diff options
author | Brad Davis <[email protected]> | 2013-07-03 10:28:24 -0700 |
---|---|---|
committer | Brad Davis <[email protected]> | 2013-07-03 10:28:24 -0700 |
commit | b71a796bd6efc9fffd78045025eabd4b276adc69 (patch) | |
tree | dec98b43ce0b59b0eb4a778ac7c6c516007524fe /Samples/OculusRoomTiny/RenderTiny_Device.h | |
parent | d46694c91c2bec4eb1e282c0c0101e6dab26e082 (diff) |
Fixed crlf issue
Diffstat (limited to 'Samples/OculusRoomTiny/RenderTiny_Device.h')
-rw-r--r-- | Samples/OculusRoomTiny/RenderTiny_Device.h | 1448 |
1 files changed, 724 insertions, 724 deletions
diff --git a/Samples/OculusRoomTiny/RenderTiny_Device.h b/Samples/OculusRoomTiny/RenderTiny_Device.h index 74ad7ec..878450d 100644 --- a/Samples/OculusRoomTiny/RenderTiny_Device.h +++ b/Samples/OculusRoomTiny/RenderTiny_Device.h @@ -1,724 +1,724 @@ -/************************************************************************************
-
-Filename : RenderTiny_Device.h
-Content : Minimal possible renderer for RoomTiny sample
-Created : September 6, 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_RenderTiny_Device_h
-#define OVR_RenderTiny_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 "Kernel/OVR_Color.h"
-
-#include "Util/Util_Render_Stereo.h"
-
-namespace OVR { namespace RenderTiny {
-
-using namespace OVR::Util::Render;
-
-class RenderDevice;
-
-
-//-----------------------------------------------------------------------------------
-
-// Rendering primitive type used to render Model.
-enum PrimitiveType
-{
- Prim_Triangles,
- Prim_Lines,
- Prim_TriangleStrip,
- Prim_Unknown,
- Prim_Count
-};
-
-// Types of shaders taht can be stored together in a ShaderSet.
-enum ShaderStage
-{
- Shader_Vertex = 0,
- Shader_Fragment = 2,
- Shader_Pixel = 2,
- Shader_Count = 3,
-};
-
-// Built-in shader types; used by LoadBuiltinShader.
-enum BuiltinShaders
-{
- VShader_MV = 0,
- VShader_MVP = 1,
- VShader_PostProcess = 2,
- VShader_Count = 3,
-
- FShader_Solid = 0,
- FShader_Gouraud = 1,
- FShader_Texture = 2,
- FShader_PostProcess = 3,
- FShader_PostProcessWithChromAb = 4,
- FShader_LitGouraud = 5,
- FShader_LitTexture = 6,
- FShader_Count
-};
-
-
-enum MapFlags
-{
- Map_Discard = 1,
- Map_Read = 2, // do not use
- Map_Unsynchronized = 4, // like D3D11_MAP_NO_OVERWRITE
-};
-
-// Buffer types used for uploading geometry & constants.
-enum BufferUsage
-{
- Buffer_Unknown = 0,
- Buffer_Vertex = 1,
- Buffer_Index = 2,
- Buffer_Uniform = 4,
- Buffer_TypeMask = 0xff,
- Buffer_ReadOnly = 0x100, // Buffer must be created with Data().
-};
-
-enum TextureFormat
-{
- Texture_RGBA = 0x0100,
- Texture_Depth = 0x8000,
- Texture_TypeMask = 0xff00,
- Texture_SamplesMask = 0x00ff,
- Texture_RenderTarget = 0x10000,
- Texture_GenMipmaps = 0x20000,
-};
-
-// Texture sampling modes.
-enum SampleMode
-{
- Sample_Linear = 0,
- Sample_Nearest = 1,
- Sample_Anisotropic = 2,
- Sample_FilterMask = 3,
-
- Sample_Repeat = 0,
- Sample_Clamp = 4,
- Sample_ClampBorder = 8, // If unsupported Clamp is used instead.
