diff options
author | Brad Davis <[email protected]> | 2014-04-14 21:25:09 -0700 |
---|---|---|
committer | Brad Davis <[email protected]> | 2014-04-14 21:25:09 -0700 |
commit | 07d0f4d0bbf3477ac6a9584f726e8ec6ab285707 (patch) | |
tree | 1854d0c690eff32e77b137567c88a52d56d8b660 /Samples/CommonSrc/Render/Render_Device.h | |
parent | f28388ff2af14b56ef2d973b2f4f9da021716d4c (diff) |
Adding windows 0.3.1 SDK
Diffstat (limited to 'Samples/CommonSrc/Render/Render_Device.h')
-rw-r--r-- | Samples/CommonSrc/Render/Render_Device.h | 326 |
1 files changed, 217 insertions, 109 deletions
diff --git a/Samples/CommonSrc/Render/Render_Device.h b/Samples/CommonSrc/Render/Render_Device.h index 028f282..f8a6dff 100644 --- a/Samples/CommonSrc/Render/Render_Device.h +++ b/Samples/CommonSrc/Render/Render_Device.h @@ -28,24 +28,31 @@ limitations under the License. #include "Kernel/OVR_RefCount.h" #include "Kernel/OVR_String.h" #include "Kernel/OVR_File.h" +#include "OVR_CAPI.h" -#include "Util/Util_Render_Stereo.h" +#include "OVR_Stereo.h" namespace OVR { namespace Render { -using namespace OVR::Util::Render; - class RenderDevice; struct Font; //----------------------------------------------------------------------------------- +enum ShaderStage +{ + Shader_Vertex = 0, + Shader_Geometry = 1, + Shader_Fragment = 2, + Shader_Pixel = 2, + Shader_Count = 3, +}; + enum PrimitiveType { Prim_Triangles, Prim_Lines, Prim_TriangleStrip, - Prim_Points, Prim_Unknown, Prim_Count }; @@ -64,36 +71,32 @@ public: virtual void Set(PrimitiveType prim = Prim_Unknown) const = 0; virtual void Unset() const {} - virtual void SetTexture(int i, class Texture* tex) { OVR_UNUSED2(i,tex); } - virtual Texture* GetTexture(int i) { OVR_UNUSED(i); return 0; } -}; - -enum ShaderStage -{ - Shader_Vertex = 0, - Shader_Geometry = 1, - Shader_Fragment = 2, - Shader_Pixel = 2, - Shader_Count = 3, + virtual void SetTexture(int i, class Texture* tex, ShaderStage stage = Shader_Pixel) { OVR_UNUSED3(i,tex,stage); } + virtual Texture* GetTexture(int i, ShaderStage stage = Shader_Pixel) { OVR_UNUSED2(i,stage); return 0; } }; enum BuiltinShaders { - VShader_MV = 0, - VShader_MVP = 1, - VShader_PostProcess = 2, - VShader_Count = 3, - - FShader_Solid = 0, - FShader_Gouraud = 1, - FShader_Texture = 2, - FShader_AlphaTexture = 3, - FShader_PostProcess = 4, - FShader_PostProcessWithChromAb = 5, - FShader_LitGouraud = 6, - FShader_LitTexture = 7, - FShader_MultiTexture = 8, - FShader_Count = 9, + VShader_MV = 0, + VShader_MVP , + VShader_PostProcess , + VShader_PostProcessMesh , + VShader_PostProcessMeshTimewarp , + VShader_PostProcessMeshPositionalTimewarp , + VShader_Count , + + FShader_Solid = 0, + FShader_Gouraud , + FShader_Texture , + FShader_AlphaTexture , + FShader_PostProcessWithChromAb , + FShader_LitGouraud , + FShader_LitTexture , + FShader_MultiTexture , + FShader_PostProcessMeshWithChromAb , + FShader_PostProcessMeshWithChromAbTimewarp , + FShader_PostProcessMeshWithChromAbPositionalTimewarp , + FShader_Count , }; @@ -119,6 +122,8 @@ enum TextureFormat { Texture_RGBA = 0x100, Texture_R = 0x200, + Texture_A = 0x400, + Texture_BGRA = 0x800, Texture_DXT1 = 0x1100, Texture_DXT3 = 0x1200, Texture_DXT5 = 0x1300, @@ -126,8 +131,9 @@ enum TextureFormat Texture_TypeMask = 0xff00, Texture_Compressed = 0x1000, Texture_SamplesMask = 0x00ff, - Texture_RenderTarget = 0x10000, - Texture_GenMipmaps = 0x20000, + Texture_RenderTarget = 0x10000, + Texture_SampleDepth = 0x20000, + Texture_GenMipmaps = 0x40000, }; enum SampleMode @@ -145,16 +151,14 @@ enum SampleMode Sample_Count =13, }; -// A vector with a dummy w component for alignment in uniform