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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
parent0ade748e1845694c5cbe562fb823e56f09773e27 (diff)
SDK 0.2.2
Diffstat (limited to 'Samples/CommonSrc')
-rw-r--r--Samples/CommonSrc/Makefile7
-rw-r--r--Samples/CommonSrc/Oculus.icobin0 -> 40177 bytes
-rw-r--r--Samples/CommonSrc/Platform/Gamepad.h102
-rw-r--r--Samples/CommonSrc/Platform/OSX_Gamepad.cpp424
-rw-r--r--Samples/CommonSrc/Platform/OSX_Gamepad.h67
-rw-r--r--Samples/CommonSrc/Platform/OSX_Platform.h80
-rw-r--r--Samples/CommonSrc/Platform/OSX_Platform.mm514
-rw-r--r--Samples/CommonSrc/Platform/OSX_PlatformObjc.h31
-rw-r--r--Samples/CommonSrc/Platform/OSX_WavPlayer.cpp242
-rw-r--r--Samples/CommonSrc/Platform/OSX_WavPlayer.h64
-rw-r--r--Samples/CommonSrc/Platform/Platform.cpp75
-rw-r--r--Samples/CommonSrc/Platform/Platform.h190
-rw-r--r--Samples/CommonSrc/Platform/Platform_Default.h59
-rw-r--r--Samples/CommonSrc/Platform/Win32_Gamepad.cpp101
-rw-r--r--Samples/CommonSrc/Platform/Win32_Gamepad.h54
-rw-r--r--Samples/CommonSrc/Platform/Win32_Platform.cpp600
-rw-r--r--Samples/CommonSrc/Platform/Win32_Platform.h101
-rw-r--r--Samples/CommonSrc/Render/Render_D3D10_Device.cpp26
-rw-r--r--Samples/CommonSrc/Render/Render_D3D10_Device.h26
-rw-r--r--Samples/CommonSrc/Render/Render_D3D11_Device.cpp26
-rw-r--r--Samples/CommonSrc/Render/Render_D3D11_Device.h26
-rw-r--r--Samples/CommonSrc/Render/Render_D3D1X_Device.cpp1831
-rw-r--r--Samples/CommonSrc/Render/Render_D3D1X_Device.h360
-rw-r--r--Samples/CommonSrc/Render/Render_Device.cpp1033
-rw-r--r--Samples/CommonSrc/Render/Render_Device.h897
-rw-r--r--Samples/CommonSrc/Render/Render_Font.h51
-rw-r--r--Samples/CommonSrc/Render/Render_FontEmbed_DejaVu48.h9463
-rw-r--r--Samples/CommonSrc/Render/Render_GL_Device.cpp849
-rw-r--r--Samples/CommonSrc/Render/Render_GL_Device.h230
-rw-r--r--Samples/CommonSrc/Render/Render_GL_Win32_Device.cpp90
-rw-r--r--Samples/CommonSrc/Render/Render_GL_Win32_Device.h59
-rw-r--r--Samples/CommonSrc/Render/Render_LoadTextureDDS.cpp121
-rw-r--r--Samples/CommonSrc/Render/Render_LoadTextureTGA.cpp102
-rw-r--r--Samples/CommonSrc/Render/Render_XmlSceneLoader.cpp390
-rw-r--r--Samples/CommonSrc/Render/Render_XmlSceneLoader.h74
35 files changed, 18365 insertions, 0 deletions
diff --git a/Samples/CommonSrc/Makefile b/Samples/CommonSrc/Makefile
new file mode 100644
index 0000000..60b84ed
--- /dev/null
+++ b/Samples/CommonSrc/Makefile
@@ -0,0 +1,7 @@
+
+PLATFORM_SRCS := Samples/CommonSrc/Platform/Platform.cpp Samples/CommonSrc/Platform/X11_Platform.cpp
+
+RENDER_SRCS := Samples/CommonSrc/Render/Render_Device.cpp Samples/CommonSrc/Render/Render_Stereo.cpp \
+ Samples/CommonSrc/Render/Render_GL_Device.cpp \
+ Samples/CommonSrc/Render/Render_LoadTextureTGA.cpp
+
diff --git a/Samples/CommonSrc/Oculus.ico b/Samples/CommonSrc/Oculus.ico
new file mode 100644
index 0000000..bb61593
--- /dev/null
+++ b/Samples/CommonSrc/Oculus.ico
Binary files differ
diff --git a/Samples/CommonSrc/Platform/Gamepad.h b/Samples/CommonSrc/Platform/Gamepad.h
new file mode 100644
index 0000000..01eaab4
--- /dev/null
+++ b/Samples/CommonSrc/Platform/Gamepad.h
@@ -0,0 +1,102 @@
+/************************************************************************************
+
+Filename : Gamepad.h
+Content : Cross platform Gamepad interface.
+Created : May 6, 2013
+Authors : Lee Cooper
+
+Copyright : Copyright 2013 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_Gamepad_h
+#define OVR_Gamepad_h
+
+#include "OVR.h"
+
+namespace OVR { namespace Platform {
+
+// Buttons on a typical gamepad controller.
+enum GamepadButtons
+{
+ Gamepad_A = 0x1000,
+ Gamepad_CROSS = 0x1000,
+ Gamepad_B = 0x2000,
+ Gamepad_CIRCLE = 0x2000,
+ Gamepad_X = 0x4000,
+ Gamepad_SQUARE = 0x4000,
+ Gamepad_Y = 0x8000,
+ Gamepad_TRIANGLE = 0x8000,
+ Gamepad_Up = 0x0001,
+ Gamepad_Down = 0x0002,
+ Gamepad_Left = 0x0004,
+ Gamepad_Right = 0x0008,
+ Gamepad_Start = 0x0010,
+ Gamepad_Back = 0x0020,
+ Gamepad_LStick = 0x0040,
+ Gamepad_RStick = 0x0080,
+ Gamepad_L1 = 0x0100,
+ Gamepad_R1 = 0x0200,
+};
+
+//-------------------------------------------------------------------------------------
+// ***** GamepadState
+
+// Describes the state of the controller buttons and analog inputs.
+struct GamepadState
+{
+ UInt32 Buttons; // Bitfield representing button state.
+ float LX; // Left stick X axis [-1,1]
+ float LY; // Left stick Y axis [-1,1]
+ float RX; // Right stick X axis [-1,1]
+ float RY; // Right stick Y axis [-1,1]
+ float LT; // Left trigger [0,1]
+ float RT; // Right trigger [0,1]
+
+ GamepadState() : Buttons(0), LX(0), LY(0), RX(0), RY(0), LT(0), RT(0) {}
+
+ bool operator==(const GamepadState& b) const
+ {
+ return Buttons == b.Buttons && LX == b.LX && LY == b.LY && RX == b.RX && RY == b.RY && LT == b.LT && RT == b.RT;
+ }
+ bool operator!=(const GamepadState& b) const
+ {
+ return !(*this == b);
+ }
+ void Debug()
+ {
+ OVR_DEBUG_LOG(("Buttons:0x%4x LX:%.2f LY:%.2f RX:%.2f RY:%.2f LT:%.2f RT:%.2f", Buttons, LX, LY, RX, RY, LT, RT));
+ }
+};
+
+//-------------------------------------------------------------------------------------
+// ***** GamepadManager
+
+// GamepadManager provides a cross platform interface for accessing gamepad controller
+// state.
+class GamepadManager : public RefCountBase<GamepadManager>
+{
+public:
+
+ // Get the number of connected gamepads.
+ virtual UInt32 GetGamepadCount() = 0;
+
+ // Get the state of the gamepad with a given index.
+ virtual bool GetGamepadState(UInt32 index, GamepadState* pState) = 0;
+};
+
+}} // OVR::Platform
+
+#endif // OVR_Gamepad_h
diff --git a/Samples/CommonSrc/Platform/OSX_Gamepad.cpp b/Samples/CommonSrc/Platform/OSX_Gamepad.cpp
new file mode 100644
index 0000000..3ac53ab
--- /dev/null
+++ b/Samples/CommonSrc/Platform/OSX_Gamepad.cpp
@@ -0,0 +1,424 @@
+/************************************************************************************
+
+Filename : OSX_Gamepad.cpp
+Content : OSX implementation of Gamepad functionality.
+Created : May 6, 2013
+Authors : Lee Cooper
+
+Copyright : Copyright 2013 Oculus VR, Inc. All Rights reserved.
+
+Licensed under the Apache License, Version 2.0 (the "License");
+you may not use this file except in compliance with the License.
+You may obtain a copy of the License at
+
+http://www.apache.org/licenses/LICENSE-2.0
+
+Unless required by applicable law or agreed to in writing, software
+distributed under the License is distributed on an "AS IS" BASIS,
+WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+See the License for the specific language governing permissions and
+limitations under the License.
+
+************************************************************************************/
+
+#include "OSX_Gamepad.h"
+
+
+static const UInt32 Logitech_F710_VendorID = 0x046D;
+static const UInt32 Logitech_F710_ProductID = 0xC219;
+
+static const UInt32 Sony_DualShock3_VendorID = 0x054C;
+static const UInt32 Sony_DualShock3_ProductID = 0x0268;
+
+
+namespace OVR { namespace Platform { namespace OSX {
+
+
+GamepadManager::GamepadManager()
+ : bStateChanged(false)
+{
+
+ HidManager = IOHIDManagerCreate(kCFAllocatorDefault, kIOHIDOptionsTypeNone);
+ IOHIDManagerOpen(HidManager, kIOHIDOptionsTypeNone);
+ IOHIDManagerScheduleWithRunLoop(HidManager,
+ CFRunLoopGetCurrent(),
+ kCFRunLoopDefaultMode);
+
+
+ // Setup device matching.
+ CFStringRef keys[] = { CFSTR(kIOHIDDeviceUsagePageKey),
+ CFSTR(kIOHIDDeviceUsageKey)};
+
+ int value;
+ CFNumberRef values[2];
+ CFDictionaryRef dictionaries[2];
+
+ // Match joysticks.
+ value = kHIDPage_GenericDesktop;
+ values[0] = CFNumberCreate(kCFAllocatorDefault, kCFNumberSInt32Type, &value);
+
+ value = kHIDUsage_GD_Joystick;
+ values[1] = CFNumberCreate(kCFAllocatorDefault, kCFNumberSInt32Type, &value);
+
+ dictionaries[0] = CFDictionaryCreate(kCFAllocatorDefault,
+ (const void **) keys,
+ (const void **) values,
+ 2,
+ &kCFTypeDictionaryKeyCallBacks, &kCFTypeDictionaryValueCallBacks);
+ CFRelease(values[0]);
+ CFRelease(values[1]);
+
+ // Match gamepads.
+ value = kHIDPage_GenericDesktop;
+ values[0] = CFNumberCreate(kCFAllocatorDefault, kCFNumberSInt32Type, &value);
+
+ value = kHIDUsage_GD_GamePad;
+ values[1] = CFNumberCreate(kCFAllocatorDefault, kCFNumberSInt32Type, &value);
+
+ dictionaries[1] = CFDictionaryCreate(kCFAllocatorDefault,
+ (const void **) keys,
+ (const void **) values,
+ 2,
+ &kCFTypeDictionaryKeyCallBacks,
+ &kCFTypeDictionaryValueCallBacks);
+ CFRelease(values[0]);
+ CFRelease(values[1]);
+
+ CFArrayRef array = CFArrayCreate( kCFAllocatorDefault,
+ (const void **) dictionaries,
+ 2,
+ &kCFTypeArrayCallBacks);
+ CFRelease(dictionaries[0]);
+ CFRelease(dictionaries[1]);
+
+ IOHIDManagerSetDeviceMatchingMultiple(HidManager, array);
+
+ CFRelease(array);
+
+
+ IOHIDManagerRegisterDeviceMatchingCallback(HidManager, staticOnDeviceMatched, this);
+ IOHIDManagerRegisterDeviceRemovalCallback(HidManager, staticOnDeviceRemoved, this);
+
+}
+
+GamepadManager::~GamepadManager()
+{
+ CFRelease(HidManager);
+}
+
+UInt32 GamepadManager::GetGamepadCount()
+{
+ return 1;
+}
+
+bool GamepadManager::GetGamepadState(UInt32 index, GamepadState* pState)
+{
+ // For now we just support one gamepad.
+ OVR_UNUSED(index);
+
+ if (!bStateChanged)
+ {
+ return false;
+ }
+
+ bStateChanged = false;
+// State.Debug();
+
+ *pState = State;
+ return true;
+}
+
+int GamepadManager::getIntDeviceProperty(IOHIDDeviceRef device, CFStringRef key)
+{
+ CFTypeRef type = IOHIDDeviceGetProperty(device, key);
+ OVR_ASSERT(type != NULL && CFGetTypeID(type) == CFNumberGetTypeID());
+
+ int value;
+ CFNumberGetValue((CFNumberRef) type, kCFNumberSInt32Type, &value);
+
+ return value;
+}
+
+void GamepadManager::staticOnDeviceMatched(void* context, IOReturn result, void* sender, IOHIDDeviceRef device)
+{
+ GamepadManager* pManager = (GamepadManager*) context;
+ pManager->onDeviceMatched(device);
+}
+
+void GamepadManager::onDeviceMatched(IOHIDDeviceRef device)
+{
+ IOHIDDeviceRegisterInputValueCallback(device, staticOnDeviceValueChanged, this);
+}
+
+void GamepadManager::staticOnDeviceRemoved(void* context, IOReturn result, void* sender, IOHIDDeviceRef device)
+{
+ GamepadManager* pManager = (GamepadManager*) context;
+ pManager->onDeviceRemoved(device);
+}
+
+void GamepadManager::onDeviceRemoved(IOHIDDeviceRef device)
+{
+ IOHIDDeviceRegisterInputValueCallback(device, NULL, NULL);
+}
+
+void GamepadManager::staticOnDeviceValueChanged(void* context, IOReturn result, void* sender, IOHIDValueRef value)
+{
+ GamepadManager* pManager = (GamepadManager*) context;
+ pManager->onDeviceValueChanged(value);
+}
+
+float GamepadManager::mapAnalogAxis(IOHIDValueRef value, IOHIDElementRef element)
+{
+
+ CFIndex val = IOHIDValueGetIntegerValue(value);
+ CFIndex min = IOHIDElementGetLogicalMin(element);
+ CFIndex max = IOHIDElementGetLogicalMax(element);
+
+ float v = (float) (val - min) / (float) (max - min);
+ v = v * 2.0f - 1.0f;
+
+ // Dead zone.
+ if (v < 0.1f && v > -0.1f)
+ {
+ v = 0.0f;
+ }
+
+ return v;
+}
+
+bool GamepadManager::setStateIfDifferent(float& state, float newState)
+{
+ if (state == newState)
+ return false;
+
+ state = newState;
+
+ return true;
+}
+
+void GamepadManager::onDeviceValueChanged(IOHIDValueRef value)
+{
+
+ IOHIDElementRef element = IOHIDValueGetElement(value);
+ IOHIDDeviceRef device = IOHIDElementGetDevice(element);
+
+ int vendorID = getIntDeviceProperty(device, CFSTR(kIOHIDVendorIDKey));
+ int productID = getIntDeviceProperty(device, CFSTR(kIOHIDProductIDKey));
+ OVR_UNUSED(productID);
+
+ uint32_t usagePage = IOHIDElementGetUsagePage(element);
+ uint32_t usage = IOHIDElementGetUsage(element);
+
+ // The following controller mapping is based on the Logitech F710, however we use it for
+ // all Logitech devices on the assumption that they're likely to share the same mapping.
+ if (vendorID == Logitech_F710_VendorID)
+ {
+ // Logitech F710 mapping.
+ if (usagePage == kHIDPage_Button)
+ {
+ bool buttonState = IOHIDValueGetIntegerValue(value);
+
+ switch(usage)
+ {
+ case kHIDUsage_Button_1:
+ manipulateBitField(State.Buttons, Gamepad_X, buttonState);
+ break;
+ case kHIDUsage_Button_2:
+ manipulateBitField(State.Buttons, Gamepad_A, buttonState);
+ break;
+ case kHIDUsage_Button_3:
+ manipulateBitField(State.Buttons, Gamepad_B, buttonState);
+ break;
+ case kHIDUsage_Button_4:
+ manipulateBitField(State.Buttons, Gamepad_Y, buttonState);
+ break;
+ case 0x05:
+ manipulateBitField(State.Buttons, Gamepad_L1, buttonState);
+ break;
+ case 0x06:
+ manipulateBitField(State.Buttons, Gamepad_R1, buttonState);
+ break;
+ case 0x07:
+ State.LT = buttonState ? 1.0f:0.0f;
+ break;
+ case 0x08:
+ State.RT = buttonState ? 1.0f:0.0f;
+ break;
+ case 0x09:
+ manipulateBitField(State.Buttons, Gamepad_Back, buttonState);
+ break;
+ case 0x0A:
+ manipulateBitField(State.Buttons, Gamepad_Start, buttonState);
+ break;
+ case 0x0B:
+ manipulateBitField(State.Buttons, Gamepad_LStick, buttonState);
+ break;
+ case 0x0C:
+ manipulateBitField(State.Buttons, Gamepad_RStick, buttonState);
+ break;
+ default:
+ return;
+ }
+ }
+ else if (usagePage == kHIDPage_GenericDesktop)
+ {
+ float v;
+ switch(usage)
+ {
+ case kHIDUsage_GD_X:
+ v = mapAnalogAxis(value, element);
+ if (!setStateIfDifferent(State.LX, v))
+ return;
+ break;
+ case kHIDUsage_GD_Y:
+ v = mapAnalogAxis(value, element);
+ if (!setStateIfDifferent(State.LY, -v))
+ return;
+ break;
+ case kHIDUsage_GD_Z:
+ v = mapAnalogAxis(value, element);
+ if (!setStateIfDifferent(State.RX, v))
+ return;
+ break;
+ case kHIDUsage_GD_Rz:
+ v = mapAnalogAxis(value, element);
+ if (!setStateIfDifferent(State.RY, -v))
+ return;
+ break;
+ case kHIDUsage_GD_Hatswitch:
+ {
+ CFIndex integerValue = IOHIDValueGetIntegerValue(value);
+
+ manipulateBitField(State.Buttons,
+ Gamepad_Up,
+ integerValue == 7 || integerValue == 0 || integerValue == 1);
+ manipulateBitField(State.Buttons,
+ Gamepad_Down,
+ integerValue == 3 || integerValue == 4 || integerValue == 5);
+ manipulateBitField(State.Buttons,
+ Gamepad_Left,
+ integerValue == 5 || integerValue == 6 || integerValue == 7);
+ manipulateBitField(State.Buttons,
+ Gamepad_Right,
+ integerValue == 1 || integerValue == 2 || integerValue == 3);
+ }
+ break;
+ default:
+ return;
+ }
+ }
+ }
+ // The following controller mapping is based on the Sony DualShock3, however we use it for
+ // all Sony devices on the assumption that they're likely to share the same mapping.
+ else if (vendorID == Sony_DualShock3_VendorID)
+ {
+ // PS3 Controller.
+ if (usagePage == kHIDPage_Button)
+ {
+ bool buttonState = IOHIDValueGetIntegerValue(value);
+
+ switch(usage)
+ {
+ case kHIDUsage_Button_1:
+ manipulateBitField(State.Buttons, Gamepad_Back, buttonState);
+ break;
+ case kHIDUsage_Button_2:
+ manipulateBitField(State.Buttons, Gamepad_LStick, buttonState);
+ break;
+ case kHIDUsage_Button_3:
+ manipulateBitField(State.Buttons, Gamepad_RStick, buttonState);
+ break;
+ case kHIDUsage_Button_4:
+ manipulateBitField(State.Buttons, Gamepad_Start, buttonState);
+ break;
+ case 0x05:
+ manipulateBitField(State.Buttons, Gamepad_Up, buttonState);
+ break;
+ case 0x06:
+ manipulateBitField(State.Buttons, Gamepad_Right, buttonState);
+ break;
+ case 0x07:
+ manipulateBitField(State.Buttons, Gamepad_Down, buttonState);
+ break;
+ case 0x08:
+ manipulateBitField(State.Buttons, Gamepad_Left, buttonState);
+ break;
+ case 0x09:
+ State.LT = buttonState ? 1.0f:0.0f;
+ break;
+ case 0x0A:
+ State.RT = buttonState ? 1.0f:0.0f;
+ break;
+ case 0x0B:
+ manipulateBitField(State.Buttons, Gamepad_L1, buttonState);
+ break;
+ case 0x0C:
+ manipulateBitField(State.Buttons, Gamepad_R1, buttonState);
+ break;
+ case 0x0D:
+ // PS3 Triangle.
+ manipulateBitField(State.Buttons, Gamepad_TRIANGLE, buttonState);
+ break;
+ case 0x0E:
+ // PS3 Circle
+ manipulateBitField(State.Buttons, Gamepad_CIRCLE, buttonState);
+ break;
+ case 0x0F:
+ // PS3 Cross
+ manipulateBitField(State.Buttons, Gamepad_CROSS, buttonState);
+ break;
+ case 0x10:
+ // PS3 Square
+ manipulateBitField(State.Buttons, Gamepad_SQUARE, buttonState);
+ break;
+ default:
+ return;
+ }
+ }
+ else if (usagePage == kHIDPage_GenericDesktop)
+ {
+ float v;
+ switch(usage)
+ {
+ case kHIDUsage_GD_X:
+ v = mapAnalogAxis(value, element);
+ if (!setStateIfDifferent(State.LX, v))
+ return;
+ break;
+ case kHIDUsage_GD_Y:
+ v = mapAnalogAxis(value, element);
+ if (!setStateIfDifferent(State.LY, -v))
+ return;
+ break;
+ case kHIDUsage_GD_Z:
+ v = mapAnalogAxis(value, element);
+ if (!setStateIfDifferent(State.RX, v))
+ return;
+ break;
+ case kHIDUsage_GD_Rz:
+ v = mapAnalogAxis(value, element);
+ if (!setStateIfDifferent(State.RY, -v))
+ return;
+ break;
+ default:
+ return;
+ }
+ }
+ }
+
+ bStateChanged = true;
+}
+
+void GamepadManager::manipulateBitField(unsigned int& bitfield, unsigned int mask, bool val)
+{
+ if (val)
+ {
+ bitfield |= mask;
+ }
+ else
+ {
+ bitfield &= ~mask;
+ }
+}
+
+}}} // OVR::Platform::OSX
diff --git a/Samples/CommonSrc/Platform/OSX_Gamepad.h b/Samples/CommonSrc/Platform/OSX_Gamepad.h
new file mode 100644
index 0000000..6d3344c
--- /dev/null
+++ b/Samples/CommonSrc/Platform/OSX_Gamepad.h
@@ -0,0 +1,67 @@
+/************************************************************************************
+
+Filename : OSX_Gamepad.h
+Content : OSX implementation of Gamepad functionality.
+Created : May 6, 2013
+Authors : Lee Cooper
+
+Copyright : Copyright 2013 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_OSX_Gamepad_h
+#define OVR_OSX_Gamepad_h
+
+#include "Gamepad.h"
+
+#include <IOKit/IOKitLib.h>
+#include <IOKit/hid/IOHIDManager.h>
+
+
+namespace OVR { namespace Platform { namespace OSX {
+
+
+class GamepadManager : public Platform::GamepadManager
+{
+public:
+ GamepadManager();
+ ~GamepadManager();
+
+ virtual UInt32 GetGamepadCount();
+ virtual bool GetGamepadState(UInt32 index, GamepadState* pState);
+
+private:
+ static void staticOnDeviceMatched(void* context, IOReturn result, void* sender, IOHIDDeviceRef device);
+ void onDeviceMatched(IOHIDDeviceRef device);
+
+ static void staticOnDeviceRemoved(void* context, IOReturn result, void* sender, IOHIDDeviceRef device);
+ void onDeviceRemoved(IOHIDDeviceRef device);
+
+ static void staticOnDeviceValueChanged(void* context, IOReturn result, void* sender, IOHIDValueRef value);
+ void onDeviceValueChanged(IOHIDValueRef value);
+
+ int getIntDeviceProperty(IOHIDDeviceRef device, CFStringRef key);
+ float mapAnalogAxis(IOHIDValueRef value, IOHIDElementRef element);
+ void manipulateBitField(unsigned int& bitfield, unsigned int mask, bool val);
+ bool setStateIfDifferent(float& state, float newState);
+
+ IOHIDManagerRef HidManager;
+ GamepadState State;
+ bool bStateChanged;
+};
+
+}}}
+
+#endif // OVR_OSX_Gamepad_h
diff --git a/Samples/CommonSrc/Platform/OSX_Platform.h b/Samples/CommonSrc/Platform/OSX_Platform.h
new file mode 100644
index 0000000..748c5fa
--- /dev/null
+++ b/Samples/CommonSrc/Platform/OSX_Platform.h
@@ -0,0 +1,80 @@
+
+#include "../Platform/Platform.h"
+#include "../Render/Render_GL_Device.h"
+
+namespace OVR { namespace Platform { namespace OSX {
+
+class PlatformCore : public Platform::PlatformCore
+{
+public:
+ void* Win;
+ void* View;
+ void* NsApp;
+ bool Quit;
+ int ExitCode;
+ int Width, Height;
+ MouseMode MMode;
+
+ void RunIdle();
+
+public:
+ PlatformCore(Application* app, void* nsapp);
+ ~PlatformCore();
+
+ bool SetupWindow(int w, int h);
+ void Exit(int exitcode);
+
+ RenderDevice* SetupGraphics(const SetupGraphicsDeviceSet& setupGraphicsDesc,
+ const char* gtype, const Render::RendererParams& rp);
+
+ void SetMouseMode(MouseMode mm);
+ void GetWindowSize(int* w, int* h) const;
+
+ void SetWindowTitle(const char*title);
+
+ void ShowWindow(bool show);
+ void DestroyWindow();
+ bool SetFullscreen(const Render::RendererParams& rp, int fullscreen);
+ int GetDisplayCount();
+ Render::DisplayId GetDisplay(int screen);
+
+ String GetContentDirectory() const;
+};
+
+}}
+namespace Render { namespace GL { namespace OSX {
+
+class RenderDevice : public Render::GL::RenderDevice
+{
+public:
+ void* Context;
+
+ RenderDevice(const Render::RendererParams& p, void* context)
+ : GL::RenderDevice(p), Context(context) {}
+
+ virtual void Shutdown();
+ virtual void Present();
+
+ virtual bool SetFullscreen(DisplayMode fullscreen);
+
+ // oswnd = X11::PlatformCore*
+ static Render::RenderDevice* CreateDevice(const RendererParams& rp, void* oswnd);
+};
+
+}}}}
+
+
+// OVR_PLATFORM_APP_ARGS specifies the Application class to use for startup,
+// providing it with startup arguments.
+#define OVR_PLATFORM_APP_ARGS(AppClass, args) \
+OVR::Platform::Application* OVR::Platform::Application::CreateApplication() \
+{ OVR::System::Init(OVR::Log::ConfigureDefaultLog(OVR::LogMask_All)); \
+return new AppClass args; } \
+void OVR::Platform::Application::DestroyApplication(OVR::Platform::Application* app) \
+{ OVR::Platform::PlatformCore* platform = app->pPlatform; \
+delete app; delete platform; OVR::System::Destroy(); };
+
+// OVR_PLATFORM_APP_ARGS specifies the Application startup class with no args.
+#define OVR_PLATFORM_APP(AppClass) OVR_PLATFORM_APP_ARGS(AppClass, ())
+
+
diff --git a/Samples/CommonSrc/Platform/OSX_Platform.mm b/Samples/CommonSrc/Platform/OSX_Platform.mm
new file mode 100644
index 0000000..4c7010f
--- /dev/null
+++ b/Samples/CommonSrc/Platform/OSX_Platform.mm
@@ -0,0 +1,514 @@
+
+#import "../Platform/OSX_PlatformObjc.h"
+
+using namespace OVR;
+using namespace OVR::Platform;
+
+@implementation OVRApp
+
+- (void)dealloc
+{
+ [super dealloc];
+}
+
+- (void)run
+{
+ NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init];
+ _running = YES;
+ OVR::Platform::Application* app;
+ {
+ using namespace OVR;
+ using namespace OVR::Platform;
+
+ // CreateApplication must be the first call since it does OVR::System::Initialize.
+ app = Application::CreateApplication();
+ OSX::PlatformCore* platform = new OSX::PlatformCore(app, self);
+ // The platform attached to an app will be deleted by DestroyApplication.
