aboutsummaryrefslogtreecommitdiffstats
path: root/LibOVR/Src/CAPI/GL
diff options
context:
space:
mode:
Diffstat (limited to 'LibOVR/Src/CAPI/GL')
-rw-r--r--LibOVR/Src/CAPI/GL/CAPI_GL_DistortionRenderer.cpp868
-rw-r--r--LibOVR/Src/CAPI/GL/CAPI_GL_DistortionRenderer.h73
-rw-r--r--LibOVR/Src/CAPI/GL/CAPI_GL_DistortionShaders.h326
-rw-r--r--LibOVR/Src/CAPI/GL/CAPI_GL_Util.cpp210
-rw-r--r--LibOVR/Src/CAPI/GL/CAPI_GL_Util.h65
5 files changed, 864 insertions, 678 deletions
diff --git a/LibOVR/Src/CAPI/GL/CAPI_GL_DistortionRenderer.cpp b/LibOVR/Src/CAPI/GL/CAPI_GL_DistortionRenderer.cpp
index a953d73..21b6509 100644
--- a/LibOVR/Src/CAPI/GL/CAPI_GL_DistortionRenderer.cpp
+++ b/LibOVR/Src/CAPI/GL/CAPI_GL_DistortionRenderer.cpp
@@ -15,422 +15,12 @@ otherwise accompanies this software in either electronic or hard copy form.
#include "CAPI_GL_DistortionRenderer.h"
+#include "CAPI_GL_DistortionShaders.h"
+
#include "../../OVR_CAPI_GL.h"
namespace OVR { namespace CAPI { namespace GL {
-
-static const char SimpleQuad_vs[] =
- "uniform vec2 PositionOffset;\n"
- "uniform vec2 Scale;\n"
-
- "attribute vec3 Position;\n"
-
- "void main()\n"
- "{\n"
- " gl_Position = vec4(Position.xy * Scale + PositionOffset, 0.5, 1.0);\n"
- "}\n";
-
-const OVR::CAPI::GL::ShaderBase::Uniform SimpleQuad_vs_refl[] =
-{
- { "PositionOffset", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 8 },
- { "Scale", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 8, 8 },
-};
-
-static const char SimpleQuad_fs[] =
- "uniform vec4 Color;\n"
-
- "void main()\n"
- "{\n"
- " gl_FragColor = Color;\n"
- "}\n";
-
-const OVR::CAPI::GL::ShaderBase::Uniform SimpleQuad_fs_refl[] =
-{
- { "Color", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 16 },
-};
-
-
-static const char Distortion_vs[] =
- "uniform vec2 EyeToSourceUVScale;\n"
- "uniform vec2 EyeToSourceUVOffset;\n"
-
- "attribute vec2 Position;\n"
- "attribute vec4 Color;\n"
- "attribute vec2 TexCoord0;\n"
-
- "varying vec4 oColor;\n"
- "varying vec2 oTexCoord0;\n"
-
- "void main()\n"
- "{\n"
- " gl_Position.x = Position.x;\n"
- " gl_Position.y = Position.y;\n"
- " gl_Position.z = 0.5;\n"
- " gl_Position.w = 1.0;\n"
- // Vertex inputs are in TanEyeAngle space for the R,G,B channels (i.e. after chromatic aberration and distortion).
- // Scale them into the correct [0-1],[0-1] UV lookup space (depending on eye)
- " oTexCoord0 = TexCoord0 * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
- " oTexCoord0.y = 1-oTexCoord0.y;\n"
- " oColor = Color;\n" // Used for vignette fade.
- "}\n";
-
-const OVR::CAPI::GL::ShaderBase::Uniform Distortion_vs_refl[] =
-{
- { "EyeToSourceUVScale", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 8 },
- { "EyeToSourceUVOffset", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 8, 8 },
-};
-
-static const char Distortion_fs[] =
- "uniform sampler2D Texture0;\n"
-
- "varying vec4 oColor;\n"
- "varying vec2 oTexCoord0;\n"
-
- "void main()\n"
- "{\n"
- " gl_FragColor = texture2D(Texture0, oTexCoord0);\n"
- " gl_FragColor.a = 1.0;\n"
- "}\n";
-
-
-static const char DistortionTimewarp_vs[] =
- "uniform vec2 EyeToSourceUVScale;\n"
- "uniform vec2 EyeToSourceUVOffset;\n"
- "uniform mat4 EyeRotationStart;\n"
- "uniform mat4 EyeRotationEnd;\n"
-
- "attribute vec2 Position;\n"
- "attribute vec4 Color;\n"
- "attribute vec2 TexCoord0;\n"
-
- "varying vec4 oColor;\n"
- "varying vec2 oTexCoord0;\n"
-
- "void main()\n"
- "{\n"
- " gl_Position.x = Position.x;\n"
- " gl_Position.y = Position.y;\n"
- " gl_Position.z = 0.0;\n"
- " gl_Position.w = 1.0;\n"
-
- // Vertex inputs are in TanEyeAngle space for the R,G,B channels (i.e. after chromatic aberration and distortion).
- // These are now "real world" vectors in direction (x,y,1) relative to the eye of the HMD.
- " vec3 TanEyeAngle = vec3 ( TexCoord0.x, TexCoord0.y, 1.0 );\n"
-
- // Accurate time warp lerp vs. faster
-#if 1
- // Apply the two 3x3 timewarp rotations to these vectors.
- " vec3 TransformedStart = (EyeRotationStart * vec4(TanEyeAngle, 0)).xyz;\n"
- " vec3 TransformedEnd = (EyeRotationEnd * vec4(TanEyeAngle, 0)).xyz;\n"
- // And blend between them.
- " vec3 Transformed = mix ( TransformedStart, TransformedEnd, Color.a );\n"
-#else
- " mat3 EyeRotation = mix ( EyeRotationStart, EyeRotationEnd, Color.a );\n"
- " vec3 Transformed = EyeRotation * TanEyeAngle;\n"
-#endif
-
- // Project them back onto the Z=1 plane of the rendered images.
- " float RecipZ = 1.0 / Transformed.z;\n"
- " vec2 Flattened = vec2 ( Transformed.x * RecipZ, Transformed.y * RecipZ );\n"
-
- // These are now still in TanEyeAngle space.
- // Scale them into the correct [0-1],[0-1] UV lookup space (depending on eye)
- " vec2 SrcCoord = Flattened * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
- " oTexCoord0 = SrcCoord;\n"
- " oTexCoord0.y = 1-oTexCoord0.y;\n"
- " oColor = Color.r;\n" // Used for vignette fade.
- "}\n";
-
-const OVR::CAPI::GL::ShaderBase::Uniform DistortionTimewarp_vs_refl[] =
-{
- { "EyeToSourceUVScale", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 8 },
- { "EyeToSourceUVOffset", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 8, 8 },
-};
-
-
-static const char DistortionPositionalTimewarp_vs[] =
- "#version 150\n"
-
- "uniform sampler2D Texture0;\n"
- "uniform vec2 EyeToSourceUVScale;\n"
- "uniform vec2 EyeToSourceUVOffset;\n"
- "uniform vec2 DepthProjector;\n"
- "uniform vec2 DepthDimSize;\n"
- "uniform mat4 EyeRotationStart;\n"
- "uniform mat4 EyeRotationEnd;\n"
-
- "in vec2 Position;\n"
- "in vec4 Color;\n"
- "in vec2 TexCoord0;\n"
- "in vec2 TexCoord1;\n"
- "in vec2 TexCoord2;\n"
-
- "out vec4 oColor;\n"
- "out vec2 oTexCoord0;\n"
-
- "vec4 PositionFromDepth(vec2 inTexCoord)\n"
- "{\n"
- " vec2 eyeToSourceTexCoord = inTexCoord * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
- " eyeToSourceTexCoord.y = 1 - eyeToSourceTexCoord.y;\n"
- " float depth = texelFetch(Texture0, ivec2(eyeToSourceTexCoord * DepthDimSize), 0).x;\n"
- " float linearDepth = DepthProjector.y / (depth - DepthProjector.x);\n"
- " vec4 retVal = vec4(inTexCoord, 1, 1);\n"
- " retVal.xyz *= linearDepth;\n"
- " return retVal;\n"
- "}\n"
-
- "vec2 TimewarpTexCoordToWarpedPos(vec2 inTexCoord, float a)\n"
- "{\n"
- // Vertex inputs are in TanEyeAngle space for the R,G,B channels (i.e. after chromatic aberration and distortion).
