r--Samples/CommonSrc/Render/Render_Device.cpp2306
1 files changed, 1292 insertions, 1014 deletions
diff --git a/Samples/CommonSrc/Render/Render_Device.cpp b/Samples/CommonSrc/Render/Render_Device.cpp
index d0f3228..e917fb0 100644
--- a/Samples/CommonSrc/Render/Render_Device.cpp
+++ b/Samples/CommonSrc/Render/Render_Device.cpp
@@ -25,107 +25,112 @@ limitations under the License.
#include "../Render/Render_Font.h"
#include "Kernel/OVR_Log.h"
+#include "Util/Util_Render_Stereo.h"
+using namespace OVR::Util::Render;
namespace OVR { namespace Render {
-void Model::Render(const Matrix4f& ltw, RenderDevice* ren)
-{
- if(Visible)
- {
- Matrix4f m = ltw * GetMatrix();
- ren->Render(m, this);
- }
-}
-
-void Container::Render(const Matrix4f& ltw, RenderDevice* ren)
-{
- Matrix4f m = ltw * GetMatrix();
- for(unsigned i = 0; i < Nodes.GetSize(); i++)
- {
- Nodes[i]->Render(m, ren);
- }
-}
-
-Matrix4f SceneView::GetViewMatrix() const
-{
- Matrix4f view = Matrix4f(GetOrientation().Conj()) * Matrix4f::Translation(GetPosition());
- return view;
-}
-
-void LightingParams::Update(const Matrix4f& view, const Vector4f* SceneLightPos)
-{
- Version++;
- for (int i = 0; i < LightCount; i++)
- {
- LightPos[i] = view.Transform(SceneLightPos[i]);
- }
-}
-
-void Scene::Render(RenderDevice* ren, const Matrix4f& view)
-{
- Lighting.Update(view, LightPos);
-
- ren->SetLighting(&Lighting);
-
- World.Render(view, ren);
-}
-
-
-
-UInt16 CubeIndices[] =
-{
- 0, 1, 3,
- 3, 1, 2,
-
- 5, 4, 6,
- 6, 4, 7,
-
- 8, 9, 11,
- 11, 9, 10,
-
- 13, 12, 14,
- 14, 12, 15,
-
- 16, 17, 19,
- 19, 17, 18,
-
- 21, 20, 22,
- 22, 20, 23
-};
-
-// Colors are specified for planes perpendicular to the axis
-// For example, "xColor" is the color of the y-z plane
-Model* Model::CreateAxisFaceColorBox(float x1, float x2, Color xcolor,
- float y1, float y2, Color ycolor,
- float z1, float z2, Color zcolor)
-{
- float t;
-
- if(x1 > x2)
- {
- t = x1;
- x1 = x2;
- x2 = t;
- }
- if(y1 > y2)
- {
- t = y1;
- y1 = y2;
- y2 = t;
- }
- if(z1 > z2)
- {
- t = z1;
- z1 = z2;
- z2 = t;
- }
-
- Model* box = new Model();
-
- UInt16 startIndex = 0;
- // Cube
- startIndex =
- box->AddVertex(Vector3f(x1, y2, z1), ycolor);
+ void Model::Render(const Matrix4f& ltw, RenderDevice* ren)
+ {
+ if(Visible)
+ {
+ AutoGpuProf prof(ren, "Model_Render");
+ Matrix4f m = ltw * GetMatrix();
+ ren->Render(m, this);
+ }
+ }
+
+ void Container::Render(const Matrix4f& ltw, RenderDevice* ren)
+ {
+ Matrix4f m = ltw * GetMatrix();
+ for(unsigned i = 0; i < Nodes.GetSize(); i++)
+ {
+ Nodes[i]->Render(m, ren);
+ }
+ }
+
+ Matrix4f SceneView::GetViewMatrix() const
+ {
+ Matrix4f view = Matrix4f(GetOrientation().Conj()) * Matrix4f::Translation(GetPosition());
+ return view;
+ }
+
+ void LightingParams::Update(const Matrix4f& view, const Vector3f* SceneLightPos)
+ {
+ Version++;
+ for (int i = 0; i < LightCount; i++)
+ {
+ LightPos[i] = view.Transform(SceneLightPos[i]);
+ }
+ }
+
+ void Scene::Render(RenderDevice* ren, const Matrix4f& view)
+ {
+ AutoGpuProf prof(ren, "Scene_Render");
+
+ Lighting.Update(view, LightPos);
+
+ ren->SetLighting(&Lighting);
+
+ World.Render(view, ren);
+ }
+
+
+
+ UInt16 CubeIndices[] =
+ {
+ 0, 1, 3,
+ 3, 1, 2,
+
+ 5, 4, 6,
+ 6, 4, 7,
+
+ 8, 9, 11,
+ 11, 9, 10,
+
+ 13, 12, 14,
+ 14, 12, 15,
+
+ 16, 17, 19,
+ 19, 17, 18,
+
+ 21, 20, 22,
+ 22, 20, 23
+ };
+
+ // Colors are specified for planes perpendicular to the axis
+ // For example, "xColor" is the color of the y-z plane
+ Model* Model::CreateAxisFaceColorBox(float x1, float x2, Color xcolor,
+ float y1, float y2, Color ycolor,
+ float z1, float z2, Color zcolor)
+ {
+ float t;
+
+ if(x1 > x2)
+ {
+ t = x1;
+ x1 = x2;
+ x2 = t;
+ }
+ if(y1 > y2)
+ {
+ t = y1;
+ y1 = y2;
+ y2 = t;
+ }
+ if(z1 > z2)
+ {
+ t = z1;
+ z1 = z2;
+ z2 = t;
+ }
+
+ Model* box = new Model();
+
+ UInt16 startIndex = 0;
+ // Cube
+ startIndex =
+ box->AddVertex(Vector3f(x1, y2, z1), ycolor);
box->AddVertex(Vector3f(x2, y2, z1), ycolor);
box->AddVertex(Vector3f(x2, y2, z2), ycolor);
box->AddVertex(Vector3f(x1, y2, z2), ycolor);
@@ -156,960 +161,1233 @@ Model* Model::CreateAxisFaceColorBox(float x1, float x2, Color xcolor,
box->AddVertex(Vector3f(x1, y2, z2), zcolor);
- enum
- {
- // CubeVertexCount = sizeof(CubeVertices)/sizeof(CubeVertices[0]),
- CubeIndexCount = sizeof(CubeIndices) / sizeof(CubeIndices[0])
- };
-
- // Renumber indices
- for(int i = 0; i < CubeIndexCount / 3; i++)
- {
- box->AddTriangle(CubeIndices[i * 3] + startIndex,
- CubeIndices[i * 3 + 1] + startIndex,
- CubeIndices[i * 3 + 2] + startIndex);
- }
-
- return box;
-}
-
-void Model::AddSolidColorBox(float x1, float y1, float z1,
- float x2, float y2, float z2,
- Color c)
-{
- float t;
-
- if(x1 > x2)
- {
- t = x1;
- x1 = x2;
- x2 = t;
- }
- if(y1 > y2)
- {
- t = y1;
- y1 = y2;
- y2 = t;
- }
- if(z1 > z2)
- {
- t = z1;
- z1 = z2;
- z2 = t;
- }
-
- // Cube vertices and their normals.
- Vector3f CubeVertices[][3] =
- {
- Vector3f(x1, y2, z1), Vector3f(z1, x1), Vector3f(0.0f, 1.0f, 0.0f),
- Vector3f(x2, y2, z1), Vector3f(z1, x2), Vector3f(0.0f, 1.0f, 0.0f),
- Vector3f(x2, y2, z2), Vector3f(z2, x2), Vector3f(0.0f, 1.0f, 0.0f),
- Vector3f(x1, y2, z2), Vector3f(z2, x1), Vector3f(0.0f, 1.0f, 0.0f),
-
- Vector3f(x1, y1, z1), Vector3f(z1, x1), Vector3f(0.0f, -1.0f, 0.0f),
- Vector3f(x2, y1, z1), Vector3f(z1, x2), Vector3f(0.0f, -1.0f, 0.0f),
- Vector3f(x2, y1, z2), Vector3f(z2, x2), Vector3f(0.0f, -1.0f, 0.0f),
- Vector3f(x1, y1, z2), Vector3f(z2, x1), Vector3f(0.0f, -1.0f, 0.0f),
-
- Vector3f(x1, y1, z2), Vector3f(z2, y1), Vector3f(-1.0f, 0.0f, 0.0f),
- Vector3f(x1, y1, z1), Vector3f(z1, y1), Vector3f(-1.0f, 0.0f, 0.0f),
- Vector3f(x1, y2, z1), Vector3f(z1, y2), Vector3f(-1.0f, 0.0f, 0.0f),
- Vector3f(x1, y2, z2), Vector3f(z2, y2), Vector3f(-1.0f, 0.0f, 0.0f),
-
- Vector3f(x2, y1, z2), Vector3f(z2, y1), Vector3f(1.0f, 0.0f, 0.0f),
- Vector3f(x2, y1, z1), Vector3f(z1, y1), Vector3f(1.0f, 0.0f, 0.0f),
- Vector3f(x2, y2, z1), Vector3f(z1, y2), Vector3f(1.0f, 0.0f, 0.0f),
- Vector3f(x2, y2, z2), Vector3f(z2, y2), Vector3f(1.0f, 0.0f, 0.0f),
-
- Vector3f(x1, y1, z1), Vector3f(x1, y1), Vector3f(0.0f, 0.0f, -1.0f),
- Vector3f(x2, y1, z1), Vector3f(x2, y1), Vector3f(0.0f, 0.0f, -1.0f),
- Vector3f(x2, y2, z1), Vector3f(x2, y2), Vector3f(0.0f, 0.0f, -1.0f),
- Vector3f(x1, y2, z1), Vector3f(x1, y2), Vector3f(0.0f, 0.0f, -1.0f),
-
- Vector3f(x1, y1, z2), Vector3f(x1, y1), Vector3f(0.0f, 0.0f, 1.0f),
- Vector3f(x2, y1, z2), Vector3f(x2, y1), Vector3f(0.0f, 0.0f, 1.0f),
- Vector3f(x2, y2, z2), Vector3f(x2, y2), Vector3f(0.0f, 0.0f, 1.0f),
- Vector3f(x1, y2, z2), Vector3f(x1, y2), Vector3f(0.0f, 0.0f, 1.0f)
- };
-
-
- UInt16 startIndex = GetNextVertexIndex();
-
- enum
- {
- CubeVertexCount = sizeof(CubeVertices) / sizeof(CubeVertices[0]),
- CubeIndexCount = sizeof(CubeIndices) / sizeof(CubeIndices[0])
- };
-
- for(int v = 0; v < CubeVertexCount; v++)
- {
- AddVertex(Vertex(CubeVertices[v][0], c, CubeVertices[v][1].x, CubeVertices[v][1].y, CubeVertices[v][2]));
- }
-
- // Renumber indices
- for(int i = 0; i < CubeIndexCount / 3; i++)
- {
- AddTriangle(CubeIndices[i * 3] + startIndex,
- CubeIndices[i * 3 + 1] + startIndex,
- CubeIndices[i * 3 + 2] + startIndex);
- }
-}
-
-
-
-Model* Model::CreateBox(Color c, Vector3f origin, Vector3f size)
-{
- Model *box = new Model();
- Vector3f s = size * 0.5f;
-
- box->AddVertex(-s.x, s.y, -s.z, c, 0, 1, 0, 0, -1);
- box->AddVertex(s.x, s.y, -s.z, c, 1, 1, 0, 0, -1);
- box->AddVertex(s.x, -s.y, -s.z, c, 1, 0, 0, 0, -1);
- box->AddVertex(-s.x, -s.y, -s.z, c, 0, 0, 0, 0, -1);
- box->AddTriangle(2, 1, 0);
- box->AddTriangle(0, 3, 2);
-
- box->AddVertex(s.x, s.y, s.z, c, 1, 1, 0, 0, 1);
- box->AddVertex(-s.x, s.y, s.z, c, 0, 1, 0, 0, 1);
- box->AddVertex(-s.x, -s.y, s.z, c, 0, 0, 0, 0, 1);
- box->AddVertex(s.x, -s.y, s.z, c, 1, 0, 0, 0, 1);
- box->AddTriangle(6, 5, 4);
- box->AddTriangle(4, 7, 6);
-
- box->AddVertex(-s.x, s.y, -s.z, c, 1, 0, -1, 0, 0);
- box->AddVertex(-s.x, s.y, s.z, c, 1, 1, -1, 0, 0);
- box->AddVertex(-s.x, -s.y, s.z, c, 0, 1, -1, 0, 0);