+ app->SetPlatformCore(platform);
+
+ [self setApp:app];
+ [self setPlatform:platform];
+
+ const char* argv[] = {"OVRApp"};
+ int exitCode = app->OnStartup(1, argv);
+ if (exitCode)
+ {
+ Application::DestroyApplication(app);
+ exit(exitCode);
+ }
+ }
+ [self finishLaunching];
+ [pool drain];
+
+ while ([self isRunning])
+ {
+ pool = [[NSAutoreleasePool alloc] init];
+ NSEvent* event = [self nextEventMatchingMask:NSAnyEventMask untilDate:nil inMode:NSDefaultRunLoopMode dequeue:YES];
+ if (event)
+ {
+ [self sendEvent:event];
+ }
+ _App->OnIdle();
+ [pool drain];
+ }
+ OVR::Platform::Application::DestroyApplication(app);
+}
+
+@end
+
+static int KeyMap[][2] =
+{
+ { NSDeleteFunctionKey, OVR::Key_Delete },
+ { '\t', OVR::Key_Tab },
+ { '\n', OVR::Key_Return },
+ { NSPauseFunctionKey, OVR::Key_Pause },
+ { 27, OVR::Key_Escape },
+ { 127, OVR::Key_Backspace },
+ { ' ', OVR::Key_Space },
+ { NSPageUpFunctionKey, OVR::Key_PageUp },
+ { NSPageDownFunctionKey, OVR::Key_PageDown },
+ { NSNextFunctionKey, OVR::Key_PageDown },
+ { NSEndFunctionKey, OVR::Key_End },
+ { NSHomeFunctionKey, OVR::Key_Home },
+ { NSLeftArrowFunctionKey, OVR::Key_Left },
+ { NSUpArrowFunctionKey, OVR::Key_Up },
+ { NSRightArrowFunctionKey, OVR::Key_Right },
+ { NSDownArrowFunctionKey, OVR::Key_Down },
+ { NSInsertFunctionKey, OVR::Key_Insert },
+ { NSDeleteFunctionKey, OVR::Key_Delete },
+ { NSHelpFunctionKey, OVR::Key_Insert },
+};
+
+
+static KeyCode MapToKeyCode(wchar_t vk)
+{
+ unsigned key = Key_None;
+
+ if ((vk >= 'a') && (vk <= 'z'))
+ {
+ key = vk - 'a' + Key_A;
+ }
+ else if ((vk >= ' ') && (vk <= '~'))
+ {
+ key = vk;
+ }
+ else if ((vk >= '0') && (vk <= '9'))
+ {
+ key = vk - '0' + Key_Num0;
+ }
+ else if ((vk >= NSF1FunctionKey) && (vk <= NSF15FunctionKey))
+ {
+ key = vk - NSF1FunctionKey + Key_F1;
+ }
+ else
+ {
+ for (unsigned i = 0; i< (sizeof(KeyMap) / sizeof(KeyMap[1])); i++)
+ {
+ if (vk == KeyMap[i][0])
+ {
+ key = KeyMap[i][1];
+ break;
+ }
+ }
+ }
+
+ return (KeyCode)key;
+}
+
+static int MapModifiers(unsigned long xmod)
+{
+ int mod = 0;
+ if (xmod & NSShiftKeyMask)
+ mod |= OVR::Platform::Mod_Shift;
+ if (xmod & NSCommandKeyMask)
+ mod |= OVR::Platform::Mod_Control;
+ if (xmod & NSAlternateKeyMask)
+ mod |= OVR::Platform::Mod_Alt;
+ if (xmod & NSControlKeyMask)
+ mod |= OVR::Platform::Mod_Meta;
+ return mod;
+}
+
+@implementation OVRView
+
+-(BOOL) acceptsFirstResponder
+{
+ return YES;
+}
+-(BOOL) acceptsFirstMouse:(NSEvent *)ev
+{
+ return YES;
+}
+
++(CGDirectDisplayID) displayFromScreen:(NSScreen *)s
+{
+ NSNumber* didref = (NSNumber*)[[s deviceDescription] objectForKey:@"NSScreenNumber"];
+ CGDirectDisplayID disp = (CGDirectDisplayID)[didref longValue];
+ return disp;
+}
+
+-(void) warpMouseToCenter
+{
+ NSPoint w;
+ w.x = _Platform->Width/2.0f;
+ w.y = _Platform->Height/2.0f;
+ w = [[self window] convertBaseToScreen:w];
+ CGDirectDisplayID disp = [OVRView displayFromScreen:[[self window] screen]];
+ CGPoint p = {w.x, CGDisplayPixelsHigh(disp)-w.y};
+ CGDisplayMoveCursorToPoint(disp, p);
+}
+
+static bool LookupKey(NSEvent* ev, wchar_t& ch, OVR::KeyCode& key, unsigned& mods)
+{
+ NSString* chars = [ev charactersIgnoringModifiers];
+ if ([chars length] == 0)
+ return false;
+ ch = [chars characterAtIndex:0];
+ mods = MapModifiers([ev modifierFlags]);
+
+ // check for Cmd+Latin Letter
+ NSString* modchars = [ev characters];
+ if ([modchars length])
+ {
+ wchar_t modch = [modchars characterAtIndex:0];
+ if (modch >= 'a' && modch <= 'z')
+ ch = modch;
+ }
+ key = MapToKeyCode(ch);
+ return true;
+}
+
+-(void) keyDown:(NSEvent*)ev
+{
+ OVR::KeyCode key;
+ unsigned mods;
+ wchar_t ch;
+ if (!LookupKey(ev, ch, key, mods))
+ return;
+ if (key == Key_Escape && _Platform->MMode == Mouse_Relative)
+ {
+ [self warpMouseToCenter];
+ CGAssociateMouseAndMouseCursorPosition(true);
+ [NSCursor unhide];
+ _Platform->MMode = Mouse_RelativeEscaped;
+ }
+ _App->OnKey(key, ch, true, mods);
+}
+-(void) keyUp:(NSEvent*)ev
+{
+ OVR::KeyCode key;
+ unsigned mods;
+ wchar_t ch;
+ if (LookupKey(ev, ch, key, mods))
+ _App->OnKey(key, ch, false, mods);
+}
+
+static const OVR::KeyCode ModifierKeys[] = {OVR::Key_None, OVR::Key_Shift, OVR::Key_Control, OVR::Key_Alt, OVR::Key_Meta};
+
+-(void)flagsChanged:(NSEvent *)ev
+{
+ unsigned long cmods = [ev modifierFlags];
+ if ((cmods & 0xffff0000) != _Modifiers)
+ {
+ uint32_t mods = MapModifiers(cmods);
+ for (int i = 1; i <= 4; i++)
+ {
+ unsigned long m = (1 << (16+i));
+ if ((cmods & m) != (_Modifiers & m))
+ {
+ if (cmods & m)
+ _App->OnKey(ModifierKeys[i], 0, true, mods);
+ else
+ _App->OnKey(ModifierKeys[i], 0, false, mods);
+ }
+ }
+ _Modifiers = cmods & 0xffff0000;
+ }
+}
+
+-(void)ProcessMouse:(NSEvent*)ev
+{
+ switch ([ev type])
+ {
+ case NSLeftMouseDragged:
+ case NSRightMouseDragged:
+ case NSOtherMouseDragged:
+ case NSMouseMoved:
+ {
+ if (_Platform->MMode == OVR::Platform::Mouse_Relative)
+ {
+ int dx = [ev deltaX];
+ int dy = [ev deltaY];
+
+ if (dx != 0 || dy != 0)
+ {
+ _App->OnMouseMove(dx, dy, Mod_MouseRelative|MapModifiers([ev modifierFlags]));
+ [self warpMouseToCenter];
+ }
+ }
+ else
+ {
+ NSPoint p = [ev locationInWindow];
+ _App->OnMouseMove(p.x, p.y, MapModifiers([ev modifierFlags]));
+ }
+ }
+ break;
+ case NSLeftMouseDown:
+ case NSRightMouseDown:
+ case NSOtherMouseDown:
+ break;
+ }
+}
+
+-(void) mouseMoved:(NSEvent*)ev
+{
+ [self ProcessMouse:ev];
+}
+-(void) mouseDragged:(NSEvent*)ev
+{
+ [self ProcessMouse:ev];
+}
+-(void) mouseDown:(NSEvent*)ev
+{
+ if (_Platform->MMode == Mouse_RelativeEscaped)
+ {
+ [self warpMouseToCenter];
+ CGAssociateMouseAndMouseCursorPosition(false);
+ [NSCursor hide];
+ _Platform->MMode = Mouse_Relative;
+ }
+}
+
+//-(void)
+
+-(id) initWithFrame:(NSRect)frameRect
+{
+ NSOpenGLPixelFormatAttribute attr[] =
+ {NSOpenGLPFAWindow, NSOpenGLPFADoubleBuffer, NSOpenGLPFADepthSize, 24, nil};
+
+ NSOpenGLPixelFormat *pf = [[[NSOpenGLPixelFormat alloc] initWithAttributes:attr] autorelease];
+
+ self = [super initWithFrame:frameRect pixelFormat:pf];
+ GLint swap = 0;
+ [[self openGLContext] setValues:&swap forParameter:NSOpenGLCPSwapInterval];
+ //[self setWantsBestResolutionOpenGLSurface:YES];
+ return self;
+}
+
+-(void) reshape
+{
+ NSRect bounds = [self bounds];
+ _App->OnResize(bounds.size.width, bounds.size.height);
+
+ _Platform->Width = bounds.size.width;
+ _Platform->Height = bounds.size.height;
+
+ if (_Platform->GetRenderer())
+ _Platform->GetRenderer()->SetWindowSize(bounds.size.width, bounds.size.height);
+}
+
+-(BOOL)windowShouldClose:(id)sender
+{
+ if (_Platform)
+ _Platform->Exit(0);
+ else
+ exit(0);
+ return 1;
+}
+
+@end
+
+namespace OVR { namespace Platform { namespace OSX {
+
+PlatformCore::PlatformCore(Application* app, void* nsapp)
+ : Platform::PlatformCore(app), NsApp(nsapp), Win(NULL), View(NULL), Quit(0), MMode(Mouse_Normal)
+{
+ pGamepadManager = *new OSX::GamepadManager();
+}
+PlatformCore::~PlatformCore()
+{
+}
+
+void PlatformCore::Exit(int exitcode)
+{
+ OVRApp* nsApp = (OVRApp*)NsApp;
+ [nsApp stop:nil];
+}
+
+String PlatformCore::GetContentDirectory() const
+{
+ NSBundle* bundle = [NSBundle mainBundle];
+ if (bundle)
+ return String([[bundle bundlePath] UTF8String]) + "/Contents/Resources";
+ else
+ return ".";
+}
+
+
+void PlatformCore::SetMouseMode(MouseMode mm)
+{
+ if (mm == MMode)
+ return;
+
+ if (Win)
+ {
+ if (mm == Mouse_Relative)
+ {
+ [NSCursor hide];
+ [(OVRView*)View warpMouseToCenter];
+ CGAssociateMouseAndMouseCursorPosition(false);
+ }
+ else
+ {
+ if (MMode == Mouse_Relative)
+ {
+ CGAssociateMouseAndMouseCursorPosition(true);
+ [NSCursor unhide];
+ [(OVRView*)View warpMouseToCenter];
+ }
+ }
+ }
+ MMode = mm;
+}
+
+
+void PlatformCore::GetWindowSize(int* w, int* h) const
+{
+ *w = Width;
+ *h = Height;
+}
+
+bool PlatformCore::SetupWindow(int w, int h)
+{
+ NSRect winrect;
+ winrect.origin.x = 0;
+ winrect.origin.y = 1000;
+ winrect.size.width = w;
+ winrect.size.height = h;
+ NSWindow* win = [[NSWindow alloc] initWithContentRect:winrect styleMask:NSTitledWindowMask|NSClosableWindowMask backing:NSBackingStoreBuffered defer:NO];
+
+ OVRView* view = [[OVRView alloc] initWithFrame:winrect];
+ [view setPlatform:this];
+ [win setContentView:view];
+ [win setAcceptsMouseMovedEvents:YES];
+ [win setDelegate:view];
+ [view setApp:pApp];
+ Win = win;
+ View = view;
+ return 1;
+}
+
+void PlatformCore::SetWindowTitle(const char* title)
+{
+ [((NSWindow*)Win) setTitle:[[NSString alloc] initWithBytes:title length:strlen(title) encoding:NSUTF8StringEncoding]];
+}
+
+void PlatformCore::ShowWindow(bool show)
+{
+ if (show)
+ [((NSWindow*)Win) makeKeyAndOrderFront:nil];
+ else
+ [((NSWindow*)Win) orderOut:nil];
+}
+
+void PlatformCore::DestroyWindow()
+{
+ [((NSWindow*)Win) close];
+ Win = NULL;
+}
+
+RenderDevice* PlatformCore::SetupGraphics(const SetupGraphicsDeviceSet& setupGraphicsDesc,
+ const char* type, const Render::RendererParams& rp)
+{
+ const SetupGraphicsDeviceSet* setupDesc = setupGraphicsDesc.PickSetupDevice(type);
+ OVR_ASSERT(setupDesc);
+
+ pRender = *setupDesc->pCreateDevice(rp, this);
+ if (pRender)
+ pRender->SetWindowSize(Width, Height);
+
+ return pRender.GetPtr();
+}
+
+int PlatformCore::GetDisplayCount()
+{
+ return (int)[[NSScreen screens] count];
+}
+
+Render::DisplayId PlatformCore::GetDisplay(int i)
+{
+ NSScreen* s = (NSScreen*)[[NSScreen screens] objectAtIndex:i];
+ return Render::DisplayId([OVRView displayFromScreen:s]);
+}
+
+bool PlatformCore::SetFullscreen(const Render::RendererParams& rp, int fullscreen)
+{
+ if (fullscreen == Render::Display_Window)
+ [(OVRView*)View exitFullScreenModeWithOptions:nil];
+ else
+ {
+ NSScreen* usescreen = [NSScreen mainScreen];
+ NSArray* screens = [NSScreen screens];
+ for (int i = 0; i < [screens count]; i++)
+ {
+ NSScreen* s = (NSScreen*)[screens objectAtIndex:i];
+ CGDirectDisplayID disp = [OVRView displayFromScreen:s];
+
+ if (disp == rp.Display.CgDisplayId)
+ usescreen = s;
+ }
+
+ [(OVRView*)View enterFullScreenMode:usescreen withOptions:nil];
+ }
+
+ if (pRender)
+ pRender->SetFullscreen((Render::DisplayMode)fullscreen);
+ return 1;
+}
+
+}}
+// GL
+namespace Render { namespace GL { namespace OSX {
+
+Render::RenderDevice* RenderDevice::CreateDevice(const RendererParams& rp, void* oswnd)
+{
+ Platform::OSX::PlatformCore* PC = (Platform::OSX::PlatformCore*)oswnd;
+
+ OVRView* view = (OVRView*)PC->View;
+ NSOpenGLContext *context = [view openGLContext];
+ if (!context)
+ return NULL;
+
+ [context makeCurrentContext];
+ [((NSWindow*)PC->Win) makeKeyAndOrderFront:nil];
+
+ return new Render::GL::OSX::RenderDevice(rp, context);
+}
+
+void RenderDevice::Present()
+{
+ NSOpenGLContext *context = (NSOpenGLContext*)Context;
+ [context flushBuffer];
+}
+
+void RenderDevice::Shutdown()
+{
+ Context = NULL;
+}
+
+bool RenderDevice::SetFullscreen(DisplayMode fullscreen)
+{
+ Params.Fullscreen = fullscreen;
+ return 1;
+}
+
+}}}}
+
+
+int main(int argc, char *argv[])
+{
+ NSApplication* nsapp = [OVRApp sharedApplication];
+ [nsapp run];
+ return 0;
+}
+
diff --git a/Samples/CommonSrc/Platform/OSX_PlatformObjc.h b/Samples/CommonSrc/Platform/OSX_PlatformObjc.h
new file mode 100644
index 0000000..7e69a4d
--- /dev/null
+++ b/Samples/CommonSrc/Platform/OSX_PlatformObjc.h
@@ -0,0 +1,31 @@
+
+#import <Cocoa/Cocoa.h>
+#import "OSX_Platform.h"
+#import "OSX_Gamepad.h"
+
+#import <CoreGraphics/CoreGraphics.h>
+#import <CoreGraphics/CGDirectDisplay.h>
+
+@interface OVRApp : NSApplication
+
+@property (assign) IBOutlet NSWindow* win;
+@property (assign) OVR::Platform::OSX::PlatformCore* Platform;
+@property (assign) OVR::Platform::Application* App;
+
+-(void) run;
+
+@end
+
+@interface OVRView : NSOpenGLView <NSWindowDelegate>
+
+@property (assign) OVR::Platform::OSX::PlatformCore* Platform;
+@property (assign) OVR::Platform::Application* App;
+@property unsigned long Modifiers;
+
+-(void)ProcessMouse:(NSEvent*)event;
+-(void)warpMouseToCenter;
+
++(CGDirectDisplayID) displayFromScreen:(NSScreen*)s;
+
+@end
+
diff --git a/Samples/CommonSrc/Platform/OSX_WavPlayer.cpp b/Samples/CommonSrc/Platform/OSX_WavPlayer.cpp
new file mode 100644
index 0000000..6119888
--- /dev/null
+++ b/Samples/CommonSrc/Platform/OSX_WavPlayer.cpp
@@ -0,0 +1,242 @@
+/************************************************************************************
+
+Filename : WavPlayer_OSX.cpp
+Content : An Apple OSX audio handler.
+Created : March 5, 2013
+Authors : Robotic Arm Software - Peter Hoff, Dan Goodman, Bryan Croteau
+
+Copyright : Copyright 2013 Oculus VR, Inc. All Rights reserved.
+
+Use of this software is subject to the terms of the Oculus LLC license
+agreement provided at the time of installation or download, or which
+otherwise accompanies this software in either electronic or hard copy form.
+
+************************************************************************************/
+
+#include "OSX_WavPlayer.h"
+
+namespace OVR { namespace Platform { namespace OSX {
+
+WavPlayer::WavPlayer(const char* fileName)
+{
+ FileName = fileName;
+}
+
+bool WavPlayer::isDataChunk(unsigned char* buffer, int index)
+{
+ unsigned char a = buffer[index];
+ unsigned char b = buffer[index + 1];
+ unsigned char c = buffer[index + 2];
+ unsigned char d = buffer[index + 3];
+ return (a == 'D' || a == 'd') && (b == 'A' || b == 'a') &&
+ (c == 'T' || c == 't') && (d == 'A' || d == 'a');
+}
+
+int WavPlayer::getWord(unsigned char* buffer, int index)
+{
+ unsigned char a = buffer[index];
+ unsigned char b = buffer[index + 1];
+ unsigned char c = buffer[index + 2];
+ unsigned char d = buffer[index + 3];
+ int result = 0;
+ result |= a;
+ result |= b << 8;
+ result |= c << 16;
+ result |= d << 24;
+ return result;
+}
+
+short WavPlayer::getHalf(unsigned char* buffer, int index)
+{
+ unsigned char a = buffer[index];
+ unsigned char b = buffer[index + 1];
+ short result = 0;
+ result |= a;
+ result |= b << 8;
+ return result;
+}
+
+void *WavPlayer::LoadPCM(const char *filename, unsigned long *len)
+{
+ FILE *file;
+ struct stat s;
+ void *pcm;
+
+ if(stat(filename, &s))
+ {
+ return NULL;
+ }
+ *len = s.st_size;
+ pcm = (void *) malloc(s.st_size);
+ if(!pcm)
+ {
+ return NULL;
+ }
+ file = fopen(filename, "rb");
+ if(!file)
+ {
+ free(pcm);
+ return NULL;
+ }
+ fread(pcm, s.st_size, 1, file);
+ fclose(file);
+ return pcm;
+}
+
+int WavPlayer::PlayBuffer(void *pcmbuffer, unsigned long len)
+{
+ AQCallbackStruct aqc;
+ UInt32 err, bufferSize;
+ int i;
+
+ aqc.DataFormat.mSampleRate = SampleRate;
+ aqc.DataFormat.mFormatID = kAudioFormatLinearPCM;
+ if(BitsPerSample == 16)
+ {
+ aqc.DataFormat.mFormatFlags = kLinearPCMFormatFlagIsSignedInteger
+ | kAudioFormatFlagIsPacked;
+ }
+ aqc.DataFormat.mBytesPerPacket = NumChannels * (BitsPerSample / 8);
+ aqc.DataFormat.mFramesPerPacket = 1;
+ aqc.DataFormat.mBytesPerFrame = NumChannels * (BitsPerSample / 8);
+ aqc.DataFormat.mChannelsPerFrame = NumChannels;
+ aqc.DataFormat.mBitsPerChannel = BitsPerSample;
+ aqc.FrameCount = SampleRate / 60;
+ aqc.SampleLen = (UInt32)(len);
+ aqc.PlayPtr = 0;
+ aqc.PCMBuffer = static_cast<unsigned char*>(pcmbuffer);
+
+ err = AudioQueueNewOutput(&aqc.DataFormat,
+ aqBufferCallback,
+ &aqc,
+ NULL,
+ kCFRunLoopCommonModes,
+ 0,
+ &aqc.Queue);
+ if(err)
+ {
+ return err;
+ }
+
+ aqc.FrameCount = SampleRate / 60;
+ bufferSize = aqc.FrameCount * aqc.DataFormat.mBytesPerPacket;
+
+ for(i = 0; i < AUDIO_BUFFERS; i++)
+ {
+ err = AudioQueueAllocateBuffer(aqc.Queue, bufferSize,
+ &aqc.Buffers[i]);
+ if(err)
+ {
+ return err;
+ }
+ aqBufferCallback(&aqc, aqc.Queue, aqc.Buffers[i]);
+ }
+
+ err = AudioQueueStart(aqc.Queue, NULL);
+ if(err)
+ {
+ return err;
+ }
+
+ while(true)
+ {
+ }
+ sleep(1);
+ return 0;
+}
+
+void WavPlayer::aqBufferCallback(void *in, AudioQueueRef inQ, AudioQueueBufferRef outQB)
+{
+ AQCallbackStruct *aqc;
+ unsigned char *coreAudioBuffer;
+
+ aqc = (AQCallbackStruct *) in;
+ coreAudioBuffer = (unsigned char*) outQB->mAudioData;
+
+ printf("Sync: %u / %u\n", aqc->PlayPtr, aqc->SampleLen);
+
+ if(aqc->FrameCount > 0)
+ {
+ outQB->mAudioDataByteSize = aqc->DataFormat.mBytesPerFrame * aqc->FrameCount;
+ for(int i = 0; i < aqc->FrameCount * aqc->DataFormat.mBytesPerFrame; i++)
+ {
+ if(aqc->PlayPtr > aqc->SampleLen)
+ {
+ aqc->PlayPtr = 0;
+ i = 0;
+ }
+ coreAudioBuffer[i] = aqc->PCMBuffer[aqc->PlayPtr];
+ aqc->PlayPtr++;
+ }
+ AudioQueueEnqueueBuffer(inQ, outQB, 0, NULL);
+ }
+}
+
+int WavPlayer::PlayAudio()
+{
+ unsigned long len;
+ void *pcmbuffer;
+ int ret;
+
+ pcmbuffer = LoadPCM(FileName, &len);
+ if(!pcmbuffer)
+ {
+ fprintf(stderr, "%s: %s\n", FileName, strerror(errno));
+ exit(EXIT_FAILURE);
+ }
+
+ unsigned char* bytes = (unsigned char*)pcmbuffer;
+ int index = 0;
+
+ // 'RIFF'
+ getWord(bytes, index);
+ index += 4;
+ // int Length
+ getWord(bytes, index);
+ index += 4;
+ // 'WAVE'
+ getWord(bytes, index);
+ index += 4;
+ // 'fmt '
+ getWord(bytes, index);
+ index += 4;
+
+ // int Format Length
+ int fmtLen = getWord(bytes, index);
+ index += 4;
+ AudioFormat = getHalf(bytes, index);
+ index += 2;
+ NumChannels = getHalf(bytes, index);
+ index += 2;
+ SampleRate = getWord(bytes, index);
+ index += 4;
+ ByteRate = getWord(bytes, index);
+ index += 4;
+ BlockAlign = getHalf(bytes, index);
+ index += 2;
+ BitsPerSample = getHalf(bytes, index);
+ index += 2;
+ index += fmtLen - 16;
+ while(!isDataChunk(bytes, index))
+ {
+ // Any Chunk
+ getWord(bytes, index);
+ index += 4;
+ // Any Chunk Length
+ int anyChunkLen = getWord(bytes, index);
+ index += 4 + anyChunkLen;
+ }
+ // 'data'
+ getWord(bytes, index);
+ index += 4;
+ // int Data Length
+ unsigned long dataLen = getWord(bytes, index);
+ index += 4;
+ unsigned char* target = &bytes[index];
+
+ ret = PlayBuffer((void *)target, dataLen);
+ free(pcmbuffer);
+ return ret;
+}
+
+}}}
diff --git a/Samples/CommonSrc/Platform/OSX_WavPlayer.h b/Samples/CommonSrc/Platform/OSX_WavPlayer.h
new file mode 100644
index 0000000..1b88b8c
--- /dev/null
+++ b/Samples/CommonSrc/Platform/OSX_WavPlayer.h
@@ -0,0 +1,64 @@
+/************************************************************************************
+
+Filename : WavPlayer_OSX.h
+Content : An Apple OSX audio handler.
+Created : March 5, 2013
+Authors : Robotic Arm Software - Peter Hoff, Dan Goodman, Bryan Croteau
+
+Copyright : Copyright 2013 Oculus VR, Inc. All Rights reserved.
+
+Use of this software is subject to the terms of the Oculus LLC license
+agreement provided at the time of installation or download, or which
+otherwise accompanies this software in either electronic or hard copy form.
+
+************************************************************************************/
+
+#ifndef OVR_WavPlayer_h
+#define OVR_WavPlayer_h
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <errno.h>
+#include <sys/stat.h>
+#include <AudioToolbox/AudioQueue.h>
+
+#define AUDIO_BUFFERS 4
+
+namespace OVR { namespace Platform { namespace OSX {
+
+typedef struct AQCallbackStruct
+{
+ AudioQueueRef Queue;
+ UInt32 FrameCount;
+ AudioQueueBufferRef Buffers[AUDIO_BUFFERS];
+ AudioStreamBasicDescription DataFormat;
+ UInt32 PlayPtr;
+ UInt32 SampleLen;
+ unsigned char* PCMBuffer;
+} AQCallbackStruct;
+
+class WavPlayer
+{
+public:
+ WavPlayer(const char* fileName);
+ int PlayAudio();
+private:
+ bool isDataChunk(unsigned char* buffer, int index);
+ int getWord(unsigned char* buffer, int index);
+ short getHalf(unsigned char* buffer, int index);
+ void *LoadPCM(const char *filename, unsigned long *len);
+ int PlayBuffer(void *pcm, unsigned long len);
+ static void aqBufferCallback(void *in, AudioQueueRef inQ, AudioQueueBufferRef outQB);
+
+ short AudioFormat;
+ short NumChannels;
+ int SampleRate;
+ int ByteRate;
+ short BlockAlign;
+ short BitsPerSample;
+ const char* FileName;
+};
+
+}}}
+
+#endif
diff --git a/Samples/CommonSrc/Platform/Platform.cpp b/Samples/CommonSrc/Platform/Platform.cpp
new file mode 100644
index 0000000..bf5b8a5
--- /dev/null
+++ b/Samples/CommonSrc/Platform/Platform.cpp
@@ -0,0 +1,75 @@
+/************************************************************************************
+
+Filename : Platform.cpp
+Content : Platform-independent app framework for Oculus samples
+Created : September 6, 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.
+
+************************************************************************************/
+
+
+
+#include "Platform.h"
+#include <Kernel/OVR_Std.h>
+#include <Kernel/OVR_Timer.h>
+#include "../Render/Render_Device.h"
+#include "Gamepad.h"
+
+namespace OVR { namespace Platform {
+
+
+const SetupGraphicsDeviceSet* SetupGraphicsDeviceSet::PickSetupDevice(const char* typeArg) const
+{
+ // Search for graphics creation object that matches type arg.
+ if (typeArg)
+ {
+ for (const SetupGraphicsDeviceSet* p = this; p != 0; p = p->pNext)
+ {
+ if (!OVR_stricmp(p->pTypeArg, typeArg))
+ return p;
+ }
+ }
+ return this;
+}
+
+//-------------------------------------------------------------------------------------
+
+PlatformCore::PlatformCore(Application *app)
+{
+ pApp = app;
+ pApp->SetPlatformCore(this);
+ StartupTicks = OVR::Timer::GetTicks();
+}
+
+double PlatformCore::GetAppTime() const
+{
+ return (OVR::Timer::GetTicks() - StartupTicks) * (1.0 / (double)OVR::Timer::MksPerSecond);
+}
+
+bool PlatformCore::SetFullscreen(const Render::RendererParams&, int fullscreen)
+{
+ if (pRender)
+ return pRender->SetFullscreen((Render::DisplayMode)fullscreen);
+ return 0;
+}
+
+Render::DisplayId PlatformCore::GetDisplay(int screen)
+{
+ OVR_UNUSED(screen); return Render::DisplayId();
+}
+
+}}
diff --git a/Samples/CommonSrc/Platform/Platform.h b/Samples/CommonSrc/Platform/Platform.h
new file mode 100644
index 0000000..8ef4593
--- /dev/null
+++ b/Samples/CommonSrc/Platform/Platform.h
@@ -0,0 +1,190 @@
+/************************************************************************************
+
+Filename : Platform.h
+Content : Platform-independent app and rendering framework for Oculus samples
+Created : September 6, 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_Platform_h
+#define OVR_Platform_h
+
+#include "OVR.h"
+
+#include "Kernel/OVR_KeyCodes.h"
+
+namespace OVR { namespace Render {
+ class RenderDevice;
+ struct DisplayId;
+ struct RendererParams;
+}}
+
+namespace OVR { namespace Platform {
+
+using Render::RenderDevice;
+
+class PlatformCore;
+class Application;
+class GamepadManager;
+
+// MouseMode configures mouse input behavior of the app. Three states are
+// currently supported:
+// Normal - Reports absolute coordinates with cursor shown.
+// Relative - Reports relative delta coordinates with cursor hidden
+// until 'Esc' key is pressed or window loses focus.
+// RelativeEscaped - Relative input is desired, but has been escaped until
+// mouse is clicked in the window, which will return the state
+// to relative. Absolute coordinates are reported.
+
+enum MouseMode
+{
+ Mouse_Normal,
+ Mouse_Relative, // Cursor hidden, mouse grab, OnMouseMove reports relative deltas.
+ Mouse_RelativeEscaped, // Clicking in window will return to Relative state.
+};
+
+
+enum Modifiers
+{
+ Mod_Shift = 0x001,
+ Mod_Control = 0x002,
+ Mod_Meta = 0x004,
+ Mod_Alt = 0x008,
+
+ // Set for input Mouse_Relative mode, indicating that x,y are relative deltas.
+ Mod_MouseRelative = 0x100,
+};
+
+//-------------------------------------------------------------------------------------
+// ***** SetupGraphicsDeviceSet
+
+typedef RenderDevice* (*RenderDeviceCreateFunc)(const Render::RendererParams&, void*);
+
+// SetupGraphicsDeviceSet is a PlatformCore::SetupGraphics initialization helper class,
+// used to build up a list of RenderDevices that can be used for rendering.
+// Specifying a smaller set allows application to avoid linking unused graphics devices.
+struct SetupGraphicsDeviceSet
+{
+ SetupGraphicsDeviceSet(const char* typeArg, RenderDeviceCreateFunc createFunc)
+ : pTypeArg(typeArg), pCreateDevice(createFunc), pNext(0) { }
+ SetupGraphicsDeviceSet(const char* typeArg, RenderDeviceCreateFunc createFunc,
+ const SetupGraphicsDeviceSet& next)
+ : pTypeArg(typeArg), pCreateDevice(createFunc), pNext(&next) { }
+
+ // Selects graphics object based on type string; returns 'this' if not found.
+ const SetupGraphicsDeviceSet* PickSetupDevice(const char* typeArg) const;
+
+ const char* pTypeArg;
+ RenderDeviceCreateFunc pCreateDevice;
+
+private:
+ const SetupGraphicsDeviceSet* pNext;
+};
+
+//-------------------------------------------------------------------------------------
+// ***** PlatformCore
+
+// PlatformCore defines abstract system window/viewport setup functionality and
+// maintains a renderer. This class is separated from Application because it can have
+// derived platform-specific implementations.
+// Specific implementation classes are hidden within platform-specific versions
+// such as Win32::PlatformCore.
+
+class PlatformCore : public NewOverrideBase
+{
+protected:
+ Application* pApp;
+ Ptr<RenderDevice> pRender;
+ Ptr<GamepadManager> pGamepadManager;
+ UInt64 StartupTicks;
+
+public:
+ PlatformCore(Application *app);
+ virtual ~PlatformCore() { }
+ Application* GetApp() { return pApp; }
+ RenderDevice* GetRenderer() const { return pRender; }
+ GamepadManager* GetGamepadManager() const { return pGamepadManager; }
+
+ virtual bool SetupWindow(int w, int h) = 0;
+ // Destroys window and also releases renderer.
+ virtual void DestroyWindow() = 0;
+ virtual void Exit(int exitcode) = 0;
+
+ virtual void ShowWindow(bool visible) = 0;
+
+ virtual bool SetFullscreen(const Render::RendererParams& rp, int fullscreen);
+
+ // Search for a matching graphics renderer based on type argument and initializes it.
+ virtual RenderDevice* SetupGraphics(const SetupGraphicsDeviceSet& setupGraphicsDesc,
+ const char* gtype,
+ const Render::RendererParams& rp) = 0;
+
+ virtual void SetMouseMode(MouseMode mm) { OVR_UNUSED(mm); }
+
+ virtual void GetWindowSize(int* w, int* h) const = 0;
+
+ virtual void SetWindowTitle(const char*title) = 0;
+ virtual void PlayMusicFile(const char *fileName) { OVR_UNUSED(fileName); }
+ virtual int GetDisplayCount() { return 0; }
+ virtual Render::DisplayId GetDisplay(int screen);
+
+ // Get time since start of application in seconds.
+ double GetAppTime() const;
+
+ virtual String GetContentDirectory() const { return "."; }
+};
+
+//-------------------------------------------------------------------------------------
+// PlatformApp is a base application class from which end-user application
+// classes derive.
+
+class Application : public NewOverrideBase
+{
+protected:
+ class PlatformCore* pPlatform;
+
+public:
+ virtual ~Application() { }
+
+ virtual int OnStartup(int argc, const char** argv) = 0;
+ virtual void OnQuitRequest() { pPlatform->Exit(0); }
+
+ virtual void OnIdle() {}
+
+ virtual void OnKey(KeyCode key, int chr, bool down, int modifiers)
+ { OVR_UNUSED4(key, chr, down, modifiers); }
+ virtual void OnMouseMove(int x, int y, int modifiers)
+ { OVR_UNUSED3(x, y, modifiers); }
+
+ virtual void OnResize(int width, int height)
+ { OVR_UNUSED2(width, height); }
+
+ void SetPlatformCore(PlatformCore* p) { pPlatform = p; }
+ PlatformCore* GetPlatformCore() const { return pPlatform; }
+
+
+ // Static functions defined by OVR_PLATFORM_APP and used to initialize and
+ // shut down the application class.
+ static Application* CreateApplication();
+ static void DestroyApplication(Application* app);
+};
+
+
+}}
+
+#endif
diff --git a/Samples/CommonSrc/Platform/Platform_Default.h b/Samples/CommonSrc/Platform/Platform_Default.h
new file mode 100644
index 0000000..d82be10
--- /dev/null
+++ b/Samples/CommonSrc/Platform/Platform_Default.h
@@ -0,0 +1,59 @@
+/************************************************************************************
+
+Filename : Platform_Default.h
+Content : Default Platform class and RenderDevice selection file
+Created : October 4, 2012
+Authors :
+
+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_Platform_Default_h
+#define OVR_Platform_Default_h
+
+// This should select proper header file for the platform/compiler.
+#include <Kernel/OVR_Types.h>
+
+#if defined(OVR_OS_WIN32)
+ #include "Win32_Platform.h"
+
+ #include "../Render/Render_D3D11_Device.h"
+ #undef OVR_D3D_VERSION
+ #include "../Render/Render_D3D10_Device.h"
+// #include "../Render/Render_GL_Win32_Device.h"
+
+// Modify this list or pass a smaller set to select a specific render device,
+// while avoiding linking extra classes.
+ #define OVR_DEFAULT_RENDER_DEVICE_SET \
+ SetupGraphicsDeviceSet("D3D11", &OVR::Render::D3D11::RenderDevice::CreateDevice, \
+ SetupGraphicsDeviceSet("D3D10", &OVR::Render::D3D10::RenderDevice::CreateDevice) )
+
+#elif defined(OVR_OS_MAC) && !defined(OVR_MAC_X11)
+ #include "OSX_Platform.h"
+
+ #define OVR_DEFAULT_RENDER_DEVICE_SET \
+ SetupGraphicsDeviceSet("GL", &OVR::Render::GL::OSX::RenderDevice::CreateDevice)
+
+#else
+
+ #include "X11_Platform.h"
+
+ #define OVR_DEFAULT_RENDER_DEVICE_SET \
+ SetupGraphicsDeviceSet("GL", &OVR::Render::GL::X11::RenderDevice::CreateDevice)
+
+#endif
+
+#endif // OVR_Platform_Default_h
diff --git a/Samples/CommonSrc/Platform/Win32_Gamepad.cpp b/Samples/CommonSrc/Platform/Win32_Gamepad.cpp
new file mode 100644
index 0000000..db6524a
--- /dev/null
+++ b/Samples/CommonSrc/Platform/Win32_Gamepad.cpp
@@ -0,0 +1,101 @@
+/************************************************************************************
+
+Filename : Win32_Gamepad.cpp
+Content : Win32 implementation of Platform app infrastructure
+Created : May 6, 2013
+Authors : Lee Cooper
+
+Copyright : Copyright 2013 Oculus VR, Inc. All Rights reserved.
+
+Licensed under the Apache License, Version 2.0 (the "License");
+you may not use this file except in compliance with the License.
+You may obtain a copy of the License at
+
+http://www.apache.org/licenses/LICENSE-2.0
+
+Unless required by applicable law or agreed to in writing, software
+distributed under the License is distributed on an "AS IS" BASIS,
+WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+See the License for the specific language governing permissions and
+limitations under the License.
+
+************************************************************************************/
+
+#include "Win32_Gamepad.h"
+
+namespace OVR { namespace Platform { namespace Win32 {
+
+GamepadManager::GamepadManager()
+{
+ hXInputModule = ::LoadLibraryA("Xinput9_1_0.dll");
+ if (hXInputModule)
+ {
+ pXInputGetState = (PFn_XInputGetState)
+ ::GetProcAddress(hXInputModule, "XInputGetState");
+ }
+}
+
+GamepadManager::~GamepadManager()
+{
+ if (hXInputModule)
+ ::FreeLibrary(hXInputModule);
+}
+
+static inline float GamepadStick(short in)
+{
+ float v;
+ if (abs(in) < 9000)
+ return 0;
+ else if (in > 9000)
+ v = (float) in - 9000;
+ else
+ v = (float) in + 9000;
+ return v / (32767 - 9000);
+}
+
+static inline float GamepadTrigger(BYTE in)
+{
+ if (in < 30)
+ return 0;
+ else
+ return float(in-30) / 225;
+}
+
+UInt32 GamepadManager::GetGamepadCount()
+{
+ return 1;
+}
+
+bool GamepadManager::GetGamepadState(UInt32 index, GamepadState* pState)
+{
+ // For now we just support one gamepad.
+ OVR_UNUSED(index);
+
+ if (pXInputGetState)
+ {
+ XINPUT_STATE xis;
+
+ if (pXInputGetState(0, &xis))
+ return false;
+
+ if (xis.dwPacketNumber == LastPadPacketNo)
+ return false;
+
+ // State changed.
+ pState->Buttons = xis.Gamepad.wButtons; // Currently matches Xinput
+ pState->LT = GamepadTrigger(xis.Gamepad.bLeftTrigger);
+ pState->RT = GamepadTrigger(xis.Gamepad.bRightTrigger);
+ pState->LX = GamepadStick(xis.Gamepad.sThumbLX);
+ pState->LY = GamepadStick(xis.Gamepad.sThumbLY);
+ pState->RX = GamepadStick(xis.Gamepad.sThumbRX);
+ pState->RY = GamepadStick(xis.Gamepad.sThumbRY);
+
+ LastPadPacketNo = xis.dwPacketNumber;
+
+ return true;
+ }
+
+ return false;
+}
+
+}}} // OVR::Platform::Win32
diff --git a/Samples/CommonSrc/Platform/Win32_Gamepad.h b/Samples/CommonSrc/Platform/Win32_Gamepad.h
new file mode 100644
index 0000000..9066798
--- /dev/null
+++ b/Samples/CommonSrc/Platform/Win32_Gamepad.h
@@ -0,0 +1,54 @@
+/************************************************************************************
+
+Filename : Win32_Gamepad.h
+Content : Win32 implementation of Gamepad functionality.
+Created : May 6, 2013
+Authors : Lee Cooper
+
+Copyright : Copyright 2013 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_Win32_Gamepad_h
+#define OVR_Win32_Gamepad_h
+
+#include "Gamepad.h"
+
+#include <windows.h>
+#include <xinput.h>
+
+namespace OVR { namespace Platform { namespace Win32 {
+
+class GamepadManager : public Platform::GamepadManager
+{
+public:
+ GamepadManager();
+ ~GamepadManager();
+
+ virtual UInt32 GetGamepadCount();
+ virtual bool GetGamepadState(UInt32 index, GamepadState* pState);
+
+private:
+ // Dynamically ink to XInput to simplify projects.
+ HMODULE hXInputModule;
+ typedef DWORD (WINAPI *PFn_XInputGetState)(DWORD dwUserIndex, XINPUT_STATE* pState);
+ PFn_XInputGetState pXInputGetState;
+
+ UInt32 LastPadPacketNo;
+};
+
+}}}
+
+#endif // OVR_Win32_Gamepad_h
diff --git a/Samples/CommonSrc/Platform/Win32_Platform.cpp b/Samples/CommonSrc/Platform/Win32_Platform.cpp
new file mode 100644
index 0000000..cdd1e1f
--- /dev/null
+++ b/Samples/CommonSrc/Platform/Win32_Platform.cpp
@@ -0,0 +1,600 @@
+/************************************************************************************
+
+Filename : Win32_Platform.cpp
+Content : Win32 implementation of Platform app infrastructure
+Created : September 6, 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.
+
+************************************************************************************/
+
+#include "Kernel/OVR_System.h"
+#include "Kernel/OVR_Array.h"
+#include "Kernel/OVR_String.h"
+
+#include "Win32_Platform.h"
+#include "Win32_Gamepad.h"
+#include "../Render/Render_Device.h"
+
+namespace OVR { namespace Platform { namespace Win32 {
+
+
+PlatformCore::PlatformCore(Application* app, HINSTANCE hinst)
+ : Platform::PlatformCore(app), hWnd(NULL), hInstance(hinst), Quit(0), MMode(Mouse_Normal),
+ Cursor(0), Modifiers(0), WindowTitle("App")
+{
+ pGamepadManager = *new Win32::GamepadManager();
+}
+
+PlatformCore::~PlatformCore()
+{
+}
+
+bool PlatformCore::SetupWindow(int w, int h)
+{
+ WNDCLASS wc;
+ memset(&wc, 0, sizeof(wc));
+ wc.lpszClassName = L"OVRAppWindow";
+ wc.style = CS_OWNDC;
+ wc.lpfnWndProc = systemWindowProc;
+ wc.cbWndExtra = sizeof(PlatformCore*);
+
+ RegisterClass(&wc);
+
+ Width = w;
+ Height = h;
+ RECT winSize;
+ winSize.left = winSize.top = 0;
+ winSize.right = Width;
+ winSize.bottom = Height;
+ AdjustWindowRect(&winSize, WS_OVERLAPPEDWINDOW, false);
+ hWnd = CreateWindowA("OVRAppWindow", WindowTitle.ToCStr(), WS_OVERLAPPEDWINDOW,
+ CW_USEDEFAULT, CW_USEDEFAULT,
+ // 1950, 10,
+ winSize.right-winSize.left, winSize.bottom-winSize.top,
+ NULL, NULL, hInstance, (LPVOID)this);
+ Modifiers = 0;
+
+ Cursor = LoadCursor(NULL, IDC_CROSS);
+
+ // Initialize Window center in screen coordinates
+ POINT center = { Width / 2, Height / 2 };
+ ::ClientToScreen(hWnd, &center);
+ WindowCenter = center;
+
+ if (MMode == Mouse_Relative)
+ {
+ ::SetCursorPos(WindowCenter.x, WindowCenter.y);
+ ShowCursor(FALSE);
+ }
+ ::SetFocus(hWnd);
+
+ return (hWnd != NULL);
+}
+
+void PlatformCore::DestroyWindow()
+{
+ // Release renderer.