- Sample_AddressMask =12,
-
- Sample_Count =13,
-};
-
-// 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) {}
-};
-
-
-// Base class for vertex and pixel shaders. Stored in ShaderSet.
-class Shader : public RefCountBase<Shader>
-{
- friend class ShaderSet;
-
-protected:
- ShaderStage Stage;
-
-public:
- Shader(ShaderStage s) : Stage(s) {}
- virtual ~Shader() {}
-
- ShaderStage GetStage() const { return Stage; }
-
- virtual void Set(PrimitiveType) const { }
- virtual void SetUniformBuffer(class Buffer* buffers, int i = 0) { OVR_UNUSED2(buffers, i); }
-
-protected:
- virtual bool SetUniform(const char* name, int n, const float* v) { OVR_UNUSED3(name, n, v); return false; }
-};
-
-
-// A group of shaders, one per stage.
-// A ShaderSet is applied to a RenderDevice for rendering with a given fill.
-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)
- {
- Matrix4f mt = m.Transposed();
- return SetUniform(name, 16, &mt.M[0][0]);
- }
-};
-
-
-// Fill combines a ShaderSet (vertex, pixel) with textures, if any.
-// Every model has a fill.
-class ShaderFill : public RefCountBase<ShaderFill>
-{
- Ptr<ShaderSet> Shaders;
- Ptr<class Texture> Textures[8];
-
-public:
- ShaderFill(ShaderSet* sh) : Shaders(sh) { }
- ShaderFill(ShaderSet& sh) : Shaders(sh) { }
-
- ShaderSet* GetShaders() { return Shaders; }
-
- virtual void Set(PrimitiveType prim = Prim_Unknown) const;
- 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;
-};
-
-
-
-//-----------------------------------------------------------------------------------
-
-// Node is a base class for geometry in a Scene, it contains base position
-// and orientation data.
-// Model and Container both derive from it.
-//
-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; }
-
- 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); }
-};
-
-
-// Vertex type; same format is used for all shapes for simplicity.
-// Shapes are built by adding vertices to Model.
-struct Vertex
-{
- Vector3f Pos;
- Color C;
- float U, V;
- 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)
- {}
- 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)
- { }
-
- bool operator==(const Vertex& b) const
- {
- return Pos == b.Pos && C == b.C && U == b.U && V == b.V;
- }
-};
-
-// LightingParams are stored in a uniform buffer, don't change it without fixing all renderers
-// Scene contains a set of LightingParams that is uses for rendering.
-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)
- {
- Version++;
- for (int i = 0; i < LightCount; i++)
- {
- LightPos[i] = view.Transform(SceneLightPos[i]);
- }
- }
-
- void 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);
- }
-
-};
-
-//-----------------------------------------------------------------------------------
-
-// Model is a triangular mesh with a fill that can be added to scene.
-//
-class Model : public Node
-{
-public:
- Array<Vertex> Vertices;
- Array<UInt16> Indices;
- PrimitiveType Type;
- Ptr<ShaderFill> Fill;
- bool Visible;
-
- // 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() { }
-
- PrimitiveType GetPrimType() const { return Type; }
-
- void SetVisible(bool visible) { Visible = visible; }
- bool IsVisible() const { return Visible; }
-
-
- // Node implementation.
- virtual NodeType GetType() const { return Node_Model; }
- virtual void Render(const Matrix4f& ltw, RenderDevice* ren);
-
-
- // 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;
- }
-
- 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);
-};
-
-
-// Container stores a collection of rendering nodes (Models or other containers).
-class Container : public Node
-{
-public:
- Array<Ptr<Node> > Nodes;
-
- Container() { }
- ~Container() { }
-
- virtual NodeType GetType() const { return Node_Container; }
-
- virtual void Render(const Matrix4f& ltw, RenderDevice* ren);
-
- void Add(Node *n) { Nodes.PushBack(n); }
- void Clear() { Nodes.Clear(); }
-};
-
-
-// Scene combines a collection of model
-class Scene
-{
-public:
- Container World;
- Vector4f LightPos[8];
- LightingParams Lighting;
-
-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();
- Lighting.Ambient = Vector4f(0.0f, 0.0f, 0.0f, 0.0f);
- Lighting.LightCount = 0;
- }
- };
-
-
-//-----------------------------------------------------------------------------------
-
-// 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
-};
-
-
-// Rendering parameters used by RenderDevice::CreateDevice.