- box->AddVertex(-s.x, -s.y, -s.z, c, 0, 0, -1, 0, 0);
- box->AddTriangle(10, 11, 8);
- box->AddTriangle(8, 9, 10);
-
- box->AddVertex(s.x, s.y, -s.z, c, 1, 0, 1, 0, 0);
- box->AddVertex(s.x, -s.y, -s.z, c, 0, 0, 1, 0, 0);
- box->AddVertex(s.x, -s.y, s.z, c, 0, 1, 1, 0, 0);
- box->AddVertex(s.x, s.y, s.z, c, 1, 1, 1, 0, 0);
- box->AddTriangle(14, 15, 12);
- box->AddTriangle(12, 13, 14);
-
- box->AddVertex(-s.x, -s.y, s.z, c, 0, 1, 0, -1, 0);
- box->AddVertex(s.x, -s.y, s.z, c, 1, 1, 0, -1, 0);
- box->AddVertex(s.x, -s.y, -s.z, c, 1, 0, 0, -1, 0);
- box->AddVertex(-s.x, -s.y, -s.z, c, 0, 0, 0, -1, 0);
- box->AddTriangle(18, 19, 16);
- box->AddTriangle(16, 17, 18);
-
- box->AddVertex(-s.x, s.y, -s.z, c, 0, 0, 0, 1, 0);
- box->AddVertex(s.x, s.y, -s.z, c, 1, 0, 0, 1, 0);
- box->AddVertex(s.x, s.y, s.z, c, 1, 1, 0, 1, 0);
- box->AddVertex(-s.x, s.y, s.z, c, 0, 1, 0, 1, 0);
- box->AddTriangle(20, 21, 22);
- box->AddTriangle(22, 23, 20);
-
- box->SetPosition(origin);
- return box;
-}
-
-// Triangulation of a cylinder centered at the origin
-Model* Model::CreateCylinder(Color color, Vector3f origin, float height, float radius, int sides)
-{
- Model *cyl = new Model();
- float halfht = height * 0.5f;
- for(UInt16 i = 0; i < sides; i++)
- {
- float x = cosf(Math<float>::TwoPi * i / float(sides));
- float y = sinf(Math<float>::TwoPi * i / float(sides));
-
- cyl->AddVertex(radius * x, radius * y, halfht, color, x + 1, y, 0, 0, 1);
- cyl->AddVertex(radius * x, radius * y, -1.0f*halfht, color, x, y, 0, 0, -1);
-
- UInt16 j = 0;
- if(i < sides - 1)
- {
- j = i + 1;
- cyl->AddTriangle(0, i * 4 + 4, i * 4);
- cyl->AddTriangle(1, i * 4 + 1, i * 4 + 5);
- }
-
- float nx = cosf(Math<float>::Pi * (0.5f + 2.0f * i / float(sides)));
- float ny = sinf(Math<float>::Pi * (0.5f + 2.0f * i / float(sides)));
- cyl->AddVertex(radius * x, radius * y, halfht, color, x + 1, y, nx, ny, 0);
- cyl->AddVertex(radius * x, radius * y, -1.0f*halfht, color, x, y, nx, ny, 0);
-
- cyl->AddTriangle(i * 4 + 2, j * 4 + 2, i * 4 + 3);
- cyl->AddTriangle(i * 4 + 3, j * 4 + 2, j * 4 + 3);
- }
- cyl->SetPosition(origin);
- return cyl;
-};
-
-//Triangulation of a cone centered at the origin
-Model* Model::CreateCone(Color color, Vector3f origin, float height, float radius, int sides)
-{
- Model *cone = new Model();
- float halfht = height * 0.5f;
- cone->AddVertex(0.0f, 0.0f, -1.0f*halfht, color, 0, 0, 0, 0, -1);
-
- for(UInt16 i = 0; i < sides; i++)
- {
- float x = cosf(Math<float>::TwoPi * i / float(sides));
- float y = sinf(Math<float>::TwoPi * i / float(sides));
-
- cone->AddVertex(radius * x, radius * y, -1.0f*halfht, color, 0, 0, 0, 0, -1);
-
- UInt16 j = 1;
- if(i < sides - 1)
- {
- j = i + 1;
- }
-
- float next_x = cosf(Math<float>::TwoPi * j / float(sides));
- float next_y = sinf(Math<float>::TwoPi * j / float(sides));
-
- Vector3f normal = Vector3f(x, y, -halfht).Cross(Vector3f(next_x, next_y, -halfht));
-
- cone->AddVertex(0.0f, 0.0f, halfht, color, 1, 0, normal.x, normal.y, normal.z);
- cone->AddVertex(radius * x, radius * y, -1.0f*halfht, color, 0, 0, normal.x, normal.y, normal.z);
-
- cone->AddTriangle(0, 3*i + 1, 3*j + 1);
- cone->AddTriangle(3*i + 2, 3*j + 3, 3*i + 3);
- }
- cone->SetPosition(origin);
- return cone;
-};
-
-//Triangulation of a sphere centered at the origin
-Model* Model::CreateSphere(Color color, Vector3f origin, float radius, int sides)
-{
- Model *sphere = new Model();
- UInt16 usides = (UInt16) sides;
- UInt16 halfsides = usides/2;
-
- for(UInt16 k = 0; k < halfsides; k++) {
-
- float z = cosf(Math<float>::Pi * k / float(halfsides));
- float z_r = sinf(Math<float>::Pi * k / float(halfsides)); // the radius of the cross circle with coordinate z
-
- if (k == 0)
- { // add north and south poles
- sphere->AddVertex(0.0f, 0.0f, radius, color, 0, 0, 0, 0, 1);
- sphere->AddVertex(0.0f, 0.0f, -radius, color, 1, 1, 0, 0, -1);
- }
- else
- {
- for(UInt16 i = 0; i < sides; i++)
- {
- float x = cosf(Math<float>::TwoPi * i / float(sides)) * z_r;
- float y = sinf(Math<float>::TwoPi * i / float(sides)) * z_r;
-
- UInt16 j = 0;
- if(i < sides - 1)
- {
- j = i + 1;
- }
-
- sphere->AddVertex(radius * x, radius * y, radius * z, color, 0, 1, x, y, z);
-
- UInt16 indi = 2 + (k -1)*usides + i;
- UInt16 indj = 2 + (k -1)*usides + j;
- if (k == 1) // NorthPole
- sphere->AddTriangle(0, j + 2, i + 2);
- else if (k == halfsides - 1) //SouthPole
- {
- sphere->AddTriangle(1, indi, indj);
- sphere->AddTriangle(indi, indi - usides, indj);
- sphere->AddTriangle(indi - usides, indj - usides, indj);
- }
- else
- {
- sphere->AddTriangle(indi, indi - usides, indj);
- sphere->AddTriangle(indi - usides, indj - usides, indj);
- }
- }
- } // end else
- }
- sphere->SetPosition(origin);
- return sphere;
-};
-
-Model* Model::CreateGrid(Vector3f origin, Vector3f stepx, Vector3f stepy,
- int halfx, int halfy, int nmajor, Color minor, Color major)
-{
- Model* grid = new Model(Prim_Lines);
- float halfxf = (float)halfx;
- float halfyf = (float)halfy;
-
- for(int jn = 0; jn <= halfy; jn++)
- {
- float j = (float)jn;
-
- grid->AddLine(grid->AddVertex((stepx * -halfxf) + (stepy * j), (jn % nmajor) ? minor : major, 0, 0.5f),
- grid->AddVertex((stepx * halfxf) + (stepy * j), (jn % nmajor) ? minor : major, 1, 0.5f));
-
- if(j)
- grid->AddLine(grid->AddVertex((stepx * -halfxf) + (stepy * -j), (jn % nmajor) ? minor : major, 0, 0.5f),
- grid->AddVertex((stepx * halfxf) + (stepy * -j), (jn % nmajor) ? minor : major, 1, 0.5f));
- }
-
- for(int in = 0; in <= halfx; in++)
- {
- float i = (float)in;
-
- grid->AddLine(grid->AddVertex((stepx * i) + (stepy * -halfyf), (in % nmajor) ? minor : major, 0, 0.5f),
- grid->AddVertex((stepx * i) + (stepy * halfyf), (in % nmajor) ? minor : major, 1, 0.5f));
-
- if(i)
- grid->AddLine(grid->AddVertex((stepx * -i) + (stepy * -halfyf), (in % nmajor) ? minor : major, 0, 0.5f),
- grid->AddVertex((stepx * -i) + (stepy * halfyf), (in % nmajor) ? minor : major, 1, 0.5f));
- }
-
- grid->SetPosition(origin);
- return grid;
-}
-
-
-//-------------------------------------------------------------------------------------
-
-
-void ShaderFill::Set(PrimitiveType prim) const
-{
- Shaders->Set(prim);
- for(int i = 0; i < 8; i++)
- if(Textures[i])
- {
- Textures[i]->Set(i);
- }
-}
-
-
-
-//-------------------------------------------------------------------------------------
-// ***** Rendering
-
-
-RenderDevice::RenderDevice()
- : CurPostProcess(PostProcess_None),
- SceneColorTexW(0), SceneColorTexH(0),
- SceneRenderScale(1),
-
- Distortion(1.0f, 0.18f, 0.115f),
- DistortionClearColor(0, 0, 0),
- PostProcessShaderActive(PostProcessShader_DistortionAndChromAb),
- TotalTextureMemoryUsage(0)
-{
- PostProcessShaderRequested = PostProcessShaderActive;
-}
-
-Fill* RenderDevice::CreateTextureFill(Render::Texture* t, bool useAlpha)
-{
- ShaderSet* shaders = CreateShaderSet();
- shaders->SetShader(LoadBuiltinShader(Shader_Vertex, VShader_MVP));
- shaders->SetShader(LoadBuiltinShader(Shader_Fragment, useAlpha ? FShader_AlphaTexture : FShader_Texture));
- Fill* f = new ShaderFill(*shaders);
- f->SetTexture(0, t);
- return f;
-}
-
-void LightingParams::Set(ShaderSet* s) const
-{
- s->SetUniform4fv("Ambient", 1, &Ambient);
- s->SetUniform1f("LightCount", LightCount);
- s->SetUniform4fv("LightPos", (int)LightCount, LightPos);
- s->SetUniform4fv("LightColor", (int)LightCount, LightColor);
-}
-
-void RenderDevice::SetLighting(const LightingParams* lt)
-{
- if (!LightingBuffer)
- LightingBuffer = *CreateBuffer();
-
- LightingBuffer->Data(Buffer_Uniform, lt, sizeof(LightingParams));
- SetCommonUniformBuffer(1, LightingBuffer);
-}
-
-float RenderDevice::MeasureText(const Font* font, const char* str, float size, float* strsize)
-{
- UPInt length = strlen(str);
- float w = 0;
- float xp = 0;
- float yp = 0;
-
- for (UPInt i = 0; i < length; i++)
- {
- if(str[i] == '\n')
- {
- yp += font->lineheight;
- if(xp > w)
- {
- w = xp;
- }
- xp = 0;
- continue;
- }
-
- // Tab followed by a numbers sets position to specified offset.