+ pRender.Clear();
+
+ // Release gamepad.
+ pGamepadManager.Clear();
+
+ // Release window resources.
+ ::DestroyWindow(hWnd);
+ UnregisterClass(L"OVRAppWindow", hInstance);
+ hWnd = 0;
+ Width = Height = 0;
+
+ //DestroyCursor(Cursor);
+ Cursor = 0;
+}
+
+void PlatformCore::ShowWindow(bool visible)
+{
+ ::ShowWindow(hWnd, visible ? SW_SHOW : SW_HIDE);
+}
+
+void PlatformCore::SetMouseMode(MouseMode mm)
+{
+ if (mm == MMode)
+ return;
+
+ if (hWnd)
+ {
+ if (mm == Mouse_Relative)
+ {
+ ShowCursor(FALSE);
+ ::SetCursorPos(WindowCenter.x, WindowCenter.y);
+ }
+ else
+ {
+ if (MMode == Mouse_Relative)
+ ShowCursor(TRUE);
+ }
+ }
+ MMode = mm;
+}
+
+void PlatformCore::GetWindowSize(int* w, int* h) const
+{
+ *w = Width;
+ *h = Height;
+}
+
+
+void PlatformCore::SetWindowTitle(const char* title)
+{
+ WindowTitle = title;
+ if (hWnd)
+ ::SetWindowTextA(hWnd, title);
+}
+
+static UByte KeyMap[][2] =
+{
+ { VK_BACK, Key_Backspace },
+ { VK_TAB, Key_Tab },
+ { VK_CLEAR, Key_Clear },
+ { VK_RETURN, Key_Return },
+ { VK_SHIFT, Key_Shift },
+ { VK_CONTROL, Key_Control },
+ { VK_MENU, Key_Alt },
+ { VK_PAUSE, Key_Pause },
+ { VK_CAPITAL, Key_CapsLock },
+ { VK_ESCAPE, Key_Escape },
+ { VK_SPACE, Key_Space },
+ { VK_PRIOR, Key_PageUp },
+ { VK_NEXT, Key_PageDown },
+ { VK_END, Key_End },
+ { VK_HOME, Key_Home },
+ { VK_LEFT, Key_Left },
+ { VK_UP, Key_Up },
+ { VK_RIGHT, Key_Right },
+ { VK_DOWN, Key_Down },
+ { VK_INSERT, Key_Insert },
+ { VK_DELETE, Key_Delete },
+ { VK_HELP, Key_Help },
+
+ { VK_NUMLOCK, Key_NumLock },
+ { VK_SCROLL, Key_ScrollLock },
+
+ { VK_OEM_1, Key_Semicolon },
+ { VK_OEM_PLUS, Key_Equal },
+ { VK_OEM_COMMA, Key_Comma },
+ { VK_OEM_MINUS, Key_Minus },
+ { VK_OEM_PERIOD,Key_Period },
+ { VK_OEM_2, Key_Slash },
+ { VK_OEM_3, Key_Bar },
+ { VK_OEM_4, Key_BracketLeft },
+ { VK_OEM_5, Key_Backslash },
+ { VK_OEM_6, Key_BracketRight },
+ { VK_OEM_7, Key_Quote },
+
+ { VK_OEM_AX, Key_OEM_AX }, // 'AX' key on Japanese AX keyboard.
+ { VK_OEM_102, Key_OEM_102 }, // "<>" or "\|" on RT 102-key keyboard.
+ { VK_ICO_HELP, Key_ICO_HELP },
+ { VK_ICO_00, Key_ICO_00 }
+};
+
+
+KeyCode MapVKToKeyCode(unsigned vk)
+{
+ unsigned key = Key_None;
+
+ if ((vk >= '0') && (vk <= '9'))
+ {
+ key = vk - '0' + Key_Num0;
+ }
+ else if ((vk >= 'A') && (vk <= 'Z'))
+ {
+ key = vk - 'A' + Key_A;
+ }
+ else if ((vk >= VK_NUMPAD0) && (vk <= VK_DIVIDE))
+ {
+ key = vk - VK_NUMPAD0 + Key_KP_0;
+ }
+ else if ((vk >= VK_F1) && (vk <= VK_F15))
+ {
+ key = vk - VK_F1 + Key_F1;
+ }
+ else
+ {
+ for (unsigned i = 0; i< (sizeof(KeyMap) / sizeof(KeyMap[1])); i++)
+ {
+ if (vk == KeyMap[i][0])
+ {
+ key = KeyMap[i][1];
+ break;
+ }
+ }
+ }
+
+ return (KeyCode)key;
+}
+
+
+
+LRESULT CALLBACK PlatformCore::systemWindowProc(HWND hwnd, UINT msg, WPARAM wp, LPARAM lp)
+{
+ PlatformCore* self;
+
+ // WM_NCCREATE should be the first message to come it; use it to set class pointer.
+ if (msg == WM_NCCREATE)
+ {
+ self = static_cast<PlatformCore*>(((LPCREATESTRUCT)lp)->lpCreateParams);
+
+ if (self)
+ {
+ SetWindowLongPtr(hwnd, 0, (LONG_PTR)self);
+ self->hWnd = hwnd;
+ }
+ }
+ else
+ {
+ self = (PlatformCore*)(UPInt)GetWindowLongPtr(hwnd, 0);
+ }
+
+ return self ? self->WindowProc(msg, wp, lp) :
+ DefWindowProc(hwnd, msg, wp, lp);
+}
+
+
+LRESULT PlatformCore::WindowProc(UINT msg, WPARAM wp, LPARAM lp)
+{
+ KeyCode keyCode;
+
+ switch (msg)
+ {
+ case WM_PAINT:
+ {
+ PAINTSTRUCT ps;
+ BeginPaint(hWnd, &ps);
+ EndPaint(hWnd, &ps);
+ }
+ return 0;
+
+ case WM_SETCURSOR:
+ ::SetCursor(Cursor);
+ return 0;
+
+ case WM_MOUSEMOVE:
+ if (MMode == Mouse_Relative)
+ {
+ POINT newPos = { LOWORD(lp), HIWORD(lp) };
+ ::ClientToScreen(hWnd, &newPos);
+ if ((newPos.x == WindowCenter.x) && (newPos.y == WindowCenter.y))
+ break;
+ ::SetCursorPos(WindowCenter.x, WindowCenter.y);
+
+ LONG dx = newPos.x - WindowCenter.x;
+ LONG dy = newPos.y - WindowCenter.y;
+
+ pApp->OnMouseMove(dx, dy, Mod_MouseRelative);
+ }
+ else
+ {
+ pApp->OnMouseMove(LOWORD(lp), HIWORD(lp), 0);
+ }
+ break;
+
+ case WM_MOVE:
+ {
+ RECT r;
+ GetClientRect(hWnd, &r);
+ WindowCenter.x = r.right/2;
+ WindowCenter.y = r.bottom/2;
+ ::ClientToScreen(hWnd, &WindowCenter);
+ }
+ break;
+
+ case WM_KEYDOWN:
+ switch (wp)
+ {
+ case VK_CONTROL: Modifiers |= Mod_Control; break;
+ case VK_MENU: Modifiers |= Mod_Alt; break;
+ case VK_SHIFT: Modifiers |= Mod_Shift; break;
+ case VK_LWIN:
+ case VK_RWIN: Modifiers |= Mod_Meta; break;
+ }
+ if ((keyCode = MapVKToKeyCode((unsigned)wp)) != Key_None)
+ pApp->OnKey(keyCode, 0, true, Modifiers);
+
+ if (keyCode == Key_Escape && MMode == Mouse_Relative)
+ {
+ MMode = Mouse_RelativeEscaped;
+ ShowCursor(TRUE);
+ }
+ break;
+
+ case WM_KEYUP:
+ if ((keyCode = MapVKToKeyCode((unsigned)wp)) != Key_None)
+ pApp->OnKey(keyCode, 0, false, Modifiers);
+ switch (wp)
+ {
+ case VK_CONTROL: Modifiers &= ~Mod_Control; break;
+ case VK_MENU: Modifiers &= ~Mod_Alt; break;
+ case VK_SHIFT: Modifiers &= ~Mod_Shift; break;
+ case VK_LWIN:
+ case VK_RWIN: Modifiers &= ~Mod_Meta; break;
+ }
+ break;
+
+ case WM_LBUTTONDOWN:
+ //App->OnMouseButton(0,
+
+ ::SetCapture(hWnd);
+
+ if (MMode == Mouse_RelativeEscaped)
+ {
+ ::SetCursorPos(WindowCenter.x, WindowCenter.y);
+ ::ShowCursor(FALSE);
+ MMode = Mouse_Relative;
+ }
+ break;
+
+ case WM_LBUTTONUP:
+ ReleaseCapture();
+ break;
+
+ case WM_SETFOCUS:
+ // Do NOT restore the Relative mode here, since calling SetCursorPos
+ // would screw up titlebar window dragging.
+ // Let users click in the center instead to resume.
+ break;
+
+ case WM_KILLFOCUS:
+ if (MMode == Mouse_Relative)
+ {
+ MMode = Mouse_RelativeEscaped;
+ ShowCursor(TRUE);
+ }
+ break;
+
+ case WM_SIZE:
+ // Change window size as long as we're not being minimized.
+ if (wp != SIZE_MINIMIZED)
+ {
+ Width = LOWORD(lp);
+ Height = HIWORD(lp);
+ if (pRender)
+ pRender->SetWindowSize(Width, Height);
+ pApp->OnResize(Width,Height);
+ }
+ break;
+
+ case WM_STYLECHANGING:
+ // Resize the window. This is needed because the size includes any present system controls, and
+ // windows does not adjust it when changing to fullscreen.
+ {
+ STYLESTRUCT* pss = (STYLESTRUCT*)lp;
+ RECT winSize;
+ winSize.left = winSize.top = 0;
+ winSize.right = Width;
+ winSize.bottom = Height;
+ int w = winSize.right-winSize.left;
+ int h = winSize.bottom-winSize.top;
+ AdjustWindowRect(&winSize, pss->styleNew, false);
+ ::SetWindowPos(hWnd, NULL, 0, 0, w, h, SWP_NOMOVE|SWP_NOACTIVATE|SWP_NOZORDER);
+ }
+ break;
+
+ case WM_QUIT:
+ case WM_CLOSE:
+ pApp->OnQuitRequest();
+ return false;
+ }
+
+ return DefWindowProc(hWnd, msg, wp, lp);
+}
+
+int PlatformCore::Run()
+{
+ while (!Quit)
+ {
+ MSG msg;
+ if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
+ {
+ TranslateMessage(&msg);
+ DispatchMessage(&msg);
+ }
+ else
+ {
+ pApp->OnIdle();
+
+ // Keep sleeping when we're minimized.
+ if (IsIconic(hWnd))
+ {
+ Sleep(10);
+ }
+ }
+ }
+
+ return ExitCode;
+}
+
+
+RenderDevice* PlatformCore::SetupGraphics(const SetupGraphicsDeviceSet& setupGraphicsDesc,
+ const char* type, const Render::RendererParams& rp)
+{
+ const SetupGraphicsDeviceSet* setupDesc = setupGraphicsDesc.PickSetupDevice(type);
+ OVR_ASSERT(setupDesc);
+
+ pRender = *setupDesc->pCreateDevice(rp, (void*)hWnd);
+ if (pRender)
+ pRender->SetWindowSize(Width, Height);
+
+ ::ShowWindow(hWnd, SW_RESTORE);
+ return pRender.GetPtr();
+}
+
+
+void PlatformCore::PlayMusicFile(const char *fileName)
+{
+ PlaySoundA(fileName, NULL, SND_FILENAME | SND_LOOP | SND_ASYNC);
+}
+
+
+//-----------------------------------------------------------------------------
+
+// Used to capture all the active monitor handles
+struct MonitorSet
+{
+ enum { MaxMonitors = 8 };
+ HMONITOR Monitors[MaxMonitors];
+ int MonitorCount;
+ int PrimaryCount;
+};
+
+
+BOOL CALLBACK MonitorEnumProc(HMONITOR hMonitor, HDC, LPRECT, LPARAM dwData)
+{
+ MonitorSet* monitorSet = (MonitorSet*)dwData;
+ if (monitorSet->MonitorCount > MonitorSet::MaxMonitors)
+ return FALSE;
+
+ monitorSet->Monitors[monitorSet->MonitorCount] = hMonitor;
+ monitorSet->MonitorCount++;
+ return TRUE;
+};
+
+
+// Returns the number of active screens for extended displays and 1 for mirrored display
+int PlatformCore::GetDisplayCount()
+{
+ // Get all the monitor handles
+ MonitorSet monitors;
+ monitors.MonitorCount = 0;
+ EnumDisplayMonitors(NULL, NULL, MonitorEnumProc, (LPARAM)&monitors);
+
+ // Count the primary monitors
+ int primary = 0;
+ MONITORINFOEX info;
+ for (int m=0; m < monitors.MonitorCount; m++)
+ {
+ info.cbSize = sizeof(MONITORINFOEX);
+ GetMonitorInfo(monitors.Monitors[m], &info);
+
+ if (info.dwFlags & MONITORINFOF_PRIMARY)
+ primary++;
+ }
+
+ if (primary > 1)
+ return 1; // Regard mirrored displays as a single screen
+ else
+ return monitors.MonitorCount; // Return all extended displays
+}
+
+//-----------------------------------------------------------------------------
+// Returns the device name for the given screen index or empty string for invalid index
+// The zero index will always return the primary screen name
+Render::DisplayId PlatformCore::GetDisplay(int screen)
+{
+ // Get all the monitor handles
+ MonitorSet monitors;
+ monitors.MonitorCount = 0;
+ EnumDisplayMonitors(NULL, NULL, MonitorEnumProc, (LPARAM)&monitors);
+
+ String screen_name;
+
+ // Get the name of the suppled screen index with the requirement
+ // that screen 0 is the primary monitor
+ int non_primary_count = 0;
+ MONITORINFOEX info;
+ for (int m=0; m < monitors.MonitorCount; m++)
+ {
+ info.cbSize = sizeof(MONITORINFOEX);
+ GetMonitorInfo(monitors.Monitors[m], &info);
+
+ if (info.dwFlags & MONITORINFOF_PRIMARY)
+ {
+ if (screen == 0)
+ {
+ screen_name = info.szDevice;
+ break;
+ }
+ }
+ else
+ {
+ non_primary_count++;
+ if (screen == non_primary_count)
+ {
+ screen_name = info.szDevice;
+ break;
+ }
+ }
+ }
+
+ return screen_name;
+}
+
+
+}}}
+
+
+int WINAPI WinMain(HINSTANCE hinst, HINSTANCE prevInst, LPSTR inArgs, int show)
+{
+ using namespace OVR;
+ using namespace OVR::Platform;
+
+ OVR_UNUSED2(prevInst, show);
+
+ // CreateApplication must be the first call since it does OVR::System::Initialize.
+ Application* app = Application::CreateApplication();
+ Win32::PlatformCore* platform = new Win32::PlatformCore(app, hinst);
+ // The platform attached to an app will be deleted by DestroyApplication.
+ app->SetPlatformCore(platform);
+
+ int exitCode = 0;
+
+ // Nested scope for container destructors to shutdown before DestroyApplication.
+ {
+ Array<String> args;
+ Array<const char*> argv;
+ argv.PushBack("app");
+
+ const char* p = inArgs;
+ const char* pstart = inArgs;
+ while (*p)
+ {
+ if (*p == ' ')
+ {
+ args.PushBack(String(pstart, p - pstart));
+ while (*p == ' ')
+ p++;
+ pstart = p;
+ }
+ else
+ {
+ p++;
+ }
+ }
+ if (p != pstart)
+ args.PushBack(String(pstart, p - pstart));
+ for (UPInt i = 0; i < args.GetSize(); i++)
+ argv.PushBack(args[i].ToCStr());
+
+ exitCode = app->OnStartup((int)argv.GetSize(), &argv[0]);
+ if (!exitCode)
+ exitCode = platform->Run();
+ }
+
+ // No OVR functions involving memory are allowed after this.
+ Application::DestroyApplication(app);
+ app = 0;
+
+ OVR_DEBUG_STATEMENT(_CrtDumpMemoryLeaks());
+ return exitCode;
+}
diff --git a/Samples/CommonSrc/Platform/Win32_Platform.h b/Samples/CommonSrc/Platform/Win32_Platform.h
new file mode 100644
index 0000000..5d40861
--- /dev/null
+++ b/Samples/CommonSrc/Platform/Win32_Platform.h
@@ -0,0 +1,101 @@
+/************************************************************************************
+
+Filename : Win32_Platform.h
+Content : Win32 implementation of Platform app infrastructure
+Created : September 6, 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_Win32_Platform_h
+#define OVR_Win32_Platform_h
+
+#include "Platform.h"
+#include <windows.h>
+
+
+namespace OVR { namespace Render {
+ class RenderDevice;
+ struct DisplayId;
+}}
+
+namespace OVR { namespace Platform { namespace Win32 {
+
+class PlatformCore : public Platform::PlatformCore
+{
+ HWND hWnd;
+ HINSTANCE hInstance;
+ bool Quit;
+ int ExitCode;
+ int Width, Height;
+
+ MouseMode MMode;
+ POINT WindowCenter; // In desktop coordinates
+ HCURSOR Cursor;
+ int Modifiers;
+ String WindowTitle;
+
+ // Win32 static function that delegates to WindowProc member function.
+ static LRESULT CALLBACK systemWindowProc(HWND window, UINT msg, WPARAM wp, LPARAM lp);
+
+ LRESULT WindowProc(UINT msg, WPARAM wp, LPARAM lp);
+
+public:
+ PlatformCore(Application* app, HINSTANCE hinst);
+ ~PlatformCore();
+
+ bool SetupWindow(int w, int h);
+ void DestroyWindow();
+ void ShowWindow(bool visible);
+ void Exit(int exitcode) { Quit = 1; ExitCode = exitcode; }
+
+ RenderDevice* SetupGraphics(const SetupGraphicsDeviceSet& setupGraphicsDesc,
+ const char* type,
+ const Render::RendererParams& rp);
+
+ void SetMouseMode(MouseMode mm);
+ void GetWindowSize(int* w, int* h) const;
+
+ void SetWindowTitle(const char*title);
+ void PlayMusicFile(const char *fileName);
+ int GetDisplayCount();
+ Render::DisplayId GetDisplay(int screen);
+
+ int Run();
+};
+
+
+// Win32 key conversion helper.
+KeyCode MapVKToKeyCode(unsigned vk);
+
+}}}
+
+
+// OVR_PLATFORM_APP_ARGS specifies the Application class to use for startup,
+// providing it with startup arguments.
+#define OVR_PLATFORM_APP_ARGS(AppClass, args) \
+ OVR::Platform::Application* OVR::Platform::Application::CreateApplication() \
+ { OVR::System::Init(OVR::Log::ConfigureDefaultLog(OVR::LogMask_All)); \
+ return new AppClass args; } \
+ void OVR::Platform::Application::DestroyApplication(OVR::Platform::Application* app) \
+ { OVR::Platform::PlatformCore* platform = app->pPlatform; \
+ delete app; delete platform; OVR::System::Destroy(); };
+
+// OVR_PLATFORM_APP_ARGS specifies the Application startup class with no args.
+#define OVR_PLATFORM_APP(AppClass) OVR_PLATFORM_APP_ARGS(AppClass, ())
+
+#endif // OVR_Win32_Platform_h
diff --git a/Samples/CommonSrc/Render/Render_D3D10_Device.cpp b/Samples/CommonSrc/Render/Render_D3D10_Device.cpp
new file mode 100644
index 0000000..b2fe9be
--- /dev/null
+++ b/Samples/CommonSrc/Render/Render_D3D10_Device.cpp
@@ -0,0 +1,26 @@
+/************************************************************************************
+
+Filename : Renderer_D3D10_Device.cpp
+Content : Builds D3D10 renderer versions (to avoid duplication).
+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.
+
+************************************************************************************/
+
+#define OVR_D3D_VERSION 10
+#include "Render_D3D1X_Device.cpp"
+#undef OVR_D3D_VERSION \ No newline at end of file
diff --git a/Samples/CommonSrc/Render/Render_D3D10_Device.h b/Samples/CommonSrc/Render/Render_D3D10_Device.h
new file mode 100644
index 0000000..504e6ae
--- /dev/null
+++ b/Samples/CommonSrc/Render/Render_D3D10_Device.h
@@ -0,0 +1,26 @@
+/************************************************************************************
+
+Filename : Renderer_D3D10_Device.h
+Content : Builds D3D10 renderer versions (to avoid duplication).
+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.
+
+************************************************************************************/
+
+#define OVR_D3D_VERSION 10
+#include "Render_D3D1X_Device.h"
+#undef OVR_D3D_VERSION \ No newline at end of file
diff --git a/Samples/CommonSrc/Render/Render_D3D11_Device.cpp b/Samples/CommonSrc/Render/Render_D3D11_Device.cpp
new file mode 100644
index 0000000..33821da
--- /dev/null
+++ b/Samples/CommonSrc/Render/Render_D3D11_Device.cpp
@@ -0,0 +1,26 @@
+/************************************************************************************
+
+Filename : Renderer_D3D11_Device.cpp
+Content : Builds D3D11 renderer versions (to avoid duplication).
+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.
+
+************************************************************************************/
+
+#define OVR_D3D_VERSION 11
+#include "Render_D3D1X_Device.cpp"
+#undef OVR_D3D_VERSION \ No newline at end of file
diff --git a/Samples/CommonSrc/Render/Render_D3D11_Device.h b/Samples/CommonSrc/Render/Render_D3D11_Device.h
new file mode 100644
index 0000000..4a41e99
--- /dev/null
+++ b/Samples/CommonSrc/Render/Render_D3D11_Device.h
@@ -0,0 +1,26 @@
+/************************************************************************************
+
+Filename : Renderer_D3D11_Device.h
+Content : Builds D3D11 renderer versions (to avoid duplication).
+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.
+
+************************************************************************************/
+
+#define OVR_D3D_VERSION 11
+#include "Render_D3D1X_Device.h"
+#undef OVR_D3D_VERSION \ No newline at end of file
diff --git a/Samples/CommonSrc/Render/Render_D3D1X_Device.cpp b/Samples/CommonSrc/Render/Render_D3D1X_Device.cpp
new file mode 100644
index 0000000..aac5816
--- /dev/null
+++ b/Samples/CommonSrc/Render/Render_D3D1X_Device.cpp
@@ -0,0 +1,1831 @@
+/************************************************************************************
+
+Filename : Renderer_D3D1x.cpp
+Content : RenderDevice implementation for D3DX10/11.
+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.
+
+************************************************************************************/
+
+#include "Kernel/OVR_Log.h"
+#include "Kernel/OVR_Std.h"
+
+#include "Render_D3D1X_Device.h"
+
+#include <d3dcompiler.h>
+
+#if (OVR_D3D_VERSION == 10)
+namespace OVR { namespace Render { namespace D3D10 {
+#else
+namespace OVR { namespace Render { namespace D3D11 {
+#endif
+
+static D3D1x_(INPUT_ELEMENT_DESC) ModelVertexDesc[] =
+{
+ {"Position", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, offsetof(Vertex, Pos), D3D1x_(INPUT_PER_VERTEX_DATA), 0},
+ {"Color", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(Vertex, C), D3D1x_(INPUT_PER_VERTEX_DATA), 0},
+ {"TexCoord", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(Vertex, U), D3D1x_(INPUT_PER_VERTEX_DATA), 0},
+ {"TexCoord", 1, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(Vertex, U2), D3D1x_(INPUT_PER_VERTEX_DATA), 0},
+ {"Normal", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, offsetof(Vertex, Norm), D3D1x_(INPUT_PER_VERTEX_DATA), 0},
+};
+
+
+static const char* StdVertexShaderSrc =
+ "float4x4 Proj;\n"
+ "float4x4 View;\n"
+ "struct Varyings\n"
+ "{\n"
+ " float4 Position : SV_Position;\n"
+ " float4 Color : COLOR0;\n"
+ " float2 TexCoord : TEXCOORD0;\n"
+ " float2 TexCoord1 : TEXCOORD1;\n"
+ " float3 Normal : NORMAL;\n"
+ " float3 VPos : TEXCOORD4;\n"
+ "};\n"
+ "void main(in float4 Position : POSITION, in float4 Color : COLOR0, in float2 TexCoord : TEXCOORD0, in float2 TexCoord1 : TEXCOORD1, in float3 Normal : NORMAL,\n"
+ " out Varyings ov)\n"
+ "{\n"
+ " ov.Position = mul(Proj, mul(View, Position));\n"
+ " ov.Normal = mul(View, Normal);\n"
+ " ov.VPos = mul(View, Position);\n"
+ " ov.TexCoord = TexCoord;\n"
+ " ov.TexCoord1 = TexCoord1;\n"
+ " ov.Color = Color;\n"
+ "}\n";
+
+static const char* DirectVertexShaderSrc =
+ "float4x4 View : register(c4);\n"
+ "void main(in float4 Position : POSITION, in float4 Color : COLOR0, in float2 TexCoord : TEXCOORD0, in float2 TexCoord1 : TEXCOORD1, in float3 Normal : NORMAL,\n"
+ " out float4 oPosition : SV_Position, out float4 oColor : COLOR, out float2 oTexCoord : TEXCOORD0, out float2 oTexCoord1 : TEXCOORD1, out float3 oNormal : NORMAL)\n"
+ "{\n"
+ " oPosition = mul(View, Position);\n"
+ " oTexCoord = TexCoord;\n"
+ " oTexCoord1 = TexCoord1;\n"
+ " oColor = Color;\n"
+ " oNormal = mul(View, Normal);\n"
+ "}\n";
+
+static const char* SolidPixelShaderSrc =
+ "float4 Color;\n"
+ "struct Varyings\n"
+ "{\n"
+ " float4 Position : SV_Position;\n"
+ " float4 Color : COLOR0;\n"
+ " float2 TexCoord : TEXCOORD0;\n"
+ "};\n"
+ "float4 main(in Varyings ov) : SV_Target\n"
+ "{\n"
+ " return Color;\n"
+ "}\n";
+
+static const char* GouraudPixelShaderSrc =
+ "struct Varyings\n"
+ "{\n"
+ " float4 Position : SV_Position;\n"
+ " float4 Color : COLOR0;\n"
+ " float2 TexCoord : TEXCOORD0;\n"
+ "};\n"
+ "float4 main(in Varyings ov) : SV_Target\n"
+ "{\n"
+ " return ov.Color;\n"
+ "}\n";
+
+static const char* TexturePixelShaderSrc =
+ "Texture2D Texture : register(t0);\n"
+ "SamplerState Linear : register(s0);\n"
+ "struct Varyings\n"
+ "{\n"
+ " float4 Position : SV_Position;\n"
+ " float4 Color : COLOR0;\n"
+ " float2 TexCoord : TEXCOORD0;\n"
+ "};\n"
+ "float4 main(in Varyings ov) : SV_Target\n"
+ "{\n"
+ " float4 color2 = ov.Color * Texture.Sample(Linear, ov.TexCoord);\n"
+ " if (color2.a <= 0.4)\n"
+ " discard;\n"
+ " return color2;\n"
+ "}\n";
+
+static const char* MultiTexturePixelShaderSrc =
+ "Texture2D Texture[2] : register(t0);\n"
+ "SamplerState Linear : register(s0);\n"
+ "struct Varyings\n"
+ "{\n"
+ " float4 Position : SV_Position;\n"
+ " float4 Color : COLOR0;\n"
+ " float2 TexCoord : TEXCOORD0;\n"
+ " float2 TexCoord1 : TEXCOORD1;\n"
+ "};\n"
+ "float4 main(in Varyings ov) : SV_Target\n"
+ "{\n"
+ "float4 color1;\n"
+ "float4 color2;\n"
+ " color1 = Texture[0].Sample(Linear, ov.TexCoord);\n"
+ " color2 = Texture[1].Sample(Linear, ov.TexCoord1);\n"
+ " color2.rgb = color2.rgb * lerp(1.2, 1.9, saturate(length(color2.rgb)));\n"
+ " color2 = color1 * color2;\n"
+ " if (color2.a <= 0.4)\n"
+ " discard;\n"
+ " return color2;\n"
+ "}\n";
+
+#define LIGHTING_COMMON \
+ "cbuffer Lighting : register(b1)\n" \
+ "{\n" \
+ " float3 Ambient;\n" \
+ " float3 LightPos[8];\n" \
+ " float4 LightColor[8];\n" \
+ " float LightCount;\n" \
+ "};\n" \
+ "struct Varyings\n" \
+ "{\n" \
+ " float4 Position : SV_Position;\n" \
+ " float4 Color : COLOR0;\n" \
+ " float2 TexCoord : TEXCOORD0;\n" \
+ " float3 Normal : NORMAL;\n" \
+ " float3 VPos : TEXCOORD4;\n" \
+ "};\n" \
+ "float4 DoLight(Varyings v)\n" \
+ "{\n" \
+ " float3 norm = normalize(v.Normal);\n" \
+ " float3 light = Ambient;\n" \
+ " for (uint i = 0; i < LightCount; i++)\n"\
+ " {\n" \
+ " float3 ltp = (LightPos[i] - v.VPos);\n" \
+ " float ldist = dot(ltp,ltp);\n" \
+ " ltp = normalize(ltp);\n" \
+ " light += saturate(LightColor[i] * v.Color.rgb * dot(norm, ltp) / sqrt(ldist));\n"\
+ " }\n" \
+ " return float4(light, v.Color.a);\n" \
+ "}\n"
+
+static const char* LitSolidPixelShaderSrc =
+ LIGHTING_COMMON
+ "float4 main(in Varyings ov) : SV_Target\n"
+ "{\n"
+ " return DoLight(ov) * ov.Color;\n"
+ "}\n";
+
+static const char* LitTexturePixelShaderSrc =
+ "Texture2D Texture : register(t0);\n"
+ "SamplerState Linear : register(s0);\n"
+ LIGHTING_COMMON
+ "float4 main(in Varyings ov) : SV_Target\n"
+ "{\n"
+ " return DoLight(ov) * Texture.Sample(Linear, ov.TexCoord);\n"
+ "}\n";
+
+static const char* AlphaTexturePixelShaderSrc =
+ "Texture2D Texture : register(t0);\n"
+ "SamplerState Linear : register(s0);\n"
+ "struct Varyings\n"
+ "{\n"
+ " float4 Position : SV_Position;\n"
+ " float4 Color : COLOR0;\n"
+ " float2 TexCoord : TEXCOORD0;\n"
+ "};\n"
+ "float4 main(in Varyings ov) : SV_Target\n"
+ "{\n"
+ " return ov.Color * float4(1,1,1,Texture.Sample(Linear, ov.TexCoord).r);\n"
+ "}\n";
+
+
+// ***** PostProcess Shader
+
+static const char* PostProcessVertexShaderSrc =
+ "float4x4 View : register(c4);\n"
+ "float4x4 Texm : register(c8);\n"
+ "void main(in float4 Position : POSITION, in float4 Color : COLOR0, in float2 TexCoord : TEXCOORD0, in float2 TexCoord1 : TEXCOORD1,\n"
+ " out float4 oPosition : SV_Position, out float4 oColor : COLOR, out float2 oTexCoord : TEXCOORD0)\n"
+ "{\n"
+ " oPosition = mul(View, Position);\n"
+ " oTexCoord = mul(Texm, float4(TexCoord,0,1));\n"
+ " oColor = Color;\n"
+ "}\n";
+
+// Shader with just lens distortion correction.
+static const char* PostProcessPixelShaderSrc =
+ "Texture2D Texture : register(t0);\n"
+ "SamplerState Linear : register(s0);\n"
+ "float2 LensCenter;\n"
+ "float2 ScreenCenter;\n"
+ "float2 Scale;\n"
+ "float2 ScaleIn;\n"
+ "float4 HmdWarpParam;\n"
+ "\n"
+
+ // Scales input texture coordinates for distortion.
+ // ScaleIn maps texture coordinates to Scales to ([-1, 1]), although top/bottom will be
+ // larger due to aspect ratio.
+ "float2 HmdWarp(float2 in01)\n"
+ "{\n"
+ " float2 theta = (in01 - LensCenter) * ScaleIn;\n" // Scales to [-1, 1]
+ " float rSq = theta.x * theta.x + theta.y * theta.y;\n"
+ " float2 theta1 = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq + "
+ " HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq);\n"
+ " return LensCenter + Scale * theta1;\n"
+ "}\n"
+
+ "float4 main(in float4 oPosition : SV_Position, in float4 oColor : COLOR,\n"
+ " in float2 oTexCoord : TEXCOORD0) : SV_Target\n"
+ "{\n"
+ " float2 tc = HmdWarp(oTexCoord);\n"
+ " if (any(clamp(tc, ScreenCenter-float2(0.25,0.5), ScreenCenter+float2(0.25, 0.5)) - tc))\n"
+ " return 0;\n"
+ " return Texture.Sample(Linear, tc);\n"
+ "}\n";
+
+// Shader with lens distortion and chromatic aberration correction.
+static const char* PostProcessPixelShaderWithChromAbSrc =
+ "Texture2D Texture : register(t0);\n"
+ "SamplerState Linear : register(s0);\n"
+ "float2 LensCenter;\n"
+ "float2 ScreenCenter;\n"
+ "float2 Scale;\n"
+ "float2 ScaleIn;\n"
+ "float4 HmdWarpParam;\n"
+ "float4 ChromAbParam;\n"
+ "\n"
+
+ // Scales input texture coordinates for distortion.
+ // ScaleIn maps texture coordinates to Scales to ([-1, 1]), although top/bottom will be
+ // larger due to aspect ratio.
+ "float4 main(in float4 oPosition : SV_Position, in float4 oColor : COLOR,\n"
+ " in float2 oTexCoord : TEXCOORD0) : SV_Target\n"
+ "{\n"
+ " float2 theta = (oTexCoord - LensCenter) * ScaleIn;\n" // Scales to [-1, 1]
+ " float rSq = theta.x * theta.x + theta.y * theta.y;\n"
+ " float2 theta1 = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq + "
+ " HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq);\n"
+ " \n"
+ " // Detect whether blue texture coordinates are out of range since these will scaled out the furthest.\n"
+ " float2 thetaBlue = theta1 * (ChromAbParam.z + ChromAbParam.w * rSq);\n"
+ " float2 tcBlue = LensCenter + Scale * thetaBlue;\n"
+ " if (any(clamp(tcBlue, ScreenCenter-float2(0.25,0.5), ScreenCenter+float2(0.25, 0.5)) - tcBlue))\n"
+ " return 0;\n"
+ " \n"
+ " // Now do blue texture lookup.\n"
+ " float blue = Texture.Sample(Linear, tcBlue).b;\n"
+ " \n"
+ " // Do green lookup (no scaling).\n"
+ " float2 tcGreen = LensCenter + Scale * theta1;\n"
+ " float4 greenColor = Texture.Sample(Linear, tcGreen);\n"
+ " float green = greenColor.g;\n"
+ " float alpha = greenColor.a;\n"
+ " \n"
+ " // Do red scale and lookup.\n"
+ " float2 thetaRed = theta1 * (ChromAbParam.x + ChromAbParam.y * rSq);\n"
+ " float2 tcRed = LensCenter + Scale * thetaRed;\n"
+ " float red = Texture.Sample(Linear, tcRed).r;\n"
+ " \n"
+ " return float4(red, green, blue, alpha);\n"
+ "}\n";
+
+
+static const char* VShaderSrcs[VShader_Count] =
+{
+ DirectVertexShaderSrc,
+ StdVertexShaderSrc,
+ PostProcessVertexShaderSrc
+};
+static const char* FShaderSrcs[FShader_Count] =
+{
+ SolidPixelShaderSrc,
+ GouraudPixelShaderSrc,
+ TexturePixelShaderSrc,
+ AlphaTexturePixelShaderSrc,
+ PostProcessPixelShaderSrc,
+ PostProcessPixelShaderWithChromAbSrc,
+ LitSolidPixelShaderSrc,
+ LitTexturePixelShaderSrc,
+ MultiTexturePixelShaderSrc
+};
+
+RenderDevice::RenderDevice(const RendererParams& p, HWND window)
+{
+ RECT rc;
+ GetClientRect(window, &rc);
+ UINT width = rc.right - rc.left;
+ UINT height = rc.bottom - rc.top;
+ WindowWidth = width;
+ WindowHeight = height;
+ Window = window;
+
+ Params = p;
+ HRESULT hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)(&DXGIFactory.GetRawRef()));
+ if (FAILED(hr))
+ return;
+
+ // Find the adapter & output (monitor) to use for fullscreen, based on the reported name of the HMD's monitor.