- // These are now "real world" vectors in direction (x,y,1) relative to the eye of the HMD.
- // Apply the 4x4 timewarp rotation to these vectors.
- " vec4 inputPos = PositionFromDepth(inTexCoord);\n"
- " vec3 transformed = mix ( EyeRotationStart * inputPos, EyeRotationEnd * inputPos, a ).xyz;\n"
- // Project them back onto the Z=1 plane of the rendered images.
- " vec2 flattened = transformed.xy / transformed.z;\n"
- // Scale them into ([0,0.5],[0,1]) or ([0.5,0],[0,1]) UV lookup space (depending on eye)
- " vec2 noDepthUV = flattened * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
- //" float depth = texture2DLod(Texture0, noDepthUV, 0).r;\n"
- " return noDepthUV.xy;\n"
- "}\n"
-
- "void main()\n"
- "{\n"
- " gl_Position.x = Position.x;\n"
- " gl_Position.y = Position.y;\n"
- " gl_Position.z = 0.0;\n"
- " gl_Position.w = 1.0;\n"
-
- // warped positions are a bit more involved, hence a separate function
- " oTexCoord0 = TimewarpTexCoordToWarpedPos(TexCoord0, Color.a);\n"
- " oTexCoord0.y = 1-oTexCoord0.y;\n"
-
- " oColor = vec4(Color.r); // Used for vignette fade.\n"
- "}\n";
-
-const OVR::CAPI::GL::ShaderBase::Uniform DistortionPositionalTimewarp_vs_refl[] =
-{
- { "EyeToSourceUVScale", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 8 },
- { "EyeToSourceUVOffset", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 8, 8 },
-};
-
-
-static const char DistortionChroma_vs[] =
- "uniform vec2 EyeToSourceUVScale;\n"
- "uniform vec2 EyeToSourceUVOffset;\n"
-
- "attribute vec2 Position;\n"
- "attribute vec4 Color;\n"
- "attribute vec2 TexCoord0;\n"
- "attribute vec2 TexCoord1;\n"
- "attribute vec2 TexCoord2;\n"
-
- "varying vec4 oColor;\n"
- "varying vec2 oTexCoord0;\n"
- "varying vec2 oTexCoord1;\n"
- "varying vec2 oTexCoord2;\n"
-
- "void main()\n"
- "{\n"
- " gl_Position.x = Position.x;\n"
- " gl_Position.y = Position.y;\n"
- " gl_Position.z = 0.5;\n"
- " gl_Position.w = 1.0;\n"
-
- // Vertex inputs are in TanEyeAngle space for the R,G,B channels (i.e. after chromatic aberration and distortion).
- // Scale them into the correct [0-1],[0-1] UV lookup space (depending on eye)
- " oTexCoord0 = TexCoord0 * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
- " oTexCoord0.y = 1-oTexCoord0.y;\n"
- " oTexCoord1 = TexCoord1 * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
- " oTexCoord1.y = 1-oTexCoord1.y;\n"
- " oTexCoord2 = TexCoord2 * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
- " oTexCoord2.y = 1-oTexCoord2.y;\n"
-
- " oColor = Color;\n" // Used for vignette fade.
- "}\n";
-
-const OVR::CAPI::GL::ShaderBase::Uniform DistortionChroma_vs_refl[] =
-{
- { "EyeToSourceUVScale", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 8 },
- { "EyeToSourceUVOffset", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 8, 8 },
-};
-
-static const char DistortionChroma_fs[] =
- "uniform sampler2D Texture0;\n"
-
- "varying vec4 oColor;\n"
- "varying vec2 oTexCoord0;\n"
- "varying vec2 oTexCoord1;\n"
- "varying vec2 oTexCoord2;\n"
-
- "void main()\n"
- "{\n"
- " float ResultR = texture2D(Texture0, oTexCoord0).r;\n"
- " float ResultG = texture2D(Texture0, oTexCoord1).g;\n"
- " float ResultB = texture2D(Texture0, oTexCoord2).b;\n"
-
- " gl_FragColor = vec4(ResultR * oColor.r, ResultG * oColor.g, ResultB * oColor.b, 1.0);\n"
- "}\n";
-
-
-static const char DistortionTimewarpChroma_vs[] =
- "uniform vec2 EyeToSourceUVScale;\n"
- "uniform vec2 EyeToSourceUVOffset;\n"
- "uniform mat4 EyeRotationStart;\n"
- "uniform mat4 EyeRotationEnd;\n"
-
- "attribute vec2 Position;\n"
- "attribute vec4 Color;\n"
- "attribute vec2 TexCoord0;\n"
- "attribute vec2 TexCoord1;\n"
- "attribute vec2 TexCoord2;\n"
-
- "varying vec4 oColor;\n"
- "varying vec2 oTexCoord0;\n"
- "varying vec2 oTexCoord1;\n"
- "varying vec2 oTexCoord2;\n"
-
- "void main()\n"
- "{\n"
- " gl_Position.x = Position.x;\n"
- " gl_Position.y = Position.y;\n"
- " gl_Position.z = 0.0;\n"
- " gl_Position.w = 1.0;\n"
-
- // Vertex inputs are in TanEyeAngle space for the R,G,B channels (i.e. after chromatic aberration and distortion).
- // These are now "real world" vectors in direction (x,y,1) relative to the eye of the HMD.
- " vec3 TanEyeAngleR = vec3 ( TexCoord0.x, TexCoord0.y, 1.0 );\n"
- " vec3 TanEyeAngleG = vec3 ( TexCoord1.x, TexCoord1.y, 1.0 );\n"
- " vec3 TanEyeAngleB = vec3 ( TexCoord2.x, TexCoord2.y, 1.0 );\n"
-
- // Accurate time warp lerp vs. faster
-#if 1
- // Apply the two 3x3 timewarp rotations to these vectors.
- " vec3 TransformedRStart = (EyeRotationStart * vec4(TanEyeAngleR, 0)).xyz;\n"
- " vec3 TransformedGStart = (EyeRotationStart * vec4(TanEyeAngleG, 0)).xyz;\n"
- " vec3 TransformedBStart = (EyeRotationStart * vec4(TanEyeAngleB, 0)).xyz;\n"
- " vec3 TransformedREnd = (EyeRotationEnd * vec4(TanEyeAngleR, 0)).xyz;\n"
- " vec3 TransformedGEnd = (EyeRotationEnd * vec4(TanEyeAngleG, 0)).xyz;\n"
- " vec3 TransformedBEnd = (EyeRotationEnd * vec4(TanEyeAngleB, 0)).xyz;\n"
-
- // And blend between them.
- " vec3 TransformedR = mix ( TransformedRStart, TransformedREnd, Color.a );\n"
- " vec3 TransformedG = mix ( TransformedGStart, TransformedGEnd, Color.a );\n"
- " vec3 TransformedB = mix ( TransformedBStart, TransformedBEnd, Color.a );\n"
-#else
- " mat3 EyeRotation = mix ( EyeRotationStart, EyeRotationEnd, Color.a );\n"
- " vec3 TransformedR = EyeRotation * TanEyeAngleR;\n"
- " vec3 TransformedG = EyeRotation * TanEyeAngleG;\n"
- " vec3 TransformedB = EyeRotation * TanEyeAngleB;\n"
-#endif
-
- // Project them back onto the Z=1 plane of the rendered images.
- " float RecipZR = 1.0 / TransformedR.z;\n"
- " float RecipZG = 1.0 / TransformedG.z;\n"
- " float RecipZB = 1.0 / TransformedB.z;\n"
- " vec2 FlattenedR = vec2 ( TransformedR.x * RecipZR, TransformedR.y * RecipZR );\n"
- " vec2 FlattenedG = vec2 ( TransformedG.x * RecipZG, TransformedG.y * RecipZG );\n"
- " vec2 FlattenedB = vec2 ( TransformedB.x * RecipZB, TransformedB.y * RecipZB );\n"
-
- // These are now still in TanEyeAngle space.
- // Scale them into the correct [0-1],[0-1] UV lookup space (depending on eye)
- " vec2 SrcCoordR = FlattenedR * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
- " vec2 SrcCoordG = FlattenedG * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
- " vec2 SrcCoordB = FlattenedB * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
-
- " oTexCoord0 = SrcCoordR;\n"
- " oTexCoord0.y = 1-oTexCoord0.y;\n"
- " oTexCoord1 = SrcCoordG;\n"
- " oTexCoord1.y = 1-oTexCoord1.y;\n"
- " oTexCoord2 = SrcCoordB;\n"
- " oTexCoord2.y = 1-oTexCoord2.y;\n"
-
- " oColor = Color.r;\n" // Used for vignette fade.