- if(str[i] == '\t')
- {
- char *p = 0;
- float tabPixels = (float)OVR_strtoq(str + i + 1, &p, 10);
- i += p - (str + i + 1);
- xp = tabPixels;
- }
- else
- {
- const Font::Char* ch = &font->chars[str[i]];
- xp += ch->advance;
- }
- }
-
- if(xp > w)
- {
- w = xp;
- }
-
- if(strsize)
- {
- strsize[0] = (size / font->lineheight) * w;
- strsize[1] = (size / font->lineheight) * (yp + font->lineheight);
- }
- return (size / font->lineheight) * w;
-}
-
-void RenderDevice::RenderText(const Font* font, const char* str,
- float x, float y, float size, Color c)
-{
- if(!pTextVertexBuffer)
- {
- pTextVertexBuffer = *CreateBuffer();
- if(!pTextVertexBuffer)
- {
- return;
- }
- }
-
- if(!font->fill)
- {
- font->fill = CreateTextureFill(Ptr<Texture>(
- *CreateTexture(Texture_R, font->twidth, font->theight, font->tex)), true);
- }
-
- UPInt length = strlen(str);
-
- pTextVertexBuffer->Data(Buffer_Vertex, NULL, length * 6 * sizeof(Vertex));
- Vertex* vertices = (Vertex*)pTextVertexBuffer->Map(0, length * 6 * sizeof(Vertex), Map_Discard);
- if(!vertices)
- {
- return;
- }
+ enum
+ {
+ // CubeVertexCount = sizeof(CubeVertices)/sizeof(CubeVertices[0]),
+ CubeIndexCount = sizeof(CubeIndices) / sizeof(CubeIndices[0])
+ };
+
+ // Renumber indices
+ for(int i = 0; i < CubeIndexCount / 3; i++)
+ {
+ box->AddTriangle(CubeIndices[i * 3] + startIndex,
+ CubeIndices[i * 3 + 1] + startIndex,
+ CubeIndices[i * 3 + 2] + startIndex);
+ }
+
+ return box;
+ }
+
+ void Model::AddSolidColorBox(float x1, float y1, float z1,
+ float x2, float y2, float z2,
+ Color c)
+ {
+ float t;
+
+ if(x1 > x2)
+ {
+ t = x1;
+ x1 = x2;
+ x2 = t;
+ }
+ if(y1 > y2)
+ {
+ t = y1;
+ y1 = y2;
+ y2 = t;
+ }
+ if(z1 > z2)
+ {
+ t = z1;
+ z1 = z2;
+ z2 = t;
+ }
+
+ // Cube vertices and their normals.
+ Vector3f CubeVertices[][3] =
+ {
+ Vector3f(x1, y2, z1), Vector3f(z1, x1), Vector3f(0.0f, 1.0f, 0.0f),
+ Vector3f(x2, y2, z1), Vector3f(z1, x2), Vector3f(0.0f, 1.0f, 0.0f),
+ Vector3f(x2, y2, z2), Vector3f(z2, x2), Vector3f(0.0f, 1.0f, 0.0f),
+ Vector3f(x1, y2, z2), Vector3f(z2, x1), Vector3f(0.0f, 1.0f, 0.0f),
+
+ Vector3f(x1, y1, z1), Vector3f(z1, x1), Vector3f(0.0f, -1.0f, 0.0f),
+ Vector3f(x2, y1, z1), Vector3f(z1, x2), Vector3f(0.0f, -1.0f, 0.0f),
+ Vector3f(x2, y1, z2), Vector3f(z2, x2), Vector3f(0.0f, -1.0f, 0.0f),
+ Vector3f(x1, y1, z2), Vector3f(z2, x1), Vector3f(0.0f, -1.0f, 0.0f),
+
+ Vector3f(x1, y1, z2), Vector3f(z2, y1), Vector3f(-1.0f, 0.0f, 0.0f),
+ Vector3f(x1, y1, z1), Vector3f(z1, y1), Vector3f(-1.0f, 0.0f, 0.0f),
+ Vector3f(x1, y2, z1), Vector3f(z1, y2), Vector3f(-1.0f, 0.0f, 0.0f),
+ Vector3f(x1, y2, z2), Vector3f(z2, y2), Vector3f(-1.0f, 0.0f, 0.0f),
+
+ Vector3f(x2, y1, z2), Vector3f(z2, y1), Vector3f(1.0f, 0.0f, 0.0f),
+ Vector3f(x2, y1, z1), Vector3f(z1, y1), Vector3f(1.0f, 0.0f, 0.0f),
+ Vector3f(x2, y2, z1), Vector3f(z1, y2), Vector3f(1.0f, 0.0f, 0.0f),
+ Vector3f(x2, y2, z2), Vector3f(z2, y2), Vector3f(1.0f, 0.0f, 0.0f),
+
+ Vector3f(x1, y1, z1), Vector3f(x1, y1), Vector3f(0.0f, 0.0f, -1.0f),
+ Vector3f(x2, y1, z1), Vector3f(x2, y1), Vector3f(0.0f, 0.0f, -1.0f),
+ Vector3f(x2, y2, z1), Vector3f(x2, y2), Vector3f(0.0f, 0.0f, -1.0f),
+ Vector3f(x1, y2, z1), Vector3f(x1, y2), Vector3f(0.0f, 0.0f, -1.0f),
+
+ Vector3f(x1, y1, z2), Vector3f(x1, y1), Vector3f(0.0f, 0.0f, 1.0f),
+ Vector3f(x2, y1, z2), Vector3f(x2, y1), Vector3f(0.0f, 0.0f, 1.0f),
+ Vector3f(x2, y2, z2), Vector3f(x2, y2), Vector3f(0.0f, 0.0f, 1.0f),
+ Vector3f(x1, y2, z2), Vector3f(x1, y2), Vector3f(0.0f, 0.0f, 1.0f)
+ };
+
+
+ UInt16 startIndex = GetNextVertexIndex();
+
+ enum
+ {
+ CubeVertexCount = sizeof(CubeVertices) / sizeof(CubeVertices[0]),
+ CubeIndexCount = sizeof(CubeIndices) / sizeof(CubeIndices[0])
+ };
+
+ for(int v = 0; v < CubeVertexCount; v++)
+ {
+ AddVertex(Vertex(CubeVertices[v][0], c, CubeVertices[v][1].x, CubeVertices[v][1].y, CubeVertices[v][2]));
+ }
+
+ // Renumber indices
+ for(int i = 0; i < CubeIndexCount / 3; i++)
+ {
+ AddTriangle(CubeIndices[i * 3] + startIndex,
+ CubeIndices[i * 3 + 1] + startIndex,
+ CubeIndices[i * 3 + 2] + startIndex);
+ }
+ }
+
+ // Adds box at specified location to current vertices.
+ void Model::AddBox(Color c, Vector3f origin, Vector3f size)
+ {
+ Vector3f s = size * 0.5f;
+ Vector3f o = origin;
+ UInt16 i = GetNextVertexIndex();
+
+ AddVertex(-s.x + o.x, s.y + o.y, -s.z + o.z, c, 0, 1, 0, 0, -1);
+ AddVertex(s.x + o.x, s.y + o.y, -s.z + o.z, c, 1, 1, 0, 0, -1);
+ AddVertex(s.x + o.x, -s.y + o.y, -s.z + o.z, c, 1, 0, 0, 0, -1);
+ AddVertex(-s.x + o.x, -s.y + o.y, -s.z + o.z, c, 0, 0, 0, 0, -1);
+ AddTriangle(2 + i, 1 + i, 0 + i);
+ AddTriangle(0 + i, 3 + i, 2 + i);
+
+ AddVertex(s.x + o.x, s.y + o.y, s.z + o.z, c, 1, 1, 0, 0, 1);
+ AddVertex(-s.x+ o.x, s.y + o.y, s.z + o.z, c, 0, 1, 0, 0, 1);
+ AddVertex(-s.x+ o.x, -s.y + o.y, s.z + o.z, c, 0, 0, 0, 0, 1);
+ AddVertex(s.x + o.x, -s.y + o.y, s.z + o.z, c, 1, 0, 0, 0, 1);
+ AddTriangle(6 + i, 5 + i, 4 + i);
+ AddTriangle(4 + i, 7 + i, 6 + i);
+
+ AddVertex(-s.x + o.x, s.y + o.y, -s.z + o.z, c, 1, 0, -1, 0, 0);
+ AddVertex(-s.x + o.x, s.y + o.y, s.z + o.z, c, 1, 1, -1, 0, 0);
+ AddVertex(-s.x + o.x, -s.y + o.y, s.z + o.z, c, 0, 1, -1, 0, 0);
+ AddVertex(-s.x + o.x, -s.y + o.y, -s.z + o.z, c, 0, 0, -1, 0, 0);
+ AddTriangle(10 + i, 11 + i, 8 + i);
+ AddTriangle(8 + i, 9 + i, 10 + i);
+
+ AddVertex(s.x + o.x, s.y + o.y, -s.z + o.z, c, 1, 0, 1, 0, 0);
+ AddVertex(s.x + o.x, -s.y + o.y, -s.z + o.z, c, 0, 0, 1, 0, 0);
+ AddVertex(s.x + o.x, -s.y + o.y, s.z + o.z, c, 0, 1, 1, 0, 0);
+ AddVertex(s.x + o.x, s.y + o.y, s.z + o.z, c, 1, 1, 1, 0, 0);
+ AddTriangle(14 + i, 15 + i, 12 + i);
+ AddTriangle(12 + i, 13 + i, 14 + i);
+
+ AddVertex(-s.x+ o.x, -s.y + o.y, s.z + o.z, c, 0, 1, 0, -1, 0);
+ AddVertex(s.x + o.x, -s.y + o.y, s.z + o.z, c, 1, 1, 0, -1, 0);
+ AddVertex(s.x + o.x, -s.y + o.y, -s.z + o.z, c, 1, 0, 0, -1, 0);
+ AddVertex(-s.x+ o.x, -s.y + o.y, -s.z + o.z, c, 0, 0, 0, -1, 0);
+ AddTriangle(18 + i, 19 + i, 16 + i);
+ AddTriangle(16 + i, 17 + i, 18 + i);
+
+ AddVertex(-s.x + o.x, s.y + o.y, -s.z + o.z, c, 0, 0, 0, 1, 0);
+ AddVertex(s.x + o.x, s.y + o.y, -s.z + o.z, c, 1, 0, 0, 1, 0);
+ AddVertex(s.x + o.x, s.y + o.y, s.z + o.z, c, 1, 1, 0, 1, 0);
+ AddVertex(-s.x + o.x, s.y + o.y, s.z + o.z, c, 0, 1, 0, 1, 0);
+ AddTriangle(20 + i, 21 + i, 22 + i);
+ AddTriangle(22 + i, 23 + i, 20 + i);
+ }
+
+
+ Model* Model::CreateBox(Color c, Vector3f origin, Vector3f size)
+ {
+ Model *box = new Model();
+ box->AddBox(c, Vector3f(0), size);
+ box->SetPosition(origin);
+ return box;
+ }
+
+ // Triangulation of a cylinder centered at the origin
+ Model* Model::CreateCylinder(Color color, Vector3f origin, float height, float radius, int sides)
+ {
+ Model *cyl = new Model();
+ float halfht = height * 0.5f;
+ for(UInt16 i = 0; i < sides; i++)
+ {
+ float x = cosf(Math<float>::TwoPi * i / float(sides));
+ float y = sinf(Math<float>::TwoPi * i / float(sides));
+
+ cyl->AddVertex(radius * x, radius * y, halfht, color, x + 1, y, 0, 0, 1);
+ cyl->AddVertex(radius * x, radius * y, -1.0f*halfht, color, x, y, 0, 0, -1);
+
+ UInt16 j = 0;
+ if(i < sides - 1)
+ {
+ j = i + 1;
+ cyl->AddTriangle(0, i * 4 + 4, i * 4);
+ cyl->AddTriangle(1, i * 4 + 1, i * 4 + 5);
+ }
+
+ float nx = cosf(Math<float>::Pi * (0.5f + 2.0f * i / float(sides)));
+ float ny = sinf(Math<float>::Pi * (0.5f + 2.0f * i / float(sides)));
+ cyl->AddVertex(radius * x, radius * y, halfht, color, x + 1, y, nx, ny, 0);
+ cyl->AddVertex(radius * x, radius * y, -1.0f*halfht, color, x, y, nx, ny, 0);
+
+ cyl->AddTriangle(i * 4 + 2, j * 4 + 2, i * 4 + 3);
+ cyl->AddTriangle(i * 4 + 3, j * 4 + 2, j * 4 + 3);
+ }
+ cyl->SetPosition(origin);
+ return cyl;
+ };
+
+ //Triangulation of a cone centered at the origin
+ Model* Model::CreateCone(Color color, Vector3f origin, float height, float radius, int sides)
+ {
+ Model *cone = new Model();
+ float halfht = height * 0.5f;
+ cone->AddVertex(0.0f, 0.0f, -1.0f*halfht, color, 0, 0, 0, 0, -1);
+
+ for(UInt16 i = 0; i < sides; i++)
+ {
+ float x = cosf(Math<float>::TwoPi * i / float(sides));
+ float y = sinf(Math<float>::TwoPi * i / float(sides));
+
+ cone->AddVertex(radius * x, radius * y, -1.0f*halfht, color, 0, 0, 0, 0, -1);
+
+ UInt16 j = 1;
+ if(i < sides - 1)
+ {
+ j = i + 1;
+ }
+
+ float next_x = cosf(Math<float>::TwoPi * j / float(sides));
+ float next_y = sinf(Math<float>::TwoPi * j / float(sides));
+
+ Vector3f normal = Vector3f(x, y, -halfht).Cross(Vector3f(next_x, next_y, -halfht));
+
+ cone->AddVertex(0.0f, 0.0f, halfht, color, 1, 0, normal.x, normal.y, normal.z);
+ cone->AddVertex(radius * x, radius * y, -1.0f*halfht, color, 0, 0, normal.x, normal.y, normal.z);
+
+ cone->AddTriangle(0, 3*i + 1, 3*j + 1);
+ cone->AddTriangle(3*i + 2, 3*j + 3, 3*i + 3);
+ }
+ cone->SetPosition(origin);
+ return cone;
+ };
+
+ //Triangulation of a sphere centered at the origin
+ Model* Model::CreateSphere(Color color, Vector3f origin, float radius, int sides)
+ {
+ Model *sphere = new Model();
+ UInt16 usides = (UInt16) sides;
+ UInt16 halfsides = usides/2;
+
+ for(UInt16 k = 0; k < halfsides; k++) {
+
+ float z = cosf(Math<float>::Pi * k / float(halfsides));
+ float z_r = sinf(Math<float>::Pi * k / float(halfsides)); // the radius of the cross circle with coordinate z
+
+ if (k == 0)
+ { // add north and south poles
+ sphere->AddVertex(0.0f, 0.0f, radius, color, 0, 0, 0, 0, 1);
+ sphere->AddVertex(0.0f, 0.0f, -radius, color, 1, 1, 0, 0, -1);
+ }
+ else
+ {
+ for(UInt16 i = 0; i < sides; i++)
+ {
+ float x = cosf(Math<float>::TwoPi * i / float(sides)) * z_r;
+ float y = sinf(Math<float>::TwoPi * i / float(sides)) * z_r;
- Matrix4f m = Matrix4f(size / font->lineheight, 0, 0, 0,
- 0, size / font->lineheight, 0, 0,
- 0, 0, 0, 0,
- x, y, 0, 1).Transposed();
+ UInt16 j = 0;
+ if(i < sides - 1)
+ {
+ j = i + 1;
+ }
- float xp = 0, yp = (float)font->ascent;
- int ivertex = 0;
+ sphere->AddVertex(radius * x, radius * y, radius * z, color, 0, 1, x, y, z);
- for (UPInt i = 0; i < length; i++)
- {
- if(str[i] == '\n')
- {
- yp += font->lineheight;
- xp = 0;
- continue;
- }
- // Tab followed by a numbers sets position to specified offset.