+ if (Params.Display.MonitorName.GetLength() > 0)
+ {
+ for(UINT AdapterIndex = 0; ; AdapterIndex++)
+ {
+ HRESULT hr = DXGIFactory->EnumAdapters(AdapterIndex, &Adapter.GetRawRef());
+ if (hr == DXGI_ERROR_NOT_FOUND)
+ break;
+
+ DXGI_ADAPTER_DESC Desc;
+ Adapter->GetDesc(&Desc);
+
+ UpdateMonitorOutputs();
+
+ if (FullscreenOutput)
+ break;
+ }
+
+ if (!FullscreenOutput)
+ Adapter = NULL;
+ }
+
+ if (!Adapter)
+ {
+ DXGIFactory->EnumAdapters(0, &Adapter.GetRawRef());
+ UpdateMonitorOutputs();
+ }
+
+ int flags = 0;
+
+#if (OVR_D3D_VERSION == 10)
+ hr = D3D10CreateDevice(Adapter, D3D10_DRIVER_TYPE_HARDWARE, NULL, flags, D3D1x_(SDK_VERSION),
+ &Device.GetRawRef());
+ Context = Device;
+ Context->AddRef();
+#else //11
+ hr = D3D11CreateDevice(Adapter, Adapter ? D3D_DRIVER_TYPE_UNKNOWN : D3D_DRIVER_TYPE_HARDWARE,
+ NULL, flags, NULL, 0, D3D1x_(SDK_VERSION),
+ &Device.GetRawRef(), NULL, &Context.GetRawRef());
+#endif
+ if (FAILED(hr))
+ return;
+
+ if (!RecreateSwapChain())
+ return;
+
+ if (Params.Fullscreen)
+ SwapChain->SetFullscreenState(1, FullscreenOutput);
+
+ CurRenderTarget = NULL;
+ for(int i = 0; i < Shader_Count; i++)
+ {
+ UniformBuffers[i] = *CreateBuffer();
+ MaxTextureSet[i] = 0;
+ }
+
+ ID3D10Blob* vsData = CompileShader("vs_4_0", DirectVertexShaderSrc);
+ VertexShaders[VShader_MV] = *new VertexShader(this, vsData);
+ for(int i = 1; i < VShader_Count; i++)
+ {
+ VertexShaders[i] = *new VertexShader(this, CompileShader("vs_4_0", VShaderSrcs[i]));
+ }
+
+ for(int i = 0; i < FShader_Count; i++)
+ {
+ PixelShaders[i] = *new PixelShader(this, CompileShader("ps_4_0", FShaderSrcs[i]));
+ }
+
+ SPInt bufferSize = vsData->GetBufferSize();
+ const void* buffer = vsData->GetBufferPointer();
+ ID3D1xInputLayout** objRef = &ModelVertexIL.GetRawRef();
+
+ HRESULT validate = Device->CreateInputLayout(ModelVertexDesc, 5, buffer, bufferSize, objRef);
+ OVR_UNUSED(validate);
+
+ Ptr<ShaderSet> gouraudShaders = *new ShaderSet();
+ gouraudShaders->SetShader(VertexShaders[VShader_MVP]);
+ gouraudShaders->SetShader(PixelShaders[FShader_Gouraud]);
+ DefaultFill = *new ShaderFill(gouraudShaders);
+
+#if (OVR_D3D_VERSION == 10)
+ D3D1x_(BLEND_DESC) bm;
+ memset(&bm, 0, sizeof(bm));
+ bm.BlendEnable[0] = true;
+ bm.BlendOp = bm.BlendOpAlpha = D3D1x_(BLEND_OP_ADD);
+ bm.SrcBlend = bm.SrcBlendAlpha = D3D1x_(BLEND_SRC_ALPHA);
+ bm.DestBlend = bm.DestBlendAlpha = D3D1x_(BLEND_INV_SRC_ALPHA);
+ bm.RenderTargetWriteMask[0] = D3D1x_(COLOR_WRITE_ENABLE_ALL);
+ Device->CreateBlendState(&bm, &BlendState.GetRawRef());
+#else
+ D3D1x_(BLEND_DESC) bm;
+ memset(&bm, 0, sizeof(bm));
+ bm.RenderTarget[0].BlendEnable = true;
+ bm.RenderTarget[0].BlendOp = bm.RenderTarget[0].BlendOpAlpha = D3D1x_(BLEND_OP_ADD);
+ bm.RenderTarget[0].SrcBlend = bm.RenderTarget[0].SrcBlendAlpha = D3D1x_(BLEND_SRC_ALPHA);
+ bm.RenderTarget[0].DestBlend = bm.RenderTarget[0].DestBlendAlpha = D3D1x_(BLEND_INV_SRC_ALPHA);
+ bm.RenderTarget[0].RenderTargetWriteMask = D3D1x_(COLOR_WRITE_ENABLE_ALL);
+ Device->CreateBlendState(&bm, &BlendState.GetRawRef());
+#endif
+
+ D3D1x_(RASTERIZER_DESC) rs;
+ memset(&rs, 0, sizeof(rs));
+ rs.AntialiasedLineEnable = true;
+ rs.CullMode = D3D1x_(CULL_BACK);
+ // rs.CullMode = D3D1x_(CULL_NONE);
+ rs.DepthClipEnable = true;
+ rs.FillMode = D3D1x_(FILL_SOLID);
+ Device->CreateRasterizerState(&rs, &Rasterizer.GetRawRef());
+
+ QuadVertexBuffer = *CreateBuffer();
+ const Render::Vertex QuadVertices[] =
+ { Vertex(Vector3f(0, 1, 0)), Vertex(Vector3f(1, 1, 0)),
+ Vertex(Vector3f(0, 0, 0)), Vertex(Vector3f(1, 0, 0)) };
+ QuadVertexBuffer->Data(Buffer_Vertex, QuadVertices, sizeof(QuadVertices));
+
+ SetDepthMode(0, 0);
+}
+
+RenderDevice::~RenderDevice()
+{
+ if (SwapChain && Params.Fullscreen)
+ {
+ SwapChain->SetFullscreenState(false, NULL);
+ }
+}
+
+
+// Implement static initializer function to create this class.
+Render::RenderDevice* RenderDevice::CreateDevice(const RendererParams& rp, void* oswnd)
+{
+ return new RenderDevice(rp, (HWND)oswnd);
+}
+
+
+// Fallback monitor enumeration in case newly plugged in monitor wasn't detected.
+// Added originally for the FactoryTest app.
+// New Outputs don't seem to be detected unless adapter is re-created, but that would also
+// require us to re-initialize D3D10 (recreating objects, etc). This bypasses that for "fake"
+// fullscreen modes.
+BOOL CALLBACK MonitorEnumFunc(HMONITOR hMonitor, HDC, LPRECT, LPARAM dwData)
+{
+ RenderDevice* renderer = (RenderDevice*)dwData;
+
+ MONITORINFOEX monitor;
+ monitor.cbSize = sizeof(monitor);
+
+ if (::GetMonitorInfo(hMonitor, &monitor) && monitor.szDevice[0])
+ {
+ DISPLAY_DEVICE dispDev;
+ memset(&dispDev, 0, sizeof(dispDev));
+ dispDev.cb = sizeof(dispDev);
+
+ if (::EnumDisplayDevices(monitor.szDevice, 0, &dispDev, 0))
+ {
+ if (strstr(String(dispDev.DeviceName).ToCStr(), renderer->GetParams().Display.MonitorName.ToCStr()))
+ {
+ renderer->FSDesktopX = monitor.rcMonitor.left;
+ renderer->FSDesktopY = monitor.rcMonitor.top;
+ return FALSE;
+ }
+ }
+ }
+
+ return TRUE;
+}
+
+
+void RenderDevice::UpdateMonitorOutputs(bool needRecreate)
+{
+ HRESULT hr;
+
+ if (needRecreate)
+ {
+ // need to recreate DXGIFactory and Adapter in order
+ // to get latest info about monitors.
+ if (SwapChain)
+ {
+ SwapChain->SetFullscreenState(FALSE, NULL);
+ SwapChain->Release();
+ SwapChain = NULL;
+ }
+
+ DXGIFactory = NULL;
+ Adapter = NULL;
+ hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)(&DXGIFactory.GetRawRef()));
+ if (FAILED(hr))
+ return;
+ DXGIFactory->EnumAdapters(0, &Adapter.GetRawRef());
+ }
+
+ bool deviceNameFound = false;
+
+ for(UINT OutputIndex = 0; ; OutputIndex++)
+ {
+ Ptr<IDXGIOutput> Output;
+ hr = Adapter->EnumOutputs(OutputIndex, &Output.GetRawRef());
+ if (hr == DXGI_ERROR_NOT_FOUND)
+ {
+ break;
+ }
+
+ DXGI_OUTPUT_DESC OutDesc;
+ Output->GetDesc(&OutDesc);
+
+ MONITORINFOEX monitor;
+ monitor.cbSize = sizeof(monitor);
+ if (::GetMonitorInfo(OutDesc.Monitor, &monitor) && monitor.szDevice[0])
+ {
+ DISPLAY_DEVICE dispDev;
+ memset(&dispDev, 0, sizeof(dispDev));
+ dispDev.cb = sizeof(dispDev);
+
+ if (::EnumDisplayDevices(monitor.szDevice, 0, &dispDev, 0))
+ {
+ if (strstr(String(dispDev.DeviceName).ToCStr(), Params.Display.MonitorName.ToCStr()))
+ {
+ deviceNameFound = true;
+ FullscreenOutput = Output;
+ FSDesktopX = monitor.rcMonitor.left;
+ FSDesktopY = monitor.rcMonitor.top;
+ break;
+ }
+ }
+ }
+ }
+
+ if (!deviceNameFound && !Params.Display.MonitorName.IsEmpty())
+ {
+ EnumDisplayMonitors(0, 0, MonitorEnumFunc, (LPARAM)this);
+ }
+}
+
+bool RenderDevice::RecreateSwapChain()
+{
+ DXGI_SWAP_CHAIN_DESC scDesc;
+ memset(&scDesc, 0, sizeof(scDesc));
+ scDesc.BufferCount = 1;
+ scDesc.BufferDesc.Width = WindowWidth;
+ scDesc.BufferDesc.Height = WindowHeight;
+ scDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ scDesc.BufferDesc.RefreshRate.Numerator = 60;
+ scDesc.BufferDesc.RefreshRate.Denominator = 1;
+ scDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ scDesc.OutputWindow = Window;
+ scDesc.SampleDesc.Count = Params.Multisample;
+ scDesc.SampleDesc.Quality = 0;
+ scDesc.Windowed = Params.Fullscreen != Display_Fullscreen;
+ scDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
+
+ if (SwapChain)
+ {
+ SwapChain->SetFullscreenState(FALSE, NULL);
+ SwapChain->Release();
+ SwapChain = NULL;
+ }
+
+ Ptr<IDXGISwapChain> newSC;
+ if (FAILED(DXGIFactory->CreateSwapChain(Device, &scDesc, &newSC.GetRawRef())))
+ return false;
+ SwapChain = newSC;
+
+ BackBuffer = NULL;
+ BackBufferRT = NULL;
+ HRESULT hr = SwapChain->GetBuffer(0, __uuidof(ID3D1xTexture2D), (void**)&BackBuffer.GetRawRef());
+ if (FAILED(hr))
+ return false;
+
+ hr = Device->CreateRenderTargetView(BackBuffer, NULL, &BackBufferRT.GetRawRef());
+ if (FAILED(hr))
+ return false;
+
+ Texture* depthBuffer = GetDepthBuffer(WindowWidth, WindowHeight, Params.Multisample);
+ CurDepthBuffer = depthBuffer;
+ if (CurRenderTarget == NULL)
+ {
+ Context->OMSetRenderTargets(1, &BackBufferRT.GetRawRef(), depthBuffer->TexDsv);
+ }
+ return true;
+}
+
+bool RenderDevice::SetParams(const RendererParams& newParams)
+{
+ String oldMonitor = Params.Display.MonitorName;
+
+ Params = newParams;
+ if (newParams.Display.MonitorName != oldMonitor)
+ {
+ UpdateMonitorOutputs(true);
+ }
+
+ // Cause this to be recreated with the new multisample mode.
+ pSceneColorTex = NULL;
+ return RecreateSwapChain();
+}
+
+void RenderDevice::SetWindowSize(int w, int h)
+{
+ if (w == WindowWidth && h == WindowHeight)
+ return;
+
+ WindowWidth = w;
+ WindowHeight = h;
+ Context->OMSetRenderTargets(0, NULL, NULL);
+ BackBuffer = NULL;
+ BackBufferRT = NULL;
+ if (SwapChain)
+ {
+ SwapChain->ResizeBuffers(2, WindowWidth, WindowHeight, DXGI_FORMAT_R8G8B8A8_UNORM, 0);
+ SwapChain->GetBuffer(0, __uuidof(ID3D1xTexture2D), (void**)&BackBuffer.GetRawRef());
+ }
+ Device->CreateRenderTargetView(BackBuffer, NULL, &BackBufferRT.GetRawRef());
+}
+
+bool RenderDevice::SetFullscreen(DisplayMode fullscreen)
+{
+ if (fullscreen == Params.Fullscreen)
+ {
+ return true;
+ }
+
+ if (Params.Fullscreen == Display_FakeFullscreen)
+ {
+ SetWindowLong(Window, GWL_STYLE, WS_OVERLAPPEDWINDOW | WS_VISIBLE | WS_CLIPSIBLINGS);
+ SetWindowPos(Window, NULL, PreFullscreenX, PreFullscreenY,
+ PreFullscreenW, PreFullscreenH, SWP_NOZORDER | SWP_NOACTIVATE | SWP_FRAMECHANGED);
+ }
+
+ if (fullscreen == Display_FakeFullscreen)
+ {
+ // Get WINDOWPLACEMENT before changing style to get OVERLAPPED coordinates,
+ // which we will restore.
+ WINDOWPLACEMENT wp;
+ wp.length = sizeof(wp);
+ GetWindowPlacement(Window, &wp);
+ PreFullscreenW = wp.rcNormalPosition.right - wp.rcNormalPosition.left;
+ PreFullscreenH = wp.rcNormalPosition.bottom - wp.rcNormalPosition.top;
+ PreFullscreenX = wp.rcNormalPosition.left;
+ PreFullscreenY = wp.rcNormalPosition.top;
+ // Warning: SetWindowLong sends message computed based on old size (incorrect).
+ // A proper work-around would be to mask that message out during window frame change in Platform.
+ SetWindowLong(Window, GWL_STYLE, WS_OVERLAPPED | WS_VISIBLE | WS_CLIPSIBLINGS);
+ SetWindowPos(Window, NULL, FSDesktopX, FSDesktopY, 0, 0, SWP_NOSIZE | SWP_NOACTIVATE | SWP_FRAMECHANGED);
+
+ // Relocate cursor into the window to avoid losing focus on first click.
+ POINT oldCursor;
+ if (GetCursorPos(&oldCursor) &&
+ ((oldCursor.x < FSDesktopX) || (oldCursor.x > (FSDesktopX + PreFullscreenW)) ||
+ (oldCursor.y < FSDesktopY) || (oldCursor.x > (FSDesktopY + PreFullscreenH))))
+ {
+ // TBD: FullScreen window logic should really be in platform; it causes world rotation
+ // in relative mouse mode.
+ ::SetCursorPos(FSDesktopX, FSDesktopY);
+ }
+ }
+ else
+ {
+ HRESULT hr = SwapChain->SetFullscreenState(fullscreen, fullscreen ? FullscreenOutput : NULL);
+ if (FAILED(hr))
+ {
+ return false;
+ }
+ }
+
+ Params.Fullscreen = fullscreen;
+ return true;
+}
+
+void RenderDevice::SetMultipleViewports(int n, const Viewport* vps)
+{
+ if (n > 2)
+ {
+ n = 2;
+ }
+ for(int i = 0; i < n; i++)
+ {
+#if (OVR_D3D_VERSION == 10)
+ Viewports[i].Width = vps[i].w;
+ Viewports[i].Height = vps[i].h;
+ Viewports[i].MinDepth = 0;
+ Viewports[i].MaxDepth = 1;
+ Viewports[i].TopLeftX = vps[i].x;
+ Viewports[i].TopLeftY = vps[i].y;
+#else
+ Viewports[i].Width = (float)vps[i].w;
+ Viewports[i].Height = (float)vps[i].h;
+ Viewports[i].MinDepth = 0;
+ Viewports[i].MaxDepth = 1;
+ Viewports[i].TopLeftX = (float)vps[i].x;
+ Viewports[i].TopLeftY = (float)vps[i].y;
+#endif
+ }
+ NumViewports = n;
+ Context->RSSetViewports(n, Viewports);
+}
+
+static int GetDepthStateIndex(bool enable, bool write, RenderDevice::CompareFunc func)
+{
+ if (!enable)
+ {
+ return 0;
+ }
+ return 1 + int(func) * 2 + write;
+}
+
+void RenderDevice::SetDepthMode(bool enable, bool write, CompareFunc func)
+{
+ int index = GetDepthStateIndex(enable, write, func);
+ if (DepthStates[index])
+ {
+ CurDepthState = DepthStates[index];
+ Context->OMSetDepthStencilState(DepthStates[index], 0);
+ return;
+ }
+
+ D3D1x_(DEPTH_STENCIL_DESC) dss;
+ memset(&dss, 0, sizeof(dss));
+ dss.DepthEnable = enable;
+ switch(func)
+ {
+ case Compare_Always: dss.DepthFunc = D3D1x_(COMPARISON_ALWAYS); break;
+ case Compare_Less: dss.DepthFunc = D3D1x_(COMPARISON_LESS); break;
+ case Compare_Greater: dss.DepthFunc = D3D1x_(COMPARISON_GREATER); break;
+ default:
+ assert(0);
+ }
+ dss.DepthWriteMask = write ? D3D1x_(DEPTH_WRITE_MASK_ALL) : D3D1x_(DEPTH_WRITE_MASK_ZERO);
+ Device->CreateDepthStencilState(&dss, &DepthStates[index].GetRawRef());
+ Context->OMSetDepthStencilState(DepthStates[index], 0);
+ CurDepthState = DepthStates[index];
+}
+
+Texture* RenderDevice::GetDepthBuffer(int w, int h, int ms)
+{
+ for(unsigned i = 0; i < DepthBuffers.GetSize(); i++)
+ {
+ if (w == DepthBuffers[i]->Width && h == DepthBuffers[i]->Height &&
+ ms == DepthBuffers[i]->Samples)
+ return DepthBuffers[i];
+ }
+
+ Ptr<Texture> newDepth = *CreateTexture(Texture_Depth | Texture_RenderTarget | ms, w, h, NULL);
+ if (newDepth == NULL)
+ {
+ OVR_DEBUG_LOG(("Failed to get depth buffer."));
+ return NULL;
+ }
+
+ DepthBuffers.PushBack(newDepth);
+ return newDepth.GetPtr();
+}
+
+void RenderDevice::Clear(float r, float g, float b, float a, float depth)
+{
+ const float color[] = {r, g, b, a};
+
+ // save state that is affected by clearing this way
+ ID3D1xDepthStencilState* oldDepthState = CurDepthState;
+ StandardUniformData clearUniforms;
+
+ SetDepthMode(true, true, Compare_Always);
+
+ Context->IASetInputLayout(ModelVertexIL);
+#if (OVR_D3D_VERSION == 10)
+ Context->GSSetShader(NULL);
+#else
+ Context->GSSetShader(NULL, NULL, 0);
+#endif
+ //Shader<Shader_Geometry,ID3D1xGeometryShader> NullGS(this,(ID3D1xGeometryShader*)NULL);
+ //NullGS.Set(Prim_TriangleStrip);
+
+ ID3D1xShaderResourceView* sv[8] = {0, 0, 0, 0, 0, 0, 0, 0};
+ if (MaxTextureSet[Shader_Fragment])
+ {
+ Context->PSSetShaderResources(0, MaxTextureSet[Shader_Fragment], sv);
+ }
+
+ ID3D1xBuffer* vertexBuffer = QuadVertexBuffer->GetBuffer();
+ UINT vertexStride = sizeof(Vertex);
+ UINT vertexOffset = 0;
+ Context->IASetVertexBuffers(0, 1, &vertexBuffer, &vertexStride, &vertexOffset);
+
+ clearUniforms.View = Matrix4f(2, 0, 0, 0,
+ 0, 2, 0, 0,
+ 0, 0, 0, 0,
+ -1, -1, depth, 1);
+ UniformBuffers[Shader_Vertex]->Data(Buffer_Uniform, &clearUniforms, sizeof(clearUniforms));
+
+ ID3D1xBuffer* vertexConstants = UniformBuffers[Shader_Vertex]->GetBuffer();
+ Context->VSSetConstantBuffers(0, 1, &vertexConstants);
+ Context->IASetPrimitiveTopology(D3D1x_(PRIMITIVE_TOPOLOGY_TRIANGLESTRIP));
+ VertexShaders[VShader_MV]->Set(Prim_TriangleStrip);
+ PixelShaders[FShader_Solid]->Set(Prim_TriangleStrip);
+
+ UniformBuffers[Shader_Pixel]->Data(Buffer_Uniform, color, sizeof(color));
+ PixelShaders[FShader_Solid]->SetUniformBuffer(UniformBuffers[Shader_Pixel]);
+
+ if (NumViewports > 1)
+ {
+ for(int i = 0; i < NumViewports; i++)
+ {
+ Context->RSSetViewports(1, &Viewports[i]);
+ Context->OMSetBlendState(NULL, NULL, 0xffffffff);
+ Context->Draw(4, 0);
+ }
+ Context->RSSetViewports(NumViewports, Viewports);
+ }
+ else
+ {
+ Context->OMSetBlendState(NULL, NULL, 0xffffffff);
+ Context->Draw(4, 0);
+ }
+
+ // reset
+ CurDepthState = oldDepthState;
+ Context->OMSetDepthStencilState(CurDepthState, 0);
+}
+
+// Buffers
+
+Buffer* RenderDevice::CreateBuffer()
+{
+ return new Buffer(this);
+}
+
+Buffer::~Buffer()
+{
+}
+
+bool Buffer::Data(int use, const void *buffer, size_t size)
+{
+ if (D3DBuffer && Size >= size)
+ {
+ if (Dynamic)
+ {
+ if (!buffer)
+ return true;
+
+ void* v = Map(0, size, Map_Discard);
+ if (v)
+ {
+ memcpy(v, buffer, size);
+ Unmap(v);
+ return true;
+ }
+ }
+ else
+ {
+ Ren->Context->UpdateSubresource(D3DBuffer, 0, NULL, buffer, 0, 0);
+ return true;
+ }
+ }
+ if (D3DBuffer)
+ {
+ D3DBuffer = NULL;
+ Size = 0;
+ Use = 0;
+ Dynamic = 0;
+ }
+
+ D3D1x_(BUFFER_DESC) desc;
+ memset(&desc, 0, sizeof(desc));
+ if (use & Buffer_ReadOnly)
+ {
+ desc.Usage = D3D1x_(USAGE_IMMUTABLE);
+ desc.CPUAccessFlags = 0;
+ }
+ else
+ {
+ desc.Usage = D3D1x_(USAGE_DYNAMIC);
+ desc.CPUAccessFlags = D3D1x_(CPU_ACCESS_WRITE);
+ Dynamic = 1;
+ }
+
+ switch(use & Buffer_TypeMask)
+ {
+ case Buffer_Vertex: desc.BindFlags = D3D1x_(BIND_VERTEX_BUFFER); break;
+ case Buffer_Index: desc.BindFlags = D3D1x_(BIND_INDEX_BUFFER); break;
+ case Buffer_Uniform:
+ desc.BindFlags = D3D1x_(BIND_CONSTANT_BUFFER);
+ size += ((size + 15) & ~15) - size;
+ break;
+ case Buffer_Feedback:
+ desc.BindFlags = D3D1x_(BIND_STREAM_OUTPUT);
+ desc.Usage = D3D1x_(USAGE_DEFAULT);
+ desc.CPUAccessFlags = 0;
+ size += ((size + 15) & ~15) - size;
+ break;
+ }
+
+ desc.ByteWidth = (unsigned)size;
+
+ D3D1x_(SUBRESOURCE_DATA) sr;
+ sr.pSysMem = buffer;
+ sr.SysMemPitch = 0;
+ sr.SysMemSlicePitch = 0;
+
+ HRESULT hr = Ren->Device->CreateBuffer(&desc, buffer ? &sr : NULL, &D3DBuffer.GetRawRef());
+ if (SUCCEEDED(hr))
+ {
+ Use = use;
+ Size = desc.ByteWidth;
+ return 1;
+ }
+ return 0;
+}
+
+void* Buffer::Map(size_t start, size_t size, int flags)
+{
+ OVR_UNUSED(size);
+
+ D3D1x_(MAP) mapFlags = D3D1x_(MAP_WRITE);
+ if (flags & Map_Discard)
+ mapFlags = D3D1x_(MAP_WRITE_DISCARD);
+ if (flags & Map_Unsynchronized)
+ mapFlags = D3D1x_(MAP_WRITE_NO_OVERWRITE);
+
+#if (OVR_D3D_VERSION == 10)
+ void* map;
+ if (SUCCEEDED(D3DBuffer->Map(mapFlags, 0, &map)))
+ return ((char*)map) + start;
+ else
+ return NULL;
+#else
+ D3D1x_(MAPPED_SUBRESOURCE) map;
+ if (SUCCEEDED(Ren->Context->Map(D3DBuffer, 0, mapFlags, 0, &map)))
+ return ((char*)map.pData) + start;
+ else
+ return NULL;
+#endif
+}
+
+bool Buffer::Unmap(void *m)
+{
+ OVR_UNUSED(m);
+
+#if (OVR_D3D_VERSION == 10)
+ D3DBuffer->Unmap();
+#else
+ Ren->Context->Unmap(D3DBuffer, 0);
+#endif
+ return true;
+}
+
+
+// Shaders
+
+#if (OVR_D3D_VERSION == 10)
+template<> bool Shader<Render::Shader_Vertex, ID3D10VertexShader>::Load(void* shader, size_t size)
+{
+ return SUCCEEDED(Ren->Device->CreateVertexShader(shader, size, &D3DShader));
+}
+template<> bool Shader<Render::Shader_Pixel, ID3D10PixelShader>::Load(void* shader, size_t size)
+{
+ return SUCCEEDED(Ren->Device->CreatePixelShader(shader, size, &D3DShader));
+}
+template<> bool Shader<Render::Shader_Geometry, ID3D10GeometryShader>::Load(void* shader, size_t size)
+{
+ return SUCCEEDED(Ren->Device->CreateGeometryShader(shader, size, &D3DShader));
+}
+
+template<> void Shader<Render::Shader_Vertex, ID3D10VertexShader>::Set(PrimitiveType) const
+{
+ Ren->Context->VSSetShader(D3DShader);
+}
+template<> void Shader<Render::Shader_Pixel, ID3D10PixelShader>::Set(PrimitiveType) const
+{
+ Ren->Context->PSSetShader(D3DShader);
+}
+template<> void Shader<Render::Shader_Geometry, ID3D10GeometryShader>::Set(PrimitiveType) const
+{
+ Ren->Context->GSSetShader(D3DShader);
+}
+
+#else // 11
+template<> bool Shader<Render::Shader_Vertex, ID3D11VertexShader>::Load(void* shader, size_t size)
+{
+ return SUCCEEDED(Ren->Device->CreateVertexShader(shader, size, NULL, &D3DShader));
+}
+template<> bool Shader<Render::Shader_Pixel, ID3D11PixelShader>::Load(void* shader, size_t size)
+{
+ return SUCCEEDED(Ren->Device->CreatePixelShader(shader, size, NULL, &D3DShader));
+}
+template<> bool Shader<Render::Shader_Geometry, ID3D11GeometryShader>::Load(void* shader, size_t size)
+{
+ return SUCCEEDED(Ren->Device->CreateGeometryShader(shader, size, NULL, &D3DShader));
+}
+
+template<> void Shader<Render::Shader_Vertex, ID3D11VertexShader>::Set(PrimitiveType) const
+{
+ Ren->Context->VSSetShader(D3DShader, NULL, 0);
+}
+template<> void Shader<Render::Shader_Pixel, ID3D11PixelShader>::Set(PrimitiveType) const
+{
+ Ren->Context->PSSetShader(D3DShader, NULL, 0);
+}
+template<> void Shader<Render::Shader_Geometry, ID3D11GeometryShader>::Set(PrimitiveType) const
+{
+ Ren->Context->GSSetShader(D3DShader, NULL, 0);
+}
+#endif
+
+template<> void Shader<Render::Shader_Vertex, ID3D1xVertexShader>::SetUniformBuffer(Render::Buffer* buffer, int i)
+{
+ Ren->Context->VSSetConstantBuffers(i, 1, &((Buffer*)buffer)->D3DBuffer.GetRawRef());
+}
+template<> void Shader<Render::Shader_Pixel, ID3D1xPixelShader>::SetUniformBuffer(Render::Buffer* buffer, int i)
+{
+ Ren->Context->PSSetConstantBuffers(i, 1, &((Buffer*)buffer)->D3DBuffer.GetRawRef());
+}
+template<> void Shader<Render::Shader_Geometry, ID3D1xGeometryShader>::SetUniformBuffer(Render::Buffer* buffer, int i)
+{
+ Ren->Context->GSSetConstantBuffers(i, 1, &((Buffer*)buffer)->D3DBuffer.GetRawRef());
+}
+
+ID3D10Blob* RenderDevice::CompileShader(const char* profile, const char* src, const char* mainName)
+{
+ ID3D10Blob* shader;
+ ID3D10Blob* errors;
+ HRESULT hr = D3DCompile(src, strlen(src), NULL, NULL, NULL, mainName, profile,
+ 0, 0, &shader, &errors);
+ if (FAILED(hr))
+ {
+ OVR_DEBUG_LOG(("Compiling D3D shader for %s failed\n%s\n\n%s",
+ profile, src, errors->GetBufferPointer()));
+ OutputDebugStringA((char*)errors->GetBufferPointer());
+ return NULL;
+ }
+ if (errors)
+ {
+ errors->Release();
+ }
+ return shader;
+}
+
+
+ShaderBase::ShaderBase(RenderDevice* r, ShaderStage stage)
+ : Render::Shader(stage), Ren(r), UniformData(0)
+{
+}
+ShaderBase::~ShaderBase()
+{
+ if (UniformData)
+ {
+ OVR_FREE(UniformData);
+ }
+}
+
+bool ShaderBase::SetUniform(const char* name, int n, const float* v)
+{
+ for(unsigned i = 0; i < UniformInfo.GetSize(); i++)
+ if (!strcmp(UniformInfo[i].Name.ToCStr(), name))
+ {
+ memcpy(UniformData + UniformInfo[i].Offset, v, n * sizeof(float));
+ return 1;
+ }
+ return 0;
+}
+
+void ShaderBase::InitUniforms(ID3D10Blob* s)
+{
+ ID3D10ShaderReflection* ref = NULL;
+ D3D10ReflectShader(s->GetBufferPointer(), s->GetBufferSize(), &ref);
+ ID3D10ShaderReflectionConstantBuffer* buf = ref->GetConstantBufferByIndex(0);
+ D3D10_SHADER_BUFFER_DESC bufd;
+ if (FAILED(buf->GetDesc(&bufd)))
+ {
+ UniformsSize = 0;
+ if (UniformData)
+ {
+ OVR_FREE(UniformData);
+ UniformData = 0;
+ }
+ return;
+ }
+
+ for(unsigned i = 0; i < bufd.Variables; i++)
+ {
+ ID3D10ShaderReflectionVariable* var = buf->GetVariableByIndex(i);
+ if (var)
+ {
+ D3D10_SHADER_VARIABLE_DESC vd;
+ if (SUCCEEDED(var->GetDesc(&vd)))
+ {
+ Uniform u;
+ u.Name = vd.Name;
+ u.Offset = vd.StartOffset;
+ u.Size = vd.Size;
+ UniformInfo.PushBack(u);
+ }
+ }
+ }
+
+ UniformsSize = bufd.Size;
+ UniformData = (unsigned char*)OVR_ALLOC(bufd.Size);
+}
+
+void ShaderBase::UpdateBuffer(Buffer* buf)
+{
+ if (UniformsSize)
+ {
+ buf->Data(Buffer_Uniform, UniformData, UniformsSize);
+ }
+}
+
+void RenderDevice::SetCommonUniformBuffer(int i, Render::Buffer* buffer)
+{
+ CommonUniforms[i] = (Buffer*)buffer;
+
+ Context->PSSetConstantBuffers(1, 1, &CommonUniforms[1]->D3DBuffer.GetRawRef());
+ Context->VSSetConstantBuffers(1, 1, &CommonUniforms[1]->D3DBuffer.GetRawRef());
+}
+
+Render::Shader *RenderDevice::LoadBuiltinShader(ShaderStage stage, int shader)
+{
+ switch(stage)
+ {
+ case Shader_Vertex:
+ return VertexShaders[shader];
+ case Shader_Pixel:
+ return PixelShaders[shader];
+ default:
+ return NULL;
+ }
+}
+
+ShaderBase* RenderDevice::CreateStereoShader(PrimitiveType prim, Render::Shader* vs)
+{
+ if (pStereoShaders[prim])
+ {
+ return pStereoShaders[prim];
+ }
+
+ OVR_UNUSED(vs);
+ const char* varyings =
+ " float4 Position : SV_Position;\n"
+ " float4 Color : COLOR0;\n"
+ " float2 TexCoord : TEXCOORD0;\n"
+ " float3 Normal : NORMAL;\n";
+ const char* copyVaryings =
+ " o.Color = iv[i].Color;\n"
+ " o.Normal = iv[i].Normal;\n"
+ " o.TexCoord = iv[i].TexCoord;\n";
+
+ StringBuffer src =
+ "float4x4 Proj[2] : register(c0);\n"
+ "float4 ViewOffset : register(c8);\n"
+ "struct Varyings\n"
+ "{\n";
+ src += varyings;
+ src += "};\n"
+ "struct OutVaryings\n"
+ "{\n";
+ src += varyings;
+ src +=
+ " float3 VPos : TEXCOORD4;\n"
+ " uint Viewport : SV_ViewportArrayIndex;\n"
+ "};\n";
+
+ if (prim == Prim_Lines)
+ src +=
+ "[maxvertexcount(4)]\n"
+ "void main(line Varyings iv[2], inout LineStream<OutVaryings> v)\n";
+ else
+ src +=
+ "[maxvertexcount(6)]\n"
+ "void main(triangle Varyings iv[3], inout TriangleStream<OutVaryings> v)\n";
+
+ char ivsize[6];
+ OVR_sprintf(ivsize, 6, "%d", (prim == Prim_Lines) ? 2 : 3);
+
+ src +=
+ "{\n"
+ " OutVaryings o;\n"
+ " for (uint i = 0; i < ";
+ src += ivsize;
+ src += "; i++)\n"
+ " {\n"
+ " o.Position = mul(Proj[0], iv[i].Position - ViewOffset);\n"
+ " o.VPos = iv[i].Position;\n"
+ " o.Viewport = 0;\n";
+ src += copyVaryings;
+ src +=
+ " v.Append(o);\n"
+ " }\n"
+ " v.RestartStrip();\n"
+ " for (uint i = 0; i < ";
+ src += ivsize;
+ src += "; i++)\n"
+ " {\n"
+ " o.Position = mul(Proj[1], iv[i].Position + ViewOffset);\n"
+ " o.VPos = iv[i].Position;\n"
+ " o.Viewport = 1;\n";
+ src += copyVaryings;
+ src +=
+ " v.Append(o);\n"
+ " }\n"
+ " v.RestartStrip();\n"
+ "}\n";
+
+ pStereoShaders[prim] = *new GeomShader(this, CompileShader("gs_4_0", src.ToCStr()));
+ return pStereoShaders[prim];
+}
+
+Fill* RenderDevice::CreateSimpleFill(int flags)
+{
+ OVR_UNUSED(flags);
+ return DefaultFill;
+}
+
+// Textures
+
+ID3D1xSamplerState* RenderDevice::GetSamplerState(int sm)
+{
+ if (SamplerStates[sm])
+ return SamplerStates[sm];
+
+ D3D1x_(SAMPLER_DESC) ss;
+ memset(&ss, 0, sizeof(ss));
+ if (sm & Sample_Clamp)