- "}\n";
-
-const OVR::CAPI::GL::ShaderBase::Uniform DistortionTimewarpChroma_vs_refl[] =
-{
- { "EyeToSourceUVScale", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 8 },
- { "EyeToSourceUVOffset", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 8, 8 },
- { "EyeRotationStart", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 16, 64 },
- { "EyeRotationEnd", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 80, 64 },
-};
-
-
-static const char DistortionPositionalTimewarpChroma_vs[] =
- "#version 150\n"
- "uniform sampler2D Texture0;\n"
- "uniform sampler2D Texture1;\n"
- "uniform vec2 EyeToSourceUVScale;\n"
- "uniform vec2 EyeToSourceUVOffset;\n"
- "uniform vec2 DepthProjector;\n"
- "uniform vec2 DepthDimSize;\n"
- "uniform mat4 EyeRotationStart;\n"
- "uniform mat4 EyeRotationEnd;\n"
-
- "in vec2 Position;\n"
- "in vec4 Color;\n"
- "in vec2 TexCoord0;\n"
- "in vec2 TexCoord1;\n"
- "in vec2 TexCoord2;\n"
-
- "out vec4 oColor;\n"
- "out vec2 oTexCoord0;\n"
- "out vec2 oTexCoord1;\n"
- "out vec2 oTexCoord2;\n"
-
- "vec4 PositionFromDepth(vec2 inTexCoord)\n"
- "{\n"
- " vec2 eyeToSourceTexCoord = inTexCoord * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
- " eyeToSourceTexCoord.y = 1 - eyeToSourceTexCoord.y;\n"
- " float depth = texelFetch(Texture1, ivec2(eyeToSourceTexCoord * DepthDimSize), 0).x;\n"
- " float linearDepth = DepthProjector.y / (depth - DepthProjector.x);\n"
- " vec4 retVal = vec4(inTexCoord, 1, 1);\n"
- " retVal.xyz *= linearDepth;\n"
- " return retVal;\n"
- "}\n"
-
- "vec2 TimewarpTexCoordToWarpedPos(vec2 inTexCoord, float a)\n"
- "{\n"
- // Vertex inputs are in TanEyeAngle space for the R,G,B channels (i.e. after chromatic aberration and distortion).
- // These are now "real world" vectors in direction (x,y,1) relative to the eye of the HMD.
- // Apply the 4x4 timewarp rotation to these vectors.
- " vec4 inputPos = PositionFromDepth(inTexCoord);\n"
- " vec3 transformed = mix ( EyeRotationStart * inputPos, EyeRotationEnd * inputPos, a ).xyz;\n"
- // Project them back onto the Z=1 plane of the rendered images.
- " vec2 flattened = transformed.xy / transformed.z;\n"
- // Scale them into ([0,0.5],[0,1]) or ([0.5,0],[0,1]) UV lookup space (depending on eye)
- " vec2 noDepthUV = flattened * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
- //" float depth = texture2DLod(Texture1, noDepthUV, 0).r;\n"
- " return noDepthUV.xy;\n"
- "}\n"
-
- "void main()\n"
- "{\n"
- " gl_Position.x = Position.x;\n"
- " gl_Position.y = Position.y;\n"
- " gl_Position.z = 0.0;\n"
- " gl_Position.w = 1.0;\n"
-
- // warped positions are a bit more involved, hence a separate function
- " oTexCoord0 = TimewarpTexCoordToWarpedPos(TexCoord0, Color.a);\n"
- " oTexCoord0.y = 1-oTexCoord0.y;\n"
- " oTexCoord1 = TimewarpTexCoordToWarpedPos(TexCoord1, Color.a);\n"
- " oTexCoord1.y = 1-oTexCoord1.y;\n"
- " oTexCoord2 = TimewarpTexCoordToWarpedPos(TexCoord2, Color.a);\n"
- " oTexCoord2.y = 1-oTexCoord2.y;\n"
-
- " oColor = vec4(Color.r); // Used for vignette fade.\n"
- "}\n";
-
-const OVR::CAPI::GL::ShaderBase::Uniform DistortionPositionalTimewarpChroma_vs_refl[] =
-{
- { "EyeToSourceUVScale", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 8 },
- { "EyeToSourceUVOffset", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 8, 8 },
-};
-
-
// Distortion pixel shader lookup.
// Bit 0: Chroma Correction
// Bit 1: Timewarp
@@ -461,8 +51,6 @@ static ShaderInfo DistortionVertexShaderLookup[DistortionVertexShaderCount] =
SI_REFL__(DistortionChroma_vs),
SI_REFL__(DistortionTimewarp_vs),
SI_REFL__(DistortionTimewarpChroma_vs)
- //SI_REFL__(DistortionPositionalTimewarp_vs),
- //SI_REFL__(DistortionPositionalTimewarpChroma_vs)
};
static ShaderInfo DistortionPixelShaderLookup[DistortionPixelShaderCount] =
@@ -473,8 +61,8 @@ static ShaderInfo DistortionPixelShaderLookup[DistortionPixelShaderCount] =
void DistortionShaderBitIndexCheck()
{
- OVR_COMPILER_ASSERT(ovrDistortion_Chromatic == 1);
- OVR_COMPILER_ASSERT(ovrDistortion_TimeWarp == 2);
+ OVR_COMPILER_ASSERT(ovrDistortionCap_Chromatic == 1);
+ OVR_COMPILER_ASSERT(ovrDistortionCap_TimeWarp == 2);
}
@@ -504,7 +92,10 @@ struct LatencyVertex
DistortionRenderer::DistortionRenderer(ovrHmd hmd, FrameTimeManager& timeManager,
const HMDRenderState& renderState)
: CAPI::DistortionRenderer(ovrRenderAPI_OpenGL, hmd, timeManager, renderState)
+ , LatencyVAO(0)
{
+ DistortionMeshVAOs[0] = 0;
+ DistortionMeshVAOs[1] = 0;
}
DistortionRenderer::~DistortionRenderer()
@@ -517,17 +108,17 @@ CAPI::DistortionRenderer* DistortionRenderer::Create(ovrHmd hmd,
FrameTimeManager& timeManager,
const HMDRenderState& renderState)
{
+#if !defined(OVR_OS_MAC)
InitGLExtensions();
-
+#endif
return new DistortionRenderer(hmd, timeManager, renderState);
}
bool DistortionRenderer::Initialize(const ovrRenderAPIConfig* apiConfig,
- unsigned hmdCaps, unsigned distortionCaps)
+ unsigned distortionCaps)
{
- // TBD: Decide if hmdCaps are needed here or are a part of RenderState
- OVR_UNUSED(hmdCaps);
+ GfxState = *new GraphicsState();
const ovrGLConfig* config = (const ovrGLConfig*)apiConfig;
@@ -539,15 +130,20 @@ bool DistortionRenderer::Initialize(const ovrRenderAPIConfig* apiConfig,
memset(&RParams, 0, sizeof(RParams));
return true;
}
-
- if (!config->OGL.WglContext || !config->OGL.GdiDc)
- return false;
- RParams.GdiDc = config->OGL.GdiDc;
RParams.Multisample = config->OGL.Header.Multisample;
RParams.RTSize = config->OGL.Header.RTSize;
- RParams.WglContext = config->OGL.WglContext;
- RParams.Window = config->OGL.Window;
+#if defined(OVR_OS_WIN32)
+ RParams.Window = (config->OGL.Window) ? config->OGL.Window : GetActiveWindow();
+#elif defined(OVR_OS_LINUX)
+ RParams.Disp = (config->OGL.Disp) ? config->OGL.Disp : XOpenDisplay(NULL);
+ RParams.Win = config->OGL.Win;
+ if (!RParams.Win)
+ {
+ int unused;
+ XGetInputFocus(RParams.Disp, &RParams.Win, &unused);
+ }
+#endif
DistortionCaps = distortionCaps;
@@ -564,37 +160,36 @@ bool DistortionRenderer::Initialize(const ovrRenderAPIConfig* apiConfig,
void DistortionRenderer::SubmitEye(int eyeId, ovrTexture* eyeTexture)
{
- //Doesn't do a lot in here??