- if(str[i] == '\t')
- {
- char *p = 0;
- float tabPixels = (float)OVR_strtoq(str + i + 1, &p, 10);
- i += p - (str + i + 1);
- xp = tabPixels;
- continue;
- }
-
- const Font::Char* ch = &font->chars[str[i]];
- Vertex* chv = &vertices[ivertex];
- for(int j = 0; j < 6; j++)
- {
- chv[j].C = c;
- }
- float x = xp + ch->x;
- float y = yp - ch->y;
- float cx = font->twidth * (ch->u2 - ch->u1);
- float cy = font->theight * (ch->v2 - ch->v1);
- chv[0] = Vertex(Vector3f(x, y, 0), c, ch->u1, ch->v1);
- chv[1] = Vertex(Vector3f(x + cx, y, 0), c, ch->u2, ch->v1);
- chv[2] = Vertex(Vector3f(x + cx, cy + y, 0), c, ch->u2, ch->v2);
- chv[3] = Vertex(Vector3f(x, y, 0), c, ch->u1, ch->v1);
- chv[4] = Vertex(Vector3f(x + cx, cy + y, 0), c, ch->u2, ch->v2);
- chv[5] = Vertex(Vector3f(x, y + cy, 0), c, ch->u1, ch->v2);
- ivertex += 6;
-
- xp += ch->advance;
- }
-
- pTextVertexBuffer->Unmap(vertices);
+ UInt16 indi = 2 + (k -1)*usides + i;
+ UInt16 indj = 2 + (k -1)*usides + j;
+ if (k == 1) // NorthPole
+ sphere->AddTriangle(0, j + 2, i + 2);
+ else if (k == halfsides - 1) //SouthPole
+ {
+ sphere->AddTriangle(1, indi, indj);
+ sphere->AddTriangle(indi, indi - usides, indj);
+ sphere->AddTriangle(indi - usides, indj - usides, indj);
+ }
+ else
+ {
+ sphere->AddTriangle(indi, indi - usides, indj);
+ sphere->AddTriangle(indi - usides, indj - usides, indj);
+ }
+ }
+ } // end else
+ }
+ sphere->SetPosition(origin);
+ return sphere;
+ };
- Render(font->fill, pTextVertexBuffer, NULL, m, 0, ivertex, Prim_Triangles);
-}
+ Model* Model::CreateGrid(Vector3f origin, Vector3f stepx, Vector3f stepy,
+ int halfx, int halfy, int nmajor, Color minor, Color major)
+ {
+ Model* grid = new Model(Prim_Lines);
+ float halfxf = (float)halfx;
+ float halfyf = (float)halfy;
-void RenderDevice::FillRect(float left, float top, float right, float bottom, Color c)
-{
- if(!pTextVertexBuffer)
- {
- pTextVertexBuffer = *CreateBuffer();
- if(!pTextVertexBuffer)
- {
- return;
- }
- }
+ for(int jn = 0; jn <= halfy; jn++)
+ {
+ float j = (float)jn;
- // Get!!
- Fill* fill = CreateSimpleFill();
+ grid->AddLine(grid->AddVertex((stepx * -halfxf) + (stepy * j), (jn % nmajor) ? minor : major, 0, 0.5f),
+ grid->AddVertex((stepx * halfxf) + (stepy * j), (jn % nmajor) ? minor : major, 1, 0.5f));
- pTextVertexBuffer->Data(Buffer_Vertex, NULL, 6 * sizeof(Vertex));
- Vertex* vertices = (Vertex*)pTextVertexBuffer->Map(0, 6 * sizeof(Vertex), Map_Discard);
- if(!vertices)
- {
- return;
- }
+ if(j)
+ grid->AddLine(grid->AddVertex((stepx * -halfxf) + (stepy * -j), (jn % nmajor) ? minor : major, 0, 0.5f),
+ grid->AddVertex((stepx * halfxf) + (stepy * -j), (jn % nmajor) ? minor : major, 1, 0.5f));
+ }
- vertices[0] = Vertex(Vector3f(left, top, 0.0f), c);
- vertices[1] = Vertex(Vector3f(right, top, 0), c);
- vertices[2] = Vertex(Vector3f(left, bottom, 0), c);
- vertices[3] = Vertex(Vector3f(left, bottom, 0), c);
- vertices[4] = Vertex(Vector3f(right, top, 0), c);
- vertices[5] = Vertex(Vector3f(right, bottom, 0), c);
+ for(int in = 0; in <= halfx; in++)
+ {
+ float i = (float)in;
- pTextVertexBuffer->Unmap(vertices);
+ grid->AddLine(grid->AddVertex((stepx * i) + (stepy * -halfyf), (in % nmajor) ? minor : major, 0, 0.5f),
+ grid->AddVertex((stepx * i) + (stepy * halfyf), (in % nmajor) ? minor : major, 1, 0.5f));
- Render(fill, pTextVertexBuffer, NULL, Matrix4f(), 0, 6, Prim_Triangles);
-}
+ if(i)
+ grid->AddLine(grid->AddVertex((stepx * -i) + (stepy * -halfyf), (in % nmajor) ? minor : major, 0, 0.5f),
+ grid->AddVertex((stepx * -i) + (stepy * halfyf), (in % nmajor) ? minor : major, 1, 0.5f));
+ }
-void RenderDevice::FillGradientRect(float left, float top, float right, float bottom, Color col_top, Color col_btm)
-{
- if(!pTextVertexBuffer)
- {
- pTextVertexBuffer = *CreateBuffer();
- if(!pTextVertexBuffer)
- {
- return;
- }
- }
+ grid->SetPosition(origin);
+ return grid;
+ }
- // Get!!
- Fill* fill = CreateSimpleFill();
- pTextVertexBuffer->Data(Buffer_Vertex, NULL, 6 * sizeof(Vertex));
- Vertex* vertices = (Vertex*)pTextVertexBuffer->Map(0, 6 * sizeof(Vertex), Map_Discard);
- if(!vertices)
- {
- return;
- }
+ //-------------------------------------------------------------------------------------
- vertices[0] = Vertex(Vector3f(left, top, 0.0f), col_top);
- vertices[1] = Vertex(Vector3f(right, top, 0), col_top);
- vertices[2] = Vertex(Vector3f(left, bottom, 0), col_btm);
- vertices[3] = Vertex(Vector3f(left, bottom, 0), col_btm);
- vertices[4] = Vertex(Vector3f(right, top, 0), col_top);
- vertices[5] = Vertex(Vector3f(right, bottom, 0), col_btm);
-
- pTextVertexBuffer->Unmap(vertices);
-
- Render(fill, pTextVertexBuffer, NULL, Matrix4f(), 0, 6, Prim_Triangles);
-}
-
-void RenderDevice::RenderImage(float left,
- float top,
- float right,
- float bottom,
- ShaderFill* image,
- unsigned char alpha)
-{
- /*
- if(!pTextVertexBuffer)
- {
- pTextVertexBuffer = *CreateBuffer();
- if(!pTextVertexBuffer)
- {
- return;
- }
- }
- pTextVertexBuffer->Data(Buffer_Vertex, NULL, 6 * sizeof(Vertex));
- Vertex* vertices = (Vertex*)pTextVertexBuffer->Map(0, 6 * sizeof(Vertex), Map_Discard);
- if(!vertices)
- {
- return;
- }
+ void ShaderFill::Set(PrimitiveType prim) const
+ {
+ Shaders->Set(prim);
- vertices[0] = Vertex(Vector3f(left, top, 0.0f), Color(255, 255, 255, 255));
- vertices[1] = Vertex(Vector3f(right, top, 0), Color(255, 255, 255, 255));
- vertices[2] = Vertex(Vector3f(left, bottom, 0), Color(255, 255, 255, 255));
- vertices[3] = Vertex(Vector3f(left, bottom, 0), Color(255, 255, 255, 255));
- vertices[4] = Vertex(Vector3f(right, top, 0), Color(255, 255, 255, 255));
- vertices[5] = Vertex(Vector3f(right, bottom, 0), Color(255, 255, 255, 255));
-
- pTextVertexBuffer->Unmap(vertices);
-
- Render(image, pTextVertexBuffer, NULL, Matrix4f(), 0, 6, Prim_Triangles);
- */
-
- Color c = Color(255, 255, 255, alpha);
- Ptr<Model> m = *new Model(Prim_Triangles);
- m->AddVertex(left, bottom, 0.0f, c, 0.0f, 0.0f);
- m->AddVertex(right, bottom, 0.0f, c, 1.0f, 0.0f);
- m->AddVertex(right, top, 0.0f, c, 1.0f, 1.0f);
- m->AddVertex(left, top, 0.0f, c, 0.0f, 1.0f);
- m->AddTriangle(2,1,0);
- m->AddTriangle(0,3,2);
- m->Fill = image;
-
- Render(Matrix4f(), m);
-}
-
-/*
-void RenderDevice::GetStereoViewports(const Viewport& in, Viewport* out) const
-{
- out[0] = out[1] = in;
- if (StereoBufferMode == Stereo_SplitH)
- {
- out[0].w = out[1].w = in.w / 2;
- out[1].x += WindowWidth / 2;
- }
-}
-*/
+ for(int i = 0; i < 8 && VtxTextures[i] != NULL; ++i)
+ VtxTextures[i]->Set(i, Shader_Vertex);
-void RenderDevice::SetSceneRenderScale(float ss)
-{
- SceneRenderScale = ss;
- pSceneColorTex = NULL;
-}
+ for (int i = 0; i < 8 && Textures[i] != NULL; ++i)
+ Textures[i]->Set(i);
+ }
-void RenderDevice::SetViewport(const Viewport& vp)
-{
- VP = vp;
- if(CurPostProcess == PostProcess_Distortion)
- {
- Viewport svp = vp;
- svp.w = (int)ceil(SceneRenderScale * vp.w);
- svp.h = (int)ceil(SceneRenderScale * vp.h);
- svp.x = (int)ceil(SceneRenderScale * vp.x);
- svp.y = (int)ceil(SceneRenderScale * vp.y);
- SetRealViewport(svp);
- }
- else
- {
- SetRealViewport(vp);
- }
-}
+ //-------------------------------------------------------------------------------------
+ // ***** Rendering
-bool RenderDevice::initPostProcessSupport(PostProcessType pptype)
-{
- if(pptype != PostProcess_Distortion)
- {
- return true;
- }
+ RenderDevice::RenderDevice()
+ : DistortionClearColor(0, 0, 0),
+ TotalTextureMemoryUsage(0),
+ FadeOutBorderFraction(0)
+ {
+ // Ensure these are different, so that the first time it's run, things actually get initialized.