+ ss.AddressU = ss.AddressV = ss.AddressW = D3D1x_(TEXTURE_ADDRESS_CLAMP);
+ else if (sm & Sample_ClampBorder)
+ ss.AddressU = ss.AddressV = ss.AddressW = D3D1x_(TEXTURE_ADDRESS_BORDER);
+ else
+ ss.AddressU = ss.AddressV = ss.AddressW = D3D1x_(TEXTURE_ADDRESS_WRAP);
+
+ if (sm & Sample_Nearest)
+ {
+ ss.Filter = D3D1x_(FILTER_MIN_MAG_MIP_POINT);
+ }
+ else if (sm & Sample_Anisotropic)
+ {
+ ss.Filter = D3D1x_(FILTER_ANISOTROPIC);
+ ss.MaxAnisotropy = 8;
+ }
+ else
+ {
+ ss.Filter = D3D1x_(FILTER_MIN_MAG_MIP_LINEAR);
+ }
+ ss.MaxLOD = 15;
+ Device->CreateSamplerState(&ss, &SamplerStates[sm].GetRawRef());
+ return SamplerStates[sm];
+}
+
+Texture::Texture(RenderDevice* ren, int fmt, int w, int h) : Ren(ren), Tex(NULL), TexSv(NULL), TexRtv(NULL), TexDsv(NULL), Width(w), Height(h)
+{
+ OVR_UNUSED(fmt);
+ Sampler = Ren->GetSamplerState(0);
+}
+
+Texture::~Texture()
+{
+}
+
+void Texture::Set(int slot, Render::ShaderStage stage) const
+{
+ Ren->SetTexture(stage, slot, this);
+}
+
+void Texture::SetSampleMode(int sm)
+{
+ Sampler = Ren->GetSamplerState(sm);
+}
+
+void RenderDevice::SetTexture(Render::ShaderStage stage, int slot, const Texture* t)
+{
+ if (MaxTextureSet[stage] <= slot)
+ MaxTextureSet[stage] = slot + 1;
+
+ ID3D1xShaderResourceView* sv = t ? t->TexSv : NULL;
+ switch(stage)
+ {
+ case Shader_Fragment:
+ Context->PSSetShaderResources(slot, 1, &sv);
+ if (t)
+ {
+ Context->PSSetSamplers(slot, 1, &t->Sampler.GetRawRef());
+ }
+ break;
+
+ case Shader_Vertex:
+ Context->VSSetShaderResources(slot, 1, &sv);
+ break;
+ }
+}
+
+void RenderDevice::GenerateSubresourceData(
+ unsigned imageWidth, unsigned imageHeight, int format, unsigned imageDimUpperLimit,
+ const void* rawBytes, D3D1x_(SUBRESOURCE_DATA)* subresData,
+ unsigned& largestMipWidth, unsigned& largestMipHeight, unsigned& byteSize, unsigned& effectiveMipCount)
+{
+ largestMipWidth = 0;
+ largestMipHeight = 0;
+
+ unsigned sliceLen = 0;
+ unsigned rowLen = 0;
+ unsigned numRows = 0;
+ const byte* mipBytes = static_cast<const byte*>(rawBytes);
+
+ unsigned index = 0;
+ unsigned subresWidth = imageWidth;
+ unsigned subresHeight = imageHeight;
+ unsigned numMips = effectiveMipCount;
+
+ for(unsigned i = 0; i < numMips; i++)
+ {
+ unsigned bytesPerBlock = 0;
+ if (format == DXGI_FORMAT_BC1_UNORM)
+ {
+ bytesPerBlock = 8;
+ }
+ else if (format == DXGI_FORMAT_BC3_UNORM)
+ {
+ bytesPerBlock = 16;
+ }
+
+ unsigned blockWidth = 0;
+ blockWidth = (subresWidth + 3) / 4;
+ if (blockWidth < 1)
+ {
+ blockWidth = 1;
+ }
+
+ unsigned blockHeight = 0;
+ blockHeight = (subresHeight + 3) / 4;
+ if (blockHeight < 1)
+ {
+ blockHeight = 1;
+ }
+
+ rowLen = blockWidth * bytesPerBlock;
+ numRows = blockHeight;
+ sliceLen = rowLen * numRows;
+
+ if (imageDimUpperLimit == 0 || (effectiveMipCount == 1) ||
+ (subresWidth <= imageDimUpperLimit && subresHeight <= imageDimUpperLimit))
+ {
+ if(!largestMipWidth)
+ {
+ largestMipWidth = subresWidth;
+ largestMipHeight = subresHeight;
+ }
+
+ subresData[index].pSysMem = (const void*)mipBytes;
+ subresData[index].SysMemPitch = static_cast<UINT>(rowLen);
+ subresData[index].SysMemSlicePitch = static_cast<UINT>(sliceLen);
+ byteSize += sliceLen;
+ ++index;
+ }
+ else
+ {
+ effectiveMipCount--;
+ }
+
+ mipBytes += sliceLen;
+
+ subresWidth = subresWidth >> 1;
+ subresHeight = subresHeight >> 1;
+ if (subresWidth <= 0)
+ {
+ subresWidth = 1;
+ }
+ if (subresHeight <= 0)
+ {
+ subresHeight = 1;
+ }
+ }
+}
+
+#define _256Megabytes 268435456
+#define _512Megabytes 536870912
+
+Texture* RenderDevice::CreateTexture(int format, int width, int height, const void* data, int mipcount)
+{
+ UPInt gpuMemorySize = 0;
+ {
+ IDXGIDevice* pDXGIDevice;
+ Device->QueryInterface(__uuidof(IDXGIDevice), (void **)&pDXGIDevice);
+ IDXGIAdapter * pDXGIAdapter;
+ pDXGIDevice->GetAdapter(&pDXGIAdapter);
+ DXGI_ADAPTER_DESC adapterDesc;
+ pDXGIAdapter->GetDesc(&adapterDesc);
+ gpuMemorySize = adapterDesc.DedicatedVideoMemory;
+ pDXGIAdapter->Release();
+ pDXGIDevice->Release();
+ }
+
+ unsigned imageDimUpperLimit = 0;
+ if (gpuMemorySize <= _256Megabytes)
+ {
+ imageDimUpperLimit = 512;
+ }
+ else if (gpuMemorySize <= _512Megabytes)
+ {
+ imageDimUpperLimit = 1024;
+ }
+
+ if (format == Texture_DXT1 || format == Texture_DXT5)
+ {
+ int convertedFormat = (format == Texture_DXT1) ? DXGI_FORMAT_BC1_UNORM : DXGI_FORMAT_BC3_UNORM;
+ unsigned largestMipWidth = 0;
+ unsigned largestMipHeight = 0;
+ unsigned effectiveMipCount = mipcount;
+ unsigned textureSize = 0;
+
+#ifdef OVR_DEFINE_NEW
+#undef new
+#endif
+
+ D3D1x_(SUBRESOURCE_DATA)* subresData = (D3D1x_(SUBRESOURCE_DATA)*)
+ OVR_ALLOC(sizeof(D3D1x_(SUBRESOURCE_DATA)) * mipcount);
+ GenerateSubresourceData(width, height, convertedFormat, imageDimUpperLimit, data, subresData, largestMipWidth,
+ largestMipHeight, textureSize, effectiveMipCount);
+ TotalTextureMemoryUsage += textureSize;
+
+#ifdef OVR_DEFINE_NEW
+#define new OVR_DEFINE_NEW
+#endif
+
+ if (!Device || !subresData)
+ {
+ return NULL;
+ }
+ int samples = (Texture_RGBA & Texture_SamplesMask);
+ if (samples < 1)
+ {
+ samples = 1;
+ }
+
+ Texture* NewTex = new Texture(this, format, largestMipWidth, largestMipHeight);
+ NewTex->Samples = samples;
+
+ D3D1x_(TEXTURE2D_DESC) desc;
+ desc.Width = largestMipWidth;
+ desc.Height = largestMipHeight;
+ desc.MipLevels = effectiveMipCount;
+ desc.ArraySize = 1;
+ desc.Format = static_cast<DXGI_FORMAT>(convertedFormat);
+ desc.SampleDesc.Count = samples;
+ desc.SampleDesc.Quality = 0;
+ desc.Usage = D3D1x_(USAGE_DEFAULT);
+ desc.BindFlags = D3D1x_(BIND_SHADER_RESOURCE);
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = 0;
+
+ HRESULT hr = Device->CreateTexture2D(&desc, static_cast<D3D1x_(SUBRESOURCE_DATA)*>(subresData),
+ &NewTex->Tex.GetRawRef());
+ OVR_FREE(subresData);
+
+ if (SUCCEEDED(hr) && NewTex != 0)
+ {
+ D3D1x_(SHADER_RESOURCE_VIEW_DESC) SRVDesc;
+ memset(&SRVDesc, 0, sizeof(SRVDesc));
+ SRVDesc.Format = static_cast<DXGI_FORMAT>(format);
+ SRVDesc.ViewDimension = D3D_SRV_DIMENSION_TEXTURE2D;
+ SRVDesc.Texture2D.MipLevels = desc.MipLevels;
+
+ hr = Device->CreateShaderResourceView(NewTex->Tex, NULL, &NewTex->TexSv.GetRawRef());
+
+ if (FAILED(hr))
+ {
+ NewTex->Release();
+ return NULL;
+ }
+ return NewTex;
+ }
+
+ return NULL;
+ }
+ else
+ {
+ DXGI_FORMAT d3dformat;
+ int bpp;
+ switch(format & Texture_TypeMask)
+ {
+ case Texture_RGBA:
+ bpp = 4;
+ d3dformat = DXGI_FORMAT_R8G8B8A8_UNORM;
+ break;
+ case Texture_R:
+ bpp = 1;
+ d3dformat = DXGI_FORMAT_R8_UNORM;
+ break;
+ case Texture_Depth:
+ bpp = 0;
+ d3dformat = DXGI_FORMAT_D32_FLOAT;
+ break;
+ default:
+ return NULL;
+ }
+
+ int samples = (format & Texture_SamplesMask);
+ if (samples < 1)
+ {
+ samples = 1;
+ }
+
+ Texture* NewTex = new Texture(this, format, width, height);
+ NewTex->Samples = samples;
+
+ D3D1x_(TEXTURE2D_DESC) dsDesc;
+ dsDesc.Width = width;
+ dsDesc.Height = height;
+ dsDesc.MipLevels = (format == (Texture_RGBA | Texture_GenMipmaps) && data) ? GetNumMipLevels(width, height) : 1;
+ dsDesc.ArraySize = 1;
+ dsDesc.Format = d3dformat;
+ dsDesc.SampleDesc.Count = samples;
+ dsDesc.SampleDesc.Quality = 0;
+ dsDesc.Usage = D3D1x_(USAGE_DEFAULT);
+ dsDesc.BindFlags = D3D1x_(BIND_SHADER_RESOURCE);
+ dsDesc.CPUAccessFlags = 0;
+ dsDesc.MiscFlags = 0;
+
+ if (format & Texture_RenderTarget)
+ {
+ if ((format & Texture_TypeMask) == Texture_Depth)
+ // We don't use depth textures, and creating them in d3d10 requires different options.
+ {
+ dsDesc.BindFlags = D3D1x_(BIND_DEPTH_STENCIL);
+ }
+ else
+ {
+ dsDesc.BindFlags |= D3D1x_(BIND_RENDER_TARGET);
+ }
+ }
+
+ HRESULT hr = Device->CreateTexture2D(&dsDesc, NULL, &NewTex->Tex.GetRawRef());
+ if (FAILED(hr))
+ {
+ OVR_DEBUG_LOG_TEXT(("Failed to create 2D D3D texture."));
+ NewTex->Release();
+ return NULL;
+ }
+ if (dsDesc.BindFlags & D3D1x_(BIND_SHADER_RESOURCE))
+ {
+ Device->CreateShaderResourceView(NewTex->Tex, NULL, &NewTex->TexSv.GetRawRef());
+ }
+
+ if (data)
+ {
+ Context->UpdateSubresource(NewTex->Tex, 0, NULL, data, width * bpp, width * height * bpp);
+ if (format == (Texture_RGBA | Texture_GenMipmaps))
+ {
+ int srcw = width, srch = height;
+ int level = 0;
+ UByte* mipmaps = NULL;
+ do
+ {
+ level++;
+ int mipw = srcw >> 1;
+ if (mipw < 1)
+ {
+ mipw = 1;
+ }
+ int miph = srch >> 1;
+ if (miph < 1)
+ {
+ miph = 1;
+ }
+ if (mipmaps == NULL)
+ {
+ mipmaps = (UByte*)OVR_ALLOC(mipw * miph * 4);
+ }
+ FilterRgba2x2(level == 1 ? (const UByte*)data : mipmaps, srcw, srch, mipmaps);
+ Context->UpdateSubresource(NewTex->Tex, level, NULL, mipmaps, mipw * bpp, miph * bpp);
+ srcw = mipw;
+ srch = miph;
+ }
+ while(srcw > 1 || srch > 1);
+
+ if (mipmaps != NULL)
+ {
+ OVR_FREE(mipmaps);
+ }
+ }
+ }
+
+ if (format & Texture_RenderTarget)
+ {
+ if ((format & Texture_TypeMask) == Texture_Depth)
+ {
+ Device->CreateDepthStencilView(NewTex->Tex, NULL, &NewTex->TexDsv.GetRawRef());
+ }
+ else
+ {
+ Device->CreateRenderTargetView(NewTex->Tex, NULL, &NewTex->TexRtv.GetRawRef());
+ }
+ }
+
+ return NewTex;
+ }
+}
+
+// Rendering
+
+void RenderDevice::BeginRendering()
+{
+ Context->RSSetState(Rasterizer);
+}
+
+void RenderDevice::SetRenderTarget(Render::Texture* color, Render::Texture* depth, Render::Texture* stencil)
+{
+ OVR_UNUSED(stencil);
+
+ CurRenderTarget = (Texture*)color;
+ if (color == NULL)
+ {
+ Texture* newDepthBuffer = GetDepthBuffer(WindowWidth, WindowHeight, Params.Multisample);
+ if (newDepthBuffer == NULL)
+ {
+ OVR_DEBUG_LOG(("New depth buffer creation failed."));
+ }
+ if (newDepthBuffer != NULL)
+ {
+ CurDepthBuffer = GetDepthBuffer(WindowWidth, WindowHeight, Params.Multisample);
+ Context->OMSetRenderTargets(1, &BackBufferRT.GetRawRef(), CurDepthBuffer->TexDsv);
+ }
+ return;
+ }
+ if (depth == NULL)
+ {
+ depth = GetDepthBuffer(color->GetWidth(), color->GetHeight(), CurRenderTarget->Samples);
+ }
+
+ ID3D1xShaderResourceView* sv[8] = {0, 0, 0, 0, 0, 0, 0, 0};
+ if (MaxTextureSet[Shader_Fragment])
+ {
+ Context->PSSetShaderResources(0, MaxTextureSet[Shader_Fragment], sv);
+ }
+ memset(MaxTextureSet, 0, sizeof(MaxTextureSet));
+
+ CurDepthBuffer = (Texture*)depth;
+ Context->OMSetRenderTargets(1, &((Texture*)color)->TexRtv.GetRawRef(), ((Texture*)depth)->TexDsv);
+}
+
+
+void RenderDevice::SetWorldUniforms(const Matrix4f& proj)
+{
+ StdUniforms.Proj = proj.Transposed();
+ // Shader constant buffers cannot be partially updated.
+}
+
+
+void RenderDevice::Render(const Matrix4f& matrix, Model* model)
+{
+ // Store data in buffers if not already
+ if (!model->VertexBuffer)
+ {
+ Ptr<Buffer> vb = *CreateBuffer();
+ vb->Data(Buffer_Vertex, &model->Vertices[0], model->Vertices.GetSize() * sizeof(Vertex));
+ model->VertexBuffer = vb;
+ }
+ if (!model->IndexBuffer)
+ {
+ Ptr<Buffer> ib = *CreateBuffer();
+ ib->Data(Buffer_Index, &model->Indices[0], model->Indices.GetSize() * 2);
+ model->IndexBuffer = ib;
+ }
+
+ Render(model->Fill ? model->Fill : DefaultFill,
+ model->VertexBuffer, model->IndexBuffer,
+ matrix, 0, (unsigned)model->Indices.GetSize(), model->GetPrimType());
+}
+
+void RenderDevice::RenderWithAlpha( const Fill* fill, Render::Buffer* vertices, Render::Buffer* indices,
+ const Matrix4f& matrix, int offset, int count, PrimitiveType rprim)
+{
+ Context->OMSetBlendState(BlendState, NULL, 0xffffffff);
+ Render(fill, vertices, indices, matrix, offset, count, rprim);
+ Context->OMSetBlendState(NULL, NULL, 0xffffffff);
+}
+
+void RenderDevice::Render(const Fill* fill, Render::Buffer* vertices, Render::Buffer* indices,
+ const Matrix4f& matrix, int offset, int count, PrimitiveType rprim)
+{
+ Context->IASetInputLayout(ModelVertexIL);
+ if (indices)
+ {
+ Context->IASetIndexBuffer(((Buffer*)indices)->GetBuffer(), DXGI_FORMAT_R16_UINT, 0);
+ }
+
+ ID3D1xBuffer* vertexBuffer = ((Buffer*)vertices)->GetBuffer();
+ UINT vertexStride = sizeof(Vertex);
+ UINT vertexOffset = offset;
+ Context->IASetVertexBuffers(0, 1, &vertexBuffer, &vertexStride, &vertexOffset);
+
+ ShaderSet* shaders = ((ShaderFill*)fill)->GetShaders();
+
+ ShaderBase* vshader = ((ShaderBase*)shaders->GetShader(Shader_Vertex));
+ unsigned char* vertexData = vshader->UniformData;
+ if (vertexData)
+ {
+ StandardUniformData* stdUniforms = (StandardUniformData*) vertexData;
+ stdUniforms->View = matrix.Transposed();
+ stdUniforms->Proj = StdUniforms.Proj;
+ UniformBuffers[Shader_Vertex]->Data(Buffer_Uniform, vertexData, vshader->UniformsSize);
+ vshader->SetUniformBuffer(UniformBuffers[Shader_Vertex]);
+ }
+
+ for(int i = Shader_Vertex + 1; i < Shader_Count; i++)
+ if (shaders->GetShader(i))
+ {
+ ((ShaderBase*)shaders->GetShader(i))->UpdateBuffer(UniformBuffers[i]);
+ ((ShaderBase*)shaders->GetShader(i))->SetUniformBuffer(UniformBuffers[i]);
+ }
+
+ D3D1x_(PRIMITIVE_TOPOLOGY) prim;
+ switch(rprim)
+ {
+ case Prim_Triangles:
+ prim = D3D1x_(PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+ break;
+ case Prim_Lines:
+ prim = D3D1x_(PRIMITIVE_TOPOLOGY_LINELIST);
+ break;
+ case Prim_TriangleStrip:
+ prim = D3D1x_(PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+ break;
+ default:
+ assert(0);
+ return;
+ }
+ Context->IASetPrimitiveTopology(prim);
+
+ fill->Set(rprim);
+ if (ExtraShaders)
+ {
+ ExtraShaders->Set(rprim);
+ }
+
+ if (indices)
+ {
+ Context->DrawIndexed(count, 0, 0);
+ }
+ else
+ {
+ Context->Draw(count, 0);
+ }
+}
+
+UPInt RenderDevice::QueryGPUMemorySize()
+{
+ IDXGIDevice* pDXGIDevice;
+ Device->QueryInterface(__uuidof(IDXGIDevice), (void **)&pDXGIDevice);
+ IDXGIAdapter * pDXGIAdapter;
+ pDXGIDevice->GetAdapter(&pDXGIAdapter);
+ DXGI_ADAPTER_DESC adapterDesc;
+ pDXGIAdapter->GetDesc(&adapterDesc);
+ return adapterDesc.DedicatedVideoMemory;
+}
+
+
+void RenderDevice::Present()
+{
+ SwapChain->Present(0, 0);
+}
+
+void RenderDevice::ForceFlushGPU()
+{
+ D3D1x_QUERY_DESC queryDesc = { D3D1x_(QUERY_EVENT), 0 };
+ Ptr<ID3D1xQuery> query;
+ BOOL done = FALSE;
+
+ if (Device->CreateQuery(&queryDesc, &query.GetRawRef()) == S_OK)
+ {
+
+#if (OVR_D3D_VERSION == 10)
+ // Begin() not used for EVENT query.
+ query->End();
+ // GetData will returns S_OK for both done == TRUE or FALSE.
+ // Exit on failure to avoid infinite loop.
+ do { }
+ while(!done && !FAILED(query->GetData(&done, sizeof(BOOL), 0)));
+#else
+ Context->End(query);
+ do { }
+ while(!done && !FAILED(Context->GetData(query, &done, sizeof(BOOL), 0)));
+#endif
+
+ }
+}
+
+
+void RenderDevice::FillRect(float left, float top, float right, float bottom, Color c)
+{
+ Context->OMSetBlendState(BlendState, NULL, 0xffffffff);
+ OVR::Render::RenderDevice::FillRect(left, top, right, bottom, c);
+ Context->OMSetBlendState(NULL, NULL, 0xffffffff);
+}
+
+void RenderDevice::RenderText(const struct Font* font, const char* str, float x, float y, float size, Color c)
+{
+ Context->OMSetBlendState(BlendState, NULL, 0xffffffff);
+ OVR::Render::RenderDevice::RenderText(font, str, x, y, size, c);
+ Context->OMSetBlendState(NULL, NULL, 0xffffffff);
+}
+
+}}}
+
diff --git a/Samples/CommonSrc/Render/Render_D3D1X_Device.h b/Samples/CommonSrc/Render/Render_D3D1X_Device.h
new file mode 100644
index 0000000..c0edc28
--- /dev/null
+++ b/Samples/CommonSrc/Render/Render_D3D1X_Device.h
@@ -0,0 +1,360 @@
+/************************************************************************************
+
+Filename : Render_D3D1X_Device.h
+Content : RenderDevice implementation header for D3DX10/11.
+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.
+
+************************************************************************************/
+
+// ***** IMPORTANT:
+// This file can be included twice, once with OVR_D3D_VERSION=10 and
+// once with OVR_D3D_VERSION=11.
+
+
+#ifndef OVR_D3D_VERSION
+#error define OVR_D3D_VERSION to 10 or 11
+#endif
+
+#include "Kernel/OVR_String.h"
+#include "Kernel/OVR_Array.h"
+
+#if (OVR_D3D_VERSION == 10 && !defined(_OVR_RENDERER_D3D10)) || \
+ (OVR_D3D_VERSION == 11 && !defined(_OVR_RENDERER_D3D11))
+
+#include "../Render/Render_Device.h"
+
+#include <Windows.h>
+
+#if (OVR_D3D_VERSION == 10)
+#define _OVR_RENDERER_D3D10
+#include <d3d10.h>
+
+namespace OVR { namespace Render { namespace D3D10 {
+
+#else // 11
+
+#define _OVR_RENDERER_D3D11
+#include <d3d11.h>
+
+namespace OVR { namespace Render { namespace D3D11 {
+#endif
+
+class RenderDevice;
+
+#ifdef D3D1x_
+#undef D3D1x_
+#endif
+#ifdef ID3D1x
+#undef ID3D1x
+#endif
+
+#if (OVR_D3D_VERSION == 10)
+typedef ID3D10Device ID3D1xDevice;
+typedef ID3D10Device ID3D1xDeviceContext;
+typedef ID3D10RenderTargetView ID3D1xRenderTargetView;
+typedef ID3D10Texture2D ID3D1xTexture2D;
+typedef ID3D10ShaderResourceView ID3D1xShaderResourceView;
+typedef ID3D10DepthStencilView ID3D1xDepthStencilView;
+typedef ID3D10DepthStencilState ID3D1xDepthStencilState;
+typedef ID3D10InputLayout ID3D1xInputLayout;
+typedef ID3D10Buffer ID3D1xBuffer;
+typedef ID3D10VertexShader ID3D1xVertexShader;
+typedef ID3D10PixelShader ID3D1xPixelShader;
+typedef ID3D10GeometryShader ID3D1xGeometryShader;
+typedef ID3D10BlendState ID3D1xBlendState;
+typedef ID3D10RasterizerState ID3D1xRasterizerState;
+typedef ID3D10SamplerState ID3D1xSamplerState;
+typedef ID3D10Query ID3D1xQuery;
+typedef ID3D10Blob ID3D1xBlob;
+typedef D3D10_VIEWPORT D3D1x_VIEWPORT;
+typedef D3D10_QUERY_DESC D3D1x_QUERY_DESC;
+#define D3D1x_(x) D3D10_##x
+#define ID3D1x(x) ID3D10##x
+
+#else // D3D 11
+typedef ID3D11Device ID3D1xDevice;
+typedef ID3D11DeviceContext ID3D1xDeviceContext;
+typedef ID3D11RenderTargetView ID3D1xRenderTargetView;
+typedef ID3D11Texture2D ID3D1xTexture2D;
+typedef ID3D11ShaderResourceView ID3D1xShaderResourceView;
+typedef ID3D11DepthStencilView ID3D1xDepthStencilView;
+typedef ID3D11DepthStencilState ID3D1xDepthStencilState;
+typedef ID3D11InputLayout ID3D1xInputLayout;
+typedef ID3D11Buffer ID3D1xBuffer;
+typedef ID3D10Blob ID3D1xBlob;
+typedef ID3D11VertexShader ID3D1xVertexShader;
+typedef ID3D11PixelShader ID3D1xPixelShader;
+typedef ID3D11GeometryShader ID3D1xGeometryShader;
+typedef ID3D11BlendState ID3D1xBlendState;
+typedef ID3D11RasterizerState ID3D1xRasterizerState;
+typedef ID3D11SamplerState ID3D1xSamplerState;
+typedef ID3D11Query ID3D1xQuery;
+typedef D3D11_VIEWPORT D3D1x_VIEWPORT;
+typedef D3D11_QUERY_DESC D3D1x_QUERY_DESC;
+#define D3D1x_(x) D3D11_##x
+#define ID3D1x(x) ID3D11##x
+#endif
+
+class Buffer;
+
+class ShaderBase : public Render::Shader
+{
+public:
+ RenderDevice* Ren;
+ unsigned char* UniformData;
+ int UniformsSize;
+
+ struct Uniform
+ {
+ String Name;
+ int Offset, Size;
+ };
+ Array<Uniform> UniformInfo;
+
+ ShaderBase(RenderDevice* r, ShaderStage stage);
+ ~ShaderBase();
+
+ void InitUniforms(ID3D10Blob* s);
+ bool SetUniform(const char* name, int n, const float* v);
+ //virtual bool UseTransposeMatrix() const { return 1; }
+
+ void UpdateBuffer(Buffer* b);
+};
+
+template<Render::ShaderStage SStage, class D3DShaderType>
+class Shader : public ShaderBase
+{
+public:
+ D3DShaderType* D3DShader;
+
+ Shader(RenderDevice* r, D3DShaderType* s) : ShaderBase(r, SStage), D3DShader(s) {}
+ Shader(RenderDevice* r, ID3D1xBlob* s) : ShaderBase(r, SStage)
+ {
+ Load(s);
+ InitUniforms(s);
+ }
+ ~Shader()
+ {
+ if(D3DShader)
+ {
+ D3DShader->Release();
+ }
+ }
+ bool Load(ID3D1xBlob* shader)
+ {
+ return Load(shader->GetBufferPointer(), shader->GetBufferSize());
+ }
+
+ // These functions have specializations.
+ bool Load(void* shader, size_t size);
+ void Set(PrimitiveType prim) const;
+ void SetUniformBuffer(Render::Buffer* buffers, int i = 0);
+};
+
+typedef Shader<Render::Shader_Vertex, ID3D1xVertexShader> VertexShader;
+typedef Shader<Render::Shader_Geometry, ID3D1xGeometryShader> GeomShader;
+typedef Shader<Render::Shader_Fragment, ID3D1xPixelShader> PixelShader;
+
+
+class Buffer : public Render::Buffer
+{
+public:
+ RenderDevice* Ren;
+ Ptr<ID3D1xBuffer> D3DBuffer;
+ size_t Size;
+ int Use;
+ bool Dynamic;
+
+public:
+ Buffer(RenderDevice* r) : Ren(r), Size(0), Use(0) {}
+ ~Buffer();
+
+ ID3D1xBuffer* GetBuffer()
+ {
+ return D3DBuffer;
+ }
+
+ 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;
+ Ptr<ID3D1xTexture2D> Tex;
+ Ptr<ID3D1xShaderResourceView> TexSv;
+ Ptr<ID3D1xRenderTargetView> TexRtv;
+ Ptr<ID3D1xDepthStencilView> TexDsv;
+ mutable Ptr<ID3D1xSamplerState> Sampler;
+ int Width, Height;
+ int Samples;
+
+ Texture(RenderDevice* r, int fmt, int w, int h);
+ ~Texture();
+
+ virtual int GetWidth() const
+ {
+ return Width;
+ }
+ virtual int GetHeight() const
+ {
+ return Height;
+ }
+ virtual int GetSamples() const
+ {
+ return Samples;
+ }
+
+ virtual void SetSampleMode(int sm);
+
+ virtual void Set(int slot, Render::ShaderStage stage = Render::Shader_Fragment) const;
+};
+
+class RenderDevice : public Render::RenderDevice
+{
+public:
+ Ptr<IDXGIFactory> DXGIFactory;
+ HWND Window;
+
+ Ptr<ID3D1xDevice> Device;
+ Ptr<ID3D1xDeviceContext> Context;
+ Ptr<IDXGISwapChain> SwapChain;
+ Ptr<IDXGIAdapter> Adapter;
+ Ptr<IDXGIOutput> FullscreenOutput;
+ int FSDesktopX, FSDesktopY;
+ int PreFullscreenX, PreFullscreenY, PreFullscreenW, PreFullscreenH;
+
+ Ptr<ID3D1xTexture2D> BackBuffer;
+ Ptr<ID3D1xRenderTargetView> BackBufferRT;
+ Ptr<Texture> CurRenderTarget;
+ Ptr<Texture> CurDepthBuffer;
+ Ptr<ID3D1xRasterizerState> Rasterizer;
+ Ptr<ID3D1xBlendState> BlendState;
+ int NumViewports;
+ D3D1x_VIEWPORT Viewports[2];
+
+ Ptr<ID3D1xDepthStencilState> DepthStates[1 + 2 * Compare_Count];
+ Ptr<ID3D1xDepthStencilState> CurDepthState;
+ Ptr<ID3D1xInputLayout> ModelVertexIL;
+
+ Ptr<ID3D1xSamplerState> SamplerStates[Sample_Count];
+
+ struct StandardUniformData
+ {
+ Matrix4f Proj;
+ Matrix4f View;
+ } StdUniforms;
+ Ptr<Buffer> UniformBuffers[Shader_Count];
+ int MaxTextureSet[Shader_Count];
+
+ Ptr<VertexShader> VertexShaders[VShader_Count];
+ Ptr<PixelShader> PixelShaders[FShader_Count];
+ Ptr<GeomShader> pStereoShaders[Prim_Count];
+ Ptr<Buffer> CommonUniforms[8];
+ Ptr<ShaderSet> ExtraShaders;
+ Ptr<ShaderFill> DefaultFill;
+
+ Ptr<Buffer> QuadVertexBuffer;
+
+ Array<Ptr<Texture> > DepthBuffers;
+
+public:
+ RenderDevice(const RendererParams& p, HWND window);
+ ~RenderDevice();
+
+ // Implement static initializer function to create this class.
+ static Render::RenderDevice* CreateDevice(const RendererParams& rp, void* oswnd);
+
+ // if needRecreate == true it will recreate DXGIFactory and Adapter
+ // to get the latest info about monitors (including just connected/
+ // disconnected ones). Note, SwapChain will be released in this case
+ // and it should be recreated.
+ void UpdateMonitorOutputs(bool needRecreate = false);
+
+ virtual void SetMultipleViewports(int n, const Viewport* vps);
+ virtual void SetWindowSize(int w, int h);
+ virtual bool SetParams(const RendererParams& newParams);
+ //virtual void SetScissor(int x, int y, int w, int h);
+
+ virtual void Present();
+ virtual void ForceFlushGPU();
+
+ virtual bool SetFullscreen(DisplayMode fullscreen);
+ virtual UPInt QueryGPUMemorySize();
+
+ 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 Buffer* CreateBuffer();
+ virtual Texture* CreateTexture(int format, int width, int height, const void* data, int mipcount=1);
+
+ static void GenerateSubresourceData(
+ unsigned imageWidth, unsigned imageHeight, int format, unsigned imageDimUpperLimit,
+ const void* rawBytes,
+ D3D1x_(SUBRESOURCE_DATA)* subresData,
+ unsigned& largestMipWidth, unsigned& largestMipHeight, unsigned& byteSize, unsigned& effectiveMipCount);
+
+ Texture* GetDepthBuffer(int w, int h, int ms);
+
+ virtual void BeginRendering();
+ virtual void SetRenderTarget(Render::Texture* color,
+ Render::Texture* depth = NULL, Render::Texture* stencil = NULL);
+ virtual void SetDepthMode(bool enable, bool write, CompareFunc func = Compare_Less);
+ virtual void SetWorldUniforms(const Matrix4f& proj);
+ virtual void SetCommonUniformBuffer(int i, Render::Buffer* buffer);
+ virtual void SetExtraShaders(ShaderSet* s)
+ {
+ ExtraShaders = s;
+ }
+
+
+ // Overrident to apply proper blend state.
+ virtual void FillRect(float left, float top, float right, float bottom, Color c);
+ virtual void RenderText(const struct Font* font, const char* str, float x, float y, float size, Color c);
+
+ 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 Fill *CreateSimpleFill(int flags = Fill::F_Solid);
+
+ virtual Render::Shader *LoadBuiltinShader(ShaderStage stage, int shader);
+
+ bool RecreateSwapChain();
+ virtual ID3D10Blob* CompileShader(const char* profile, const char* src, const char* mainName = "main");
+ virtual ShaderBase* CreateStereoShader(PrimitiveType prim, Render::Shader* vs);
+
+ ID3D1xSamplerState* GetSamplerState(int sm);
+
+ void SetTexture(Render::ShaderStage stage, int slot, const Texture* t);
+};
+
+}}}
+
+#endif
diff --git a/Samples/CommonSrc/Render/Render_Device.cpp b/Samples/CommonSrc/Render/Render_Device.cpp
new file mode 100644
index 0000000..d1687d5
--- /dev/null
+++ b/Samples/CommonSrc/Render/Render_Device.cpp
@@ -0,0 +1,1033 @@
+/************************************************************************************
+
+Filename : Render_Device.cpp
+Content : Platform renderer for simple scene graph - implementation
+Created : September 6, 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.