+ // Doesn't do a lot in here??
const ovrGLTexture* tex = (const ovrGLTexture*)eyeTexture;
- //Write in values
+ // Write in values
eachEye[eyeId].texture = tex->OGL.TexId;
if (tex)
{
- //Its only at this point we discover what the viewport of the texture is.
- //because presumably we allow users to realtime adjust the resolution.
- //Which begs the question - why did we ask them what viewport they were
- //using before, which gave them a set of UV offsets. In fact, our
- //asking for eye mesh must be entirely independed of these viewports,
- //presumably only to get the parameters.
-
- ovrEyeDesc ed = RState.EyeRenderDesc[eyeId].Desc;
- ed.TextureSize = tex->OGL.Header.TextureSize;
- ed.RenderViewport = tex->OGL.Header.RenderViewport;
-
- ovrHmd_GetRenderScaleAndOffset(HMD, ed, DistortionCaps, eachEye[eyeId].UVScaleOffset);
-
+ // Its only at this point we discover what the viewport of the texture is.
+ // because presumably we allow users to realtime adjust the resolution.
+ eachEye[eyeId].TextureSize = tex->OGL.Header.TextureSize;
+ eachEye[eyeId].RenderViewport = tex->OGL.Header.RenderViewport;
+
+ const ovrEyeRenderDesc& erd = RState.EyeRenderDesc[eyeId];
+
+ ovrHmd_GetRenderScaleAndOffset( erd.Fov,
+ eachEye[eyeId].TextureSize, eachEye[eyeId].RenderViewport,
+ eachEye[eyeId].UVScaleOffset );
+
pEyeTextures[eyeId]->UpdatePlaceholderTexture(tex->OGL.TexId,
tex->OGL.Header.TextureSize);
}
}
-void DistortionRenderer::EndFrame(bool swapBuffers, unsigned char* latencyTesterDrawColor, unsigned char* latencyTester2DrawColor)
-{
+void DistortionRenderer::EndFrame(bool swapBuffers,
+ unsigned char* latencyTesterDrawColor, unsigned char* latencyTester2DrawColor)
+{
if (!TimeManager.NeedDistortionTimeMeasurement())
{
- if (RState.DistortionCaps & ovrDistortion_TimeWarp)
+ if (RState.DistortionCaps & ovrDistortionCap_TimeWarp)
{
// Wait for timewarp distortion if it is time and Gpu idle
FlushGpuAndWaitTillTime(TimeManager.GetFrameTiming().TimewarpPointTime);
@@ -626,18 +221,38 @@ void DistortionRenderer::EndFrame(bool swapBuffers, unsigned char* latencyTester
if (swapBuffers)
{
- bool useVsync = ((RState.HMDCaps & ovrHmdCap_NoVSync) == 0);
- BOOL success;
+ bool useVsync = ((RState.EnabledHmdCaps & ovrHmdCap_NoVSync) == 0);
int swapInterval = (useVsync) ? 1 : 0;
+#if defined(OVR_OS_WIN32)
if (wglGetSwapIntervalEXT() != swapInterval)
- wglSwapIntervalEXT(swapInterval);
+ wglSwapIntervalEXT(swapInterval);
- success = SwapBuffers(RParams.GdiDc);
+ HDC dc = GetDC(RParams.Window);
+ BOOL success = SwapBuffers(dc);
+ ReleaseDC(RParams.Window, dc);
OVR_ASSERT(success);
+ OVR_UNUSED(success);
+#elif defined(OVR_OS_MAC)
+ CGLContextObj context = CGLGetCurrentContext();
+ GLint currentSwapInterval = 0;
+ CGLGetParameter(context, kCGLCPSwapInterval, &currentSwapInterval);
+ if (currentSwapInterval != swapInterval)
+ CGLSetParameter(context, kCGLCPSwapInterval, &swapInterval);
+
+ CGLFlushDrawable(context);
+#elif defined(OVR_OS_LINUX)
+ static const char* extensions = glXQueryExtensionsString(RParams.Disp, 0);
+ static bool supportsVSync = (extensions != NULL && strstr(extensions, "GLX_EXT_swap_control"));
+ if (supportsVSync)
+ {
+ GLuint currentSwapInterval = 0;
+ glXQueryDrawable(RParams.Disp, RParams.Win, GLX_SWAP_INTERVAL_EXT, &currentSwapInterval);
+ if (currentSwapInterval != swapInterval)
+ glXSwapIntervalEXT(RParams.Disp, RParams.Win, swapInterval);
+ }
- // Force GPU to flush the scene, resulting in the lowest possible latency.
- // It's critical that this flush is *after* present.
- WaitUntilGpuIdle();
+ glXSwapBuffers(RParams.Disp, RParams.Win);
+#endif
}
}
@@ -670,6 +285,109 @@ double DistortionRenderer::FlushGpuAndWaitTillTime(double absTime)
// How long we waited
return newTime - initialTime;
}
+
+
+DistortionRenderer::GraphicsState::GraphicsState()
+{
+ const char* glVersionString = (const char*)glGetString(GL_VERSION);
+ OVR_DEBUG_LOG(("GL_VERSION STRING: %s", (const char*)glVersionString));
+ char prefix[64];
+ bool foundVersion = false;
+
+ for (int i = 10; i < 30; ++i)
+ {
+ int major = i / 10;
+ int minor = i % 10;
+ OVR_sprintf(prefix, 64, "%d.%d", major, minor);
+ if (strstr(glVersionString, prefix) == glVersionString)
+ {
+ GlMajorVersion = major;
+ GlMinorVersion = minor;
+ foundVersion = true;
+ break;
+ }
+ }
+
+ if (!foundVersion)
+ {
+ glGetIntegerv(GL_MAJOR_VERSION, &GlMajorVersion);
+ glGetIntegerv(GL_MAJOR_VERSION, &GlMinorVersion);
+ }
+
+ OVR_ASSERT(GlMajorVersion >= 2);
+
+ if (GlMajorVersion >= 3)
+ {
+ SupportsVao = true;
+ }
+ else
+ {
+ const char* extensions = (const char*)glGetString(GL_EXTENSIONS);
+ SupportsVao = (strstr("GL_ARB_vertex_array_object", extensions) != NULL);
+ }
+}
+
+
+void DistortionRenderer::GraphicsState::ApplyBool(GLenum Name, GLint Value)
+{
+ if (Value != 0)
+ glEnable(Name);
+ else
+ glDisable(Name);
+}
+
+
+void DistortionRenderer::GraphicsState::Save()
+{
+ glGetIntegerv(GL_VIEWPORT, Viewport);
+ glGetFloatv(GL_COLOR_CLEAR_VALUE, ClearColor);
+ glGetIntegerv(GL_DEPTH_TEST, &DepthTest);
+ glGetIntegerv(GL_CULL_FACE, &CullFace);
+ glGetIntegerv(GL_CURRENT_PROGRAM, &Program);
+ glGetIntegerv(GL_ACTIVE_TEXTURE, &ActiveTexture);
+ glGetIntegerv(GL_TEXTURE_BINDING_2D, &TextureBinding);
+ glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &VertexArray);
+ glGetIntegerv(GL_FRAMEBUFFER_BINDING, &FrameBufferBinding);
+ glGetIntegerv(GL_BLEND, &Blend);
+ glGetIntegerv(GL_COLOR_WRITEMASK, ColorWritemask);
+ glGetIntegerv(GL_DITHER, &Dither);
+ glGetIntegerv(GL_RASTERIZER_DISCARD, &RasterizerDiscard);
+ if (GlMajorVersion >= 3 && GlMajorVersion >= 2)
+ glGetIntegerv(GL_SAMPLE_MASK, &SampleMask);
+ glGetIntegerv(GL_SCISSOR_TEST, &ScissorTest);
+
+ IsValid = true;
+}
+
+
+void DistortionRenderer::GraphicsState::Restore()
+{
+ // Don't allow restore-before-save.