+ PostProcessShaderActive = PostProcessShader_Count;
+ PostProcessShaderRequested = PostProcessShader_DistortionAndChromAb;
+ }
- if (PostProcessShaderRequested != PostProcessShaderActive)
+ void RenderDevice::Shutdown()
{
+ // This runs before the subclass's Shutdown(), where the context, etc, may be deleted.
+ pTextVertexBuffer.Clear();
pPostProcessShader.Clear();
- PostProcessShaderActive = PostProcessShaderRequested;
- }
-
- if (!pPostProcessShader)
- {
- Shader *vs = LoadBuiltinShader(Shader_Vertex, VShader_PostProcess);
-
- Shader *ppfs = NULL;
-
- if (PostProcessShaderActive == PostProcessShader_Distortion)
- {
- ppfs = LoadBuiltinShader(Shader_Fragment, FShader_PostProcess);
- }
- else if (PostProcessShaderActive == PostProcessShader_DistortionAndChromAb)
- {
- ppfs = LoadBuiltinShader(Shader_Fragment, FShader_PostProcessWithChromAb);
- }
- else
- OVR_ASSERT(false);
-
- pPostProcessShader = *CreateShaderSet();
- pPostProcessShader->SetShader(vs);
- pPostProcessShader->SetShader(ppfs);
- }
-
-
- int texw = (int)ceil(SceneRenderScale * WindowWidth),
- texh = (int)ceil(SceneRenderScale * WindowHeight);
-
- // If pSceneColorTex is already created and is of correct size, we are done.
- // It's important to check width/height in case window size changed.
- if (pSceneColorTex && (texw == SceneColorTexW) && (texh == SceneColorTexH))
- {
- return true;
- }
-
- pSceneColorTex = *CreateTexture(Texture_RGBA | Texture_RenderTarget | Params.Multisample,
- texw, texh, NULL);
- if(!pSceneColorTex)
- {
- return false;
- }
- SceneColorTexW = texw;
- SceneColorTexH = texh;
- pSceneColorTex->SetSampleMode(Sample_ClampBorder | Sample_Linear);
-
-
- if(!pFullScreenVertexBuffer)
- {
- pFullScreenVertexBuffer = *CreateBuffer();
- const Render::Vertex QuadVertices[] =
- {
- Vertex(Vector3f(0, 1, 0), Color(1, 1, 1, 1), 0, 0),
- Vertex(Vector3f(1, 1, 0), Color(1, 1, 1, 1), 1, 0),
- Vertex(Vector3f(0, 0, 0), Color(1, 1, 1, 1), 0, 1),
- Vertex(Vector3f(1, 0, 0), Color(1, 1, 1, 1), 1, 1)
- };
- pFullScreenVertexBuffer->Data(Buffer_Vertex, QuadVertices, sizeof(QuadVertices));
+ pFullScreenVertexBuffer.Clear();
+ pDistortionMeshVertexBuffer[0].Clear();
+ pDistortionMeshVertexBuffer[1].Clear();
+ pDistortionMeshIndexBuffer[0].Clear();
+ pDistortionMeshIndexBuffer[1].Clear();
+ LightingBuffer.Clear();
}
- return true;
-}
-
-void RenderDevice::SetProjection(const Matrix4f& proj)
-{
- Proj = proj;
- SetWorldUniforms(proj);
-}
-
-void RenderDevice::BeginScene(PostProcessType pptype)
-{
- BeginRendering();
-
- if((pptype != PostProcess_None) && initPostProcessSupport(pptype))
- {
- CurPostProcess = pptype;
- }
- else
- {
- CurPostProcess = PostProcess_None;
- }
-
- if(CurPostProcess == PostProcess_Distortion)
- {
- SetRenderTarget(pSceneColorTex);
- SetViewport(VP);
- }
- else
- {
- SetRenderTarget(0);
- }
-
- SetWorldUniforms(Proj);
- SetExtraShaders(NULL);
-}
-
-void RenderDevice::FinishScene()
-{
- SetExtraShaders(0);
- if(CurPostProcess == PostProcess_None)
- {
- return;
- }
-
- SetRenderTarget(0);
- SetRealViewport(VP);
- FinishScene1();
-
- CurPostProcess = PostProcess_None;
-}
-
+ Fill* RenderDevice::CreateTextureFill(Render::Texture* t, bool useAlpha)
+ {
+ ShaderSet* shaders = CreateShaderSet();
+ shaders->SetShader(LoadBuiltinShader(Shader_Vertex, VShader_MVP));
+ shaders->SetShader(LoadBuiltinShader(Shader_Fragment, useAlpha ? FShader_AlphaTexture : FShader_Texture));
+ Fill* f = new ShaderFill(*shaders);
+ f->SetTexture(0, t);
+ return f;
+ }
+
+ void LightingParams::Set(ShaderSet* s) const
+ {
+ s->SetUniform4fvArray("Ambient", 1, &Ambient);
+ s->SetUniform1f("LightCount", LightCount);
+ s->SetUniform4fvArray("LightPos", (int)LightCount, LightPos);
+ s->SetUniform4fvArray("LightColor", (int)LightCount, LightColor);
+ }
+
+ void RenderDevice::SetLighting(const LightingParams* lt)
+ {
+ if (!LightingBuffer)
+ LightingBuffer = *CreateBuffer();
+
+ LightingBuffer->Data(Buffer_Uniform, lt, sizeof(LightingParams));
+ SetCommonUniformBuffer(1, LightingBuffer);
+ }
+
+ float RenderDevice::MeasureText(const Font* font, const char* str, float size, float strsize[2],
+ const UPInt charRange[2], Vector2f charRangeRect[2])
+ {
+ UPInt length = strlen(str);
+ float w = 0;
+ float xp = 0;
+ float yp = 0;
+
+ for (UPInt i = 0; i < length; i++)
+ {
+ if (str[i] == '\n')
+ {
+ yp += font->lineheight;
+ if(xp > w)
+ {
+ w = xp;
+ }
+ xp = 0;
+ continue;
+ }
+
+ // Record top-left charRange rectangle coordinate.
+ if (charRange && charRangeRect && (i == charRange[0]))
+ charRangeRect[0] = Vector2f(xp, yp);
+
+ // Tab followed by a numbers sets position to specified offset.
+ if (str[i] == '\t')
+ {
+ char *p = 0;
+ float tabPixels = (float)OVR_strtoq(str + i + 1, &p, 10);
+ i += p - (str + i + 1);
+ xp = tabPixels;
+ }
+ else
+ {
+ const Font::Char* ch = &font->chars[str[i]];
+ xp += ch->advance;
+ }
+
+ // End of character range.
+ // Store 'xp' after advance, yp will advance later.
+ if (charRange && charRangeRect && (i == charRange[1]))
+ charRangeRect[1] = Vector2f(xp, yp);
+ }
+
+ if (xp > w)
+ {
+ w = xp;
+ }
+
+ float scale = (size / font->lineheight);
+
+ if (strsize)
+ {
+ strsize[0] = scale * w;
+ strsize[1] = scale * (yp + font->lineheight);
+ }
+
+ if (charRange && charRangeRect)
+ {
+ // Selection rectangle ends in teh bottom.
+ charRangeRect[1].y += font->lineheight;
+ charRangeRect[0] *= scale;
+ charRangeRect[1] *= scale;
+ }
+
+ return (size / font->lineheight) * w;
+ }
+
+
+
+
+
+ void RenderDevice::RenderText(const Font* font, const char* str,
+ float x, float y, float size, Color c)
+ {
+ if(!pTextVertexBuffer)
+ {
+ pTextVertexBuffer = *CreateBuffer();
+ if(!pTextVertexBuffer)
+ {
+ return;
+ }
+ }
+
+ if(!font->fill)
+ {
+ font->fill = CreateTextureFill(Ptr<Texture>(
+ *CreateTexture(Texture_R, font->twidth, font->theight, font->tex)), true);
+ }
+
+ UPInt length = strlen(str);
+
+ pTextVertexBuffer->Data(Buffer_Vertex, NULL, length * 6 * sizeof(Vertex));
+ Vertex* vertices = (Vertex*)pTextVertexBuffer->Map(0, length * 6 * sizeof(Vertex), Map_Discard);
+ if(!vertices)
+ {
+ return;
+ }
+
+ Matrix4f m = Matrix4f(size / font->lineheight, 0, 0, 0,
+ 0, size / font->lineheight, 0, 0,
+ 0, 0, 0, 0,
+ x, y, 0, 1).Transposed();
+
+ float xp = 0, yp = (float)font->ascent;
+ int ivertex = 0;
+
+ for (UPInt i = 0; i < length; i++)
+ {
+ if(str[i] == '\n')
+ {
+ yp += font->lineheight;
+ xp = 0;
+ continue;
+ }
+ // Tab followed by a numbers sets position to specified offset.
+ if(str[i] == '\t')
+ {
+ char *p = 0;
+ float tabPixels = (float)OVR_strtoq(str + i + 1, &p, 10);
+ i += p - (str + i + 1);
+ xp = tabPixels;
+ continue;
+ }
+
+ const Font::Char* ch = &font->chars[str[i]];
+ Vertex* chv = &vertices[ivertex];
+ for(int j = 0; j < 6; j++)
+ {
+ chv[j].C = c;
+ }
+ float x = xp + ch->x;
+ float y = yp - ch->y;
+ float cx = font->twidth * (ch->u2 - ch->u1);
+ float cy = font->theight * (ch->v2 - ch->v1);
+ chv[0] = Vertex(Vector3f(x, y, 0), c, ch->u1, ch->v1);
+ chv[1] = Vertex(Vector3f(x + cx, y, 0), c, ch->u2, ch->v1);
+ chv[2] = Vertex(Vector3f(x + cx, cy + y, 0), c, ch->u2, ch->v2);
+ chv[3] = Vertex(Vector3f(x, y, 0), c, ch->u1, ch->v1);
+ chv[4] = Vertex(Vector3f(x + cx, cy + y, 0), c, ch->u2, ch->v2);
+ chv[5] = Vertex(Vector3f(x, y + cy, 0), c, ch->u1, ch->v2);
+ ivertex += 6;
+
+ xp += ch->advance;
+ }
+
+ pTextVertexBuffer->Unmap(vertices);
+
+ Render(font->fill, pTextVertexBuffer, NULL, m, 0, ivertex, Prim_Triangles);
+ }
+
+ void RenderDevice::FillRect(float left, float top, float right, float bottom, Color c)
+ {
+ if(!pTextVertexBuffer)
+ {
+ pTextVertexBuffer = *CreateBuffer();
+ if(!pTextVertexBuffer)
+ {
+ return;
+ }
+ }
+
+ // Get!!
+ Fill* fill = CreateSimpleFill();
+
+ pTextVertexBuffer->Data(Buffer_Vertex, NULL, 6 * sizeof(Vertex));
+ Vertex* vertices = (Vertex*)pTextVertexBuffer->Map(0, 6 * sizeof(Vertex), Map_Discard);
+ if(!vertices)
+ {
+ return;
+ }
+
+ vertices[0] = Vertex(Vector3f(left, top, 0.0f), c);
+ vertices[1] = Vertex(Vector3f(right, top, 0.0f), c);
+ vertices[2] = Vertex(Vector3f(left, bottom, 0.0f), c);
+ vertices[3] = Vertex(Vector3f(left, bottom, 0.0f), c);
+ vertices[4] = Vertex(Vector3f(right, top, 0.0f), c);
+ vertices[5] = Vertex(Vector3f(right, bottom, 0.0f), c);
+
+ pTextVertexBuffer->Unmap(vertices);
+
+ Render(fill, pTextVertexBuffer, NULL, Matrix4f(), 0, 6, Prim_Triangles);
+ }
+
+
+
+ void RenderDevice::FillGradientRect(float left, float top, float right, float bottom, Color col_top, Color col_btm)
+ {
+ if(!pTextVertexBuffer)
+ {
+ pTextVertexBuffer = *CreateBuffer();
+ if(!pTextVertexBuffer)
+ {
+ return;
+ }
+ }
+
+ // Get!!