-struct RendererParams
-{
- int Multisample;
- int Fullscreen;
-
- // Windows - Monitor name for fullscreen mode.
- String MonitorName;
- // MacOS
- long DisplayId;
-
- RendererParams(int ms = 1) : Multisample(ms), Fullscreen(0) {}
-
- bool IsDisplaySet() const
- {
- return MonitorName.GetLength() || DisplayId;
- }
-};
-
-
-
-//-----------------------------------------------------------------------------------
-// ***** RenderDevice
-
-// Rendering device abstraction.
-// Provides platform-independent part of implementation, with platform-specific
-// part being in a separate derived class/file, such as D3D10::RenderDevice.
-//
-class RenderDevice : public RefCountBase<RenderDevice>
-{
-protected:
- int WindowWidth, WindowHeight;
- RendererParams Params;
- Viewport VP;
-
- Matrix4f Proj;
- Ptr<Buffer> pTextVertexBuffer;
-
- // For rendering with lens warping
- PostProcessType CurPostProcess;
- Ptr<Texture> pSceneColorTex; // Distortion render target, both eyes.
- int SceneColorTexW;
- int SceneColorTexH;
- Ptr<ShaderSet> pPostProcessShader;
- Ptr<Buffer> pFullScreenVertexBuffer;
- float SceneRenderScale;
- DistortionConfig Distortion;
-
- // 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);
- }
-
- virtual void SetViewport(const Viewport& vp);
- void SetViewport(int x, int y, int w, int h) { SetViewport(Viewport(x,y,w,h)); }
-
- // 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;
- }
-
- // Set viewport ignoring any adjustments used for the stereo mode.
- virtual void SetRealViewport(const Viewport& vp) = 0;
-
- virtual void Clear(float r = 0, float g = 0, float b = 0, float a = 1, float depth = 1) = 0;
-
- 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 ShaderSet* CreateShaderSet() { return new ShaderSet; }
- 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);
- // 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 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 ShaderFill* fill, Buffer* vertices, Buffer* indices,
- const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles) = 0;
-
- virtual ShaderFill *CreateSimpleFill() = 0;
- ShaderFill * CreateTextureFill(Texture* tex);
-
-
- // Don't call these directly, use App/Platform instead
- virtual bool SetFullscreen(DisplayMode fullscreen) { OVR_UNUSED(fullscreen); return false; }
-
-
- 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);
-
-private:
- PostProcessShader PostProcessShaderRequested;
- PostProcessShader PostProcessShaderActive;
-};
-
-int GetNumMipLevels(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);
-
-}} // OVR::RenderTiny
-
-#endif
+/************************************************************************************ + +Filename : RenderTiny_Device.h +Content : Minimal possible renderer for RoomTiny sample +Created : September 6, 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_RenderTiny_Device_h +#define OVR_RenderTiny_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 "Kernel/OVR_Color.h" + +#include "Util/Util_Render_Stereo.h" + +namespace OVR { namespace RenderTiny { + +using namespace OVR::Util::Render; + +class RenderDevice; + + +//----------------------------------------------------------------------------------- + +// Rendering primitive type used to render Model. +enum PrimitiveType +{ + Prim_Triangles, + Prim_Lines, + Prim_TriangleStrip, + Prim_Unknown, + Prim_Count +}; + +// Types of shaders taht can be stored together in a ShaderSet. +enum ShaderStage +{ + Shader_Vertex = 0, + Shader_Fragment = 2, + Shader_Pixel = 2, + Shader_Count = 3, +}; + +// Built-in shader types; used by LoadBuiltinShader. +enum BuiltinShaders +{ + VShader_MV = 0, + VShader_MVP = 1, + VShader_PostProcess = 2, + VShader_Count = 3, + + FShader_Solid = 0, + FShader_Gouraud = 1, + FShader_Texture = 2, + FShader_PostProcess = 3, + FShader_PostProcessWithChromAb = 4, + FShader_LitGouraud = 5, + FShader_LitTexture = 6, + FShader_Count +}; + + +enum