+ if (!IsValid)
+ return;
+
+ glViewport(Viewport[0], Viewport[1], Viewport[2], Viewport[3]);
+ glClearColor(ClearColor[0], ClearColor[1], ClearColor[2], ClearColor[3]);
+
+ ApplyBool(GL_DEPTH_TEST, DepthTest);
+ ApplyBool(GL_CULL_FACE, CullFace);
+
+ glUseProgram(Program);
+ glActiveTexture(ActiveTexture);
+ glBindTexture(GL_TEXTURE_2D, TextureBinding);
+ if (SupportsVao)
+ glBindVertexArray(VertexArray);
+ glBindFramebuffer(GL_FRAMEBUFFER, FrameBufferBinding);
+
+ ApplyBool(GL_BLEND, Blend);
+
+ glColorMask((GLboolean)ColorWritemask[0], (GLboolean)ColorWritemask[1], (GLboolean)ColorWritemask[2], (GLboolean)ColorWritemask[3]);
+ ApplyBool(GL_DITHER, Dither);
+ ApplyBool(GL_RASTERIZER_DISCARD, RasterizerDiscard);
+ if (GlMajorVersion >= 3 && GlMajorVersion >= 2)
+ ApplyBool(GL_SAMPLE_MASK, SampleMask);
+ ApplyBool(GL_SCISSOR_TEST, ScissorTest);
+}
void DistortionRenderer::initBuffersAndShaders()
@@ -681,9 +399,11 @@ void DistortionRenderer::initBuffersAndShaders()
// double startT = ovr_GetTimeInSeconds();
- if (!ovrHmd_CreateDistortionMesh( HMD, RState.EyeRenderDesc[eyeNum].Desc,
+ if (!ovrHmd_CreateDistortionMesh( HMD,
+ RState.EyeRenderDesc[eyeNum].Eye,
+ RState.EyeRenderDesc[eyeNum].Fov,
RState.DistortionCaps,
- UVScaleOffset[eyeNum], &meshData) )
+ &meshData) )
{
OVR_ASSERT(false);
continue;
@@ -711,9 +431,9 @@ void DistortionRenderer::initBuffersAndShaders()
}
DistortionMeshVBs[eyeNum] = *new Buffer(&RParams);
- DistortionMeshVBs[eyeNum]->Data ( Buffer_Vertex, pVBVerts, sizeof(DistortionVertex) * meshData.VertexCount );
+ DistortionMeshVBs[eyeNum]->Data ( Buffer_Vertex | Buffer_ReadOnly, pVBVerts, sizeof(DistortionVertex) * meshData.VertexCount );
DistortionMeshIBs[eyeNum] = *new Buffer(&RParams);
- DistortionMeshIBs[eyeNum]->Data ( Buffer_Index, meshData.pIndexData, ( sizeof(INT16) * meshData.IndexCount ) );
+ DistortionMeshIBs[eyeNum]->Data ( Buffer_Index | Buffer_ReadOnly, meshData.pIndexData, ( sizeof(SInt16) * meshData.IndexCount ) );
OVR_FREE ( pVBVerts );
ovrHmd_DestroyDistortionMesh( &meshData );
@@ -723,8 +443,22 @@ void DistortionRenderer::initBuffersAndShaders()
}
void DistortionRenderer::renderDistortion(Texture* leftEyeTexture, Texture* rightEyeTexture)
-{
+{
+ GraphicsState* glState = (GraphicsState*)GfxState.GetPtr();
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
setViewport( Recti(0,0, RParams.RTSize.w, RParams.RTSize.h) );
+
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_BLEND);
+
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
+ glDisable(GL_DITHER);
+ glDisable(GL_RASTERIZER_DISCARD);
+ if (glState->GlMajorVersion >= 3 && glState->GlMajorVersion >= 2)
+ glDisable(GL_SAMPLE_MASK);
+ glDisable(GL_SCISSOR_TEST);
glClearColor(
RState.ClearColor[0],
@@ -732,19 +466,17 @@ void DistortionRenderer::renderDistortion(Texture* leftEyeTexture, Texture* righ
RState.ClearColor[2],
RState.ClearColor[3] );
- glClearDepth(0);
-
- glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+ glClear(GL_COLOR_BUFFER_BIT);
for (int eyeNum = 0; eyeNum < 2; eyeNum++)
{
ShaderFill distortionShaderFill(DistortionShader);
distortionShaderFill.SetTexture(0, eyeNum == 0 ? leftEyeTexture : rightEyeTexture);
- DistortionShader->SetUniform2f("EyeToSourceUVScale", UVScaleOffset[eyeNum][0].x, UVScaleOffset[eyeNum][0].y);
- DistortionShader->SetUniform2f("EyeToSourceUVOffset", UVScaleOffset[eyeNum][1].x, UVScaleOffset[eyeNum][1].y);
+ DistortionShader->SetUniform2f("EyeToSourceUVScale", eachEye[eyeNum].UVScaleOffset[0].x, eachEye[eyeNum].UVScaleOffset[0].y);
+ DistortionShader->SetUniform2f("EyeToSourceUVOffset", eachEye[eyeNum].UVScaleOffset[1].x, eachEye[eyeNum].UVScaleOffset[1].y);
- if (DistortionCaps & ovrDistortion_TimeWarp)
+ if (DistortionCaps & ovrDistortionCap_TimeWarp)
{
ovrMatrix4f timeWarpMatrices[2];
ovrHmd_GetEyeTimewarpMatrices(HMD, (ovrEyeType)eyeNum,
@@ -755,12 +487,12 @@ void DistortionRenderer::renderDistortion(Texture* leftEyeTexture, Texture* righ
DistortionShader->SetUniform4x4f("EyeRotationEnd", Matrix4f(timeWarpMatrices[1]).Transposed());
renderPrimitives(&distortionShaderFill, DistortionMeshVBs[eyeNum], DistortionMeshIBs[eyeNum],
- NULL, 0, (int)DistortionMeshVBs[eyeNum]->GetSize(), Prim_Triangles, true);
+ 0, (int)DistortionMeshIBs[eyeNum]->GetSize()/2, Prim_Triangles, &DistortionMeshVAOs[eyeNum], true);
}
else
{
renderPrimitives(&distortionShaderFill, DistortionMeshVBs[eyeNum], DistortionMeshIBs[eyeNum],
- NULL, 0, (int)DistortionMeshVBs[eyeNum]->GetSize(), Prim_Triangles, true);
+ 0, (int)DistortionMeshIBs[eyeNum]->GetSize()/2, Prim_Triangles, &DistortionMeshVAOs[eyeNum], true);
}
}
}
@@ -818,7 +550,7 @@ void DistortionRenderer::renderLatencyQuad(unsigned char* latencyTesterDrawColor
for(int eyeNum = 0; eyeNum < 2; eyeNum++)
{
SimpleQuadShader->SetUniform2f("PositionOffset", eyeNum == 0 ? -0.4f : 0.4f, 0.0f);
- renderPrimitives(&quadFill, LatencyTesterQuadVB, NULL, NULL, 0, numQuadVerts, Prim_TriangleStrip, false);
+ renderPrimitives(&quadFill, LatencyTesterQuadVB, NULL, 0, numQuadVerts, Prim_TriangleStrip, &LatencyVAO, false);
}
}
@@ -843,16 +575,16 @@ void DistortionRenderer::renderLatencyPixel(unsigned char* latencyTesterPixelCol
Vector2f scale(2.0f / RParams.RTSize.w, 2.0f / RParams.RTSize.h);
SimpleQuadShader->SetUniform2f("Scale", scale.x, scale.y);
SimpleQuadShader->SetUniform2f("PositionOffset", 1.0f, 1.0f);
- renderPrimitives(&quadFill, LatencyTesterQuadVB, NULL, NULL, 0, numQuadVerts, Prim_TriangleStrip, false);
+ renderPrimitives(&quadFill, LatencyTesterQuadVB, NULL, 0, numQuadVerts, Prim_TriangleStrip, &LatencyVAO, false);
}
void DistortionRenderer::renderPrimitives(
const ShaderFill* fill,
Buffer* vertices, Buffer* indices,
- Matrix4f* viewMatrix, int offset, int count,
- PrimitiveType rprim, bool useDistortionVertex)
+ int offset, int count,