+
+************************************************************************************/
+
+#include "../Render/Render_Device.h"
+#include "../Render/Render_Font.h"
+
+#include "Kernel/OVR_Log.h"
+
+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);
+ box->AddVertex(Vector3f(x2, y2, z1), ycolor);
+ box->AddVertex(Vector3f(x2, y2, z2), ycolor);
+ box->AddVertex(Vector3f(x1, y2, z2), ycolor);
+
+ box->AddVertex(Vector3f(x1, y1, z1), ycolor);
+ box->AddVertex(Vector3f(x2, y1, z1), ycolor);
+ box->AddVertex(Vector3f(x2, y1, z2), ycolor);
+ box->AddVertex(Vector3f(x1, y1, z2), ycolor);
+
+ box->AddVertex(Vector3f(x1, y1, z2), xcolor);
+ box->AddVertex(Vector3f(x1, y1, z1), xcolor);
+ box->AddVertex(Vector3f(x1, y2, z1), xcolor);
+ box->AddVertex(Vector3f(x1, y2, z2), xcolor);
+
+ box->AddVertex(Vector3f(x2, y1, z2), xcolor);
+ box->AddVertex(Vector3f(x2, y1, z1), xcolor);
+ box->AddVertex(Vector3f(x2, y2, z1), xcolor);
+ box->AddVertex(Vector3f(x2, y2, z2), xcolor);
+
+ box->AddVertex(Vector3f(x1, y1, z1), zcolor);
+ box->AddVertex(Vector3f(x2, y1, z1), zcolor);
+ box->AddVertex(Vector3f(x2, y2, z1), zcolor);
+ box->AddVertex(Vector3f(x1, y2, z1), zcolor);
+
+ box->AddVertex(Vector3f(x1, y1, z2), zcolor);
+ box->AddVertex(Vector3f(x2, y1, z2), zcolor);
+ box->AddVertex(Vector3f(x2, y2, z2), zcolor);
+ 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;
+ }
+
+ 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), 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);
+
+ pTextVertexBuffer->Unmap(vertices);
+
+ Render(fill, pTextVertexBuffer, NULL, Matrix4f(), 0, 6, Prim_Triangles);
+}
+
+/*
+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;
+ }
+}
+*/
+
+void RenderDevice::SetSceneRenderScale(float ss)
+{
+ SceneRenderScale = ss;
+ pSceneColorTex = NULL;
+}
+
+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);
+ }
+}
+
+
+bool RenderDevice::initPostProcessSupport(PostProcessType pptype)
+{
+ if(pptype != PostProcess_Distortion)
+ {
+ return true;
+ }
+
+
+ if (PostProcessShaderRequested != PostProcessShaderActive)
+ {
+ 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));
+ }
+ 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;
+}
+
+
+
+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]);
+ }
+
+ 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;
+
+ 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)
+ {
+ //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;
+}
+
+}}
diff --git a/Samples/CommonSrc/Render/Render_Device.h b/Samples/CommonSrc/Render/Render_Device.h
new file mode 100644
index 0000000..448d0e6
--- /dev/null
+++ b/Samples/CommonSrc/Render/Render_Device.h
@@ -0,0 +1,897 @@
+/************************************************************************************
+
+Filename : Render_Device.h
+Content : Platform renderer for simple scene graph
+Created : September 6, 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_Device_h
+#define OVR_Render_Device_h
+
+#include "Kernel/OVR_Math.h"
+#include "Kernel/OVR_Array.h"
+#include "Kernel/OVR_RefCount.h"
+#include "Kernel/OVR_String.h"
+#include "Kernel/OVR_File.h"
+
+#include "Util/Util_Render_Stereo.h"
+
+namespace OVR { namespace Render {
+
+using namespace OVR::Util::Render;
+
+class RenderDevice;
+
+//-----------------------------------------------------------------------------------
+
+enum PrimitiveType
+{
+ Prim_Triangles,
+ Prim_Lines,
+ Prim_TriangleStrip,
+ Prim_Points,
+ Prim_Unknown,
+ Prim_Count
+};
+
+class Fill : public RefCountBase<Fill>
+{
+public:
+ enum Flags
+ {
+ F_Solid = 1,
+ F_Wireframe = 2,
+ };
+
+ virtual ~Fill() {}
+
+ 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); }
+};
+
+enum ShaderStage
+{
+ Shader_Vertex = 0,
+ Shader_Geometry = 1,
+ Shader_Fragment = 2,
+ Shader_Pixel = 2,
+ Shader_Count = 3,
+};
+
+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,
+};
+
+
+enum MapFlags
+{
+ Map_Discard = 1,
+ Map_Read = 2, // do not use
+ Map_Unsynchronized = 4, // like D3D11_MAP_NO_OVERWRITE
+};
+
+enum BufferUsage
+{
+ Buffer_Unknown = 0,
+ Buffer_Vertex = 1,
+ Buffer_Index = 2,
+ Buffer_Uniform = 4,
+ Buffer_Feedback = 8,
+ Buffer_TypeMask = 0xff,
+ Buffer_ReadOnly = 0x100, // Buffer must be created with Data().
+};
+
+enum TextureFormat
+{
+ Texture_RGBA = 0x100,
+ Texture_R = 0x200,
+ Texture_DXT1 = 0x1100,
+ Texture_DXT3 = 0x1200,
+ Texture_DXT5 = 0x1300,
+ Texture_Depth = 0x8000,
+ Texture_TypeMask = 0xff00,
+ Texture_Compressed = 0x1000,
+ Texture_SamplesMask = 0x00ff,
+ Texture_RenderTarget = 0x10000,
+ Texture_GenMipmaps = 0x20000,
+};
+
+enum SampleMode
+{
+ Sample_Linear = 0,
+ Sample_Nearest = 1,
+ Sample_Anisotropic = 2,
+ Sample_FilterMask = 3,
+
+ Sample_Repeat = 0,
+ Sample_Clamp = 4,
+ Sample_ClampBorder = 8, // If unsupported Clamp is used instead.
+ Sample_AddressMask =12,
+
+ Sample_Count =13,
+};
+
+// 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
+{
+ float w;
+
+ 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) {}
+};
+
+
+class Shader : public RefCountBase<Shader>
+{
+ friend class ShaderSet;
+
+protected:
+ ShaderStage Stage;
+
+public:
+ Shader(ShaderStage s) : Stage(s) {}
+ virtual ~Shader() {}
+
+ ShaderStage GetStage() const { return Stage; }
+
+ virtual void Set(PrimitiveType) const { }
+ virtual void SetUniformBuffer(class Buffer* buffers, int i = 0) { OVR_UNUSED2(buffers, i); }
+ virtual bool UseTransposeMatrix() const { return 0; }
+
+protected:
+ virtual bool SetUniform(const char* name, int n, const float* v) { OVR_UNUSED3(name, n, v); return false; }
+};
+
+
+// A group of shaders, one per stage.
+// Some renderers subclass this, so CreateShaderSet must be used.
+
+class ShaderSet : public RefCountBase<ShaderSet>
+{
+ protected:
+ Ptr<Shader> Shaders[Shader_Count];
+
+public:
+ ShaderSet() { }
+ ~ShaderSet() { }
+
+ virtual void SetShader(Shader *s)
+ {
+ Shaders[s->GetStage()] = s;
+ }
+ virtual void UnsetShader(int stage)
+ {
+ Shaders[stage] = NULL;
+ }
+ Shader* GetShader(int stage) { return Shaders[stage]; }
+
+ virtual void Set(PrimitiveType prim) const
+ {
+ for (int i = 0; i < Shader_Count; i++)
+ if (Shaders[i])
+ Shaders[i]->Set(prim);
+ }
+
+ // Set a uniform (other than the standard matrices). It is undefined whether the
+ // uniforms from one shader occupy the same space as those in other shaders
+ // (unless a buffer is used, then each buffer is independent).
+ virtual bool SetUniform(const char* name, int n, const float* v)
+ {
+ bool result = 0;
+ for (int i = 0; i < Shader_Count; i++)
+ if (Shaders[i])
+ result |= Shaders[i]->SetUniform(name, n, v);
+
+ return result;
+ }
+ bool SetUniform1f(const char* name, float x)
+ {
+ const float v[] = {x};
+ return SetUniform(name, 1, v);
+ }
+ bool SetUniform2f(const char* name, float x, float y)
+ {
+ const float v[] = {x,y};
+ return SetUniform(name, 2, v);
+ }
+ bool SetUniform4f(const char* name, float x, float y, float z, float w = 1)
+ {
+ const float v[] = {x,y,z,w};
+ return SetUniform(name, 4, v);
+ }
+ bool SetUniformv(const char* name, const Vector3f& v)
+ {
+ const float a[] = {v.x,v.y,v.z,1};
+ return SetUniform(name, 4, a);
+ }
+ bool SetUniform4fv(const char* name, int n, const Vector4f* v)
+ {
+ return SetUniform(name, 4*n, &v[0].x);
+ }
+ virtual bool SetUniform4x4f(const char* name, const Matrix4f& m)
+ {
+ return SetUniform(name, 16, &m.M[0][0]);
+ }
+};
+
+class ShaderSetMatrixTranspose : public ShaderSet
+{
+public:
+ virtual bool SetUniform4x4f(const char* name, const Matrix4f& m)
+ {
+ Matrix4f mt = m.Transposed();
+ return SetUniform(name, 16, &mt.M[0][0]);
+ }
+};
+
+class ShaderFill : public Fill
+{
+ Ptr<ShaderSet> Shaders;
+ Ptr<Texture> Textures[8];
+
+public:
+ ShaderFill(ShaderSet* sh) : Shaders(sh) { }
+ ShaderFill(ShaderSet& sh) : Shaders(sh) { }
+ void Set(PrimitiveType prim) const;
+ ShaderSet* GetShaders() { return Shaders; }
+
+ virtual void SetTexture(int i, class Texture* tex) { if (i < 8) Textures[i] = tex; }
+};
+
+/* Buffer for vertex or index data. Some renderers require separate buffers, so that
+ is recommended. Some renderers cannot have high-performance buffers which are readable,
+ so reading in Map should not be relied on.
+
+ Constraints on buffers, such as ReadOnly, are not enforced by the api but may result in
+ rendering-system dependent undesirable behavior, such as terrible performance or unreported failure.
+
+ Use of a buffer inconsistent with usage is also not checked by the api, but it may result in bad
+ performance or even failure.
+
+ Use the Data() function to set buffer data the first time, if possible (it may be faster).
+*/
+
+class Buffer : public RefCountBase<Buffer>
+{
+public:
+ virtual ~Buffer() {}
+
+ virtual size_t GetSize() = 0;
+ virtual void* Map(size_t start, size_t size, int flags = 0) = 0;
+ virtual bool Unmap(void *m) = 0;
+
+ // Allocates a buffer, optionally filling it with data.
+ virtual bool Data(int use, const void* buffer, size_t size) = 0;
+};
+
+class Texture : public RefCountBase<Texture>
+{
+public:
+ virtual ~Texture() {}
+
+ virtual int GetWidth() const = 0;
+ virtual int GetHeight() const = 0;
+ virtual int GetSamples() const { return 1; }
+
+ virtual void SetSampleMode(int sm) = 0;
+ virtual void Set(int slot, ShaderStage stage = Shader_Fragment) const = 0;
+};
+
+
+
+//-----------------------------------------------------------------------------------
+
+class CollisionModel : public RefCountBase<CollisionModel>
+{
+public:
+ Array<Planef > Planes;
+
+ void Add(const Planef& p)
+ {
+ Planes.PushBack(p);
+ }
+
+ // Return whether p is inside this
+ bool TestPoint(const Vector3f& p) const;
+
+ // Assumes that the origin of the ray is outside this.
+ bool TestRay(const Vector3f& origin, const Vector3f& norm, float& len, Planef* ph = NULL) const;
+};
+
+class Node : public RefCountBase<Node>
+{
+ Vector3f Pos;
+ Quatf Rot;
+
+ mutable Matrix4f Mat;
+ mutable bool MatCurrent;
+
+public:
+ Node() : Pos(Vector3f(0)), MatCurrent(1) { }
+ virtual ~Node() { }
+
+ enum NodeType
+ {
+ Node_NonDisplay,
+ Node_Container,
+ Node_Model
+ };
+ virtual NodeType GetType() const { return Node_NonDisplay; }
+
+ virtual void ClearRenderer() { }
+
+ const Vector3f& GetPosition() const { return Pos; }
+ const Quatf& GetOrientation() const { return Rot; }
+ void SetPosition(Vector3f p) { Pos = p; MatCurrent = 0; }
+ void SetOrientation(Quatf q) { Rot = q; MatCurrent = 0; }
+
+ void Move(Vector3f p) { Pos += p; MatCurrent = 0; }
+ void Rotate(Quatf q) { Rot = q * Rot; MatCurrent = 0; }
+
+
+ // For testing only; causes Position an Orientation
+ void SetMatrix(const Matrix4f& m)
+ {
+ MatCurrent = true;
+ Mat = m;
+ }
+
+
+ const Matrix4f& GetMatrix() const
+ {
+ if (!MatCurrent)
+ {
+ Mat = Rot;
+ Mat = Matrix4f::Translation(Pos) * Mat;
+ MatCurrent = 1;
+ }
+ return Mat;
+ }
+
+ virtual void Render(const Matrix4f& ltw, RenderDevice* ren) { OVR_UNUSED2(ltw, ren); }
+};
+
+struct Vertex
+{
+ Vector3f Pos;
+ Color C;
+ float U, V;
+ float U2, V2;
+ Vector3f Norm;
+
+ Vertex (const Vector3f& p, const Color& c = Color(64,0,0,255),
+ float u = 0, float v = 0, Vector3f n = Vector3f(1,0,0))
+ : Pos(p), C(c), U(u), V(v), Norm(n), U2(u), V2(v) {}
+ Vertex(float x, float y, float z, const Color& c = Color(64,0,0,255),
+ float u = 0, float v = 0) : Pos(x,y,z), C(c), U(u), V(v), U2(u), V2(v) { }
+
+ // for multiple UV coords
+ Vertex(const Vector3f& p, const Color& c,
+ float u, float v, float u2, float v2, Vector3f n) : Pos(p), C(c), U(u), V(v), U2(u2), V2(v2), Norm(n) { }
+
+ bool operator==(const Vertex& b) const
+ {
+ return Pos == b.Pos && C == b.C && U == b.U && V == b.V;
+ }
+};
+
+// 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];
+ float LightCount;
+ int Version;
+
+ LightingParams() : LightCount(0), Version(0) {}
+
+ void Update(const Matrix4f& view, const Vector4f* SceneLightPos);
+
+ void Set(ShaderSet* s) const;
+};
+
+//-----------------------------------------------------------------------------------
+
+class Model : public Node
+{
+public:
+ Array<Vertex> Vertices;
+ Array<UInt16> Indices;
+ PrimitiveType Type;
+ Ptr<class Fill> Fill;
+ bool Visible;
+ bool IsCollisionModel;
+
+ // Some renderers will create these if they didn't exist before rendering.
+ // Currently they are not updated, so vertex data should not be changed after rendering.
+ Ptr<Buffer> VertexBuffer;
+ Ptr<Buffer> IndexBuffer;
+
+ Model(PrimitiveType t = Prim_Triangles) : Type(t), Fill(NULL), Visible(true) { }
+ ~Model() { }
+
+ virtual NodeType GetType() const { return Node_Model; }
+
+ virtual void Render(const Matrix4f& ltw, RenderDevice* ren);
+
+ PrimitiveType GetPrimType() const { return Type; }
+
+ void SetVisible(bool visible) { Visible = visible; }
+ bool IsVisible() const { return Visible; }
+
+ void ClearRenderer()
+ {
+ VertexBuffer.Clear();
+ IndexBuffer.Clear();
+ }
+
+ // Returns the index next added vertex will have.
+ UInt16 GetNextVertexIndex() const
+ {
+ return (UInt16)Vertices.GetSize();
+ }
+
+ UInt16 AddVertex(const Vertex& v)
+ {
+ assert(!VertexBuffer && !IndexBuffer);
+ UInt16 index = (UInt16)Vertices.GetSize();
+ Vertices.PushBack(v);
+ return index;
+ }
+ UInt16 AddVertex(const Vector3f& v, const Color& c, float u_ = 0, float v_ = 0)
+ {
+ return AddVertex(Vertex(v,c,u_,v_));
+ }
+ UInt16 AddVertex(float x, float y, float z, const Color& c, float u, float v)
+ {
+ return AddVertex(Vertex(Vector3f(x,y,z),c, u,v));
+ }
+
+ void AddLine(UInt16 a, UInt16 b)
+ {
+ Indices.PushBack(a);
+ Indices.PushBack(b);
+ }
+
+ UInt16 AddVertex(float x, float y, float z, const Color& c,
+ float u, float v, float nx, float ny, float nz)
+ {
+ return AddVertex(Vertex(Vector3f(x,y,z),c, u,v, Vector3f(nx,ny,nz)));
+ }
+
+ UInt16 AddVertex(float x, float y, float z, const Color& c,
+ float u1, float v1, float u2, float v2, float nx, float ny, float nz)
+ {
+ return AddVertex(Vertex(Vector3f(x,y,z), c, u1, v1, u2, v2, Vector3f(nx,ny,nz)));
+ }
+
+ void AddLine(const Vertex& a, const Vertex& b)
+ {
+ AddLine(AddVertex(a), AddVertex(b));
+ }
+
+ void AddTriangle(UInt16 a, UInt16 b, UInt16 c)
+ {
+ Indices.PushBack(a);
+ Indices.PushBack(b);
+ Indices.PushBack(c);
+ }
+
+
+ // Uses texture coordinates for uniform world scaling (must use a repeat sampler).
+ void AddSolidColorBox(float x1, float y1, float z1,
+ float x2, float y2, float z2,
+ Color c);
+
+
+ static Model* CreateAxisFaceColorBox(float x1, float x2, Color xcolor,
+ float y1, float y2, Color ycolor,
+ float z1, float z2, Color zcolor);
+
+
+
+ // Uses texture coordinates for exactly covering each surface once.
+ static Model* CreateBox(Color c, Vector3f origin, Vector3f size);
+ static Model* CreateCylinder(Color c, Vector3f origin, float height, float radius, int sides = 20);
+ static Model* CreateCone(Color c, Vector3f origin, float height, float radius, int sides = 20);
+ static Model* CreateSphere(Color c, Vector3f origin, float radius, int sides = 20);
+
+ // Grid having halfx,halfy lines in each direction from the origin
+ static Model* CreateGrid(Vector3f origin, Vector3f stepx, Vector3f stepy,
+ int halfx, int halfy, int nmajor = 5,
+ Color minor = Color(64,64,64,192), Color major = Color(128,128,128,192));
+};
+
+class Container : public Node
+{
+public:
+ Array<Ptr<Node> > Nodes;
+
+ ~Container()
+ {
+
+ }
+
+ void ClearRenderer()
+ {
+ for (UPInt i=0; i< Nodes.GetSize(); i++)
+ Nodes[i]->ClearRenderer();
+ }
+
+ virtual NodeType GetType() const { return Node_Container; }
+
+ virtual void Render(const Matrix4f& ltw, RenderDevice* ren);
+
+ void Add(Node *n) { Nodes.PushBack(n); }
+ void Add(Model *n, class Fill *f) { n->Fill = f; Nodes.PushBack(n); }
+ void Clear() { Nodes.Clear(); }
+
+ bool CollideChildren;
+
+ Container() : CollideChildren(1) {}
+};
+
+class Scene
+{
+public:
+ Container World;
+ Vector4f LightPos[8];
+ LightingParams Lighting;
+ Array<Ptr<Model> > Models;
+
+public:
+ void Render(RenderDevice* ren, const Matrix4f& view);
+
+ void SetAmbient(Vector4f color)
+ {
+ Lighting.Ambient = color;
+ }
+ void AddLight(Vector3f pos, Vector4f color)
+ {
+ int n = (int)Lighting.LightCount;
+ OVR_ASSERT(n < 8);
+ LightPos[n] = pos;
+ Lighting.LightColor[n] = color;
+ Lighting.LightCount++;
+ }
+
+ void Clear()
+ {
+ World.Clear();
+ Models.Clear();
+ Lighting.Ambient = Vector4f(0.0f, 0.0f, 0.0f, 0.0f);
+ Lighting.LightCount = 0;
+ }
+
+ void ClearRenderer()
+ {
+ World.ClearRenderer();
+ }
+};
+
+class SceneView : public Node
+{
+public:
+ Matrix4f GetViewMatrix() const;
+};
+
+
+//-----------------------------------------------------------------------------------
+
+enum RenderCaps
+{
+ Cap_VertexBuffer = 1,
+};
+
+// Post-processing type to apply to scene after rendering. PostProcess_Distortion
+// applied distortion as described by DistortionConfig.
+enum PostProcessType
+{
+ PostProcess_None,
+ PostProcess_Distortion
+};
+
+enum DisplayMode
+{
+ Display_Window = 0,
+ Display_Fullscreen = 1,
+ Display_FakeFullscreen
+};
+
+struct DisplayId
+{
+ // Windows
+ String MonitorName; // Monitor name for fullscreen mode
+
+ // MacOS
+ long CgDisplayId; // CGDirectDisplayID
+
+ DisplayId() : CgDisplayId(0) {}
+ DisplayId(long id) : CgDisplayId(id) {}
+ DisplayId(String m, long id=0) : MonitorName(m), CgDisplayId(id) {}
+
+ operator bool () const
+ {
+ return MonitorName.GetLength() || CgDisplayId;
+ }
+
+ bool operator== (const DisplayId& b) const
+ {
+ return CgDisplayId == b.CgDisplayId &&
+ (strstr(MonitorName.ToCStr(), b.MonitorName.ToCStr()) ||
+ strstr(b.MonitorName.ToCStr(), MonitorName.ToCStr()));
+ }
+};
+
+struct RendererParams
+{
+ int Multisample;
+ int Fullscreen;
+ DisplayId Display;
+
+ RendererParams(int ms = 1) : Multisample(ms), Fullscreen(0) {}
+
+ bool IsDisplaySet() const
+ {
+ return Display;
+ }
+};
+
+
+
+//-----------------------------------------------------------------------------------
+// ***** RenderDevice
+
+class RenderDevice : public RefCountBase<RenderDevice>
+{
+ friend class StereoGeomShaders;
+protected:
+ int WindowWidth, WindowHeight;
+ RendererParams Params;
+ Viewport VP;
+
+ Matrix4f Proj;
+ Ptr<Buffer> pTextVertexBuffer;
+
+
+ // For rendering with lens warping
+ PostProcessType CurPostProcess;
+ Ptr<Texture> pSceneColorTex;
+ int SceneColorTexW;
+ int SceneColorTexH;
+ Ptr<ShaderSet> pPostProcessShader;
+ Ptr<Buffer> pFullScreenVertexBuffer;
+ float SceneRenderScale;
+ DistortionConfig Distortion;
+ Color DistortionClearColor;
+ UPInt TotalTextureMemoryUsage;
+
+ // For lighting on platforms with uniform buffers
+ Ptr<Buffer> LightingBuffer;
+
+ void FinishScene1();
+
+public:
+ enum CompareFunc
+ {
+ Compare_Always = 0,
+ Compare_Less = 1,
+ Compare_Greater = 2,
+ Compare_Count
+ };
+ RenderDevice();
+ virtual ~RenderDevice() { Shutdown(); }
+
+ // This static function is implemented in each derived class
+ // to support a specific renderer type.
+ //static RenderDevice* CreateDevice(const RendererParams& rp, void* oswnd);
+
+
+ virtual void Init() {}
+ virtual void Shutdown() {}
+ virtual bool SetParams(const RendererParams&) { return 0; }
+
+ const RendererParams& GetParams() const { return Params; }
+
+
+ // 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);
+ }
+
+ // Apply "orthographic" stereo parameters used for rendering 2D HUD overlays.
+ void ApplyStereoParams2D(const StereoEyeParams& params)
+ {
+ SetViewport(params.VP);
+ SetProjection(params.OrthoProjection);
+ if (params.pDistortion)
+ SetDistortionConfig(*params.pDistortion, params.Eye);
+ }
+
+
+ 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 Clear(float r = 0, float g = 0, float b = 0, float a = 1, float depth = 1) = 0;
+ virtual void Rect(float left, float top, float right, float bottom) = 0;
+
+ inline void Clear(const Color &c, float depth = 1)
+ {
+ float r, g, b, a;
+ c.GetRGBA(&r, &g, &b, &a);
+ Clear(r, g, b, a, depth);
+ }
+
+ virtual bool IsFullscreen() const { return Params.Fullscreen != Display_Window; }
+ virtual void Present() = 0;
+ // Waits for rendering to complete; important for reducing latency.
+ virtual void ForceFlushGPU() { }
+
+ // Resources
+ virtual Buffer* CreateBuffer() { return NULL; }
+ virtual Texture* CreateTexture(int format, int width, int height, const void* data, int mipcount=1)
+ { OVR_UNUSED5(format,width,height,data, mipcount); return NULL; }
+
+ virtual bool GetSamplePositions(Render::Texture*, Vector3f* pos) { pos[0] = Vector3f(0); return 1; }
+
+ virtual ShaderSet* CreateShaderSet() { return new ShaderSetMatrixTranspose; }
+ virtual Shader* LoadBuiltinShader(ShaderStage stage, int shader) = 0;
+
+ // 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.
+ virtual void FinishScene();
+
+ // Texture must have been created with Texture_RenderTarget. Use NULL for the default render target.
+ // NULL depth buffer means use an internal, temporary one.
+ virtual void SetRenderTarget(Texture* color, Texture* depth = NULL, Texture* stencil = NULL)
+ { OVR_UNUSED3(color, depth, stencil); }
+ virtual void SetDepthMode(bool enable, bool write, CompareFunc func = Compare_Less) = 0;
+ virtual void SetProjection(const Matrix4f& proj);
+ virtual void SetWorldUniforms(const Matrix4f& proj) = 0;
+
+ // The data is not copied, it must remain valid until the end of the frame
+ virtual void SetLighting(const LightingParams* light);
+
+ // The index 0 is reserved for non-buffer uniforms, and so cannot be used with this function.
+ virtual void SetCommonUniformBuffer(int i, Buffer* buffer) { OVR_UNUSED2(i, buffer); }
+
+ virtual void SetExtraShaders(ShaderSet* s) { OVR_UNUSED(s); }
+ virtual Matrix4f GetProjection() const { return Proj; }
+
+ // This is a View matrix only, it will be combined with the projection matrix from SetProjection
+ 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;
+ 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 struct Font* font, const char* str, float size, float* strsize = NULL);
+ virtual void RenderText(const struct 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 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)
+ {
+ DistortionClearColor = clearColor;
+ }
+
+ // 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; }
+
+ UPInt GetTotalTextureMemoryUsage() const
+ {
+ return TotalTextureMemoryUsage;
+ }
+
+ enum PostProcessShader
+ {
+ PostProcessShader_Distortion = 0,
+ PostProcessShader_DistortionAndChromAb = 1,
+ PostProcessShader_Count
+ };
+
+ PostProcessShader GetPostProcessShader()
+ {
+ return PostProcessShaderActive;
+ }
+
+ void SetPostProcessShader(PostProcessShader newShader)
+ {
+ PostProcessShaderRequested = newShader;
+ }
+
+protected:
+ // Stereo & post-processing
+ virtual bool initPostProcessSupport(PostProcessType pptype);
+
+ virtual Shader* CreateStereoShader(PrimitiveType prim, Shader* vs)
+ { OVR_UNUSED2(prim, vs); return NULL; }
+
+private:
+ PostProcessShader PostProcessShaderRequested;
+ PostProcessShader PostProcessShaderActive;
+};
+
+int GetNumMipLevels(int w, int h);
+int GetTextureSize(int format, int w, int h);
+
+// Filter an rgba image with a 2x2 box filter, for mipmaps.
+// Image size must be a power of 2.