MapFlags +{ + Map_Discard = 1, + Map_Read = 2, // do not use + Map_Unsynchronized = 4, // like D3D11_MAP_NO_OVERWRITE +}; + +// Buffer types used for uploading geometry & constants. +enum BufferUsage +{ + Buffer_Unknown = 0, + Buffer_Vertex = 1, + Buffer_Index = 2, + Buffer_Uniform = 4, + Buffer_TypeMask = 0xff, + Buffer_ReadOnly = 0x100, // Buffer must be created with Data(). +}; + +enum TextureFormat +{ + Texture_RGBA = 0x0100, + Texture_Depth = 0x8000, + Texture_TypeMask = 0xff00, + Texture_SamplesMask = 0x00ff, + Texture_RenderTarget = 0x10000, + Texture_GenMipmaps = 0x20000, +}; + +// Texture sampling modes. +enum SampleMode +{ + Sample_Linear = 0, + Sample_Nearest = 1, + Sample_Anisotropic = 2, + Sample_FilterMask = 3, + + Sample_Repeat = 0, + Sample_Clamp = 4, + Sample_ClampBorder = 8, // If unsupported Clamp is used instead. + Sample_AddressMask =12, + + Sample_Count =13, +}; + +// 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) {} +}; + + +// Base class for vertex and pixel shaders. Stored in ShaderSet. +class Shader : public RefCountBase<Shader> +{ + friend class ShaderSet; + +protected: + ShaderStage Stage; + +public: + Shader(ShaderStage s) : Stage(s) {} + virtual ~Shader() {} + + ShaderStage GetStage() const { return Stage; } + + virtual void Set(PrimitiveType) const { } + virtual void SetUniformBuffer(class Buffer* buffers, int i = 0) { OVR_UNUSED2(buffers, i); } + +protected: + virtual bool SetUniform(const char* name, int n, const float* v) { OVR_UNUSED3(name, n, v); return false; } +}; + + +// A group of shaders, one per stage. +// A ShaderSet is applied to a RenderDevice for rendering with a given fill. +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) + { + Matrix4f mt = m.Transposed(); + return SetUniform(name, 16, &mt.M[0][0]); + } +}; + + +// Fill combines a ShaderSet (vertex, pixel) with textures, if any. +// Every model has a fill. +class ShaderFill : public RefCountBase<ShaderFill> +{ + Ptr<ShaderSet> Shaders; + Ptr<class Texture> Textures[8]; + +public: + ShaderFill(ShaderSet* sh) : Shaders(sh) { } + ShaderFill(ShaderSet& sh) : Shaders(sh) { } + + ShaderSet* GetShaders() { return Shaders; } + + virtual void Set(PrimitiveType prim = Prim_Unknown) const; + 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; +}; + + + +//----------------------------------------------------------------------------------- + +// Node is a base class for geometry in a Scene, it contains base position +// and orientation data. +// Model and Container both derive from it. +// +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; } + + 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); } +}; + + +// Vertex type; same format is used for all shapes for simplicity. +// Shapes are built by adding vertices to Model. +struct Vertex +{ + Vector3f Pos; + Color C; + float U, V; + 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) + {} + 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) + { } + + bool operator==(const Vertex& b) const + { + return Pos == b.Pos && C == b.C && U == b.U && V == b.V; + } +}; + +// LightingParams are stored in a uniform buffer, don't change it without fixing all renderers +// Scene contains a set of LightingParams that is uses for rendering. +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) + { + Version++; + for (int i = 0; i < LightCount; i++) + { + LightPos[i] = view.Transform(SceneLightPos[i]); + } + } + + void 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); + } + +}; + +//----------------------------------------------------------------------------------- + +// Model is a triangular mesh with a fill that can be added to scene. +// +class Model : public Node +{ +public: + Array<Vertex> Vertices; + Array<UInt16> Indices; + PrimitiveType Type; + Ptr<ShaderFill> Fill; + bool Visible; + + // 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() { } + + PrimitiveType GetPrimType() const { return Type; } + + void SetVisible(bool visible) { Visible = visible; } + bool IsVisible() const { return Visible; } + + + // Node implementation. + virtual NodeType GetType() const { return Node_Model; } + virtual void Render(const Matrix4f& ltw, RenderDevice* ren); + + + // 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; + } + + 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); +}; + + +// Container stores a collection of rendering nodes (Models or other containers). +class Container : public Node +{ +public: + Array<Ptr<Node> > Nodes; + + Container() { } + ~Container() { } + + virtual NodeType GetType() const { return Node_Container; } + + virtual void Render(const Matrix4f& ltw, RenderDevice* ren); + + void Add(Node *n) { Nodes.PushBack(n); } + void Clear() { Nodes.Clear(); } +}; + + +// Scene combines a collection of model +class Scene +{ +public: + Container World; + Vector4f LightPos[8]; + LightingParams Lighting; + +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(); + Lighting.Ambient = Vector4f(0.0f, 0.0f, 0.0f, 0.0f); + Lighting.LightCount = 0; + } + }; + + +//----------------------------------------------------------------------------------- + +// 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 +}; + + +// Rendering parameters used by RenderDevice::CreateDevice. +struct RendererParams +{ + int Multisample; + int Fullscreen; + + // Windows - Monitor name for fullscreen mode. + String MonitorName; + // MacOS + long DisplayId; + + RendererParams(int ms = 1) : Multisample(ms), Fullscreen(0) {} + + bool IsDisplaySet() const + { + return MonitorName.GetLength() || DisplayId; + } +}; + + + +//----------------------------------------------------------------------------------- +// ***** RenderDevice + +// Rendering device abstraction. +// Provides platform-independent part of implementation, with platform-specific +// part being in a separate derived class/file, such as D3D10::RenderDevice. +// +class RenderDevice : public RefCountBase<RenderDevice> +{ +protected: + int WindowWidth, WindowHeight; + RendererParams Params; + Viewport VP; + + Matrix4f Proj; + Ptr<Buffer> pTextVertexBuffer; + + // For rendering with lens warping + PostProcessType CurPostProcess; + Ptr<Texture> pSceneColorTex; // Distortion render target, both eyes. + int SceneColorTexW; + int SceneColorTexH; + Ptr<ShaderSet> pPostProcessShader; + Ptr<Buffer> pFullScreenVertexBuffer; + float SceneRenderScale; + DistortionConfig Distortion; + + // 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); + } + + virtual void SetViewport(const Viewport& vp); + void SetViewport(int x, int y, int w, int h) { SetViewport(Viewport(x,y,w,h)); } + + // 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; + } + + // Set viewport ignoring any adjustments used for the stereo mode. + virtual void SetRealViewport(const Viewport& vp) = 0; + + virtual void Clear(float r = 0, float g = 0, float b = 0, float a = 1, float depth = 1) = 0; + + 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 ShaderSet* CreateShaderSet() { return new ShaderSet; } + 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); + // 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 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 ShaderFill* fill, Buffer* vertices, Buffer* indices, + const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles) = 0; + + virtual ShaderFill *CreateSimpleFill() = 0; + ShaderFill * CreateTextureFill(Texture* tex); + + + // Don't call these directly, use App/Platform instead + virtual bool SetFullscreen(DisplayMode fullscreen) { OVR_UNUSED(fullscreen); return false; } + + + 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); + +private: + PostProcessShader PostProcessShaderRequested; + PostProcessShader PostProcessShaderActive; +}; + +int GetNumMipLevels(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); + +}} // OVR::RenderTiny + +#endif |