diff options
Diffstat (limited to 'LibOVR/Src/CAPI/GL/CAPI_GL_HSWDisplay.cpp')
-rw-r--r-- | LibOVR/Src/CAPI/GL/CAPI_GL_HSWDisplay.cpp | 460 |
1 files changed, 460 insertions, 0 deletions
diff --git a/LibOVR/Src/CAPI/GL/CAPI_GL_HSWDisplay.cpp b/LibOVR/Src/CAPI/GL/CAPI_GL_HSWDisplay.cpp new file mode 100644 index 0000000..36830ca --- /dev/null +++ b/LibOVR/Src/CAPI/GL/CAPI_GL_HSWDisplay.cpp @@ -0,0 +1,460 @@ +/************************************************************************************ + +Filename : CAPI_GL_HSWDisplay.cpp +Content : Implements Health and Safety Warning system. +Created : July 7, 2014 +Authors : Paul Pedriana + +Copyright : Copyright 2014 Oculus VR, Inc. All Rights reserved. + +Licensed under the Oculus VR Rift SDK License Version 3.1 (the "License"); +you may not use the Oculus VR Rift SDK except in compliance with the License, +which is provided at the time of installation or download, or which +otherwise accompanies this software in either electronic or hard copy form. + +You may obtain a copy of the License at + +http://www.oculusvr.com/licenses/LICENSE-3.1 + +Unless required by applicable law or agreed to in writing, the Oculus VR SDK +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 "CAPI_GL_HSWDisplay.h" +#include "CAPI_GL_DistortionShaders.h" +#include "../../OVR_CAPI_GL.h" +#include "../../Kernel/OVR_File.h" +#include "../../Kernel/OVR_Math.h" +#include "../../Kernel/OVR_Allocator.h" +#include "../../Kernel/OVR_Color.h" + +#include "../Textures/healthAndSafety.tga.h" + +OVR_DISABLE_MSVC_WARNING(4996) // "This function or variable may be unsafe..." + + +namespace OVR { namespace CAPI { + + +// Loads the TGA data from the File as an array of width * height 32 bit Texture_RGBA values. +// Returned pointer must be freed with OVR_FREE. +uint8_t* LoadTextureTgaData(OVR::File* f, uint8_t alpha, int& width, int& height) +{ + // See http://www.fileformat.info/format/tga/egff.htm for format details. + // The TGA file must be exported with compression disabled and with the origin set to the top-left. + // To do: Support at least RLE formats. + // TGA files are stored with little-endian data. + uint8_t* pRGBA = NULL; + + f->SeekToBegin(); + + const int desclen = f->ReadUByte(); + const int palette = f->ReadUByte(); + OVR_UNUSED(palette); + const int imgtype = f->ReadUByte(); + f->ReadUInt16(); // Skip bytes + int palCount = f->ReadUInt16(); + int palSize = f->ReadUByte(); + f->ReadUInt16(); + f->ReadUInt16(); + width = f->ReadUInt16(); + height = f->ReadUInt16(); + int bpp = f->ReadUByte(); + f->ReadUByte(); + + OVR_ASSERT((imgtype == 2) && ((bpp == 24) || (bpp == 32))); + + if((imgtype == 2) && ((bpp == 24) || (bpp == 32))) + { + int imgsize = width * height * 4; + pRGBA = (uint8_t*) OVR_ALLOC(imgsize); + f->Skip(desclen); + f->Skip(palCount * (palSize + 7) >> 3); + int strideBytes = width * 4; // This is the number of bytes between successive rows. + + + unsigned char buf[16]; + + switch (imgtype) + { + case 2: // uncompressed true-color image -- the only image type we support. + switch (bpp) + { + case 24: + for (int y = 0; y < height; y++) + { + for (int x = 0; x < width; x++) + { + f->Read(buf, 3); // Data is stored as B, G, R + pRGBA[y*strideBytes + x*4 + 0] = buf[2]; + pRGBA[y*strideBytes + x*4 + 1] = buf[1]; + pRGBA[y*strideBytes + x*4 + 2] = buf[0]; + pRGBA[y*strideBytes + x*4 + 3] = alpha; + } + } + break; + case 32: + for (int y = 0; y < height; y++) + { + for (int x = 0; x < width; x++) + { + f->Read(buf, 4); // Data is stored as B, G, R, A + pRGBA[y*strideBytes + x*4 + 0] = buf[2]; + pRGBA[y*strideBytes + x*4 + 1] = buf[1]; + pRGBA[y*strideBytes + x*4 + 2] = buf[0]; + pRGBA[y*strideBytes + x*4 + 3] = buf[3]; + } + } + break; + } + break; + } + } + + return pRGBA; +} // LoadTextureTgaData + + + +namespace GL { + + +// To do: This needs to be promoted to a central version, possibly in CAPI_HSWDisplay.h +struct HASWVertex +{ + Vector3f Pos; + Color C; + float U, V; + + HASWVertex(const Vector3f& p, const Color& c = Color(64,0,0,255), float u = 0, float v = 0) + : Pos(p), C(c), U(u), V(v) + {} + + HASWVertex(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 HASWVertex& b) const + { + return (Pos == b.Pos) && (C == b.C) && (U == b.U) && (V == b.V); + } +}; + + + +// This is a temporary function implementation, and it functionality needs to be implemented in a more generic way. +Texture* LoadTextureTga(RenderParams& rParams, int samplerMode, OVR::File* f, uint8_t alpha) +{ + OVR::CAPI::GL::Texture* pTexture = NULL; + + int width, height; + const uint8_t* pRGBA = LoadTextureTgaData(f, alpha, width, height); + + if (pRGBA) + { + pTexture = new OVR::CAPI::GL::Texture(&rParams, width, height); + + // SetSampleMode forces the use of mipmaps through GL_LINEAR_MIPMAP_LINEAR. + pTexture->SetSampleMode(samplerMode); // Calls glBindTexture internally. + + // We are intentionally not using mipmaps. We need to use this because Texture::SetSampleMode unilaterally uses GL_LINEAR_MIPMAP_LINEAR. + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); + + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pRGBA); + OVR_ASSERT(glGetError() == 0); + + // With OpenGL 4.2+ we can use this instead of glTexImage2D: + // glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, width, height); + // glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pRGBA); + + OVR_FREE(const_cast<uint8_t*>(pRGBA)); + } + + return pTexture; +} + + +// Loads a texture from a memory image of a TGA file. +Texture* LoadTextureTga(RenderParams& rParams, int samplerMode, const uint8_t* pData, int dataSize, uint8_t alpha) +{ + MemoryFile memoryFile("", pData, dataSize); + + return LoadTextureTga(rParams, samplerMode, &memoryFile, alpha); +} + + + + +// The texture below may conceivably be shared between HSWDisplay instances. However, +// beware that sharing may not be possible if two HMDs are using different locales +// simultaneously. As of this writing it's not clear if that can occur in practice. + +HSWDisplay::HSWDisplay(ovrRenderAPIType api, ovrHmd hmd, const HMDRenderState& renderState) + : OVR::CAPI::HSWDisplay(api, hmd, renderState), + RenderParams(), + FrameBuffer(0) +{ +} + +bool HSWDisplay::Initialize(const ovrRenderAPIConfig* apiConfig) +{ + const ovrGLConfig* config = (const ovrGLConfig*)apiConfig; + + if(config) + { + // The following is essentially copied from CAPI_GL_DistortionRender.cpp's + // Initialize function. To do: Merge this to a central location. + RenderParams.Multisample = config->OGL.Header.Multisample; + RenderParams.RTSize = config->OGL.Header.RTSize; + + #if defined(OVR_OS_WIN32) + RenderParams.Window = (config->OGL.Window) ? config->OGL.Window : GetActiveWindow(); + RenderParams.DC = config->OGL.DC; + #elif defined(OVR_OS_LINUX) + if (config->OGL.Disp) + RenderParams.Disp = config->OGL.Disp; + if (!RenderParams.Disp) + RenderParams.Disp = XOpenDisplay(NULL); + if (!RenderParams.Disp) + { + OVR_DEBUG_LOG(("XOpenDisplay failed.")); + return false; + } + + if (config->OGL.Win) + RenderParams.Win= config->OGL.Win; + if (!RenderParams.Win) + { + int unused; + RenderParams.Win = glXGetCurrentDrawable(); + } + if (!RenderParams.Win) + { + OVR_DEBUG_LOG(("XGetInputFocus failed.")); + return false; + } + #endif + } + else + { + UnloadGraphics(); + } + + return true; +} + + +void HSWDisplay::Shutdown() +{ + UnloadGraphics(); +} + + +void HSWDisplay::DisplayInternal() +{ + HSWDISPLAY_LOG(("[HSWDisplay GL] DisplayInternal()")); + // We may want to call LoadGraphics here instead of within Render. +} + + +void