+void FilterRgba2x2(const UByte* src, int w, int h, UByte* dest);
+
+Texture* LoadTextureTga(RenderDevice* ren, File* f);
+Texture* LoadTextureDDS(RenderDevice* ren, File* f);
+
+}}
+
+#endif
diff --git a/Samples/CommonSrc/Render/Render_Font.h b/Samples/CommonSrc/Render/Render_Font.h
new file mode 100644
index 0000000..0a7acb5
--- /dev/null
+++ b/Samples/CommonSrc/Render/Render_Font.h
@@ -0,0 +1,51 @@
+/************************************************************************************
+
+Filename : Render_Font_h
+Content : Font data structure used by renderer
+Created : September, 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_Font_h
+#define OVR_Render_Font_h
+
+namespace OVR { namespace Render {
+
+class Fill;
+
+struct Font
+{
+ struct Char
+ {
+ short x, y; // offset
+ short advance;
+ float u1, v1, u2, v2;
+ };
+
+ int lineheight, ascent, descent;
+ const Char* chars;
+ const short** kerning;
+ int twidth, theight;
+ const
+ unsigned char* tex;
+ mutable Fill* fill;
+};
+
+}}
+
+#endif
diff --git a/Samples/CommonSrc/Render/Render_FontEmbed_DejaVu48.h b/Samples/CommonSrc/Render/Render_FontEmbed_DejaVu48.h
new file mode 100644
index 0000000..0558866
--- /dev/null
+++ b/Samples/CommonSrc/Render/Render_FontEmbed_DejaVu48.h
@@ -0,0 +1,9463 @@
+#include "Render_Font.h"
+
+namespace OVR { namespace Render {
+
+const Font::Char DejaVu_chars[] = {
+ /* 0 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 1 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 2 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 3 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 4 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 5 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 6 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 7 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 8 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 9 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 10 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 11 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 12 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 13 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 14 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 15 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 16 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 17 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 18 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 19 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 20 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 21 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 22 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 23 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 24 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 25 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 26 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 27 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 28 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 29 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 30 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 31 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 32 */ { 0, 0, 15, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 33 ! */ { 7,35, 19, 0.0009842520f, 0.0000000000f, 0.0059055118f, 0.2482269555f},
+ /* 34 " */ { 5,35, 22, 0.0068897638f, 0.0000000000f, 0.0196850393f, 0.0921985805f},
+ /* 35 # */ { 4,35, 40, 0.0206692908f, 0.0000000000f, 0.0531496070f, 0.2482269555f},
+ /* 36 $ */ { 4,37, 31, 0.0541338585f, 0.0000000000f, 0.0757874027f, 0.3120567501f},
+ /* 37 % */ { 3,36, 46, 0.0767716542f, 0.0000000000f, 0.1161417291f, 0.2624113560f},
+ /* 38 & */ { 3,36, 37, 0.1171259806f, 0.0000000000f, 0.1496063024f, 0.2624113560f},
+ /* 39 ' */ { 5,35, 13, 0.1505905539f, 0.0000000000f, 0.1545275599f, 0.0921985805f},
+ /* 40 ( */ { 4,36, 19, 0.1555118114f, 0.0000000000f, 0.1663385779f, 0.3049645424f},
+ /* 41 ) */ { 4,36, 19, 0.1673228294f, 0.0000000000f, 0.1781496108f, 0.3049645424f},
+ /* 42 * */ { 2,36, 24, 0.1791338623f, 0.0000000000f, 0.1998031437f, 0.1560283750f},
+ /* 43 + */ { 5,30, 40, 0.2007873952f, 0.0000000000f, 0.2303149551f, 0.2127659619f},
+ /* 44 , */ { 4, 6, 15, 0.2312992066f, 0.0000000000f, 0.2372047305f, 0.0851063803f},
+ /* 45 - */ { 2,15, 17, 0.2381889820f, 0.0000000000f, 0.2509842515f, 0.0283687934f},
+ /* 46 . */ { 6, 6, 15, 0.2519685030f, 0.0000000000f, 0.2559055090f, 0.0425531901f},
+ /* 47 / */ { 0,35, 16, 0.2568897605f, 0.0000000000f, 0.2726377845f, 0.2765957415f},
+ /* 48 0 */ { 3,36, 31, 0.2736220360f, 0.0000000000f, 0.2972441018f, 0.2624113560f},
+ /* 49 1 */ { 6,35, 31, 0.2982283533f, 0.0000000000f, 0.3179133832f, 0.2482269555f},
+ /* 50 2 */ { 4,36, 31, 0.3188976347f, 0.0000000000f, 0.3415354192f, 0.2553191483f},
+ /* 51 3 */ { 4,36, 31, 0.3425196707f, 0.0000000000f, 0.3651574850f, 0.2624113560f},
+ /* 52 4 */ { 2,35, 31, 0.3661417365f, 0.0000000000f, 0.3917322755f, 0.2482269555f},
+ /* 53 5 */ { 4,35, 31, 0.3927165270f, 0.0000000000f, 0.4153543413f, 0.2553191483f},
+ /* 54 6 */ { 3,36, 31, 0.4163385928f, 0.0000000000f, 0.4399606287f, 0.2624113560f},
+ /* 55 7 */ { 4,35, 31, 0.4409448802f, 0.0000000000f, 0.4635826647f, 0.2482269555f},
+ /* 56 8 */ { 3,36, 31, 0.4645669162f, 0.0000000000f, 0.4881889820f, 0.2624113560f},
+ /* 57 9 */ { 3,36, 31, 0.4891732335f, 0.0000000000f, 0.5127952695f, 0.2624113560f},
+ /* 58 : */ { 6,25, 16, 0.5137795210f, 0.0000000000f, 0.5187007785f, 0.1773049682f},
+ /* 59 ; */ { 4,25, 16, 0.5196850300f, 0.0000000000f, 0.5255905390f, 0.2198581547f},
+ /* 60 < */ { 5,28, 40, 0.5265747905f, 0.0000000000f, 0.5561023355f, 0.1843971610f},
+ /* 61 = */ { 5,22, 40, 0.5570865870f, 0.0000000000f, 0.5866141915f, 0.0992907807f},
+ /* 62 > */ { 5,28, 40, 0.5875984430f, 0.0000000000f, 0.6171259880f, 0.1843971610f},
+ /* 63 ? */ { 3,36, 25, 0.6181102395f, 0.0000000000f, 0.6368110180f, 0.2553191483f},
+ /* 64 @ */ { 3,34, 48, 0.6377952695f, 0.0000000000f, 0.6791338325f, 0.2978723347f},
+ /* 65 A */ { 0,35, 33, 0.6801180840f, 0.0000000000f, 0.7116141915f, 0.2482269555f},
+ /* 66 B */ { 5,35, 33, 0.7125984430f, 0.0000000000f, 0.7372047305f, 0.2482269555f},
+ /* 67 C */ { 3,36, 34, 0.7381889820f, 0.0000000000f, 0.7657480240f, 0.2624113560f},
+ /* 68 D */ { 5,35, 37, 0.7667322755f, 0.0000000000f, 0.7952755690f, 0.2482269555f},
+ /* 69 E */ { 5,35, 30, 0.7962598205f, 0.0000000000f, 0.8188976645f, 0.2482269555f},
+ /* 70 F */ { 5,35, 28, 0.8198819160f, 0.0000000000f, 0.8395669460f, 0.2482269555f},
+ /* 71 G */ { 3,36, 37, 0.8405511975f, 0.0000000000f, 0.8710629940f, 0.2624113560f},
+ /* 72 H */ { 5,35, 36, 0.8720472455f, 0.0000000000f, 0.8986220360f, 0.2482269555f},
+ /* 73 I */ { 5,35, 14, 0.8996062875f, 0.0000000000f, 0.9035432935f, 0.2482269555f},
+ /* 74 J */ {-2,35, 14, 0.9045275450f, 0.0000000000f, 0.9153543115f, 0.3191489279f},
+ /* 75 K */ { 5,35, 31, 0.9163385630f, 0.0000000000f, 0.9438976645f, 0.2482269555f},
+ /* 76 L */ { 5,35, 27, 0.9448819160f, 0.0000000000f, 0.9665354490f, 0.2482269555f},
+ /* 77 M */ { 5,35, 41, 0.9675197005f, 0.0000000000f, 0.9990157485f, 0.2482269555f},
+ /* 78 N */ { 5,35, 36, 0.0000000000f, 0.3262411356f, 0.0255905520f, 0.5744680762f},
+ /* 79 O */ { 3,36, 38, 0.0265748035f, 0.3262411356f, 0.0580708645f, 0.5886524916f},
+ /* 80 P */ { 5,35, 29, 0.0590551198f, 0.3262411356f, 0.0816929117f, 0.5744680762f},
+ /* 81 Q */ { 3,36, 38, 0.0826771632f, 0.3262411356f, 0.1141732261f, 0.6241135001f},
+ /* 82 R */ { 5,35, 33, 0.1151574776f, 0.3262411356f, 0.1427165419f, 0.5744680762f},
+ /* 83 S */ { 3,36, 30, 0.1437007934f, 0.3262411356f, 0.1692913324f, 0.5886524916f},
+ /* 84 T */ { 0,35, 29, 0.1702755839f, 0.3262411356f, 0.1978346407f, 0.5744680762f},
+ /* 85 U */ { 5,35, 35, 0.1988188922f, 0.3262411356f, 0.2253936976f, 0.5815602541f},
+ /* 86 V */ { 0,35, 33, 0.2263779491f, 0.3262411356f, 0.2578740120f, 0.5744680762f},
+ /* 87 W */ { 2,35, 47, 0.2588582635f, 0.3262411356f, 0.3021653593f, 0.5744680762f},
+ /* 88 X */ { 1,35, 33, 0.3031496108f, 0.3262411356f, 0.3326771557f, 0.5744680762f},
+ /* 89 Y */ { 0,35, 29, 0.3336614072f, 0.3262411356f, 0.3612204790f, 0.5744680762f},
+ /* 90 Z */ { 2,35, 33, 0.3622047305f, 0.3262411356f, 0.3907480240f, 0.5744680762f},
+ /* 91 [ */ { 4,36, 19, 0.3917322755f, 0.3262411356f, 0.4015747905f, 0.6312056780f},
+ /* 92 \ */ { 0,35, 16, 0.4025590420f, 0.3262411356f, 0.4183070958f, 0.6028369069f},
+ /* 93 ] */ { 5,36, 19, 0.4192913473f, 0.3262411356f, 0.4291338623f, 0.6312056780f},
+ /* 94 ^ */ { 5,35, 40, 0.4301181138f, 0.3262411356f, 0.4596456587f, 0.4184397161f},
+ /* 95 _ */ { 0,-7, 24, 0.4606299102f, 0.3262411356f, 0.4842519760f, 0.3546099365f},
+ /* 96 ` */ { 4,38, 24, 0.4852362275f, 0.3262411356f, 0.4960629940f, 0.3900709152f},
+ /* 97 a */ { 3,27, 29, 0.4970472455f, 0.3262411356f, 0.5187007785f, 0.5248227119f},
+ /* 98 b */ { 4,36, 30, 0.5196850300f, 0.3262411356f, 0.5423228145f, 0.5886524916f},
+ /* 99 c */ { 3,27, 26, 0.5433070660f, 0.3262411356f, 0.5639764071f, 0.5248227119f},
+ /* 100 d */ { 3,36, 30, 0.5649606586f, 0.3262411356f, 0.5875984430f, 0.5886524916f},
+ /* 101 e */ { 3,27, 30, 0.5885826945f, 0.3262411356f, 0.6122047305f, 0.5248227119f},
+ /* 102 f */ { 1,36, 17, 0.6131889820f, 0.3262411356f, 0.6289370060f, 0.5815602541f},
+ /* 103 g */ { 3,27, 30, 0.6299212575f, 0.3262411356f, 0.6525590420f, 0.5886524916f},
+ /* 104 h */ { 4,36, 30, 0.6535432935f, 0.3262411356f, 0.6751968265f, 0.5815602541f},
+ /* 105 i */ { 4,36, 13, 0.6761810780f, 0.3262411356f, 0.6801180840f, 0.5815602541f},
+ /* 106 j */ {-1,36, 13, 0.6811023355f, 0.3262411356f, 0.6899606586f, 0.6524822712f},
+ /* 107 k */ { 4,36, 28, 0.6909449100f, 0.3262411356f, 0.7135826945f, 0.5815602541f},
+ /* 108 l */ { 4,36, 13, 0.7145669460f, 0.3262411356f, 0.7185039520f, 0.5815602541f},
+ /* 109 m */ { 4,27, 47, 0.7194882035f, 0.3262411356f, 0.7568897605f, 0.5177304745f},
+ /* 110 n */ { 4,27, 30, 0.7578740120f, 0.3262411356f, 0.7795275450f, 0.5177304745f},
+ /* 111 o */ { 3,27, 29, 0.7805117965f, 0.3262411356f, 0.8041338325f, 0.5248227119f},
+ /* 112 p */ { 4,27, 30, 0.8051180840f, 0.3262411356f, 0.8277559280f, 0.5886524916f},
+ /* 113 q */ { 3,27, 30, 0.8287401795f, 0.3262411356f, 0.8513779640f, 0.5886524916f},
+ /* 114 r */ { 4,27, 20, 0.8523622155f, 0.3262411356f, 0.8671259880f, 0.5177304745f},
+ /* 115 s */ { 3,27, 25, 0.8681102395f, 0.3262411356f, 0.8877952695f, 0.5248227119f},
+ /* 116 t */ { 1,33, 19, 0.8887795210f, 0.3262411356f, 0.9045275450f, 0.5602836609f},
+ /* 117 u */ { 4,27, 30, 0.9055117965f, 0.3262411356f, 0.9271653295f, 0.5248227119f},
+ /* 118 v */ { 1,26, 28, 0.9281495810f, 0.3262411356f, 0.9537401795f, 0.5106382966f},
+ /* 119 w */ { 2,26, 39, 0.9547244310f, 0.3262411356f, 0.9891732335f, 0.5106382966f},
+ /* 120 x */ { 1,26, 28, 0.0000000000f, 0.6595744491f, 0.0246062987f, 0.8439716101f},
+ /* 121 y */ { 1,26, 28, 0.0255905520f, 0.6595744491f, 0.0511811040f, 0.9148936272f},
+ /* 122 z */ { 2,26, 25, 0.0521653555f, 0.6595744491f, 0.0728346482f, 0.8439716101f},
+ /* 123 { */ { 6,36, 31, 0.0738188997f, 0.6595744491f, 0.0915354341f, 0.9716312289f},
+ /* 124 | */ { 6,36, 16, 0.0925196856f, 0.6595744491f, 0.0964566916f, 1.0000000000f},
+ /* 125 } */ { 6,36, 31, 0.0974409431f, 0.6595744491f, 0.1151574776f, 0.9716312289f},
+ /* 126 ~ */ { 5,20, 40, 0.1161417291f, 0.6595744491f, 0.1456692964f, 0.7234042287f},
+ /* 127 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f}}
+;
+
+const short DejaVu_kern45[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, -1, -2, 0, 0, 0, 0, 2, 0, 0, 3, 0, 0, 0, 0, 1,
+ 0, 2, 0, 0, -4, 0, -3, -2, -2, -6, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
+ 0, 0, 0, 0, 0, 0, -1, 0, 0, -1, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern65[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0,
+ 0, 1, 0, -1, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0, 0, -1,
+ 0, -1, 0, 0, -4, 0, -3, -3, 0, -4, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, -1, -1, -1, -2, 0, 0, 0, 0, 0, 0, 0, 0, -1,
+ 0, -1, 0, 0, -1, 0, -3, -2, 0, -3, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern66[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, -1, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0, 0, -1,
+ 0, 0, 0, -1, 0, 0, -1, -2, 0, -3, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern67[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern68[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, -1, 0, 0, -3, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern70[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -8, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -4, 0, 0, 0, 0, 0,
+ 0, -4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, -4, 0, 0, 0, -3, 0, 0, 0, -3, 0, 0, 0, 0, 0, -2,
+ 0, 0, -3, 0, 0, -3, 0, 0, 0, -4, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern71[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, -2, 0, 0, 0, 0, -2, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern72[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern74[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -2, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern75[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -5, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, -1, 0, -3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -3,
+ 0, 0, 0, 0, -4, -1, 0, -2, 0, -2, 0, 0, 0, 0, 0, 0,
+ 0, -1, 0, 0, 0, -2, 0, 0, 0, 0, 0, 0, 0, 0, 0, -2,
+ 0, 0, 0, 0, 0, -2, 0, 0, 0, -3, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern76[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -2,
+ 0, 0, 0, 0, -7, -2, -5, -4, 0, -6, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1,
+ 0, 0, 0, 0, 0, -1, 0, 0, 0, -4, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern79[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, -2, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0,
+ 0, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, -1, 0, -3, -3, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern80[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -7, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, -3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0,
+ 0, -2, 0, 0, 0, -2, 0, 0, 0, -1, 0, 0, 0, 0, -1, -2,
+ 0, 0, -1, -1, 0, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern81[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern82[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -2, -2, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0,
+ 0, -2, 0, -2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, -3, 0, -3, -2, 0, -3, 0, 0, 0, 0, 0, 0,
+ 0, -1, 0, 0, 0, -2, 0, 0, 0, 0, 0, 0, 0, 0, 0, -2,
+ 0, 0, 0, 0, 0, -2, 0, 0, 0, -3, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern83[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern84[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -4, -6, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -5, 0, 0, 0, 0, 0,
+ 0, -4, 0, -3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, -8, 0, -8, 0, -8, 0, 0, 0, -1, 0, 0, 0, 0, 0, -8,
+ 0, 0, -7, -8, 0, -7, 0, -8, 0, -7, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern85[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern86[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -3, -6, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -4, 0, 0, 0, 0, 0,
+ 0, -3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, -4, 0, 0, 0, -4, 0, 0, 0, -1, 0, 0, 0, 0, 0, -4,
+ 0, 0, 0, 0, 0, -3, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern87[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -2, -6, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -3, 0, 0, 0, 0, 0,
+ 0, -3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, -3, 0, 0, 0, -3, 0, 0, 0, -1, 0, 0, 0, 0, 0, -3,
+ 0, 0, -2, 0, 0, -2, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern88[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -2, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, -3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -3,
+ 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, -2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern89[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -6, -10, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -6, 0, 0, 0, 0, 0,
+ 0, -4, 0, -3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -3,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, -7, 0, 0, 0, -6, 0, 0, 0, -2, 0, 0, 0, 0, 0, -6,
+ 0, 0, 0, 0, 0, -6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern90[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern101[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern102[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -3, -3, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -2, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, -1, 0, 0, -1, 0, -1, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern107[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, -1, 0, 0, 0, -2, 0, 0, 0, 0, 0, 0, 0, 0, 0, -2,
+ 0, 0, 0, 0, 0, -1, 0, 0, 0, -2, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern111[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, -1, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern114[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -3, -4, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, -1, -1, -1, 0, -1, -1, 0, 0, 0, 0, -1, -1, -1,
+ 0, -1, -1, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern118[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -4, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -3, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern119[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -4, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -3, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern120[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, -1, 0, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern121[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -7, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -3, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
+const short* DejaVu_kern[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, DejaVu_kern45, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, DejaVu_kern65, DejaVu_kern66, DejaVu_kern67, DejaVu_kern68, 0, DejaVu_kern70, DejaVu_kern71, DejaVu_kern72, 0, DejaVu_kern74, DejaVu_kern75, DejaVu_kern76, 0, 0, DejaVu_kern79,
+ DejaVu_kern80, DejaVu_kern81, DejaVu_kern82, DejaVu_kern83, DejaVu_kern84, DejaVu_kern85, DejaVu_kern86, DejaVu_kern87, DejaVu_kern88, DejaVu_kern89, DejaVu_kern90, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, DejaVu_kern101, DejaVu_kern102, 0, 0, 0, 0, DejaVu_kern107, 0, 0, 0, DejaVu_kern111,
+ 0, 0, DejaVu_kern114, 0, 0, 0, DejaVu_kern118, DejaVu_kern119, DejaVu_kern120, DejaVu_kern121, 0, 0, 0, 0, 0, 0};
+
+const unsigned char DejaVu_tex[] = {
+ 0, 255, 255, 255, 255, 255, 0, 255, 255, 255, 255, 0, 0, 0, 0, 0,
+ 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 135, 255, 255, 255, 72, 0, 0, 0, 0, 0, 0, 208, 255, 255,
+ 241, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 59, 154, 218, 244, 243, 217, 152, 55, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 32, 247, 255, 255, 100, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8,
+ 97, 166, 218, 239, 250, 236, 209, 160, 97, 18, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 255, 0, 0, 0,
+ 0, 0, 0, 0, 138, 255, 255, 255, 177, 0, 178, 255, 255, 255, 137, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255,
+ 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 255, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255,
+ 255, 0, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 0,
+ 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 87, 255, 255, 255, 217, 0, 0, 0, 0, 0, 0, 0, 0, 31, 122, 189,
+ 230, 249, 249, 230, 189, 122, 30, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 44, 111, 178, 241, 255, 255, 255, 255, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 12, 69, 126, 169, 210, 233, 248, 246, 229,
+ 209, 159, 102, 22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 28, 94, 149, 191, 225, 241, 251, 238, 223, 187, 134, 67, 1, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 109, 255, 255, 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0,
+ 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
+ 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 29, 111, 175, 216, 241, 252, 247, 235, 209, 178, 135, 86, 28, 0, 0, 0,
+ 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
+ 255, 255, 255, 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 15, 100,
+ 159, 209, 231, 247, 247, 231, 209, 159, 101, 16, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 14, 89, 159, 210, 232, 250, 243, 218, 172,
+ 100, 13, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 255, 255, 0,
+ 0, 0, 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 24, 114, 208, 0, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
+ 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
+ 255, 255, 255, 255, 0, 208, 114, 24, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 55, 123, 184, 220, 240, 250, 233, 207,
+ 151, 77, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 37, 99, 155, 192, 225, 240, 251, 246, 233,
+ 213, 174, 132, 68, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 219, 255, 255, 255, 255, 222, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
+ 253, 241, 228, 200, 155, 100, 19, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 6, 72, 134, 184, 217, 240, 251, 247,
+ 231, 215, 180, 130, 79, 12, 0, 0, 0, 0, 0, 255, 255, 255, 255, 255,
+ 255, 255, 255, 255, 254, 247, 240, 222, 200, 170, 130, 83, 23, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 255, 255, 255, 255,
+ 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
+ 0, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
+ 255, 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 41, 108, 162, 199, 229, 244, 252, 243, 229, 214, 185, 140, 94, 38, 0,
+ 0, 0, 0, 0, 0, 0, 255, 255, 255, 255, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255,
+ 255, 0, 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255,
+ 255, 255, 0, 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0};
+
+Font DejaVu = {56, 45, -11, DejaVu_chars, DejaVu_kern, 1016, 141, DejaVu_tex};
+
+}}
+
diff --git a/Samples/CommonSrc/Render/Render_GL_Device.cpp b/Samples/CommonSrc/Render/Render_GL_Device.cpp
new file mode 100644
index 0000000..d2ba42e
--- /dev/null
+++ b/Samples/CommonSrc/Render/Render_GL_Device.cpp
@@ -0,0 +1,849 @@
+/************************************************************************************
+
+Filename : Render_GL_Device.cpp
+Content : RenderDevice implementation 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.
+
+************************************************************************************/
+
+#include "../Render/Render_GL_Device.h"
+#include "Kernel/OVR_Log.h"
+
+namespace OVR { namespace Render { namespace GL {
+
+
+
+static const char* StdVertexShaderSrc =
+ "uniform mat4 Proj;\n"
+ "uniform mat4 View;\n"
+ "attribute vec4 Position;\n"
+ "attribute vec4 Color;\n"
+ "attribute vec2 TexCoord;\n"
+ "attribute vec2 TexCoord1;\n"
+ "attribute vec3 Normal;\n"
+ "varying vec4 oColor;\n"
+ "varying vec2 oTexCoord;\n"
+ "varying vec2 oTexCoord1;\n"
+ "varying vec3 oNormal;\n"
+ "varying vec3 oVPos;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = Proj * (View * Position);\n"
+ " oNormal = vec3(View * vec4(Normal,0));\n"
+ " oVPos = vec3(View * Position);\n"
+ " oTexCoord = TexCoord;\n"
+ " oTexCoord1 = TexCoord1;\n"
+ " oColor = Color;\n"
+ "}\n";
+
+static const char* DirectVertexShaderSrc =
+ "uniform mat4 View;\n"
+ "attribute vec4 Position;\n"
+ "attribute vec4 Color;\n"
+ "attribute vec2 TexCoord;\n"
+ "attribute vec3 Normal;\n"
+ "varying vec4 oColor;\n"
+ "varying vec2 oTexCoord;\n"
+ "varying vec3 oNormal;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = View * Position;\n"
+ " oTexCoord = TexCoord;\n"
+ " oColor = Color;\n"
+ " oNormal = vec3(View * vec4(Normal,0));\n"
+ "}\n";
+
+static const char* SolidFragShaderSrc =
+ "uniform vec4 Color;\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = Color;\n"
+ "}\n";
+
+static const char* GouraudFragShaderSrc =
+ "varying vec4 oColor;\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = oColor;\n"
+ "}\n";
+
+static const char* TextureFragShaderSrc =
+ "uniform sampler2D Texture0;\n"
+ "varying vec4 oColor;\n"
+ "varying vec2 oTexCoord;\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = oColor * texture2D(Texture0, oTexCoord);\n"
+ " if (gl_FragColor.a < 0.4)\n"
+ " discard;\n"
+ "}\n";
+
+#define LIGHTING_COMMON \
+ "uniform vec3 Ambient;\n" \
+ "uniform vec4 LightPos[8];\n" \
+ "uniform vec4 LightColor[8];\n" \
+ "uniform float LightCount;\n" \
+ "varying vec4 oColor;\n" \
+ "varying vec2 oTexCoord;\n" \
+ "varying vec3 oNormal;\n" \
+ "varying vec3 oVPos;\n" \
+ "vec4 DoLight()\n" \
+ "{\n" \
+ " vec3 norm = normalize(oNormal);\n" \
+ " vec3 light = Ambient;\n" \
+ " for (int i = 0; i < int(LightCount); i++)\n" \
+ " {\n" \
+ " vec3 ltp = (LightPos[i].xyz - oVPos);\n" \
+ " float ldist = length(ltp);\n" \
+ " ltp = normalize(ltp);\n" \
+ " light += clamp(LightColor[i].rgb * oColor.rgb * (dot(norm, ltp) / ldist), 0.0,1.0);\n" \
+ " }\n" \
+ " return vec4(light, oColor.a);\n" \
+ "}\n"
+
+static const char* LitSolidFragShaderSrc =
+ LIGHTING_COMMON
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = DoLight() * oColor;\n"
+ "}\n";
+
+static const char* LitTextureFragShaderSrc =
+ "uniform sampler2D Texture0;\n"
+ LIGHTING_COMMON
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = DoLight() * texture2D(Texture0, oTexCoord);\n"
+ "}\n";
+
+static const char* AlphaTextureFragShaderSrc =
+ "uniform sampler2D Texture0;\n"
+ "varying vec4 oColor;\n"
+ "varying vec2 oTexCoord;\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = oColor * vec4(1,1,1,texture2D(Texture0, oTexCoord).a);\n"
+ "}\n";
+
+static const char* MultiTextureFragShaderSrc =
+ "uniform sampler2D Texture0;\n"
+ "uniform sampler2D Texture1;\n"
+ "varying vec4 oColor;\n"
+ "varying vec2 oTexCoord;\n"
+ "varying vec2 oTexCoord1;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 color1 = texture2D(Texture0, oTexCoord);\n"
+ " vec4 color2 = texture2D(Texture1, oTexCoord1);\n"
+ " color2.rgb = color2.rgb * mix(1.9, 1.2, clamp(length(color2.rgb),0.0,1.0));\n"
+ " color2 = color1 * color2;\n"
+ " if (color2.a <= 0.6)\n"
+ " discard;\n"
+ " gl_FragColor = color2;\n"
+ "}\n";
+
+static const char* PostProcessVertexShaderSrc =
+ "uniform mat4 View;\n"
+ "uniform mat4 Texm;\n"
+ "attribute vec4 Position;\n"
+ "attribute vec2 TexCoord;\n"
+ "varying vec2 oTexCoord;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = View * Position;\n"
+ " oTexCoord = vec2(Texm * vec4(TexCoord,0,1));\n"
+ " oTexCoord.y = 1.0-oTexCoord.y;\n"
+ "}\n";
+
+static const char* PostProcessFragShaderSrc =
+ "uniform vec2 LensCenter;\n"
+ "uniform vec2 ScreenCenter;\n"
+ "uniform vec2 Scale;\n"
+ "uniform vec2 ScaleIn;\n"
+ "uniform vec4 HmdWarpParam;\n"
+ "uniform sampler2D Texture0;\n"
+ "varying vec2 oTexCoord;\n"
+ "\n"
+ "vec2 HmdWarp(vec2 in01)\n"
+ "{\n"
+ " vec2 theta = (in01 - LensCenter) * ScaleIn;\n" // Scales to [-1, 1]
+ " float rSq = theta.x * theta.x + theta.y * theta.y;\n"
+ " vec2 theta1 = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq + "
+ " HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq);\n"
+ " return LensCenter + Scale * theta1;\n"
+ "}\n"
+ "void main()\n"
+ "{\n"
+ " vec2 tc = HmdWarp(oTexCoord);\n"
+ " if (!all(equal(clamp(tc, ScreenCenter-vec2(0.25,0.5), ScreenCenter+vec2(0.25,0.5)), tc)))\n"
+ " gl_FragColor = vec4(0);\n"
+ " else\n"
+ " gl_FragColor = texture2D(Texture0, tc);\n"
+ "}\n";
+
+// Shader with lens distortion and chromatic aberration correction.
+static const char* PostProcessFullFragShaderSrc =
+ "uniform vec2 LensCenter;\n"
+ "uniform vec2 ScreenCenter;\n"
+ "uniform vec2 Scale;\n"
+ "uniform vec2 ScaleIn;\n"
+ "uniform vec4 HmdWarpParam;\n"
+ "uniform vec4 ChromAbParam;\n"
+ "uniform sampler2D Texture0;\n"
+ "varying vec2 oTexCoord;\n"
+ "\n"
+ // Scales input texture coordinates for distortion.
+ // ScaleIn maps texture coordinates to Scales to ([-1, 1]), although top/bottom will be
+ // larger due to aspect ratio.
+ "void main()\n"
+ "{\n"
+ " vec2 theta = (oTexCoord - LensCenter) * ScaleIn;\n" // Scales to [-1, 1]
+ " float rSq= theta.x * theta.x + theta.y * theta.y;\n"
+ " vec2 theta1 = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq + "
+ " HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq);\n"
+ " \n"
+ " // Detect whether blue texture coordinates are out of range since these will scaled out the furthest.\n"
+ " vec2 thetaBlue = theta1 * (ChromAbParam.z + ChromAbParam.w * rSq);\n"
+ " vec2 tcBlue = LensCenter + Scale * thetaBlue;\n"
+ " if (!all(equal(clamp(tcBlue, ScreenCenter-vec2(0.25,0.5), ScreenCenter+vec2(0.25,0.5)), tcBlue)))\n"
+ " {\n"
+ " gl_FragColor = vec4(0);\n"
+ " return;\n"
+ " }\n"
+ " \n"
+ " // Now do blue texture lookup.\n"
+ " float blue = texture2D(Texture0, tcBlue).b;\n"
+ " \n"
+ " // Do green lookup (no scaling).\n"
+ " vec2 tcGreen = LensCenter + Scale * theta1;\n"
+ " vec4 center = texture2D(Texture0, tcGreen);\n"
+ " \n"
+ " // Do red scale and lookup.\n"
+ " vec2 thetaRed = theta1 * (ChromAbParam.x + ChromAbParam.y * rSq);\n"
+ " vec2 tcRed = LensCenter + Scale * thetaRed;\n"
+ " float red = texture2D(Texture0, tcRed).r;\n"
+ " \n"
+ " gl_FragColor = vec4(red, center.g, blue, center.a);\n"
+ "}\n";
+
+static const char* VShaderSrcs[VShader_Count] =
+{
+ DirectVertexShaderSrc,
+ StdVertexShaderSrc,
+ PostProcessVertexShaderSrc
+};
+static const char* FShaderSrcs[FShader_Count] =
+{
+ SolidFragShaderSrc,
+ GouraudFragShaderSrc,
+ TextureFragShaderSrc,
+ AlphaTextureFragShaderSrc,
+ PostProcessFragShaderSrc,
+ PostProcessFullFragShaderSrc,
+ LitSolidFragShaderSrc,
+ LitTextureFragShaderSrc,
+ MultiTextureFragShaderSrc
+};
+
+
+
+RenderDevice::RenderDevice(const RendererParams& p)
+{
+ for (int i = 0; i < VShader_Count; i++)
+ VertexShaders[i] = *new Shader(this, Shader_Vertex, VShaderSrcs[i]);
+
+ for (int i = 0; i < FShader_Count; i++)
+ FragShaders[i] = *new Shader(this, Shader_Fragment, FShaderSrcs[i]);
+
+ Ptr<ShaderSet> gouraudShaders = *new ShaderSet();
+ gouraudShaders->SetShader(VertexShaders[VShader_MVP]);
+ gouraudShaders->SetShader(FragShaders[FShader_Gouraud]);
+ DefaultFill = *new ShaderFill(gouraudShaders);
+
+ glGenFramebuffersEXT(1, &CurrentFbo);
+}
+
+Shader *RenderDevice::LoadBuiltinShader(ShaderStage stage, int shader)
+{
+ switch (stage)
+ {
+ case Shader_Vertex: return VertexShaders[shader];
+ case Shader_Fragment: return FragShaders[shader];
+ default:
+ return NULL;
+ }
+}
+
+
+void RenderDevice::BeginRendering()
+{
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ glFrontFace(GL_CW);
+
+ glLineWidth(3.0f);
+ glEnable(GL_LINE_SMOOTH);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+}
+
+void RenderDevice::SetDepthMode(bool enable, bool write, CompareFunc func)
+{
+ if (enable)
+ {
+ glEnable(GL_DEPTH_TEST);
+ glDepthMask(write);
+ switch (func)
+ {
+ case Compare_Always: glDepthFunc(GL_ALWAYS); break;
+ case Compare_Less: glDepthFunc(GL_LESS); break;
+ case Compare_Greater: glDepthFunc(GL_GREATER); break;
+ default: assert(0);
+ }
+ }
+ else
+ glDisable(GL_DEPTH_TEST);
+}
+
+void RenderDevice::SetRealViewport(const Viewport& vp)
+{
+ int wh;
+ if (CurRenderTarget)
+ wh = CurRenderTarget->Height;
+ else
+ wh = WindowHeight;
+ glViewport(vp.x, wh-vp.y-vp.h, vp.w, vp.h);
+
+ glEnable(GL_SCISSOR_TEST);
+ glScissor(vp.x, wh-vp.y-vp.h, vp.w, vp.h);
+}
+
+void RenderDevice::Clear(float r, float g, float b, float a, float depth)
+{
+ glClearColor(r,g,b,a);
+ glClearDepth(depth);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
+}
+
+RBuffer* RenderDevice::GetDepthBuffer(int w, int h, int ms)
+{
+ for (unsigned i = 0; i < DepthBuffers.GetSize(); i++)
+ if (w == DepthBuffers[i]->Width && h == DepthBuffers[i]->Height)// && ms == DepthBuffers[i]->Samples)
+ return DepthBuffers[i];
+
+ //Ptr<Texture> newDepth = *CreateTexture(Texture_Depth|Texture_RenderTarget|ms, w, h, NULL);
+ Ptr<RBuffer> newDepth = *new RBuffer(GL_DEPTH24_STENCIL8, w, h); // combined depth stencil
+ DepthBuffers.PushBack(newDepth);
+ return newDepth.GetPtr();
+}
+
+void RenderDevice::SetRenderTarget(Render::Texture* color, Render::Texture*, Render::Texture* stencil)
+{
+ OVR_UNUSED(stencil);
+
+ CurRenderTarget = (Texture*)color;
+ if (color == NULL)
+ {
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ return;
+ }
+ //if (depth == NULL)
+ RBuffer* depth = GetDepthBuffer(color->GetWidth(), color->GetHeight(), 0); //CurRenderTarget->Samples);
+
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, CurrentFbo);
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, ((Texture*)color)->TexId, 0);
+ if (depth)
+ //glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, ((Texture*)depth)->TexId, 0);
+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, ((RBuffer*)depth)->BufId);
+ else
+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0);
+
+ GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
+ if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
+ OVR_DEBUG_LOG(("framebuffer not complete: %x", status));
+}
+
+
+void RenderDevice::SetWorldUniforms(const Matrix4f& proj)
+{
+ Proj = proj.Transposed();
+}
+
+void RenderDevice::SetTexture(Render::ShaderStage, int slot, const Texture* t)
+{
+ glActiveTexture(GL_TEXTURE0 + slot);
+ glBindTexture(GL_TEXTURE_2D, ((Texture*)t)->TexId);
+ glActiveTexture(GL_TEXTURE0);
+}
+
+Buffer* RenderDevice::CreateBuffer()
+{
+ return new Buffer(this);
+}
+
+Fill* RenderDevice::CreateSimpleFill(int flags)
+{
+ OVR_UNUSED(flags);
+ return DefaultFill;
+}
+
+
+void RenderDevice::Render(const Matrix4f& matrix, Model* model)
+{
+ // Store data in buffers if not already
+ if (!model->VertexBuffer)
+ {
+ Ptr<Render::Buffer> vb = *CreateBuffer();
+ vb->Data(Buffer_Vertex, &model->Vertices[0], model->Vertices.GetSize() * sizeof(Vertex));
+ model->VertexBuffer = vb;
+ }
+ if (!model->IndexBuffer)
+ {
+ Ptr<Render::Buffer> ib = *CreateBuffer();
+ ib->Data(Buffer_Index, &model->Indices[0], model->Indices.GetSize() * 2);
+ model->IndexBuffer = ib;
+ }
+
+ Render(model->Fill ? (const Fill*)model->Fill : (const Fill*)DefaultFill,
+ model->VertexBuffer, model->IndexBuffer,
+ matrix, 0, (int)model->Indices.GetSize(), model->GetPrimType());
+}
+
+void RenderDevice::Render(const Fill* fill, Render::Buffer* vertices, Render::Buffer* indices,
+ const Matrix4f& matrix, int offset, int count, PrimitiveType rprim)
+{
+ ShaderSet* shaders = (ShaderSet*) ((ShaderFill*)fill)->GetShaders();
+
+ GLenum prim;
+ switch (rprim)
+ {
+ case Prim_Triangles:
+ prim = GL_TRIANGLES;
+ break;
+ case Prim_Lines:
+ prim = GL_LINES;
+ break;
+ case Prim_TriangleStrip:
+ prim = GL_TRIANGLE_STRIP;
+ break;
+ default:
+ assert(0);
+ return;
+ }
+
+ fill->Set();
+ if (shaders->ProjLoc >= 0)
+ glUniformMatrix4fv(shaders->ProjLoc, 1, 0, &Proj.M[0][0]);
+ if (shaders->ViewLoc >= 0)
+ glUniformMatrix4fv(shaders->ViewLoc, 1, 0, &matrix.Transposed().M[0][0]);
+
+ if (shaders->UsesLighting && Lighting->Version != shaders->LightingVer)
+ {
+ shaders->LightingVer = Lighting->Version;
+ Lighting->Set(shaders);
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, ((Buffer*)vertices)->GLBuffer);
+ for (int i = 0; i < 5; i++)
+ glEnableVertexAttribArray(i);
+
+ glVertexAttribPointer(0, 3, GL_FLOAT, false, sizeof(Vertex), (char*)offset + offsetof(Vertex, Pos));
+ glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, true, sizeof(Vertex), (char*)offset + offsetof(Vertex, C));
+ glVertexAttribPointer(2, 2, GL_FLOAT, false, sizeof(Vertex), (char*)offset + offsetof(Vertex, U));
+ glVertexAttribPointer(3, 2, GL_FLOAT, false, sizeof(Vertex), (char*)offset + offsetof(Vertex, U2));
+ glVertexAttribPointer(4, 3, GL_FLOAT, false, sizeof(Vertex), (char*)offset + offsetof(Vertex, Norm));
+
+ if (indices)
+ {
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ((Buffer*)indices)->GLBuffer);
+ glDrawElements(prim, count, GL_UNSIGNED_SHORT, NULL);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ }
+ else
+ {
+ glDrawArrays(prim, 0, count);
+ }
+
+ for (int i = 0; i < 5; i++)
+ glDisableVertexAttribArray(i);
+}
+
+void RenderDevice::RenderWithAlpha(const Fill* fill, Render::Buffer* vertices, Render::Buffer* indices,
+ const Matrix4f& matrix, int offset, int count, PrimitiveType rprim)
+{
+ //glEnable(GL_BLEND);
+ Render(fill, vertices, indices, matrix, offset, count, rprim);
+ //glDisable(GL_BLEND);
+}
+
+void RenderDevice::SetLighting(const LightingParams* lt)
+{
+ Lighting = lt;
+}
+
+Buffer::~Buffer()
+{
+ if (GLBuffer)
+ glDeleteBuffers(1, &GLBuffer);
+}
+
+bool Buffer::Data(int use, const void* buffer, size_t size)
+{
+ switch (use & Buffer_TypeMask)
+ {
+ case Buffer_Index: Use = GL_ELEMENT_ARRAY_BUFFER; break;
+ default: Use = GL_ARRAY_BUFFER; break;
+ }
+
+ if (!GLBuffer)
+ glGenBuffers(1, &GLBuffer);
+
+ int mode = GL_DYNAMIC_DRAW;
+ if (use & Buffer_ReadOnly)
+ mode = GL_STATIC_DRAW;
+
+ glBindBuffer(Use, GLBuffer);
+ glBufferData(Use, size, buffer, mode);
+ glBindBuffer(Use, 0);
+ return 1;
+}
+
+void* Buffer::Map(size_t start, size_t size, int flags)
+{
+ int mode = GL_WRITE_ONLY;
+ //if (flags & Map_Unsynchronized)
+ // mode |= GL_MAP_UNSYNCHRONIZED;
+
+ glBindBuffer(Use, GLBuffer);
+ void* v = glMapBuffer(Use, mode);
+ glBindBuffer(Use, 0);
+ return v;
+}
+
+bool Buffer::Unmap(void*)
+{
+ glBindBuffer(Use, GLBuffer);
+ int r = glUnmapBuffer(Use);
+ glBindBuffer(Use, 0);
+ return r;
+}
+
+bool Shader::Compile(const char* src)
+{
+ if (!GLShader)
+ GLShader = glCreateShader(GLStage());
+
+ glShaderSource(GLShader, 1, &src, 0);
+ glCompileShader(GLShader);
+ GLint r;
+ glGetShaderiv(GLShader, GL_COMPILE_STATUS, &r);
+ if (!r)
+ {
+ GLchar msg[1024];
+ glGetShaderInfoLog(GLShader, sizeof(msg), 0, msg);
+ if (msg[0])
+ OVR_DEBUG_LOG(("Compiling shader\n%s\nfailed: %s\n", src, msg));
+ if (!r)
+ return 0;
+ }
+ return 1;
+}
+
+ShaderSet::ShaderSet()
+{
+ Prog = glCreateProgram();
+}
+ShaderSet::~ShaderSet()
+{
+ glDeleteProgram(Prog);
+}
+
+bool ShaderSet::Link()
+{
+ glBindAttribLocation(Prog, 0, "Position");
+ glBindAttribLocation(Prog, 1, "Color");
+ glBindAttribLocation(Prog, 2, "TexCoord");
+ glBindAttribLocation(Prog, 3, "TexCoord1");
+ glBindAttribLocation(Prog, 4, "Normal");
+
+ glLinkProgram(Prog);
+ GLint r;
+ glGetProgramiv(Prog, GL_LINK_STATUS, &r);
+ if (!r)
+ {
+ GLchar msg[1024];
+ glGetProgramInfoLog(Prog, sizeof(msg), 0, msg);
+ OVR_DEBUG_LOG(("Linking shaders failed: %s\n", msg));
+ if (!r)
+ return 0;
+ }
+ glUseProgram(Prog);
+
+ UniformInfo.Clear();
+ LightingVer = 0;
+ UsesLighting = 0;
+ GLuint i = 0;
+ for(;; i++)
+ {
+ GLsizei namelen;
+ GLint size = 0;
+ GLenum type;
+ GLchar name[32];
+ glGetActiveUniform(Prog, i, sizeof(name), &namelen, &size, &type, name);
+ if (size)
+ {
+ int l = glGetUniformLocation(Prog, name);
+ char *np = name;
+ while (*np)
+ {
+ if (*np == '[')
+ *np = 0;
+ np++;
+ }
+ Uniform u;
+ u.Name = name;
+ u.Location = l;
+ u.Size = size;
+ switch (type)
+ {
+ case GL_FLOAT: u.Type = 1; break;
+ case GL_FLOAT_VEC2: u.Type = 2; break;
+ case GL_FLOAT_VEC3: u.Type = 3; break;
+ case GL_FLOAT_VEC4: u.Type = 4; break;
+ case GL_FLOAT_MAT4: u.Type = 16; break;
+ default:
+ continue;
+ }
+ UniformInfo.PushBack(u);
+ if (!strcmp(name, "LightCount"))
+ UsesLighting = 1;
+ }
+ else
+ break;
+ }
+
+ ProjLoc = glGetUniformLocation(Prog, "Proj");
+ ViewLoc = glGetUniformLocation(Prog, "View");
+ for (int i = 0; i < 8; i++)
+ {
+ char texv[32];
+ sprintf(texv, "Texture%d", i);
+ TexLoc[i] = glGetUniformLocation(Prog, texv);
+ if (TexLoc[i] < 0)
+ break;
+
+ glUniform1i(TexLoc[i], i);
+ }
+ if (UsesLighting)
+ OVR_ASSERT(ProjLoc >= 0 && ViewLoc >= 0);
+ return 1;
+}
+
+void ShaderSet::Set(PrimitiveType) const
+{
+ glUseProgram(Prog);
+}
+
+bool ShaderSet::SetUniform(const char* name, int n, const float* v)
+{
+ for (int i = 0; i < UniformInfo.GetSize(); i++)
+ if (!strcmp(UniformInfo[i].Name.ToCStr(), name))
+ {
+ OVR_ASSERT(UniformInfo[i].Location >= 0);
+ glUseProgram(Prog);
+ switch (UniformInfo[i].Type)
+ {
+ case 1: glUniform1fv(UniformInfo[i].Location, n, v); break;
+ case 2: glUniform2fv(UniformInfo[i].Location, n/2, v); break;
+ case 3: glUniform3fv(UniformInfo[i].Location, n/3, v); break;
+ case 4: glUniform4fv(UniformInfo[i].Location, n/4, v); break;
+ default: OVR_ASSERT(0);
+ }
+ return 1;
+ }
+
+ OVR_DEBUG_LOG(("Warning: uniform %s not present in selected shader", name));
+ return 0;
+}
+
+bool ShaderSet::SetUniform4x4f(const char* name, const Matrix4f& m)
+{
+ for (int i = 0; i < UniformInfo.GetSize(); i++)
+ if (!strcmp(UniformInfo[i].Name.ToCStr(), name))
+ {
+ glUseProgram(Prog);
+ glUniformMatrix4fv(UniformInfo[i].Location, 1, 1, &m.M[0][0]);
+ return 1;
+ }
+
+ OVR_DEBUG_LOG(("Warning: uniform %s not present in selected shader", name));
+ return 0;
+}
+
+Texture::Texture(RenderDevice* r, int w, int h) : Ren(r), Width(w), Height(h)
+{
+ glGenTextures(1, &TexId);
+}
+
+Texture::~Texture()
+{
+ if (TexId)
+ glDeleteTextures(1, &TexId);
+}
+
+void Texture::Set(int slot, Render::ShaderStage stage) const
+{
+ Ren->SetTexture(stage, slot, this);
+}
+
+void Texture::SetSampleMode(int sm)
+{
+ glBindTexture(GL_TEXTURE_2D, TexId);
+ switch (sm & Sample_FilterMask)
+ {
+ case Sample_Linear:
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 0);
+ break;
+
+ case Sample_Anisotropic:
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 8);
+ break;
+
+ case Sample_Nearest:
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 0);
+ break;
+ }
+
+ switch (sm & Sample_AddressMask)
+ {
+ case Sample_Repeat:
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ break;
+
+ case Sample_Clamp:
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ break;
+
+ case Sample_ClampBorder:
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
+ break;
+ }
+ glBindTexture(GL_TEXTURE_2D, 0);
+}
+
+Texture* RenderDevice::CreateTexture(int format, int width, int height, const void* data, int mipcount)
+{
+ GLenum glformat, gltype = GL_UNSIGNED_BYTE;
+ switch(format & Texture_TypeMask)
+ {
+ case Texture_RGBA: glformat = GL_RGBA; break;
+ case Texture_R: glformat = GL_ALPHA; break;
+ case Texture_Depth: glformat = GL_DEPTH; gltype = GL_DEPTH_COMPONENT; break;
+ case Texture_DXT1: glformat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
+ case Texture_DXT3: glformat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
+ case Texture_DXT5: glformat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
+ default:
+ return NULL;
+ }
+ Texture* NewTex = new Texture(this, width, height);
+ glBindTexture(GL_TEXTURE_2D, NewTex->TexId);
+ glGetError();
+
+ if (format & Texture_Compressed)
+ {
+ const unsigned char* level = (const unsigned char*)data;
+ int w = width, h = height;
+ for (int i = 0; i < mipcount; i++)
+ {
+ int mipsize = GetTextureSize(format, w, h);
+ glCompressedTexImage2D(GL_TEXTURE_2D, i, glformat, w, h, 0, mipsize, level);
+
+ level += mipsize;
+ w >>= 1;
+ h >>= 1;
+ if (w < 1) w = 1;
+ if (h < 1) h = 1;
+ }
+ }
+ else
+ glTexImage2D(GL_TEXTURE_2D, 0, glformat, width, height, 0, glformat, gltype, data);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+ if (format == (Texture_RGBA|Texture_GenMipmaps)) // not render target
+ {
+ int srcw = width, srch = height;
+ int level = 0;
+ UByte* mipmaps = NULL;
+ do
+ {
+ level++;
+ int mipw = srcw >> 1; if (mipw < 1) mipw = 1;
+ int miph = srch >> 1; if (miph < 1) miph = 1;
+ if (mipmaps == NULL)
+ mipmaps = (UByte*)OVR_ALLOC(mipw * miph * 4);
+ FilterRgba2x2(level == 1 ? (const UByte*)data : mipmaps, srcw, srch, mipmaps);
+ glTexImage2D(GL_TEXTURE_2D, level, glformat, mipw, miph, 0, glformat, gltype, mipmaps);
+ srcw = mipw;
+ srch = miph;
+ } while (srcw > 1 || srch > 1);
+ if (mipmaps)
+ OVR_FREE(mipmaps);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level);
+ }
+ else
+ {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, mipcount-1);
+ }
+
+ OVR_ASSERT(!glGetError());
+ glBindTexture(GL_TEXTURE_2D, 0);
+ return NewTex;
+}
+
+RBuffer::RBuffer(GLenum format, GLint w, GLint h)
+{
+ Width = w;
+ Height = h;
+ glGenRenderbuffersEXT(1, &BufId);
+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, BufId);
+ glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, format, w, h);
+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
+}
+
+RBuffer::~RBuffer()
+{
+ glDeleteRenderbuffersEXT(1, &BufId);
+}
+
+}}}
diff --git a/Samples/CommonSrc/Render/Render_GL_Device.h b/Samples/CommonSrc/Render/Render_GL_Device.h
new file mode 100644
index 0000000..37cd4f0
--- /dev/null
+++ b/Samples/CommonSrc/Render/Render_GL_Device.h
@@ -0,0 +1,230 @@
+/************************************************************************************
+
+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
diff --git a/Samples/CommonSrc/Render/Render_GL_Win32_Device.cpp b/Samples/CommonSrc/Render/Render_GL_Win32_Device.cpp
new file mode 100644
index 0000000..8bbbf88
--- /dev/null
+++ b/Samples/CommonSrc/Render/Render_GL_Win32_Device.cpp
@@ -0,0 +1,90 @@
+/************************************************************************************
+
+Filename : Render_GL_Win32 Device.cpp
+Content : Win32 OpenGL Device implementation
+Created : September 10, 2012
+Authors : Andrew Reisse, Michael Antonov
+
+Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved.