+ PrimitiveType rprim, GLuint* vao, bool isDistortionMesh)
{
- ShaderSet* shaders = (ShaderSet*) ((ShaderFill*)fill)->GetShaders();
+ GraphicsState* glState = (GraphicsState*)GfxState.GetPtr();
GLenum prim;
switch (rprim)
@@ -867,128 +599,173 @@ void DistortionRenderer::renderPrimitives(
prim = GL_TRIANGLE_STRIP;
break;
default:
- assert(0);
+ OVR_ASSERT(false);
return;
}
fill->Set();
- if (shaders->ProjLoc >= 0)
- glUniformMatrix4fv(shaders->ProjLoc, 1, 0, &StdUniforms.Proj.M[0][0]);
- if (shaders->ViewLoc >= 0 && viewMatrix != NULL)
- glUniformMatrix4fv(shaders->ViewLoc, 1, 0, &viewMatrix->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);
GLuint prog = fill->GetShaders()->Prog;
- if (useDistortionVertex)
+ if (vao != NULL)
{
- GLint posLoc = glGetAttribLocation(prog, "Position");
- GLint colLoc = glGetAttribLocation(prog, "Color");
- GLint tc0Loc = glGetAttribLocation(prog, "TexCoord0");
- GLint tc1Loc = glGetAttribLocation(prog, "TexCoord1");
- GLint tc2Loc = glGetAttribLocation(prog, "TexCoord2");
-
- glVertexAttribPointer(posLoc, 2, GL_FLOAT, false, sizeof(DistortionVertex), (char*)offset + offsetof(DistortionVertex, Pos));
- glVertexAttribPointer(colLoc, 4, GL_UNSIGNED_BYTE, true, sizeof(DistortionVertex), (char*)offset + offsetof(DistortionVertex, Col));
- glVertexAttribPointer(tc0Loc, 2, GL_FLOAT, false, sizeof(DistortionVertex), (char*)offset + offsetof(DistortionVertex, TexR));
- glVertexAttribPointer(tc1Loc, 2, GL_FLOAT, false, sizeof(DistortionVertex), (char*)offset + offsetof(DistortionVertex, TexG));
- glVertexAttribPointer(tc2Loc, 2, GL_FLOAT, false, sizeof(DistortionVertex), (char*)offset + offsetof(DistortionVertex, TexB));
- }
- else
- {
- GLint posLoc = glGetAttribLocation(prog, "Position");
+ if (*vao != 0)
+ {
+ glBindVertexArray(*vao);
- glVertexAttribPointer(posLoc, 3, GL_FLOAT, false, sizeof(LatencyVertex), (char*)offset + offsetof(LatencyVertex, Pos));
+ if (isDistortionMesh)
+ glDrawElements(prim, count, GL_UNSIGNED_SHORT, NULL);
+ else
+ glDrawArrays(prim, 0, count);
+ }
+ else
+ {
+ if (glState->SupportsVao)
+ {
+ glGenVertexArrays(1, vao);
+ glBindVertexArray(*vao);
+ }
+
+ int attributeCount = (isDistortionMesh) ? 5 : 1;
+ int* locs = new int[attributeCount];
+
+ glBindBuffer(GL_ARRAY_BUFFER, ((Buffer*)vertices)->GLBuffer);
+
+ if (isDistortionMesh)
+ {
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ((Buffer*)indices)->GLBuffer);
+
+ locs[0] = glGetAttribLocation(prog, "Position");
+ locs[1] = glGetAttribLocation(prog, "Color");
+ locs[2] = glGetAttribLocation(prog, "TexCoord0");
+ locs[3] = glGetAttribLocation(prog, "TexCoord1");
+ locs[4] = glGetAttribLocation(prog, "TexCoord2");
+
+ glVertexAttribPointer(locs[0], 2, GL_FLOAT, false, sizeof(DistortionVertex), reinterpret_cast<char*>(offset)+offsetof(DistortionVertex, Pos));
+ glVertexAttribPointer(locs[1], 4, GL_UNSIGNED_BYTE, true, sizeof(DistortionVertex), reinterpret_cast<char*>(offset)+offsetof(DistortionVertex, Col));
+ glVertexAttribPointer(locs[2], 2, GL_FLOAT, false, sizeof(DistortionVertex), reinterpret_cast<char*>(offset)+offsetof(DistortionVertex, TexR));
+ glVertexAttribPointer(locs[3], 2, GL_FLOAT, false, sizeof(DistortionVertex), reinterpret_cast<char*>(offset)+offsetof(DistortionVertex, TexG));
+ glVertexAttribPointer(locs[4], 2, GL_FLOAT, false, sizeof(DistortionVertex), reinterpret_cast<char*>(offset)+offsetof(DistortionVertex, TexB));
+ }
+ else
+ {
+ locs[0] = glGetAttribLocation(prog, "Position");
+
+ glVertexAttribPointer(locs[0], 3, GL_FLOAT, false, sizeof(LatencyVertex), reinterpret_cast<char*>(offset)+offsetof(LatencyVertex, Pos));
+ }
+
+ for (int i = 0; i < attributeCount; ++i)
+ glEnableVertexAttribArray(locs[i]);
+
+ if (isDistortionMesh)
+ glDrawElements(prim, count, GL_UNSIGNED_SHORT, NULL);
+ else
+ glDrawArrays(prim, 0, count);
+
+
+ if (!glState->SupportsVao)
+ {
+ for (int i = 0; i < attributeCount; ++i)
+ glDisableVertexAttribArray(locs[i]);
+ }
+
+ delete[] locs;
+ }
}
-
- 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 DistortionRenderer::setViewport(const Recti& vp)
{
- int wh;
- if (CurRenderTarget)
- wh = CurRenderTarget->Height;
- else
- {
- RECT rect;
- BOOL success = GetWindowRect(RParams.Window, &rect);
- OVR_ASSERT(success);
- OVR_UNUSED(success);
- wh = rect.bottom - rect.top;
- }
- 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);
+ glViewport(vp.x, vp.y, vp.w, vp.h);
}
void DistortionRenderer::initShaders()
{
+ GraphicsState* glState = (GraphicsState*)GfxState.GetPtr();
+
+ const char* shaderPrefix =
+ (glState->GlMajorVersion < 3 || (glState->GlMajorVersion == 3 && glState->GlMinorVersion < 2)) ?
+ glsl2Prefix : glsl3Prefix;
+
{
- ShaderInfo vsShaderByteCode = DistortionVertexShaderLookup[DistortionVertexShaderBitMask & DistortionCaps];
- Ptr<GL::VertexShader> vtxShader = *new GL::VertexShader(
+ ShaderInfo vsInfo = DistortionVertexShaderLookup[DistortionVertexShaderBitMask & DistortionCaps];
+
+ size_t vsSize = strlen(shaderPrefix)+vsInfo.ShaderSize;
+ char* vsSource = new char[vsSize];
+ OVR_strcpy(vsSource, vsSize, shaderPrefix);
+ OVR_strcat(vsSource, vsSize, vsInfo.ShaderData);
+
+ Ptr<GL::VertexShader> vs = *new GL::VertexShader(
&RParams,
- (void*)vsShaderByteCode.ShaderData, vsShaderByteCode.ShaderSize,
- vsShaderByteCode.ReflectionData, vsShaderByteCode.ReflectionSize);
+ (void*)vsSource, vsSize,
+ vsInfo.ReflectionData, vsInfo.ReflectionSize);
DistortionShader = *new ShaderSet;
- DistortionShader->SetShader(vtxShader);
+ DistortionShader->SetShader(vs);
- ShaderInfo psShaderByteCode = DistortionPixelShaderLookup[DistortionPixelShaderBitMask & DistortionCaps];
+ delete[](vsSource);
+
+ ShaderInfo psInfo = DistortionPixelShaderLookup[DistortionPixelShaderBitMask & DistortionCaps];
+
+ size_t psSize = strlen(shaderPrefix)+psInfo.ShaderSize;
+ char* psSource = new char[psSize];