buffers (and for float colors). -// The w component is not used in any calculations. -struct Vector4f : public Vector3f +struct Color4f { - float w; + float r, g, b, a; - Vector4f() : w(1) {} - Vector4f(const Vector3f& v) : Vector3f(v), w(1) {} - Vector4f(float r, float g, float b, float a) : Vector3f(r,g,b), w(a) {} + Color4f() : r(0), g(0), b(0), a(1) {} + Color4f(const Vector3f& v) : r(v.x), g(v.y), b(v.z), a(1) {} + Color4f(float ir, float ig, float ib, float ia) : r(ir), g(ig), b(ib), a(ia) {} }; @@ -231,24 +235,34 @@ public: 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) + bool SetUniform4fv(const char* name, const Vector3f& v) { const float a[] = {v.x,v.y,v.z,1}; return SetUniform(name, 4, a); } - bool SetUniform4fv(const char* name, int n, const Vector4f* v) + bool SetUniform4fvArray(const char* name, int n, const Color4f* v) { - return SetUniform(name, 4*n, &v[0].x); + return SetUniform(name, 4*n, &v[0].r); } virtual bool SetUniform4x4f(const char* name, const Matrix4f& m) { return SetUniform(name, 16, &m.M[0][0]); } + virtual bool SetUniform3x3f(const char* name, const Matrix4f& m) + { + // float3x3 is actually stored the same way as float4x3, with the last items ignored by the code. + return SetUniform(name, 12, &m.M[0][0]); + } }; class ShaderSetMatrixTranspose : public ShaderSet @@ -265,6 +279,7 @@ class ShaderFill : public Fill { Ptr<ShaderSet> Shaders; Ptr<Texture> Textures[8]; + Ptr<Texture> VtxTextures[8]; public: ShaderFill(ShaderSet* sh) : Shaders(sh) { } @@ -272,8 +287,28 @@ public: void Set(PrimitiveType prim) const; ShaderSet* GetShaders() { return Shaders; } - virtual void SetTexture(int i, class Texture* tex) { if (i < 8) Textures[i] = tex; } - virtual Texture* GetTexture(int i) { if (i < 8) return Textures[i]; else return 0; } + virtual void SetTexture(int i, class Texture* tex, ShaderStage stage = Shader_Pixel) + { + if (i < 8) + { + if(stage == Shader_Pixel) Textures[i] = tex; + else if(stage == Shader_Vertex) VtxTextures[i] = tex; + else OVR_ASSERT(false); + } + } + virtual Texture* GetTexture(int i, ShaderStage stage = Shader_Pixel) + { + if (i < 8) + { + if(stage == Shader_Pixel) return Textures[i]; + else if(stage == Shader_Vertex) return VtxTextures[i]; + else OVR_ASSERT(false); return 0; + } + else + { + return 0; + } + } }; /* Buffer for vertex or index data. Some renderers require separate buffers, so that @@ -313,6 +348,10 @@ public: virtual void SetSampleMode(int sm) = 0; virtual void Set(int slot, ShaderStage stage = Shader_Fragment) const = 0; + + virtual ovrTexture Get_ovrTexture() = 0; + + virtual void* GetInternalImplementation() { return NULL; }; }; @@ -379,7 +418,7 @@ public: { if (!MatCurrent) { - Mat = Rot; + Mat = Matrix4f(Rot); Mat = Matrix4f::Translation(Pos) * Mat; MatCurrent = 1; } @@ -413,18 +452,27 @@ struct Vertex } }; +struct DistortionVertex +{ + Vector2f Pos; + Vector2f TexR; + Vector2f TexG; + Vector2f TexB; + Color Col; +}; + // this is stored in a uniform buffer, don't change it without fixing all renderers struct LightingParams { - Vector4f Ambient; - Vector4f LightPos[8]; - Vector4f LightColor[8]; + Color4f Ambient; + Color4f LightPos[8]; // Not actually colours, but we need the extra element of padding. + Color4f LightColor[8]; float LightCount; int Version; LightingParams() : LightCount(0), Version(0) {} - void Update(const Matrix4f& view, const Vector4f* SceneLightPos); + void Update(const Matrix4f& view, const Vector3f* SceneLightPos); void Set(ShaderSet* s) const; }; @@ -472,10 +520,12 @@ public: UInt16 AddVertex(const Vertex& v) { - assert(!VertexBuffer && !IndexBuffer); - UInt16 index = (UInt16)Vertices.GetSize(); - Vertices.PushBack(v); - return index; + OVR_ASSERT(!VertexBuffer && !IndexBuffer); + UPInt size = Vertices.GetSize(); + OVR_ASSERT(size <= USHRT_MAX); // We only use a short to store vert indices. + UInt16 index = (UInt16) size; + Vertices.PushBack(v); + return index; } UInt16 AddVertex(const Vector3f& v, const Color& c, float u_ = 0, float v_ = 0) { @@ -528,6 +578,9 @@ public: float z1, float z2, Color zcolor); + // Adds box at specified location to current vertices. + void AddBox(Color c, Vector3f origin, Vector3f size); + // Uses texture coordinates for exactly covering each surface once. static Model* CreateBox(Color c, Vector3f origin, Vector3f size); @@ -575,18 +628,18 @@ class Scene { public: Container World; - Vector4f LightPos[8]; + Vector3f LightPos[8]; LightingParams Lighting; Array<Ptr<Model> > Models; public: void Render(RenderDevice* ren, const Matrix4f& view); - void SetAmbient(Vector4f color) + void SetAmbient(Color4f color) { Lighting.Ambient = color; } - void AddLight(Vector3f pos, Vector4f color) + void AddLight(Vector3f pos, Color4f color) { int n = (int)Lighting.LightCount; OVR_ASSERT(n < 8); @@ -599,7 +652,7 @@ public: { World.Clear(); Models.Clear(); - Lighting.Ambient = Vector4f(0.0f, 0.0f, 0.0f, 0.0f); + Lighting.Ambient = Color4f(0.0f, 0.0f, 0.0f, 0.0f); Lighting.LightCount = 0; } @@ -624,11 +677,15 @@ enum RenderCaps }; // Post-processing type to apply to scene after rendering. PostProcess_Distortion -// applied distortion as described by DistortionConfig. +// applied distortion as described by DistortionRenderDesc. enum PostProcessType { PostProcess_None, - PostProcess_Distortion + PostProcess_PixelDistortion, + PostProcess_MeshDistortion, + PostProcess_MeshDistortionTimewarp, + PostProcess_MeshDistortionPositionalTimewarp, + PostProcess_NoDistortion, }; enum DisplayMode @@ -688,29 +745,27 @@ class RenderDevice : public RefCountBase<RenderDevice> protected: int WindowWidth, WindowHeight; RendererParams Params; - Viewport VP; + Recti VP; Matrix4f Proj; Ptr<Buffer> pTextVertexBuffer; - // For rendering with lens warping - PostProcessType CurPostProcess; - Ptr<Texture> pSceneColorTex; - int SceneColorTexW; - int SceneColorTexH; + PostProcessType PostProcessingType; + Ptr<ShaderSet> pPostProcessShader; Ptr<Buffer> pFullScreenVertexBuffer; - float SceneRenderScale; - DistortionConfig Distortion; Color DistortionClearColor; - UPInt TotalTextureMemoryUsage; + UPInt TotalTextureMemoryUsage; + float FadeOutBorderFraction; + + int DistortionMeshNumTris[2]; + Ptr<Buffer> pDistortionMeshVertexBuffer[2]; + Ptr<Buffer> pDistortionMeshIndexBuffer[2]; // For lighting on platforms with uniform buffers Ptr<Buffer> LightingBuffer; - void FinishScene1(); - public: enum CompareFunc { @@ -728,41 +783,43 @@ public: virtual void Init() {} - virtual void Shutdown() {} + virtual void Shutdown(); virtual bool SetParams(const RendererParams&) { return 0; } const RendererParams& GetParams() const { return Params; } - + // Returns details needed by CAPI distortion rendering. + virtual ovrRenderAPIConfig Get_ovrRenderAPIConfig() const = 0; + // StereoParams apply Viewport, Projection and Distortion simultaneously, // doing full configuration for one eye. void ApplyStereoParams(const StereoEyeParams& params) { - SetViewport(params.VP); - SetProjection(params.Projection); - if (params.pDistortion) - SetDistortionConfig(*params.pDistortion, params.Eye); + SetViewport(params.RenderedViewport); + SetProjection(params.RenderedProjection); } + void ApplyStereoParams(const Recti& vp, const Matrix4f& projection) + { + SetViewport(vp); + SetProjection(projection); + } // Apply "orthographic" stereo parameters used for rendering 2D HUD overlays. - void ApplyStereoParams2D(const StereoEyeParams& params) + void ApplyStereoParams2D(StereoEyeParams const ¶ms, Matrix4f const &ortho) { - SetViewport(params.VP); - SetProjection(params.OrthoProjection); - if (params.pDistortion) - SetDistortionConfig(*params.pDistortion, params.Eye); + SetViewport(params.RenderedViewport); + SetProjection(ortho); } + - virtual void SetViewport(const Viewport& vp); - void SetViewport(int x, int y, int w, int h) { SetViewport(Viewport(x,y,w,h)); } - //virtual void SetScissor(int x, int y, int w, int h) = 0; - // Set viewport ignoring any adjustments used for the stereo mode. - virtual void SetRealViewport(const Viewport& vp) { SetMultipleViewports(1, &vp); } - virtual void SetMultipleViewports(int n, const Viewport* vps) { OVR_UNUSED2(n, vps); } + virtual void SetViewport(const Recti& vp) = 0; + void SetViewport(int x, int y, int w, int h) { SetViewport(Recti(x,y,w,h)); } - virtual void Clear(float r = 0, float g = 0, float b = 0, float a = 1, float depth = 1) = 0; + virtual void Clear(float r = 0, float g = 0, float b = 0, float a = 1, + float depth = 1, + bool clearColor = true, bool clearDepth = true) = 0; virtual void Rect(float left, float top, float right, float bottom) = 0; inline void Clear(const Color &c, float depth = 1) @@ -773,9 +830,9 @@ public: } virtual bool IsFullscreen() const { return Params.Fullscreen != Display_Window; } - virtual void Present() = 0; + virtual void Present ( bool withVsync ) = 0; // Waits for rendering to complete; important for reducing latency. - virtual void ForceFlushGPU() { } + virtual void WaitUntilGpuIdle() { } // Resources virtual Buffer* CreateBuffer() { return NULL; } @@ -789,12 +846,24 @@ public: // Rendering + // Begin drawing directly to the currently selected render target, no post-processing. virtual void BeginRendering() {} - // Begin drawing the primary scene. This will have post-processing applied (if enabled) - // during FinishScene. - virtual void BeginScene(PostProcessType pp = PostProcess_None); //StereoDisplay disp = Stereo_Center); - // Postprocess the scene and return to the screen render target. + // Begin drawing the primary scene, starting up whatever post-processing may be needed. + virtual void BeginScene(PostProcessType pp = PostProcess_None); + // Call when any of the stereo options change, so precalculation can happen. + virtual void PrecalculatePostProcess(PostProcessType pptype, + const StereoEyeParams &stereoParamsLeft, const StereoEyeParams &stereoParamsRight, + const HmdRenderInfo &hmdRenderInfo ); + // Perform postprocessing + virtual void 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); + // Finish scene. virtual void FinishScene(); // Texture must have been created with Texture_RenderTarget. Use NULL for the default render target. @@ -818,31 +887,25 @@ public: virtual void Render(const Matrix4f& matrix, Model* model) = 0; // offset is in bytes; indices can be null. virtual void Render(const Fill* fill, Buffer* vertices, Buffer* indices, - const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles) = 0; + const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles, bool useDistortionVertex = false) = 0; virtual void RenderWithAlpha(const Fill* fill, Render::Buffer* vertices, Render::Buffer* indices, const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles) = 0; // Returns width of text in same units as drawing. If strsize is not null, stores width and height. - float MeasureText(const Font* font, const char* str, float size, float* strsize = NULL); + // Can optionally