HSWDisplay::DismissInternal() +{ + HSWDISPLAY_LOG(("[HSWDisplay GL] DismissInternal()")); + UnloadGraphics(); +} + + +void HSWDisplay::UnloadGraphics() +{ + // RenderParams: No need to clear. + if(FrameBuffer != 0) + { + glDeleteFramebuffers(1, &FrameBuffer); + FrameBuffer = 0; + } + pTexture.Clear(); + pShaderSet.Clear(); + pVertexShader.Clear(); + pFragmentShader.Clear(); + pVB.Clear(); + // OrthoProjection: No need to clear. +} + + +void HSWDisplay::LoadGraphics() +{ + int glVersionMajor = 0; + int glVersionMinor = 0; + const char* glVersionString = (const char*)glGetString(GL_VERSION); + + OVR_ASSERT(glVersionString); + if (glVersionString) + { + int fieldCount = sscanf(glVersionString, isdigit(*glVersionString) ? "%d.%d" : "%*[^0-9]%d.%d", &glVersionMajor, &glVersionMinor); // Skip all leading non-digits before reading %d. Example glVersionStrings: "1.5 ATI-1.4.18", "OpenGL ES-CM 3.2" + + if(fieldCount != 2) + { + static_assert(sizeof(glVersionMajor) == sizeof(GLint), "type mis-match"); + glGetIntegerv(GL_MAJOR_VERSION, &glVersionMajor); + } + } + + if (FrameBuffer == 0) + glGenFramebuffers(1, &FrameBuffer); + + if (!pTexture) // To do: Add support for .dds files, which would be significantly smaller than the size of the tga. + pTexture = *LoadTextureTga(RenderParams, Sample_Linear | Sample_Clamp, healthAndSafety_tga, (int)sizeof(healthAndSafety_tga), 255); + + if(!pShaderSet) + pShaderSet = *new ShaderSet(); + + if(!pVertexShader) + { + OVR::String strShader((glVersionMajor >= 3) ? glsl3Prefix : glsl2Prefix); + strShader += SimpleTexturedQuad_vs; + + pVertexShader = *new VertexShader(&RenderParams, const_cast<char*>(strShader.ToCStr()), strShader.GetLength(), SimpleTexturedQuad_vs_refl, OVR_ARRAY_COUNT(SimpleTexturedQuad_vs_refl)); + pShaderSet->SetShader(pVertexShader); + } + + if(!pFragmentShader) + { + OVR::String strShader((glVersionMajor >= 3) ? glsl3Prefix : glsl2Prefix); + strShader += SimpleTexturedQuad_ps; + + pFragmentShader = *new FragmentShader(&RenderParams, const_cast<char*>(strShader.ToCStr()), strShader.GetLength(), SimpleTexturedQuad_ps_refl, OVR_ARRAY_COUNT(SimpleTexturedQuad_ps_refl)); + pShaderSet->SetShader(pFragmentShader); + } + + if(!pVB) + { + pVB = *new Buffer(&RenderParams); + + pVB->Data(Buffer_Vertex, NULL, 4 * sizeof(HASWVertex)); + HASWVertex* pVertices = (HASWVertex*)pVB->Map(0, 4 * sizeof(HASWVertex), Map_Discard); + OVR_ASSERT(pVertices); + + if(pVertices) + { + const bool flip = ((RenderState.DistortionCaps & ovrDistortionCap_FlipInput) != 0); + const float left = -1.0f; // We currently draw this in normalized device coordinates with an stereo translation + const float top = -1.1f; // applied as a vertex shader uniform. In the future when we have a more formal graphics + const float right = 1.0f; // API abstraction we may move this draw to an overlay layer or to a more formal + const float bottom = 0.9f; // model/mesh scheme with a perspective projection. + + pVertices[0] = HASWVertex(left, top, 0.f, Color(255, 255, 255, 255), 0.f, flip ? 1.f : 0.f); // To do: Make this branchless + pVertices[1] = HASWVertex(left, bottom, 0.f, Color(255, 255, 255, 255), 0.f, flip ? 0.f : 1.f); + pVertices[2] = HASWVertex(right, top, 0.f, Color(255, 255, 255, 255), 1.f, flip ? 1.f : 0.f); + pVertices[3] = HASWVertex(right, bottom, 0.f, Color(255, 255, 255, 255), 1.f, flip ? 