+ OVR_strcpy(psSource, psSize, shaderPrefix);
+ OVR_strcat(psSource, psSize, psInfo.ShaderData);
Ptr<GL::FragmentShader> ps = *new GL::FragmentShader(
&RParams,
- (void*)psShaderByteCode.ShaderData, psShaderByteCode.ShaderSize,
- psShaderByteCode.ReflectionData, psShaderByteCode.ReflectionSize);
+ (void*)psSource, psSize,
+ psInfo.ReflectionData, psInfo.ReflectionSize);
DistortionShader->SetShader(ps);
+
+ delete[](psSource);
}
- {
- Ptr<GL::VertexShader> vtxShader = *new GL::VertexShader(
+ {
+ size_t vsSize = strlen(shaderPrefix)+sizeof(SimpleQuad_vs);
+ char* vsSource = new char[vsSize];
+ OVR_strcpy(vsSource, vsSize, shaderPrefix);
+ OVR_strcat(vsSource, vsSize, SimpleQuad_vs);
+
+ Ptr<GL::VertexShader> vs = *new GL::VertexShader(
&RParams,
- (void*)SimpleQuad_vs, sizeof(SimpleQuad_vs),
- SimpleQuad_vs_refl, sizeof(SimpleQuad_vs_refl) / sizeof(SimpleQuad_vs_refl[0]));
+ (void*)vsSource, vsSize,
+ SimpleQuad_vs_refl, sizeof(SimpleQuad_vs_refl) / sizeof(SimpleQuad_vs_refl[0]));
SimpleQuadShader = *new ShaderSet;
- SimpleQuadShader->SetShader(vtxShader);
+ SimpleQuadShader->SetShader(vs);
+
+ delete[](vsSource);
+
+ size_t psSize = strlen(shaderPrefix)+sizeof(SimpleQuad_fs);
+ char* psSource = new char[psSize];
+ OVR_strcpy(psSource, psSize, shaderPrefix);
+ OVR_strcat(psSource, psSize, SimpleQuad_fs);
Ptr<GL::FragmentShader> ps = *new GL::FragmentShader(
&RParams,
- (void*)SimpleQuad_fs, sizeof(SimpleQuad_fs),
+ (void*)psSource, psSize,
SimpleQuad_fs_refl, sizeof(SimpleQuad_fs_refl) / sizeof(SimpleQuad_fs_refl[0]));
- SimpleQuadShader->SetShader(ps);
+ SimpleQuadShader->SetShader(ps);
+
+ delete[](psSource);
}
}
void DistortionRenderer::destroy()
{
+ GraphicsState* glState = (GraphicsState*)GfxState.GetPtr();
+
for(int eyeNum = 0; eyeNum < 2; eyeNum++)
{
+ if (glState->SupportsVao)
+ glDeleteVertexArrays(1, &DistortionMeshVAOs[eyeNum]);
+
+ DistortionMeshVAOs[eyeNum] = 0;
+
DistortionMeshVBs[eyeNum].Clear();
DistortionMeshIBs[eyeNum].Clear();
}
@@ -1001,6 +778,7 @@ void DistortionRenderer::destroy()
}
LatencyTesterQuadVB.Clear();
+ LatencyVAO = 0;
}
}}} // OVR::CAPI::GL
diff --git a/LibOVR/Src/CAPI/GL/CAPI_GL_DistortionRenderer.h b/LibOVR/Src/CAPI/GL/CAPI_GL_DistortionRenderer.h
index 8e0b72e..60f1a9f 100644
--- a/LibOVR/Src/CAPI/GL/CAPI_GL_DistortionRenderer.h
+++ b/LibOVR/Src/CAPI/GL/CAPI_GL_DistortionRenderer.h
@@ -45,7 +45,7 @@ public:
// ***** Public DistortionRenderer interface
virtual bool Initialize(const ovrRenderAPIConfig* apiConfig,
- unsigned hmdCaps, unsigned distortionCaps);
+ unsigned distortionCaps);
virtual void SubmitEye(int eyeId, ovrTexture* eyeTexture);
@@ -57,12 +57,54 @@ public:
// Note, it exits when time expires, even if GPU is not in idle state yet.
double FlushGpuAndWaitTillTime(double absTime);
-private:
+protected:
+
+
+ class GraphicsState : public CAPI::DistortionRenderer::GraphicsState
+ {
+ public:
+ GraphicsState();
+ virtual void Save();
+ virtual void Restore();
+
+ protected:
+ void ApplyBool(GLenum Name, GLint Value);
+
+ public:
+ GLint GlMajorVersion;
+ GLint GlMinorVersion;
+ bool SupportsVao;
+
+ GLint Viewport[4];
+ GLfloat ClearColor[4];
+ GLint DepthTest;
+ GLint CullFace;
+ GLint Program;
+ GLint ActiveTexture;
+ GLint TextureBinding;
+ GLint VertexArray;
+ GLint FrameBufferBinding;
+
+ GLint Blend;
+ GLint ColorWritemask[4];
+ GLint Dither;
+ GLint Fog;
+ GLint Lighting;
+ GLint RasterizerDiscard;
+ GLint RenderMode;
+ GLint SampleMask;
+ GLint ScissorTest;
+ GLfloat ZoomX;
+ GLfloat ZoomY;
+ };
+
// TBD: Should we be using oe from RState instead?
unsigned DistortionCaps;
struct FOR_EACH_EYE
{
+ FOR_EACH_EYE() : TextureSize(0), RenderViewport(Sizei(0)) { }
+
#if 0
IDirect3DVertexBuffer9 * dxVerts;
IDirect3DIndexBuffer9 * dxIndices;
@@ -70,9 +112,11 @@ private:
int numVerts;
int numIndices;
- GLuint texture;
+ GLuint texture;
- ovrVector2f UVScaleOffset[2];
+ ovrVector2f UVScaleOffset[2];
+ Sizei TextureSize;
+ Recti RenderViewport;
} eachEye[2];
// GL context and utility variables.
@@ -89,8 +133,8 @@ private:
void renderDistortion(Texture* leftEyeTexture, Texture* rightEyeTexture);
void renderPrimitives(const ShaderFill* fill, Buffer* vertices, Buffer* indices,
- Matrix4f* viewMatrix, int offset, int count,
- PrimitiveType rprim, bool useDistortionVertex);
+ int offset, int count,
+ PrimitiveType rprim, GLuint* vao, bool isDistortionMesh);
void createDrawQuad();
void renderLatencyQuad(unsigned char* latencyTesterDrawColor);
@@ -98,11 +142,9 @@ private:
Ptr<Texture> pEyeTextures[2];
- // U,V scale and offset needed for timewarp.
- ovrVector2f UVScaleOffset[2][2];
-
Ptr<Buffer> DistortionMeshVBs[2]; // one per-eye
Ptr<Buffer> DistortionMeshIBs[2]; // one per-eye
+ GLuint DistortionMeshVAOs[2]; // one per-eye
Ptr<ShaderSet> DistortionShader;
@@ -111,13 +153,24 @@ private:
Matrix4f Proj;
Matrix4f View;
} StdUniforms;
-
+
+ GLuint LatencyVAO;
Ptr<Buffer> LatencyTesterQuadVB;
Ptr<ShaderSet> SimpleQuadShader;
Ptr<Texture> CurRenderTarget;
Array<Ptr<Texture> > DepthBuffers;
GLuint CurrentFbo;
+
+ GLint SavedViewport[4];
+ GLfloat SavedClearColor[4];
+ GLint SavedDepthTest;
+ GLint SavedCullFace;
+ GLint SavedProgram;
+ GLint SavedActiveTexture;
+ GLint SavedBoundTexture;
+ GLint SavedVertexArray;
+ GLint SavedBoundFrameBuffer;
};
}}} // OVR::CAPI::GL
diff --git a/LibOVR/Src/CAPI/GL/CAPI_GL_DistortionShaders.h b/LibOVR/Src/CAPI/GL/CAPI_GL_DistortionShaders.h
new file mode 100644
index 0000000..03fd174
--- /dev/null
+++ b/LibOVR/Src/CAPI/GL/CAPI_GL_DistortionShaders.h
@@ -0,0 +1,326 @@
+/************************************************************************************
+
+ Filename : CAPI_GL_Shaders.h
+ Content : Distortion shader header for GL
+ Created : November 11, 2013
+ Authors : David Borel, Volga Aksoy
+
+ Copyright : Copyright 2013 Oculus VR, Inc. All Rights reserved.
