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authorBrad Davis <[email protected]>2013-06-27 11:25:32 -0800
committerBrad Davis <[email protected]>2013-06-28 10:47:29 -0700
commitebefcc885f74461cd0e3f19b5ae3622dc6cf6dbc (patch)
tree2b16db7350fce54c2e6c1b1c4020d67419cb1164 /Samples/CommonSrc/Render/Render_GL_Device.h
parent0ade748e1845694c5cbe562fb823e56f09773e27 (diff)
SDK 0.2.2
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+/************************************************************************************
+
+Filename : Render_GL_Device.h
+Content : RenderDevice implementation header for OpenGL
+Created : September 10, 2012
+Authors : 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.
+
+************************************************************************************/
+
+#ifndef OVR_Render_GL_Device_h
+#define OVR_Render_GL_Device_h
+
+#include "../Render/Render_Device.h"
+
+#if defined(OVR_OS_WIN32)
+#include <Windows.h>
+#endif
+
+#if defined(OVR_OS_MAC)
+#include <OpenGL/gl.h>
+#include <OpenGL/glext.h>
+#else
+#define GL_GLEXT_PROTOTYPES
+#include <GL/gl.h>
+#include <GL/glext.h>
+#endif
+
+namespace OVR { namespace Render { namespace GL {
+
+class RenderDevice;
+
+class Buffer : public Render::Buffer
+{
+public:
+ RenderDevice* Ren;
+ size_t Size;
+ GLenum Use;
+ GLuint GLBuffer;
+
+public:
+ Buffer(RenderDevice* r) : Ren(r), Size(0), Use(0), GLBuffer(0) {}
+ ~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 Render::Texture
+{
+public:
+ RenderDevice* Ren;
+ GLuint TexId;
+ int Width, Height;
+
+ Texture(RenderDevice* r, int w, int h);
+ ~Texture();
+
+ virtual int GetWidth() const { return Width; }
+ virtual int GetHeight() const { return Height; }
+
+ virtual void SetSampleMode(int);
+
+ virtual void Set(int slot, ShaderStage stage = Shader_Fragment) const;
+};
+
+class Shader : public Render::Shader
+{
+public:
+ GLuint GLShader;
+
+ Shader(RenderDevice*, ShaderStage st, GLuint s) : Render::Shader(st), GLShader(s) {}
+ Shader(RenderDevice*, ShaderStage st, const char* src) : Render::Shader(st), GLShader(0)
+ {
+ Compile(src);
+ }
+ ~Shader()
+ {
+ if (GLShader)
+ glDeleteShader(GLShader);
+ }
+ bool Compile(const char* src);
+
+ GLenum GLStage() const
+ {
+ switch (Stage)
+ {
+ default: OVR_ASSERT(0); return GL_NONE;
+ case Shader_Vertex: return GL_VERTEX_SHADER;
+ case Shader_Fragment: return GL_FRAGMENT_SHADER;
+ }
+ }
+
+ //void Set(PrimitiveType prim) const;
+ //void SetUniformBuffer(Render::Buffer* buffers, int i = 0);
+};
+
+class ShaderSet : public Render::ShaderSet
+{
+public:
+ GLuint Prog;
+
+ struct Uniform
+ {
+ String Name;
+ int Location, Size;
+ int Type; // currently number of floats in vector
+ };
+ Array<Uniform> UniformInfo;
+
+ int ProjLoc, ViewLoc;
+ int TexLoc[8];
+ bool UsesLighting;
+ int LightingVer;
+
+ ShaderSet();
+ ~ShaderSet();
+
+ virtual void SetShader(Render::Shader *s)
+ {
+ Shaders[s->GetStage()] = s;
+ Shader* gls = (Shader*)s;
+ glAttachShader(Prog, gls->GLShader);
+ if (Shaders[Shader_Vertex] && Shaders[Shader_Fragment])
+ Link();
+ }
+ virtual void UnsetShader(int stage)
+ {
+ Shader* gls = (Shader*)(Render::Shader*)Shaders[stage];
+ if (gls)
+ glDetachShader(Prog, gls->GLShader);
+ Shaders[stage] = NULL;
+ Link();
+ }
+
+ virtual void Set(PrimitiveType prim) const;
+
+ // 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);
+ virtual bool SetUniform4x4f(const char* name, const Matrix4f& m);
+
+ bool Link();
+};
+
+ class RBuffer : public RefCountBase<RBuffer>
+{
+ public:
+ int Width, Height;
+ GLuint BufId;
+
+ RBuffer(GLenum format, GLint w, GLint h);
+ ~RBuffer();
+};
+
+class RenderDevice : public Render::RenderDevice
+{
+ Ptr<Shader> VertexShaders[VShader_Count];
+ Ptr<Shader> FragShaders[FShader_Count];
+
+ Ptr<ShaderFill> DefaultFill;
+
+ Matrix4f Proj;
+
+ Ptr<Texture> CurRenderTarget;
+ Array<Ptr<RBuffer> > DepthBuffers;
+ GLuint CurrentFbo;
+
+ const LightingParams* Lighting;
+
+
+public:
+ RenderDevice(const RendererParams& p);
+
+ virtual void SetRealViewport(const Viewport& vp);
+
+ //virtual void SetScissor(int x, int y, int w, int h);
+
+ virtual void Clear(float r = 0, float g = 0, float b = 0, float a = 1, float depth = 1);
+ virtual void Rect(float left, float top, float right, float bottom) { OVR_UNUSED4(left,top,right,bottom); }
+
+ virtual void BeginRendering();
+ virtual void SetDepthMode(bool enable, bool write, CompareFunc func = Compare_Less);
+ virtual void SetWorldUniforms(const Matrix4f& proj);
+
+ RBuffer* GetDepthBuffer(int w, int h, int ms);
+
+ virtual void SetRenderTarget(Render::Texture* color,
+ Render::Texture* depth = NULL, Render::Texture* stencil = NULL);
+
+ virtual void SetLighting(const LightingParams* lt);
+
+ virtual void Render(const Matrix4f& matrix, Model* model);
+ virtual void Render(const Fill* fill, Render::Buffer* vertices, Render::Buffer* indices,
+ const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles);
+ virtual void RenderWithAlpha(const Fill* fill, Render::Buffer* vertices, Render::Buffer* indices,
+ const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles);
+
+ virtual Buffer* CreateBuffer();
+ virtual Texture* CreateTexture(int format, int width, int height, const void* data, int mipcount=1);
+ virtual ShaderSet* CreateShaderSet() { return new ShaderSet; }
+
+ virtual Fill *CreateSimpleFill(int flags = Fill::F_Solid);
+
+ virtual Shader *LoadBuiltinShader(ShaderStage stage, int shader);
+
+ void SetTexture(Render::ShaderStage, int slot, const Texture* t);
+};
+
+}}}
+
+#endif