0.f : 1.f); + + pVB->Unmap(pVertices); + } + } + + // Calculate ortho projection. + GetOrthoProjection(RenderState, OrthoProjection); +} + + +void HSWDisplay::RenderInternal(ovrEyeType eye, const ovrTexture* eyeTexture) +{ + if(RenderEnabled && eyeTexture) + { + // We need to render to the eyeTexture with the texture viewport. + // Setup rendering to the texture. + ovrGLTexture* eyeTextureGL = const_cast<ovrGLTexture*>(reinterpret_cast<const ovrGLTexture*>(eyeTexture)); + OVR_ASSERT(eyeTextureGL->Texture.Header.API == ovrRenderAPI_OpenGL); + + // Load the graphics if not loaded already. + if (!pTexture) + LoadGraphics(); + + // Set the rendering to be to the eye texture. + glBindFramebuffer(GL_FRAMEBUFFER, FrameBuffer); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, eyeTextureGL->OGL.TexId, 0); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0); // We aren't using depth, as we currently want this to overwrite everything. + // GLenum DrawBuffers[1] = { GL_COLOR_ATTACHMENT0 }; + // glDrawBuffers(OVR_ARRAY_COUNT(DrawBuffers), DrawBuffers); + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + OVR_ASSERT(status == GL_FRAMEBUFFER_COMPLETE); OVR_UNUSED(status); + + // Set up the viewport + const GLint x = (GLint)eyeTextureGL->Texture.Header.RenderViewport.Pos.x; + const GLint y = (GLint)eyeTextureGL->Texture.Header.RenderViewport.Pos.y; // Note that GL uses bottom-up coordinates. + const GLsizei w = (GLsizei)eyeTextureGL->Texture.Header.RenderViewport.Size.w; + const GLsizei h = (GLsizei)eyeTextureGL->Texture.Header.RenderViewport.Size.h; + glViewport(x, y, w, h); + + // Set fixed-function render states + glDisable(GL_DEPTH_TEST); + glEnable(GL_CULL_FACE); // Irrelevant to our case here. + glFrontFace(GL_CW); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + OVR_ASSERT(glGetError() == 0); + + // Enable the buffer and shaders we use. + glBindBuffer(GL_ARRAY_BUFFER, pVB->GLBuffer); + OVR_ASSERT(glGetError() == 0); + + ShaderFill fill(pShaderSet); + if(pTexture) + { + fill.SetTexture(0, pTexture); + OVR_ASSERT(glGetError() == 0); + } + + // Set shader uniforms. + const float scale = HSWDISPLAY_SCALE * ((RenderState.OurHMDInfo.HmdType == HmdType_DK1) ? 0.70f : 1.f); + pShaderSet->SetUniform2f("Scale", scale, scale / 2.f); // X and Y scale. Y is a fixed proportion to X in order to give a certain aspect ratio. + pShaderSet->SetUniform2f("PositionOffset", OrthoProjection[eye].GetTranslation().x, 0.0f); + OVR_ASSERT(glGetError() == 0); + + // Set vertex attributes + // To consider: We can use glGenVertexArrays + glBindVertexArray here to tell GL to store the attrib values below in + // a vertex array object so later we can simply call glBindVertexArray(VertexArrayObject) to enable them instead + // of doing all the calls below again. glBindVertexArray(0) to unbind, glDeleteVertexArrays to destory. Requires + // OpenGL v3+ or the GL_ARB_vertex_array_object extension. + + const GLuint shaderProgram = pShaderSet->Prog; + int attributeLocationArray[3]; + + attributeLocationArray[0] = glGetAttribLocation(shaderProgram, "Position"); + glVertexAttribPointer(attributeLocationArray[0], sizeof(Vector3f)/sizeof(float), GL_FLOAT, false, sizeof(HASWVertex), reinterpret_cast<char*>(offsetof(HASWVertex, Pos))); + + attributeLocationArray[1] = glGetAttribLocation(shaderProgram, "Color"); + glVertexAttribPointer(attributeLocationArray[1], sizeof(Color)/sizeof(uint8_t), GL_UNSIGNED_BYTE, false, sizeof(HASWVertex), reinterpret_cast<char*>(offsetof(HASWVertex, C))); + + attributeLocationArray[2] = glGetAttribLocation(shaderProgram, "TexCoord"); + glVertexAttribPointer(attributeLocationArray[2], sizeof(float[2])/sizeof(float), GL_FLOAT, false, sizeof(HASWVertex), reinterpret_cast<char*>(offsetof(HASWVertex, U))); + + for (size_t i = 0; i < OVR_ARRAY_COUNT(attributeLocationArray); i++) + glEnableVertexAttribArray((GLuint)i); + OVR_ASSERT(glGetError() == 0); + + fill.Set(Prim_TriangleStrip); + OVR_ASSERT(glGetError() == 0); + + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + OVR_ASSERT(glGetError() == 0); + + for (size_t i = 0; i < OVR_ARRAY_COUNT(attributeLocationArray); i++) + glDisableVertexAttribArray(i); + } +} + + +}}} // namespace OVR::CAPI::GL + + + + + + + |