+ Fill* fill = CreateSimpleFill();
+
+ pTextVertexBuffer->Data(Buffer_Vertex, NULL, 6 * sizeof(Vertex));
+ Vertex* vertices = (Vertex*)pTextVertexBuffer->Map(0, 6 * sizeof(Vertex), Map_Discard);
+ if(!vertices)
+ {
+ return;
+ }
+
+ vertices[0] = Vertex(Vector3f(left, top, 0.0f), col_top);
+ vertices[1] = Vertex(Vector3f(right, top, 0.0f), col_top);
+ vertices[2] = Vertex(Vector3f(left, bottom, 0.0f), col_btm);
+ vertices[3] = Vertex(Vector3f(left, bottom, 0.0f), col_btm);
+ vertices[4] = Vertex(Vector3f(right, top, 0.0f), col_top);
+ vertices[5] = Vertex(Vector3f(right, bottom, 0.0f), col_btm);
+
+ pTextVertexBuffer->Unmap(vertices);
+
+ Render(fill, pTextVertexBuffer, NULL, Matrix4f(), 0, 6, Prim_Triangles);
+ }
+
+
+ void RenderDevice::FillTexturedRect(float left, float top, float right, float bottom, float ul, float vt, float ur, float vb, Color c, Ptr<Texture> tex)
+ {
+ if(!pTextVertexBuffer)
+ {
+ pTextVertexBuffer = *CreateBuffer();
+ if(!pTextVertexBuffer)
+ {
+ return;
+ }
+ }
+
+ static Fill *fill = NULL;
+ if ( fill == NULL )
+ {
+ fill = CreateTextureFill(tex, false);
+ }
+ fill->SetTexture ( 0, tex );
+
+ pTextVertexBuffer->Data(Buffer_Vertex, NULL, 6 * sizeof(Vertex));
+ Vertex* vertices = (Vertex*)pTextVertexBuffer->Map(0, 6 * sizeof(Vertex), Map_Discard);
+ if(!vertices)
+ {
+ return;
+ }
+
+ vertices[0] = Vertex(Vector3f(left, top, 0.0f), c, ul, vt);
+ vertices[1] = Vertex(Vector3f(right, top, 0.0f), c, ur, vt);
+ vertices[2] = Vertex(Vector3f(left, bottom, 0.0f), c, ul, vb);
+ vertices[3] = Vertex(Vector3f(left, bottom, 0.0f), c, ul, vb);
+ vertices[4] = Vertex(Vector3f(right, top, 0.0f), c, ur, vt);
+ vertices[5] = Vertex(Vector3f(right, bottom, 0.0f), c, ur, vb);
+
+ pTextVertexBuffer->Unmap(vertices);
+
+ Render(fill, pTextVertexBuffer, NULL, Matrix4f(), 0, 6, Prim_Triangles);
+ }
+
+
+ void RenderDevice::RenderLines ( int NumLines, Color c, float *x, float *y, float *z /*= NULL*/ )
+ {
+ OVR_ASSERT ( x != NULL );
+ OVR_ASSERT ( y != NULL );
+ // z can be NULL for 2D stuff.
+
+ if(!pTextVertexBuffer)
+ {
+ pTextVertexBuffer = *CreateBuffer();
+ if(!pTextVertexBuffer)
+ {
+ return;
+ }
+ }
+
+ // Get!!
+ Fill* fill = CreateSimpleFill();
+
+ int NumVerts = NumLines * 2;
+
+ pTextVertexBuffer->Data(Buffer_Vertex, NULL, NumVerts * sizeof(Vertex));
+ Vertex* vertices = (Vertex*)pTextVertexBuffer->Map(0, NumVerts * sizeof(Vertex), Map_Discard);
+ if(!vertices)
+ {
+ return;
+ }
+
+ if ( z != NULL )
+ {
+ for ( int VertNum = 0; VertNum < NumVerts; VertNum++ )
+ {
+ vertices[VertNum] = Vertex(Vector3f(x[VertNum], y[VertNum], z[VertNum]), c);
+ }
+ }
+ else
+ {
+ for ( int VertNum = 0; VertNum < NumVerts; VertNum++ )
+ {
+ vertices[VertNum] = Vertex(Vector3f(x[VertNum], y[VertNum], 1.0f), c);
+ }
+ }
+
+ pTextVertexBuffer->Unmap(vertices);
+
+ Render(fill, pTextVertexBuffer, NULL, Matrix4f(), 0, NumVerts, Prim_Lines);
+ }
+
+
+
+ void RenderDevice::RenderImage(float left,
+ float top,
+ float right,
+ float bottom,
+ ShaderFill* image,
+ unsigned char alpha)
+ {
+ Color c = Color(255, 255, 255, alpha);
+ Ptr<Model> m = *new Model(Prim_Triangles);
+ m->AddVertex(left, bottom, 0.0f, c, 0.0f, 0.0f);
+ m->AddVertex(right, bottom, 0.0f, c, 1.0f, 0.0f);
+ m->AddVertex(right, top, 0.0f, c, 1.0f, 1.0f);
+ m->AddVertex(left, top, 0.0f, c, 0.0f, 1.0f);
+ m->AddTriangle(2,1,0);
+ m->AddTriangle(0,3,2);
+ m->Fill = image;
+
+ Render(Matrix4f(), m);
+ }
+
+ bool RenderDevice::initPostProcessSupport(PostProcessType pptype)
+ {
+ if(pptype == PostProcess_None)
+ {
+ return true;
+ }
+
+
+ if (PostProcessShaderRequested != PostProcessShaderActive)
+ {
+ pPostProcessShader.Clear();
+ PostProcessShaderActive = PostProcessShaderRequested;
+ }
+
+ if (!pPostProcessShader)
+ {
+ Shader *vs = NULL;
+ Shader *ppfs = NULL;
+
+ if (PostProcessShaderActive == PostProcessShader_DistortionAndChromAb)
+ {
+ ppfs = LoadBuiltinShader(Shader_Fragment, FShader_PostProcessWithChromAb);
+ vs = LoadBuiltinShader(Shader_Vertex, VShader_PostProcess);
+ }
+ else if (PostProcessShaderActive == PostProcessShader_MeshDistortionAndChromAb)
+ {
+ ppfs = LoadBuiltinShader(Shader_Fragment, FShader_PostProcessMeshWithChromAb);
+ vs = LoadBuiltinShader(Shader_Vertex, VShader_PostProcessMesh);
+ }
+ else if (PostProcessShaderActive == PostProcessShader_MeshDistortionAndChromAbTimewarp)
+ {
+ ppfs = LoadBuiltinShader(Shader_Fragment, FShader_PostProcessMeshWithChromAbTimewarp);
+ vs = LoadBuiltinShader(Shader_Vertex, VShader_PostProcessMeshTimewarp);
+ }
+ else if (PostProcessShaderActive == PostProcessShader_MeshDistortionAndChromAbPositionalTimewarp)
+ {
+ ppfs = LoadBuiltinShader(Shader_Fragment, FShader_PostProcessMeshWithChromAbPositionalTimewarp);
+ vs = LoadBuiltinShader(Shader_Vertex, VShader_PostProcessMeshPositionalTimewarp);
+ }
+ else
+ {
+ OVR_ASSERT(false);
+ }
+ OVR_ASSERT(ppfs); // Means the shader failed to compile - look in the debug spew.
+ OVR_ASSERT(vs);
+
+ pPostProcessShader = *CreateShaderSet();
+ pPostProcessShader->SetShader(vs);
+ pPostProcessShader->SetShader(ppfs);
+ }
+
+
+ if(!pFullScreenVertexBuffer)
+ {
+ pFullScreenVertexBuffer = *CreateBuffer();
+ const Render::Vertex QuadVertices[] =
+ {
+ Vertex(Vector3f(0, 1, 0), Color(1, 1, 1, 1), 0, 0),
+ Vertex(Vector3f(1, 1, 0), Color(1, 1, 1, 1), 1, 0),
+ Vertex(Vector3f(0, 0, 0), Color(1, 1, 1, 1), 0, 1),
+ Vertex(Vector3f(1, 0, 0), Color(1, 1, 1, 1), 1, 1)
+ };
+ pFullScreenVertexBuffer->Data(Buffer_Vertex, QuadVertices, sizeof(QuadVertices));
+ }
+ return true;
+ }
+
+ void RenderDevice::SetProjection(const Matrix4f& proj)
+ {
+ Proj = proj;
+ SetWorldUniforms(proj);
+ }
+
+ void RenderDevice::BeginScene(PostProcessType pptype)
+ {
+ BeginRendering();
+ initPostProcessSupport(pptype);
+ SetViewport(VP);
+ SetWorldUniforms(Proj);
+ SetExtraShaders(NULL);
+ }
+
+ void RenderDevice::FinishScene()
+ {
+ SetExtraShaders(0);
+ SetRenderTarget(0);
+ }
+
+
+
+ void RenderDevice::PrecalculatePostProcess(PostProcessType pptype,
+ const StereoEyeParams &stereoParamsLeft, const StereoEyeParams &stereoParamsRight,
+ const HmdRenderInfo &hmdRenderInfo )
+ {
+ PostProcessingType = pptype;
+
+ if ( ( pptype == PostProcess_MeshDistortion ) ||
+ ( pptype == PostProcess_MeshDistortionTimewarp ) ||
+ ( pptype == PostProcess_MeshDistortionPositionalTimewarp ) )
+ {
+ for ( int eyeNum = 0; eyeNum < 2; eyeNum++ )
+ {
+ const StereoEyeParams &stereoParams = ( eyeNum == 0 ) ? stereoParamsLeft : stereoParamsRight;
+
+ // Get the mesh data.
+ int numVerts = 0;
+ int numTris = 0;
+ DistortionMeshVertexData *pRawVerts = NULL;
+ UInt16 *pIndices = NULL;
+ DistortionMeshCreate ( &pRawVerts, &pIndices, &numVerts, &numTris, stereoParams, hmdRenderInfo );
+ int numIndices = numTris * 3;
+
+ // Convert to final vertex data.
+ DistortionVertex *pVerts = (DistortionVertex*)OVR_ALLOC ( sizeof(DistortionVertex) * numVerts );
+ DistortionVertex *pCurVert = pVerts;
+ DistortionMeshVertexData *pCurRawVert = pRawVerts;
+ for ( int vertNum = 0; vertNum < numVerts; vertNum++ )
+ {
+ pCurVert->Pos.x = pCurRawVert->ScreenPosNDC.x;
+ pCurVert->Pos.y = pCurRawVert->ScreenPosNDC.y;
+ pCurVert->TexR = pCurRawVert->TanEyeAnglesR;
+ pCurVert->TexG = pCurRawVert->TanEyeAnglesG;
+ pCurVert->TexB = pCurRawVert->TanEyeAnglesB;
+ // Convert [0.0f,1.0f] to [0,255]
+ pCurVert->Col.R = (OVR::UByte)( floorf ( pCurRawVert->Shade * 255.999f ) );
+ pCurVert->Col.G = pCurVert->Col.R;
+ pCurVert->Col.B = pCurVert->Col.R;
+ pCurVert->Col.A = (OVR::UByte)( floorf ( pCurRawVert->TimewarpLerp * 255.999f ) );
+ pCurRawVert++;
+ pCurVert++;
+ }
-void RenderDevice::FinishScene1()
-{
- float r, g, b, a;
- DistortionClearColor.GetRGBA(&r, &g, &b, &a);
- Clear(r, g, b, a);
-
- float w = float(VP.w) / float(WindowWidth),
- h = float(VP.h) / float(WindowHeight),
- x = float(VP.x) / float(WindowWidth),
- y = float(VP.y) / float(WindowHeight);
-
- float as = float(VP.w) / float(VP.h);
-
- // We are using 1/4 of DistortionCenter offset value here, since it is
- // relative to [-1,1] range that gets mapped to [0, 0.5].