return char-range selection rectangle. + float MeasureText(const Font* font, const char* str, float size, float strsize[2] = NULL, + const UPInt charRange[2] = 0, Vector2f charRangeRect[2] = 0); virtual void RenderText(const Font* font, const char* str, float x, float y, float size, Color c); virtual void FillRect(float left, float top, float right, float bottom, Color c); + virtual void RenderLines ( int NumLines, Color c, float *x, float *y, float *z = NULL ); + virtual void FillTexturedRect(float left, float top, float right, float bottom, float ul, float vt, float ur, float vb, Color c, Ptr<Texture> tex); virtual void FillGradientRect(float left, float top, float right, float bottom, Color col_top, Color col_btm); virtual void RenderImage(float left, float top, float right, float bottom, ShaderFill* image, unsigned char alpha=255); virtual Fill *CreateSimpleFill(int flags = Fill::F_Solid) = 0; Fill * CreateTextureFill(Texture* tex, bool useAlpha = false); - // PostProcess distortion - void SetSceneRenderScale(float ss); - - void SetDistortionConfig(const DistortionConfig& config, StereoEye eye = StereoEye_Left) - { - Distortion = config; - if (eye == StereoEye_Right) - Distortion.XCenterOffset = -Distortion.XCenterOffset; - } - // Sets the color that is applied around distortion. void SetDistortionClearColor(Color clearColor) { @@ -851,7 +914,12 @@ public: // Don't call these directly, use App/Platform instead virtual bool SetFullscreen(DisplayMode fullscreen) { OVR_UNUSED(fullscreen); return false; } - virtual void SetWindowSize(int w, int h) { WindowWidth = w; WindowHeight = h; } + virtual void SetWindowSize(int w, int h) + { + WindowWidth = w; + WindowHeight = h; + VP = Recti( 0, 0, WindowWidth, WindowHeight ); + } UPInt GetTotalTextureMemoryUsage() const { @@ -860,8 +928,10 @@ public: enum PostProcessShader { - PostProcessShader_Distortion = 0, - PostProcessShader_DistortionAndChromAb = 1, + PostProcessShader_DistortionAndChromAb = 0, + PostProcessShader_MeshDistortionAndChromAb, + PostProcessShader_MeshDistortionAndChromAbTimewarp, + PostProcessShader_MeshDistortionAndChromAbPositionalTimewarp, PostProcessShader_Count }; @@ -875,6 +945,16 @@ public: PostProcessShaderRequested = newShader; } + void SetFadeOutBorderFraction ( float newVal ) + { + FadeOutBorderFraction = newVal; + } + + // GPU Profiling + // using (void) to avoid "unused param" warnings + virtual void BeginGpuEvent(const char* markerText, UInt32 markerColor) { (void)markerText; (void)markerColor; } + virtual void EndGpuEvent() { } + protected: // Stereo & post-processing virtual bool initPostProcessSupport(PostProcessType pptype); @@ -887,6 +967,34 @@ private: PostProcessShader PostProcessShaderActive; }; +//----------------------------------------------------------------------------------- +// GPU profile marker helper to encapsulate a given scope block +class AutoGpuProf +{ +public: + AutoGpuProf(RenderDevice* device, const char* markerText, UInt32 color) + : mDevice(device) + { device->BeginGpuEvent(markerText, color); } + + // Generates random color if one is not provided + AutoGpuProf(RenderDevice* device, const char* markerText) + : mDevice(device) + { + UInt32 color = ((rand() & 0xFF) << 24) + + ((rand() & 0xFF) << 16) + + ((rand() & 0xFF) << 8) + + (rand() & 0xFF); + device->BeginGpuEvent(markerText, color); + } + + ~AutoGpuProf() { mDevice->EndGpuEvent(); } + +private: + RenderDevice* mDevice; + AutoGpuProf() { }; +}; +//----------------------------------------------------------------------------------- + int GetNumMipLevels(int w, int h); int GetTextureSize(int format, int w, int h); |