+
+Licensed under the Apache License, Version 2.0 (the "License");
+you may not use this file except in compliance with the License.
+You may obtain a copy of the License at
+
+http://www.apache.org/licenses/LICENSE-2.0
+
+Unless required by applicable law or agreed to in writing, software
+distributed under the License is distributed on an "AS IS" BASIS,
+WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+See the License for the specific language governing permissions and
+limitations under the License.
+
+************************************************************************************/
+
+#include "Render_GL_Win32_Device.h"
+
+namespace OVR { namespace Render { namespace GL { namespace Win32 {
+
+
+// ***** GL::Win32::RenderDevice
+
+// Implement static initializer function to create this class.
+Render::RenderDevice* RenderDevice::CreateDevice(const RendererParams&, void* oswnd)
+{
+ HWND hwnd = (HWND)oswnd;
+
+ PIXELFORMATDESCRIPTOR pfd;
+ memset(&pfd, 0, sizeof(pfd));
+
+ pfd.nSize = sizeof(pfd);
+ pfd.nVersion = 1;
+ pfd.iPixelType = PFD_TYPE_RGBA;
+ pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DRAW_TO_WINDOW | PFD_DOUBLEBUFFER;
+ pfd.cColorBits = 32;
+ pfd.cDepthBits = 16;
+
+ HDC dc = GetDC(hwnd);
+ int pf = ChoosePixelFormat(dc, &pfd);
+ if (!pf)
+ {
+ ReleaseDC(hwnd, dc);
+ return NULL;
+ }
+ if (!SetPixelFormat(dc, pf, &pfd))
+ {
+ ReleaseDC(hwnd, dc);
+ return NULL;
+ }
+ HGLRC context = wglCreateContext(dc);
+ if (!wglMakeCurrent(dc, context))
+ {
+ wglDeleteContext(context);
+ ReleaseDC(hwnd, dc);
+ return NULL;
+ }
+
+ // return new RenderDevice(rp, hwnd, dc, context);
+ return 0;
+}
+
+
+void RenderDevice::Present()
+{
+ SwapBuffers(GdiDc);
+}
+
+void RenderDevice::Shutdown()
+{
+ if (WglContext)
+ {
+ wglMakeCurrent(NULL,NULL);
+ wglDeleteContext(WglContext);
+ ReleaseDC(Window, GdiDc);
+ WglContext = NULL;
+ GdiDc = NULL;
+ Window = NULL;
+ }
+}
+
+}}}}
+
diff --git a/Samples/CommonSrc/Render/Render_GL_Win32_Device.h b/Samples/CommonSrc/Render/Render_GL_Win32_Device.h
new file mode 100644
index 0000000..f58a625
--- /dev/null
+++ b/Samples/CommonSrc/Render/Render_GL_Win32_Device.h
@@ -0,0 +1,59 @@
+/************************************************************************************
+
+Filename : Render_GL_Win32 Device.h
+Content : Win32 OpenGL Device implementation header
+Created : September 10, 2012
+Authors : Andrew Reisse, Michael Antonov
+
+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_Win32_Device_h
+#define OVR_Render_GL_Win32_Device_h
+
+#include "Render_GL_Device.h"
+
+#ifdef WIN32
+#include <Windows.h>
+#endif
+
+
+namespace OVR { namespace Render { namespace GL { namespace Win32 {
+
+// ***** GL::Win32::RenderDevice
+
+// Win32-Specific GL Render Device, used to create OpenGL under Windows.
+class RenderDevice : public GL::RenderDevice
+{
+ HWND Window;
+ HGLRC WglContext;
+ HDC GdiDc;
+
+public:
+ RenderDevice(const Render::RendererParams& p, HWND win, HDC dc, HGLRC gl)
+ : GL::RenderDevice(p), Window(win), WglContext(gl), GdiDc(dc) { OVR_UNUSED(p); }
+
+ // Implement static initializer function to create this class.
+ static Render::RenderDevice* CreateDevice(const RendererParams& rp, void* oswnd);
+
+ virtual void Shutdown();
+ virtual void Present();
+};
+
+
+}}}} // OVR::Render::GL::Win32
+
+#endif
diff --git a/Samples/CommonSrc/Render/Render_LoadTextureDDS.cpp b/Samples/CommonSrc/Render/Render_LoadTextureDDS.cpp
new file mode 100644
index 0000000..e11b07f
--- /dev/null
+++ b/Samples/CommonSrc/Render/Render_LoadTextureDDS.cpp
@@ -0,0 +1,121 @@
+/************************************************************************************
+
+Filename : WavPlayer_OSX.h
+Content : A DDS file loader for cross-platform compressed texture support.
+Created : March 5, 2013
+Authors : Peter Hoff, Dan Goodman, Bryan Croteau
+
+Copyright : Copyright 2013 Oculus VR, Inc. All Rights reserved.
+
+Licensed under the Apache License, Version 2.0 (the "License");
+you may not use this file except in compliance with the License.
+You may obtain a copy of the License at
+
+http://www.apache.org/licenses/LICENSE-2.0
+
+Unless required by applicable law or agreed to in writing, software
+distributed under the License is distributed on an "AS IS" BASIS,
+WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+See the License for the specific language governing permissions and
+limitations under the License.
+
+************************************************************************************/
+#include "Render_Device.h"
+
+#ifdef OVR_DEFINE_NEW
+#undef new
+#endif
+
+namespace OVR { namespace Render {
+
+static const UPInt OVR_DDS_PF_FOURCC = 0x4;
+static const UInt32 OVR_DTX1_MAGIC_NUMBER = 827611204;
+static const UInt32 OVR_DTX5_MAGIC_NUMBER = 894720068;
+
+struct OVR_DDS_PIXELFORMAT
+{
+ UInt32 Size;
+ UInt32 Flags;
+ UInt32 FourCC;
+ UInt32 RGBBitCount;
+ UInt32 RBitMask;
+ UInt32 GBitMask;
+ UInt32 BBitMask;
+ UInt32 ABitMask;
+};
+
+struct OVR_DDS_HEADER
+{
+ UInt32 Size;
+ UInt32 Flags;
+ UInt32 Height;
+ UInt32 Width;
+ UInt32 PitchOrLinearSize;
+ UInt32 Depth;
+ UInt32 MipMapCount;
+ UInt32 Reserved1[11];
+ OVR_DDS_PIXELFORMAT PixelFormat;
+ UInt32 Caps;
+ UInt32 Caps2;
+ UInt32 Caps3;
+ UInt32 Caps4;
+ UInt32 Reserved2;
+};
+
+Texture* LoadTextureDDS(RenderDevice* ren, File* f)
+{
+ OVR_DDS_HEADER header;
+ unsigned char filecode[4];
+
+ f->Read(filecode, 4);
+ if (strncmp((const char*)filecode, "DDS ", 4) != 0)
+ {
+ return NULL;
+ }
+
+ f->Read((unsigned char*)(&header), sizeof(header));
+
+ int width = header.Width;
+ int height = header.Height;
+
+ int format = 0;
+
+ UInt32 mipCount = header.MipMapCount;
+ if(mipCount <= 0)
+ {
+ mipCount = 1;
+ }
+ if(header.PixelFormat.Flags & OVR_DDS_PF_FOURCC)
+ {
+ if(header.PixelFormat.FourCC == OVR_DTX1_MAGIC_NUMBER)
+ {
+ format = Texture_DXT1;
+ }
+ else if(header.PixelFormat.FourCC == OVR_DTX5_MAGIC_NUMBER)
+ {
+ format = Texture_DXT5;
+ }
+ else
+ {
+ return NULL;
+ }
+ }
+
+ int byteLen = f->BytesAvailable();
+ unsigned char* bytes = new unsigned char[byteLen];
+ f->Read(bytes, byteLen);
+ Texture* out = ren->CreateTexture(format, (int)width, (int)height, bytes, mipCount);
+ if(strstr(f->GetFilePath(), "_c."))
+ {
+ out->SetSampleMode(Sample_Clamp);
+ }
+ OVR_FREE(bytes);
+ return out;
+}
+
+
+}}
+
+#ifdef OVR_DEFINE_NEW
+#define new OVR_DEFINE_NEW
+#endif \ No newline at end of file
diff --git a/Samples/CommonSrc/Render/Render_LoadTextureTGA.cpp b/Samples/CommonSrc/Render/Render_LoadTextureTGA.cpp
new file mode 100644
index 0000000..0331540
--- /dev/null
+++ b/Samples/CommonSrc/Render/Render_LoadTextureTGA.cpp
@@ -0,0 +1,102 @@
+/************************************************************************************
+
+Filename : Render_LoadeTextureTGA.cpp
+Content : Loading of TGA implementation
+Created : October, 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.
+
+************************************************************************************/
+
+
+#include "Render_Device.h"
+
+namespace OVR { namespace Render {
+
+Texture* LoadTextureTga(RenderDevice* ren, File* f)
+{
+ int desclen = f->ReadUByte();
+ int palette = f->ReadUByte();
+ OVR_UNUSED(palette);
+ int imgtype = f->ReadUByte();
+ f->ReadUInt16();
+ int palCount = f->ReadUInt16();
+ int palSize = f->ReadUByte();
+ f->ReadUInt16();
+ f->ReadUInt16();
+ int width = f->ReadUInt16();
+ int height = f->ReadUInt16();
+ int bpp = f->ReadUByte();
+ f->ReadUByte();
+ int imgsize = width * height * 4;
+ unsigned char* imgdata = (unsigned char*) OVR_ALLOC(imgsize);
+ unsigned char buf[16];
+ f->Read(imgdata, desclen);
+ f->Read(imgdata, palCount * (palSize + 7) >> 3);
+ int bpl = width * 4;
+
+ switch (imgtype)
+ {
+ case 2:
+ switch (bpp)
+ {
+ case 24:
+ for (int y = 0; y < height; y++)
+ for (int x = 0; x < width; x++)
+ {
+ f->Read(buf, 3);
+ imgdata[y*bpl+x*4+0] = buf[2];
+ imgdata[y*bpl+x*4+1] = buf[1];
+ imgdata[y*bpl+x*4+2] = buf[0];
+ imgdata[y*bpl+x*4+3] = 255;
+ }
+ break;
+ case 32:
+ for (int y = 0; y < height; y++)
+ for (int x = 0; x < width; x++)
+ {
+ f->Read(buf, 4);
+ imgdata[y*bpl+x*4+0] = buf[2];
+ imgdata[y*bpl+x*4+1] = buf[1];
+ imgdata[y*bpl+x*4+2] = buf[0];
+ imgdata[y*bpl+x*4+3] = buf[3];
+ }
+ break;
+
+ default:
+ OVR_FREE(imgdata);
+ return NULL;
+ }
+ break;
+
+ default:
+ OVR_FREE(imgdata);
+ return NULL;
+ }
+
+ Texture* out = ren->CreateTexture(Texture_RGBA|Texture_GenMipmaps, width, height, imgdata);
+
+ // check for clamp based on texture name
+ if(strstr(f->GetFilePath(), "_c."))
+ {
+ out->SetSampleMode(Sample_Clamp);
+ }
+
+ OVR_FREE(imgdata);
+ return out;
+}
+
+}}
diff --git a/Samples/CommonSrc/Render/Render_XmlSceneLoader.cpp b/Samples/CommonSrc/Render/Render_XmlSceneLoader.cpp
new file mode 100644
index 0000000..cc0eb47
--- /dev/null
+++ b/Samples/CommonSrc/Render/Render_XmlSceneLoader.cpp
@@ -0,0 +1,390 @@
+/************************************************************************************
+
+Filename : Render_XmlSceneLoader.cpp
+Content : Imports and exports XML files - implementation
+Created : January 21, 2013
+Authors : Robotic Arm Software - Peter Hoff, Dan Goodman, Bryan Croteau
+
+Copyright : Copyright 2013 Oculus VR, Inc. All Rights reserved.
+
+Licensed under the Apache License, Version 2.0 (the "License");
+you may not use this file except in compliance with the License.
+You may obtain a copy of the License at
+
+http://www.apache.org/licenses/LICENSE-2.0
+
+Unless required by applicable law or agreed to in writing, software
+distributed under the License is distributed on an "AS IS" BASIS,
+WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+See the License for the specific language governing permissions and
+limitations under the License.
+
+************************************************************************************/
+
+#include "Render_XmlSceneLoader.h"
+#include <Kernel/OVR_Log.h>
+
+#ifdef OVR_DEFINE_NEW
+#undef new
+#endif
+
+namespace OVR { namespace Render {
+
+XmlHandler::XmlHandler() : pXmlDocument(NULL)
+{
+ pXmlDocument = new tinyxml2::XMLDocument();
+}
+
+XmlHandler::~XmlHandler()
+{
+ delete pXmlDocument;
+}
+
+bool XmlHandler::ReadFile(const char* fileName, OVR::Render::RenderDevice* pRender,
+ OVR::Render::Scene* pScene,
+ OVR::Array<Ptr<CollisionModel> >* pCollisions,
+ OVR::Array<Ptr<CollisionModel> >* pGroundCollisions)
+{
+ if(pXmlDocument->LoadFile(fileName) != 0)
+ {
+ return false;
+ }
+
+ // Extract the relative path to our working directory for loading textures
+ filePath[0] = 0;
+ SPInt pos = 0;
+ SPInt len = strlen(fileName);
+ for(SPInt i = len; i > 0; i--)
+ {
+ if (fileName[i-1]=='\\' || fileName[i-1]=='/')
+ {
+ memcpy(filePath, fileName, i);
+ filePath[i] = 0;
+ break;
+ }
+ }
+
+ // Load the textures
+ OVR_DEBUG_LOG_TEXT(("Loading textures..."));
+ XMLElement* pXmlTexture = pXmlDocument->FirstChildElement("scene")->FirstChildElement("textures");
+ if (pXmlTexture)
+ {
+ pXmlTexture->QueryIntAttribute("count", &textureCount);
+ pXmlTexture = pXmlTexture->FirstChildElement("texture");
+ }
+
+ for(int i = 0; i < textureCount; ++i)
+ {
+ const char* textureName = pXmlTexture->Attribute("fileName");
+ SPInt dotpos = strcspn(textureName, ".");
+ char fname[300];
+
+ if (pos == len)
+ {
+ OVR_sprintf(fname, 300, "%s", textureName);
+ }
+ else
+ {
+ OVR_sprintf(fname, 300, "%s%s", filePath, textureName);
+ }
+
+ SysFile* pFile = new SysFile(fname);
+ Ptr<Texture> texture;
+ if (textureName[dotpos + 1] == 'd' || textureName[dotpos + 1] == 'D')
+ {
+ // DDS file
+ texture.SetPtr(*LoadTextureDDS(pRender, pFile));
+ }
+ else
+ {
+ texture.SetPtr(*LoadTextureTga(pRender, pFile));
+ }
+
+ Textures.PushBack(texture);
+ pFile->Close();
+ pFile->Release();
+ pXmlTexture = pXmlTexture->NextSiblingElement("texture");
+ }
+ OVR_DEBUG_LOG_TEXT(("Done.\n"));
+
+ // Load the models
+ pXmlDocument->FirstChildElement("scene")->FirstChildElement("models")->
+ QueryIntAttribute("count", &modelCount);
+
+ OVR_DEBUG_LOG(("Loading models... %i models to load...", modelCount));
+ XMLElement* pXmlModel = pXmlDocument->FirstChildElement("scene")->
+ FirstChildElement("models")->FirstChildElement("model");
+ for(int i = 0; i < modelCount; ++i)
+ {
+ if (i % 15 == 0)
+ {
+ OVR_DEBUG_LOG_TEXT(("%i models remaining...", modelCount - i));
+ }
+ Models.PushBack(*new Model(Prim_Triangles));
+ bool isCollisionModel = false;
+ pXmlModel->QueryBoolAttribute("isCollisionModel", &isCollisionModel);
+ Models[i]->IsCollisionModel = isCollisionModel;
+ if (isCollisionModel)
+ {
+ Models[i]->Visible = false;
+ }
+
+ //read the vertices
+ OVR::Array<Vector3f> *vertices = new OVR::Array<Vector3f>();
+ ParseVectorString(pXmlModel->FirstChildElement("vertices")->FirstChild()->
+ ToText()->Value(), vertices);
+
+ for (unsigned int vertexIndex = 0; vertexIndex < vertices->GetSize(); ++vertexIndex)
+ {
+ vertices->At(vertexIndex).x *= -1.0f;
+ }
+
+ //read the normals
+ OVR::Array<Vector3f> *normals = new OVR::Array<Vector3f>();
+ ParseVectorString(pXmlModel->FirstChildElement("normals")->FirstChild()->
+ ToText()->Value(), normals);
+
+ for (unsigned int normalIndex = 0; normalIndex < normals->GetSize(); ++normalIndex)
+ {
+ normals->At(normalIndex).z *= -1.0f;
+ }
+
+ //read the textures
+ OVR::Array<Vector3f> *diffuseUVs = new OVR::Array<Vector3f>();
+ OVR::Array<Vector3f> *lightmapUVs = new OVR::Array<Vector3f>();
+ int diffuseTextureIndex = -1;
+ int lightmapTextureIndex = -1;
+ XMLElement* pXmlCurMaterial = pXmlModel->FirstChildElement("material");
+
+ while(pXmlCurMaterial != NULL)
+ {
+ if(pXmlCurMaterial->Attribute("name", "diffuse"))
+ {
+ pXmlCurMaterial->FirstChildElement("texture")->
+ QueryIntAttribute("index", &diffuseTextureIndex);
+ if(diffuseTextureIndex > -1)
+ {
+ ParseVectorString(pXmlCurMaterial->FirstChildElement("texture")->
+ FirstChild()->ToText()->Value(), diffuseUVs, true);
+ }
+ }
+ else if(pXmlCurMaterial->Attribute("name", "lightmap"))
+ {
+ pXmlCurMaterial->FirstChildElement("texture")->
+ QueryIntAttribute("index", &lightmapTextureIndex);
+ if(lightmapTextureIndex > -1)
+ {
+ XMLElement* firstChildElement = pXmlCurMaterial->FirstChildElement("texture");
+ XMLNode* firstChild = firstChildElement->FirstChild();
+ XMLText* text = firstChild->ToText();
+ const char* value = text->Value();
+ ParseVectorString(value, lightmapUVs, true);
+ }
+ }
+
+ pXmlCurMaterial = pXmlCurMaterial->NextSiblingElement("material");
+ }
+
+ //set up the shader
+ Ptr<ShaderFill> shader = *new ShaderFill(*pRender->CreateShaderSet());
+ shader->GetShaders()->SetShader(pRender->LoadBuiltinShader(Shader_Vertex, VShader_MVP));
+ if(diffuseTextureIndex > -1)
+ {
+ shader->SetTexture(0, Textures[diffuseTextureIndex]);
+ if(lightmapTextureIndex > -1)
+ {
+ shader->GetShaders()->SetShader(pRender->LoadBuiltinShader(Shader_Fragment, FShader_MultiTexture));
+ shader->SetTexture(1, Textures[lightmapTextureIndex]);
+ }
+ else
+ {
+ shader->GetShaders()->SetShader(pRender->LoadBuiltinShader(Shader_Fragment, FShader_Texture));
+ }
+ }
+ else
+ {
+ shader->GetShaders()->SetShader(pRender->LoadBuiltinShader(Shader_Fragment, FShader_LitGouraud));
+ }
+ Models[i]->Fill = shader;
+
+ //add all the vertices to the model
+ const UPInt numVerts = vertices->GetSize();
+ for(UPInt v = 0; v < numVerts; ++v)
+ {
+ if(diffuseTextureIndex > -1)
+ {
+ if(lightmapTextureIndex > -1)
+ {
+ Models[i]->AddVertex(vertices->At(v).z, vertices->At(v).y, vertices->At(v).x, Color(255, 255, 255),
+ diffuseUVs->At(v).x, diffuseUVs->At(v).y, lightmapUVs->At(v).x, lightmapUVs->At(v).y,
+ normals->At(v).x, normals->At(v).y, normals->At(v).z);
+ }
+ else
+ {
+ Models[i]->AddVertex(vertices->At(v).z, vertices->At(v).y, vertices->At(v).x, Color(255, 255, 255),
+ diffuseUVs->At(v).x, diffuseUVs->At(v).y, 0, 0,
+ normals->At(v).x, normals->At(v).y, normals->At(v).z);
+ }
+ }
+ else
+ {
+ Models[i]->AddVertex(vertices->At(v).z, vertices->At(v).y, vertices->At(v).x, Color(255, 0, 0, 128),
+ 0, 0, 0, 0,
+ normals->At(v).x, normals->At(v).y, normals->At(v).z);
+ }
+ }
+
+ // Read the vertex indices for the triangles
+ const char* indexStr = pXmlModel->FirstChildElement("indices")->
+ FirstChild()->ToText()->Value();
+ UPInt stringLength = strlen(indexStr);
+
+ for(UPInt j = 0; j < stringLength;)
+ {
+ UPInt k = j + 1;
+ for(; k < stringLength; ++k)
+ {
+ if(indexStr[k] == ' ')
+ {
+ break;
+ }
+ }
+ char text[20];
+ for(UPInt l = 0; l < k - j; ++l)
+ {
+ text[l] = indexStr[j + l];
+ }
+ text[k - j] = '\0';
+ Models[i]->Indices.InsertAt(0, (unsigned short)atoi(text));
+ j = k + 1;
+ }
+
+ delete vertices;
+ delete normals;
+ delete diffuseUVs;
+ delete lightmapUVs;
+
+ pScene->World.Add(Models[i]);
+ pScene->Models.PushBack(Models[i]);
+ pXmlModel = pXmlModel->NextSiblingElement("model");
+ }
+ OVR_DEBUG_LOG(("Done."));
+
+ //load the collision models
+ OVR_DEBUG_LOG(("Loading collision models... "));
+ XMLElement* pXmlCollisionModel = pXmlDocument->FirstChildElement("scene")->FirstChildElement("collisionModels");
+ if (pXmlCollisionModel)
+ {
+ pXmlCollisionModel->QueryIntAttribute("count", &collisionModelCount);
+ pXmlCollisionModel = pXmlCollisionModel->FirstChildElement("collisionModel");
+ }
+
+ XMLElement* pXmlPlane = NULL;
+ for(int i = 0; i < collisionModelCount; ++i)
+ {
+ Ptr<CollisionModel> cm = *new CollisionModel();
+ int planeCount = 0;
+ pXmlCollisionModel->QueryIntAttribute("planeCount", &planeCount);
+
+ pXmlPlane = pXmlCollisionModel->FirstChildElement("plane");
+ for(int j = 0; j < planeCount; ++j)
+ {
+ Vector3f norm;
+ pXmlPlane->QueryFloatAttribute("nx", &norm.x);
+ pXmlPlane->QueryFloatAttribute("ny", &norm.y);
+ pXmlPlane->QueryFloatAttribute("nz", &norm.z);
+ float D;
+ pXmlPlane->QueryFloatAttribute("d", &D);
+ D -= 0.5f;
+ Planef p(norm.z, norm.y, norm.x * -1.0f, D);
+ cm->Add(p);
+ pXmlPlane = pXmlPlane->NextSiblingElement("plane");
+ }
+
+ pCollisions->PushBack(cm);
+ pXmlCollisionModel = pXmlCollisionModel->NextSiblingElement("collisionModel");
+ }
+ OVR_DEBUG_LOG(("done."));
+
+ //load the ground collision models
+ OVR_DEBUG_LOG(("Loading ground collision models..."));
+ pXmlCollisionModel = pXmlDocument->FirstChildElement("scene")->FirstChildElement("groundCollisionModels");
+ if (pXmlCollisionModel)
+ {
+ pXmlCollisionModel->QueryIntAttribute("count", &groundCollisionModelCount);
+ pXmlCollisionModel = pXmlCollisionModel->FirstChildElement("collisionModel");
+ }
+ pXmlPlane = NULL;
+ for(int i = 0; i < groundCollisionModelCount; ++i)
+ {
+ Ptr<CollisionModel> cm = *new CollisionModel();
+ int planeCount = 0;
+ pXmlCollisionModel->QueryIntAttribute("planeCount", &planeCount);
+
+ pXmlPlane = pXmlCollisionModel->FirstChildElement("plane");
+ for(int j = 0; j < planeCount; ++j)
+ {
+ Vector3f norm;
+ pXmlPlane->QueryFloatAttribute("nx", &norm.x);
+ pXmlPlane->QueryFloatAttribute("ny", &norm.y);
+ pXmlPlane->QueryFloatAttribute("nz", &norm.z);
+ float D;
+ pXmlPlane->QueryFloatAttribute("d", &D);
+ Planef p(norm.z, norm.y, norm.x * -1.0f, D);
+ cm->Add(p);
+ pXmlPlane = pXmlPlane->NextSiblingElement("plane");
+ }
+
+ pGroundCollisions->PushBack(cm);
+ pXmlCollisionModel = pXmlCollisionModel->NextSiblingElement("collisionModel");
+ }
+ OVR_DEBUG_LOG(("done."));
+ return true;
+}
+
+void XmlHandler::ParseVectorString(const char* str, OVR::Array<OVR::Vector3f> *array,
+ bool is2element)
+{
+ UPInt stride = is2element ? 2 : 3;
+ UPInt stringLength = strlen(str);
+ UPInt element = 0;
+ float v[3];
+
+ for(UPInt j = 0; j < stringLength;)
+ {
+ UPInt k = j + 1;
+ for(; k < stringLength; ++k)
+ {
+ if(str[k] == ' ')
+ {
+ break;
+ }
+ }
+ char text[20];
+ for(UPInt l = 0; l < k - j; ++l)
+ {
+ text[l] = str[j + l];
+ }
+ text[k - j] = '\0';
+ v[element] = (float)atof(text);
+
+ if(element == (stride - 1))
+ {
+ //we've got all the elements of our vertex, so store them
+ OVR::Vector3f vect;
+ vect.x = v[0];
+ vect.y = v[1];
+ vect.z = is2element ? 0.0f : v[2];
+ array->PushBack(vect);
+ }
+
+ j = k + 1;
+ element = (element + 1) % stride;
+ }
+}
+
+}} // OVR::Render
+
+#ifdef OVR_DEFINE_NEW
+#define new OVR_DEFINE_NEW
+#endif
diff --git a/Samples/CommonSrc/Render/Render_XmlSceneLoader.h b/Samples/CommonSrc/Render/Render_XmlSceneLoader.h
new file mode 100644
index 0000000..2b888c5
--- /dev/null
+++ b/Samples/CommonSrc/Render/Render_XmlSceneLoader.h
@@ -0,0 +1,74 @@
+/************************************************************************************
+
+Filename : Render_XmlSceneLoader.h
+Content : Imports and exports XML files
+Created : January 21, 2013
+Authors : Robotic Arm Software - Peter Hoff, Dan Goodman, Bryan Croteau
+
+Copyright : Copyright 2013 Oculus VR, Inc. All Rights reserved.
+
+Licensed under the Apache License, Version 2.0 (the "License");
+you may not use this file except in compliance with the License.
+You may obtain a copy of the License at
+
+http://www.apache.org/licenses/LICENSE-2.0
+
+Unless required by applicable law or agreed to in writing, software
+distributed under the License is distributed on an "AS IS" BASIS,
+WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+See the License for the specific language governing permissions and
+limitations under the License.
+
+************************************************************************************/
+
+#ifndef INC_Render_XMLSceneLoader_h
+#define INC_Render_XMLSceneLoader_h
+
+#include "Render_Device.h"
+#include <Kernel/OVR_SysFile.h>
+using namespace OVR;
+using namespace OVR::Render;
+
+#ifdef OVR_DEFINE_NEW
+#undef new
+#endif
+
+#include "../../../3rdParty/TinyXml/tinyxml2.h"
+
+namespace OVR { namespace Render {
+
+using namespace tinyxml2;
+
+class XmlHandler
+{
+public:
+ XmlHandler();
+ ~XmlHandler();
+
+ bool ReadFile(const char* fileName, OVR::Render::RenderDevice* pRender,
+ OVR::Render::Scene* pScene,
+ OVR::Array<Ptr<CollisionModel> >* pColisions,
+ OVR::Array<Ptr<CollisionModel> >* pGroundCollisions);
+
+protected:
+ void ParseVectorString(const char* str, OVR::Array<OVR::Vector3f> *array,
+ bool is2element = false);
+
+private:
+ tinyxml2::XMLDocument* pXmlDocument;
+ char filePath[250];
+ int textureCount;
+ OVR::Array<Ptr<Texture> > Textures;
+ int modelCount;
+ OVR::Array<Ptr<Model> > Models;
+ int collisionModelCount;
+ int groundCollisionModelCount;
+};
+
+}} // OVR::Render
+
+#ifdef OVR_DEFINE_NEW
+#define new OVR_DEFINE_NEW
+#endif
+
+#endif // INC_Render_XMLSceneLoader_h