- pPostProcessShader->SetUniform2f("LensCenter",
- x + (w + Distortion.XCenterOffset * 0.5f)*0.5f, y + h*0.5f);
- pPostProcessShader->SetUniform2f("ScreenCenter", x + w*0.5f, y + h*0.5f);
-
- // MA: This is more correct but we would need higher-res texture vertically; we should adopt this
- // once we have asymmetric input texture scale.
- float scaleFactor = 1.0f / Distortion.Scale;
-
- pPostProcessShader->SetUniform2f("Scale", (w/2) * scaleFactor, (h/2) * scaleFactor * as);
- pPostProcessShader->SetUniform2f("ScaleIn", (2/w), (2/h) / as);
-
- pPostProcessShader->SetUniform4f("HmdWarpParam",
- Distortion.K[0], Distortion.K[1], Distortion.K[2], Distortion.K[3]);
-
- if (PostProcessShaderRequested == PostProcessShader_DistortionAndChromAb)
- {
- pPostProcessShader->SetUniform4f("ChromAbParam",
- Distortion.ChromaticAberration[0],
- Distortion.ChromaticAberration[1],
- Distortion.ChromaticAberration[2],
- Distortion.ChromaticAberration[3]);
- }
+ DistortionMeshNumTris[eyeNum] = numTris;
+ pDistortionMeshVertexBuffer[eyeNum] = *CreateBuffer();
+ pDistortionMeshVertexBuffer[eyeNum]->Data ( Buffer_Vertex, pVerts, sizeof(DistortionVertex) * numVerts );
+ pDistortionMeshIndexBuffer[eyeNum] = *CreateBuffer();
+ pDistortionMeshIndexBuffer[eyeNum]->Data ( Buffer_Index, pIndices, ( sizeof(UInt16) * numIndices ) );
+
+ DistortionMeshDestroy ( pRawVerts, pIndices );
+ OVR_FREE ( pVerts );
+ }
+ }
+ else
+ {
+ // ...no setup needed for other distortion types.
+ }
+ }
+
+
+ void RenderDevice::ApplyPostProcess(Matrix4f const &matNowFromWorldStart, Matrix4f const &matNowFromWorldEnd,
+ Matrix4f const &matRenderFromWorldLeft, Matrix4f const &matRenderFromWorldRight,
+ StereoEyeParams const &stereoParamsLeft, StereoEyeParams const &stereoParamsRight,
+ Ptr<Texture> pSourceTextureLeftOrOnly,
+ Ptr<Texture> pSourceTextureRight,
+ Ptr<Texture> pSourceTextureLeftOrOnlyDepth,
+ Ptr<Texture> pSourceTextureRightDepth)
+ {
+ SetExtraShaders(0);
+
+ if ( PostProcessingType == PostProcess_MeshDistortion )
+ {
+ Recti vp ( 0, 0, WindowWidth, WindowHeight );
+ SetViewport(vp);
+ float r, g, b, a;
+ DistortionClearColor.GetRGBA(&r, &g, &b, &a);
+ Clear(r, g, b, a);
+
+ Matrix4f dummy;
+ ShaderFill fill(pPostProcessShader);
+
+ fill.SetTexture ( 0, pSourceTextureLeftOrOnly );
+ pPostProcessShader->SetUniform2f("EyeToSourceUVScale", stereoParamsLeft.EyeToSourceUV.Scale.x, stereoParamsLeft.EyeToSourceUV.Scale.y );
+ pPostProcessShader->SetUniform2f("EyeToSourceUVOffset", stereoParamsLeft.EyeToSourceUV.Offset.x, stereoParamsLeft.EyeToSourceUV.Offset.y );
+ Render(&fill, pDistortionMeshVertexBuffer[0], pDistortionMeshIndexBuffer[0], dummy, 0, DistortionMeshNumTris[0] * 3, Prim_Triangles, true);
+
+ if ( pSourceTextureRight != NULL )
+ {
+ fill.SetTexture ( 0, pSourceTextureRight );
+ }
+ pPostProcessShader->SetUniform2f("EyeToSourceUVScale", stereoParamsRight.EyeToSourceUV.Scale.x, stereoParamsRight.EyeToSourceUV.Scale.y );
+ pPostProcessShader->SetUniform2f("EyeToSourceUVOffset", stereoParamsRight.EyeToSourceUV.Offset.x, stereoParamsRight.EyeToSourceUV.Offset.y );
+ Render(&fill, pDistortionMeshVertexBuffer[1], pDistortionMeshIndexBuffer[1], dummy, 0, DistortionMeshNumTris[1] * 3, Prim_Triangles, true);
+ }
+ else if ( PostProcessingType == PostProcess_MeshDistortionTimewarp )
+ {
+ Recti vp ( 0, 0, WindowWidth, WindowHeight );
+ SetViewport(vp);
+ float r, g, b, a;
+ DistortionClearColor.GetRGBA(&r, &g, &b, &a);
+ Clear(r, g, b, a);
+
+ ShaderFill fill(pPostProcessShader);
+ fill.SetTexture ( 0, pSourceTextureLeftOrOnly );
+
+ for ( int eyeNum = 0; eyeNum < 2; eyeNum++ )
+ {
+ Matrix4f const &matRenderFromWorld = ( eyeNum == 0 ) ? matRenderFromWorldLeft : matRenderFromWorldRight;
+ const StereoEyeParams &stereoParams = ( eyeNum == 0 ) ? stereoParamsLeft : stereoParamsRight;
+
+ Matrix4f matRenderFromNowStart = TimewarpComputePoseDelta ( matRenderFromWorld, matNowFromWorldStart );
+ Matrix4f matRenderFromNowEnd = TimewarpComputePoseDelta ( matRenderFromWorld, matNowFromWorldEnd );
+
+ pPostProcessShader->SetUniform2f("EyeToSourceUVScale", stereoParams.EyeToSourceUV.Scale.x, stereoParams.EyeToSourceUV.Scale.y );
+ pPostProcessShader->SetUniform2f("EyeToSourceUVOffset", stereoParams.EyeToSourceUV.Offset.x, stereoParams.EyeToSourceUV.Offset.y );
+ pPostProcessShader->SetUniform3x3f("EyeRotationStart", matRenderFromNowStart);
+ pPostProcessShader->SetUniform3x3f("EyeRotationEnd", matRenderFromNowEnd);
+
+ Matrix4f dummy;
+ if ( ( pSourceTextureRight != NULL ) && ( eyeNum == 1 ) )
+ {
+ fill.SetTexture ( 0, pSourceTextureRight );
+ }
+ Render(&fill, pDistortionMeshVertexBuffer[eyeNum], pDistortionMeshIndexBuffer[eyeNum], dummy, 0, DistortionMeshNumTris[eyeNum] * 3, Prim_Triangles, true);
+ }
+ }
+ else if ( PostProcessingType == PostProcess_MeshDistortionPositionalTimewarp )
+ {
+ Recti vp( 0, 0, WindowWidth, WindowHeight );
+ SetViewport(vp);
+ float r, g, b, a;
+ DistortionClearColor.GetRGBA(&r, &g, &b, &a);
+ Clear(r, g, b, a);
+
+ ShaderFill fill(pPostProcessShader);
+ fill.SetTexture ( 0, pSourceTextureLeftOrOnly );
+ fill.SetTexture ( 0, pSourceTextureLeftOrOnlyDepth, Shader_Vertex );
+
+ for ( int eyeNum = 0; eyeNum < 2; eyeNum++ )
+ {
+ Matrix4f const &matRenderFromWorld = ( eyeNum == 0 ) ? matRenderFromWorldLeft : matRenderFromWorldRight;
+ const StereoEyeParams &stereoParams = ( eyeNum == 0 ) ? stereoParamsLeft : stereoParamsRight;
+
+ Matrix4f matRenderFromNowStart = TimewarpComputePoseDelta ( matRenderFromWorld, matNowFromWorldStart );
+ Matrix4f matRenderFromNowEnd = TimewarpComputePoseDelta ( matRenderFromWorld, matNowFromWorldEnd );
+
+ pPostProcessShader->SetUniform2f("EyeToSourceUVScale", stereoParams.EyeToSourceUV.Scale.x, stereoParams.EyeToSourceUV.Scale.y );
+ pPostProcessShader->SetUniform2f("EyeToSourceUVOffset", stereoParams.EyeToSourceUV.Offset.x, stereoParams.EyeToSourceUV.Offset.y );
+
+ // DepthProjector values can also be calculated as:
+ // float DepthProjectorX = FarClip / (FarClip - NearClip);
+ // float DepthProjectorY = (-FarClip * NearClip) / (FarClip - NearClip);
+ pPostProcessShader->SetUniform2f("DepthProjector", -stereoParams.RenderedProjection.M[2][2], stereoParams.RenderedProjection.M[2][3]);
+ pPostProcessShader->SetUniform2f("DepthDimSize", (float)pSourceTextureLeftOrOnlyDepth->GetWidth(), (float)pSourceTextureLeftOrOnlyDepth->GetHeight());
+ pPostProcessShader->SetUniform4x4f("EyeRotationStart", matRenderFromNowStart);
+ pPostProcessShader->SetUniform4x4f("EyeRotationEnd", matRenderFromNowEnd);
+
+
+ Matrix4f dummy;
+ if ( ( pSourceTextureRight != NULL ) && ( eyeNum == 1 ) )
+ {
+ OVR_ASSERT(pSourceTextureRightDepth != NULL);
+ fill.SetTexture ( 0, pSourceTextureRight );
+ fill.SetTexture ( 0, pSourceTextureRightDepth, Shader_Vertex );
+ }
- Matrix4f texm(w, 0, 0, x,
- 0, h, 0, y,
- 0, 0, 0, 0,
- 0, 0, 0, 1);
- pPostProcessShader->SetUniform4x4f("Texm", texm);
-
- Matrix4f view(2, 0, 0, -1,
- 0, 2, 0, -1,
- 0, 0, 0, 0,
- 0, 0, 0, 1);
-
- ShaderFill fill(pPostProcessShader);
- fill.SetTexture(0, pSceneColorTex);
- RenderWithAlpha(&fill, pFullScreenVertexBuffer, NULL, view, 0, 4, Prim_TriangleStrip);
-}
-
-bool CollisionModel::TestPoint(const Vector3f& p) const
-{
- for(unsigned i = 0; i < Planes.GetSize(); i++)
- if(Planes[i].TestSide(p) > 0)
- {
- return 0;
- }
-
- return 1;
-}
-
-bool CollisionModel::TestRay(const Vector3f& origin, const Vector3f& norm, float& len, Planef* ph) const
-{
- if(TestPoint(origin))
- {
- len = 0;
- *ph = Planes[0];
- return true;
- }
- Vector3f fullMove = origin + norm * len;
+ Render(&fill, pDistortionMeshVertexBuffer[eyeNum], pDistortionMeshIndexBuffer[eyeNum], dummy, 0, DistortionMeshNumTris[eyeNum] * 3, Prim_Triangles, true);
+ }
+ }
+ else
+ {
+ if ( PostProcessingType == PostProcess_PixelDistortion )
+ {
+ float r, g, b, a;
+ DistortionClearColor.GetRGBA(&r, &g, &b, &a);
+ Clear(r, g, b, a);
+
+ for ( int eyeNum = 0; eyeNum < 2; eyeNum++ )
+ {
+ const StereoEyeParams &stereoParams = ( eyeNum == 0 ) ? stereoParamsLeft : stereoParamsRight;
+
+ // Always use the half-FB viewport, not the "current scene" VP which may be totally different.
+ SetViewport(stereoParams.DistortionViewport);
+
+ // TODO: precalc a bunch of things to make the shader faster.
+ // Note that the shader currently doesn't use Distortion.K[0], it hardwires it to 1.0.
+ pPostProcessShader->SetUniform4f("HmdWarpParam",
+ 1.0f,
+ stereoParams.Distortion.Lens.K[1],
+ stereoParams.Distortion.Lens.K[2],
+ stereoParams.Distortion.Lens.K[3]);
+ // We now only support one distortion type for shaders.
+ OVR_ASSERT ( stereoParams.Distortion.Lens.Eqn == Distortion_RecipPoly4 );
+
+ pPostProcessShader->SetUniform3f("DistortionClearColor",
+ DistortionClearColor.R,
+ DistortionClearColor.G,
+ DistortionClearColor.B );
+
+ // These are stored as deltas off the "main" distortion coefficients, but
+ // in the shader we use them as absolute values.
+ pPostProcessShader->SetUniform4f("ChromAbParam",
+ stereoParams.Distortion.Lens.ChromaticAberration[0] + 1.0f,
+ stereoParams.Distortion.Lens.ChromaticAberration[1],
+ stereoParams.Distortion.Lens.ChromaticAberration[2] + 1.0f,
+ stereoParams.Distortion.Lens.ChromaticAberration[3]);
+
+ // From [-1,1] space (for a single eye), offset by LensCenter, scaled to TanEyeAngle space.
+ // Done this way so that the shader can do a multiply-add, rather than a subtract-then-multiply.
+ Vector2f localTanEyeAngleOffset = -stereoParams.Distortion.LensCenter.EntrywiseMultiply(stereoParams.Distortion.TanEyeAngleScale);
+ pPostProcessShader->SetUniform2f("TanEyeAngleScale", stereoParams.Distortion.TanEyeAngleScale.x,
+ stereoParams.Distortion.TanEyeAngleScale.y);
+ pPostProcessShader->SetUniform2f("TanEyeAngleOffset", localTanEyeAngleOffset.x, localTanEyeAngleOffset.y);
+
+ // From TanEyeAngle space to the source the app rendered the standard projective scene to.
+ pPostProcessShader->SetUniform2f("EyeToSourceUVScale", stereoParams.EyeToSourceUV.Scale.x, stereoParams.EyeToSourceUV.Scale.y );
+ pPostProcessShader->SetUniform2f("EyeToSourceUVOffset", stereoParams.EyeToSourceUV.Offset.x, stereoParams.EyeToSourceUV.Offset.y );
+ pPostProcessShader->SetUniform2f("EyeToSourceNDCScale", stereoParams.EyeToSourceNDC.Scale.x, stereoParams.EyeToSourceNDC.Scale.y );
+ pPostProcessShader->SetUniform2f("EyeToSourceNDCOffset", stereoParams.EyeToSourceNDC.Offset.x, stereoParams.EyeToSourceNDC.Offset.y );
+
+ // Fade out towards the last bit of the edge, rather than having a sharp edge that attracts the eye.
+ pPostProcessShader->SetUniform1f("EdgeFadeScale", 1.0f / FadeOutBorderFraction );
+
+ // Vertex texture coordinates are (0,0) to (1,1). This moves them to (-1,-1),(1,1)
+ Matrix4f texm(2, 0, 0, -1,
+ 0, 2, 0, -1,
+ 0, 0, 0, 0,
+ 0, 0, 0, 1);
+ pPostProcessShader->SetUniform4x4f("Texm", texm);
+
+ // Input vertices are (0,0) to (1,1). This moves them to (-1,-1),(1,1), i.e. filling the viewport (which will be set to the correct half of the screen).
+ Matrix4f view(2, 0, 0, -1,
+ 0, 2, 0, -1,
+ 0, 0, 0, 0,
+ 0, 0, 0, 1);
+ ShaderFill fill(pPostProcessShader);
+
+ if ( ( pSourceTextureRight != NULL ) && ( eyeNum == 1 ) )
+ {
+ fill.SetTexture ( 0, pSourceTextureRight );
+ }
+ else
+ {
+ fill.SetTexture ( 0, pSourceTextureLeftOrOnly );
+ }
+ Render(&fill, pFullScreenVertexBuffer, NULL, view, 0, 4, Prim_TriangleStrip);
+ }
+ }
+ else if ( PostProcessingType == PostProcess_NoDistortion )
+ {
+ // Just splat the thing on the framebuffer with no distortion.
+ Clear ( 0.0f, 0.4f, 0.0f, 1.0f, 1.0f );
+ // 1:1 mapping to screen pixels.
+ Matrix4f ortho;
+ ortho.SetIdentity();
+ ortho.M[0][0] = 1.0f;
+ ortho.M[0][3] = 0.0f;
+ ortho.M[1][1] = -1.0f;
+ ortho.M[1][3] = 0.0f;
+ ortho.M[2][2] = 0;
+ SetProjection(ortho);
+ int rtWidth = pSourceTextureLeftOrOnly->GetWidth();
+ int rtHeight = pSourceTextureLeftOrOnly->GetHeight();
+
+ for ( int eyeNum = 0; eyeNum < 2; eyeNum++ )
+ {
+ const StereoEyeParams &stereoParams = ( eyeNum == 0 ) ? stereoParamsLeft : stereoParamsRight;
+ SetViewport ( stereoParams.DistortionViewport );
- int crossing = -1;
- float cdot1 = 0, cdot2 = 0;
+ Ptr<Texture> pTex;
+ if ( ( pSourceTextureRight != NULL ) && ( eyeNum == 1 ) )
+ {
+ pTex = pSourceTextureRight;
+ }
+ else
+ {
+ pTex = pSourceTextureLeftOrOnly;
+ }
- for(unsigned i = 0; i < Planes.GetSize(); ++i)
- {
- float dot2 = Planes[i].TestSide(fullMove);
- if(dot2 > 0)
- {
- return false;
- }
- float dot1 = Planes[i].TestSide(origin);
- if(dot1 > 0)
- {
- if(dot2 <= 0)
- {
- //assert(crossing==-1);
- if(crossing == -1)
- {
- crossing = i;
- cdot2 = dot2;
- cdot1 = dot1;
+ float ul = (float)( stereoParams.RenderedViewport.x ) / (float)rtWidth;
+ float ur = (float)( stereoParams.RenderedViewport.x + stereoParams.RenderedViewport.w ) / (float)rtWidth;
+ float vt = (float)( stereoParams.RenderedViewport.y ) / (float)rtHeight;
+ float vb = (float)( stereoParams.RenderedViewport.y + stereoParams.RenderedViewport.h ) / (float)rtHeight;
+ FillTexturedRect (
+ -1.0f, -1.0f, 1.0f, 1.0f,
+ ul, vt, ur, vb,
+ Color(255,255,255,255), pTex );
}
- else
+ }
+ else
+ {
+ OVR_ASSERT ( !"Unknown distortion type" );
+ }
+ }
+ }
+
+ bool CollisionModel::TestPoint(const Vector3f& p) const
+ {
+ for(unsigned i = 0; i < Planes.GetSize(); i++)
+ if(Planes[i].TestSide(p) > 0)
+ {
+ return 0;
+ }
+
+ return 1;
+ }
+
+ bool CollisionModel::TestRay(const Vector3f& origin, const Vector3f& norm, float& len, Planef* ph) const
+ {
+ if(TestPoint(origin))
+ {
+ len = 0;
+ *ph = Planes[0];
+ return true;
+ }
+ Vector3f fullMove = origin + norm * len;
+
+ int crossing = -1;
+ float cdot1 = 0, cdot2 = 0;
+
+ for(unsigned i = 0; i < Planes.GetSize(); ++i)
+ {
+ float dot2 = Planes[i].TestSide(fullMove);
+ if(dot2 > 0)
+ {
+ return false;
+ }
+ float dot1 = Planes[i].TestSide(origin);
+ if(dot1 > 0)
+ {
+ if(dot2 <= 0)
{
- if(dot2 > cdot2)
+ //OVR_ASSERT(crossing==-1);
+ if(crossing == -1)
{
crossing = i;
cdot2 = dot2;
cdot1 = dot1;
}
+ else
+ {
+ if(dot2 > cdot2)
+ {
+ crossing = i;
+ cdot2 = dot2;
+ cdot1 = dot1;
+ }
+ }
}
- }
- }
- }
-
- if(crossing < 0)
- {
- return false;
- }
-
- assert(TestPoint(origin + norm * len));
-
- len = len * cdot1 / (cdot1 - cdot2) - 0.05f;
- if(len < 0)
- {
- len = 0;
- }
- float tp = Planes[crossing].TestSide(origin + norm * len);
- OVR_ASSERT(fabsf(tp) < 0.05f + Mathf::Tolerance);
- OVR_UNUSED(tp);
-
- if(ph)
- {
- *ph = Planes[crossing];
- }
- return true;
-}
-
-int GetNumMipLevels(int w, int h)
-{
- int n = 1;
- while(w > 1 || h > 1)
- {
- w >>= 1;
- h >>= 1;
- n++;
- }
- return n;
-}
-
-void FilterRgba2x2(const UByte* src, int w, int h, UByte* dest)
-{
- for(int j = 0; j < (h & ~1); j += 2)
- {
- const UByte* psrc = src + (w * j * 4);
- UByte* pdest = dest + ((w >> 1) * (j >> 1) * 4);
-
- for(int i = 0; i < w >> 1; i++, psrc += 8, pdest += 4)
- {
- pdest[0] = (((int)psrc[0]) + psrc[4] + psrc[w * 4 + 0] + psrc[w * 4 + 4]) >> 2;
- pdest[1] = (((int)psrc[1]) + psrc[5] + psrc[w * 4 + 1] + psrc[w * 4 + 5]) >> 2;
- pdest[2] = (((int)psrc[2]) + psrc[6] + psrc[w * 4 + 2] + psrc[w * 4 + 6]) >> 2;
- pdest[3] = (((int)psrc[3]) + psrc[7] + psrc[w * 4 + 3] + psrc[w * 4 + 7]) >> 2;
- }
- }
-}
-
-int GetTextureSize(int format, int w, int h)
-{
- switch (format & Texture_TypeMask)
- {
- case Texture_R: return w*h;
- case Texture_RGBA: return w*h*4;
- case Texture_DXT1: {
- int bw = (w+3)/4, bh = (h+3)/4;
- return bw * bh * 8;
- }
- case Texture_DXT3:
- case Texture_DXT5: {
- int bw = (w+3)/4, bh = (h+3)/4;
- return bw * bh * 16;
- }
-
- default:
- OVR_ASSERT(0);
- }
- return 0;
-}
+ }
+ }
+
+ if(crossing < 0)
+ {
+ return false;
+ }
+
+ OVR_ASSERT(TestPoint(origin + norm * len));
+
+ len = len * cdot1 / (cdot1 - cdot2) - 0.05f;
+ if(len < 0)
+ {
+ len = 0;
+ }
+ float tp = Planes[crossing].TestSide(origin + norm * len);
+ OVR_ASSERT(fabsf(tp) < 0.05f + Mathf::Tolerance);
+ OVR_UNUSED(tp);
+
+ if(ph)
+ {
+ *ph = Planes[crossing];
+ }
+ return true;
+ }
+
+ int GetNumMipLevels(int w, int h)
+ {
+ int n = 1;
+ while(w > 1 || h > 1)
+ {
+ w >>= 1;
+ h >>= 1;
+ n++;
+ }
+ return n;
+ }
+
+ void FilterRgba2x2(const UByte* src, int w, int h, UByte* dest)
+ {
+ for(int j = 0; j < (h & ~1); j += 2)
+ {
+ const UByte* psrc = src + (w * j * 4);
+ UByte* pdest = dest + ((w >> 1) * (j >> 1) * 4);
+
+ for(int i = 0; i < w >> 1; i++, psrc += 8, pdest += 4)
+ {
+ pdest[0] = (((int)psrc[0]) + psrc[4] + psrc[w * 4 + 0] + psrc[w * 4 + 4]) >> 2;
+ pdest[1] = (((int)psrc[1]) + psrc[5] + psrc[w * 4 + 1] + psrc[w * 4 + 5]) >> 2;
+ pdest[2] = (((int)psrc[2]) + psrc[6] + psrc[w * 4 + 2] + psrc[w * 4 + 6]) >> 2;
+ pdest[3] = (((int)psrc[3]) + psrc[7] + psrc[w * 4 + 3] + psrc[w * 4 + 7]) >> 2;
+ }
+ }
+ }
+
+ int GetTextureSize(int format, int w, int h)
+ {
+ switch (format & Texture_TypeMask)
+ {
+ case Texture_R: return w*h;
+ case Texture_RGBA: return w*h*4;
+ case Texture_DXT1: {
+ int bw = (w+3)/4, bh = (h+3)/4;
+ return bw * bh * 8;
+ }
+ case Texture_DXT3:
+ case Texture_DXT5: {
+ int bw = (w+3)/4, bh = (h+3)/4;
+ return bw * bh * 16;
+ }
+
+ default:
+ OVR_ASSERT(0);
+ }
+ return 0;
+ }
}}