+
+ Use of this software is subject to the terms of the Oculus Inc 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_CAPI_GL_Shaders_h
+#define OVR_CAPI_GL_Shaders_h
+
+
+#include "CAPI_GL_Util.h"
+
+namespace OVR { namespace CAPI { namespace GL {
+
+ static const char glsl2Prefix[] =
+ "#version 110\n"
+ "#extension GL_ARB_shader_texture_lod : enable\n"
+ "#define _FRAGCOLOR_DECLARATION\n"
+ "#define _VS_IN attribute\n"
+ "#define _VS_OUT varying\n"
+ "#define _FS_IN varying\n"
+ "#define _TEXTURELOD texture2DLod\n"
+ "#define _FRAGCOLOR gl_FragColor\n";
+
+ static const char glsl3Prefix[] =
+ "#version 150\n"
+ "#define _FRAGCOLOR_DECLARATION out vec4 FragColor;\n"
+ "#define _VS_IN in\n"
+ "#define _VS_OUT out\n"
+ "#define _FS_IN in\n"
+ "#define _TEXTURELOD textureLod\n"
+ "#define _FRAGCOLOR FragColor\n";
+
+ static const char SimpleQuad_vs[] =
+ "uniform vec2 PositionOffset;\n"
+ "uniform vec2 Scale;\n"
+
+ "_VS_IN vec3 Position;\n"
+
+ "void main()\n"
+ "{\n"
+ " gl_Position = vec4(Position.xy * Scale + PositionOffset, 0.5, 1.0);\n"
+ "}\n";
+
+ const OVR::CAPI::GL::ShaderBase::Uniform SimpleQuad_vs_refl[] =
+ {
+ { "PositionOffset", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 8 },
+ { "Scale", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 8, 8 },
+ };
+
+ static const char SimpleQuad_fs[] =
+ "uniform vec4 Color;\n"
+
+ "_FRAGCOLOR_DECLARATION\n"
+
+ "void main()\n"
+ "{\n"
+ " _FRAGCOLOR = Color;\n"
+ "}\n";
+
+ const OVR::CAPI::GL::ShaderBase::Uniform SimpleQuad_fs_refl[] =
+ {
+ { "Color", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 16 },
+ };
+
+
+ static const char Distortion_vs[] =
+ "uniform vec2 EyeToSourceUVScale;\n"
+ "uniform vec2 EyeToSourceUVOffset;\n"
+
+ "_VS_IN vec2 Position;\n"
+ "_VS_IN vec4 Color;\n"
+ "_VS_IN vec2 TexCoord0;\n"
+
+ "_VS_OUT vec4 oColor;\n"
+ "_VS_OUT vec2 oTexCoord0;\n"
+
+ "void main()\n"
+ "{\n"
+ " gl_Position.x = Position.x;\n"
+ " gl_Position.y = Position.y;\n"
+ " gl_Position.z = 0.5;\n"
+ " gl_Position.w = 1.0;\n"
+ // Vertex inputs are in TanEyeAngle space for the R,G,B channels (i.e. after chromatic aberration and distortion).
+ // Scale them into the correct [0-1],[0-1] UV lookup space (depending on eye)
+ " oTexCoord0 = TexCoord0 * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
+ " oTexCoord0.y = 1.0 - oTexCoord0.y;\n"
+ " oColor = Color;\n" // Used for vignette fade.
+ "}\n";
+
+ const OVR::CAPI::GL::ShaderBase::Uniform Distortion_vs_refl[] =
+ {
+ { "EyeToSourceUVScale", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 8 },
+ { "EyeToSourceUVOffset", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 8, 8 },
+ };
+
+ static const char Distortion_fs[] =
+ "uniform sampler2D Texture0;\n"
+
+ "_FS_IN vec4 oColor;\n"
+ "_FS_IN vec2 oTexCoord0;\n"
+
+ "_FRAGCOLOR_DECLARATION\n"
+
+ "void main()\n"
+ "{\n"
+ " _FRAGCOLOR = _TEXTURELOD(Texture0, oTexCoord0, 0.0);\n"
+ " _FRAGCOLOR.a = 1.0;\n"
+ "}\n";
+
+
+ static const char DistortionTimewarp_vs[] =
+ "uniform vec2 EyeToSourceUVScale;\n"
+ "uniform vec2 EyeToSourceUVOffset;\n"
+ "uniform mat4 EyeRotationStart;\n"
+ "uniform mat4 EyeRotationEnd;\n"
+
+ "_VS_IN vec2 Position;\n"
+ "_VS_IN vec4 Color;\n"
+ "_VS_IN vec2 TexCoord0;\n"
+
+ "_FS_IN vec4 oColor;\n"
+ "_FS_IN vec2 oTexCoord0;\n"
+
+ "void main()\n"
+ "{\n"
+ " gl_Position.x = Position.x;\n"
+ " gl_Position.y = Position.y;\n"
+ " gl_Position.z = 0.0;\n"
+ " gl_Position.w = 1.0;\n"
+
+ // Vertex inputs are in TanEyeAngle space for the R,G,B channels (i.e. after chromatic aberration and distortion).
+ // These are now "real world" vectors in direction (x,y,1) relative to the eye of the HMD.
+ " vec3 TanEyeAngle = vec3 ( TexCoord0.x, TexCoord0.y, 1.0 );\n"
+
+ // Accurate time warp lerp vs. faster
+#if 1
+ // Apply the two 3x3 timewarp rotations to these vectors.
+ " vec3 TransformedStart = (EyeRotationStart * vec4(TanEyeAngle, 0)).xyz;\n"
+ " vec3 TransformedEnd = (EyeRotationEnd * vec4(TanEyeAngle, 0)).xyz;\n"
+ // And blend between them.
+ " vec3 Transformed = mix ( TransformedStart, TransformedEnd, Color.a );\n"
+#else
+ " mat4 EyeRotation = mix ( EyeRotationStart, EyeRotationEnd, Color.a );\n"
+ " vec3 Transformed = EyeRotation * TanEyeAngle;\n"
+#endif
+
+ // Project them back onto the Z=1 plane of the rendered images.
+ " float RecipZ = 1.0 / Transformed.z;\n"
+ " vec2 Flattened = vec2 ( Transformed.x * RecipZ, Transformed.y * RecipZ );\n"
+
+ // These are now still in TanEyeAngle space.
+ // Scale them into the correct [0-1],[0-1] UV lookup space (depending on eye)
+ " vec2 SrcCoord = Flattened * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
+ " oTexCoord0 = SrcCoord;\n"
+ " oTexCoord0.y = 1.0-oTexCoord0.y;\n"
+ " oColor = vec4(Color.r, Color.r, Color.r, Color.r);\n" // Used for vignette fade.
+ "}\n";
+
+
+ const OVR::CAPI::GL::ShaderBase::Uniform DistortionTimewarp_vs_refl[] =
+ {
+ { "EyeToSourceUVScale", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 8 },
+ { "EyeToSourceUVOffset", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 8, 8 },
+ };
+
+ static const char DistortionChroma_vs[] =
+ "uniform vec2 EyeToSourceUVScale;\n"
+ "uniform vec2 EyeToSourceUVOffset;\n"
+
+ "_VS_IN vec2 Position;\n"
+ "_VS_IN vec4 Color;\n"
+ "_VS_IN vec2 TexCoord0;\n"
+ "_VS_IN vec2 TexCoord1;\n"
+ "_VS_IN vec2 TexCoord2;\n"
+
+ "_VS_OUT vec4 oColor;\n"
+ "_VS_OUT vec2 oTexCoord0;\n"
+ "_VS_OUT vec2 oTexCoord1;\n"
+ "_VS_OUT vec2 oTexCoord2;\n"
+
+ "void main()\n"
+ "{\n"
+ " gl_Position.x = Position.x;\n"
+ " gl_Position.y = Position.y;\n"
+ " gl_Position.z = 0.5;\n"
+ " gl_Position.w = 1.0;\n"
+
+ // Vertex inputs are in TanEyeAngle space for the R,G,B channels (i.e. after chromatic aberration and distortion).
+ // Scale them into the correct [0-1],[0-1] UV lookup space (depending on eye)
+ " oTexCoord0 = TexCoord0 * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
+ " oTexCoord0.y = 1.0-oTexCoord0.y;\n"
+ " oTexCoord1 = TexCoord1 * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
+ " oTexCoord1.y = 1.0-oTexCoord1.y;\n"
+ " oTexCoord2 = TexCoord2 * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
+ " oTexCoord2.y = 1.0-oTexCoord2.y;\n"
+
+ " oColor = Color;\n" // Used for vignette fade.
+ "}\n";
+
+ const OVR::CAPI::GL::ShaderBase::Uniform DistortionChroma_vs_refl[] =
+ {
+ { "EyeToSourceUVScale", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 8 },
+ { "EyeToSourceUVOffset", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 8, 8 },
+ };
+
+ static const char DistortionChroma_fs[] =
+ "uniform sampler2D Texture0;\n"
+
+ "_FS_IN vec4 oColor;\n"
+ "_FS_IN vec2 oTexCoord0;\n"
+ "_FS_IN vec2 oTexCoord1;\n"
+ "_FS_IN vec2 oTexCoord2;\n"
+
+ "_FRAGCOLOR_DECLARATION\n"
+
+ "void main()\n"
+ "{\n"
+ " float ResultR = _TEXTURELOD(Texture0, oTexCoord0, 0.0).r;\n"
+ " float ResultG = _TEXTURELOD(Texture0, oTexCoord1, 0.0).g;\n"
+ " float ResultB = _TEXTURELOD(Texture0, oTexCoord2, 0.0).b;\n"
+
+ " _FRAGCOLOR = vec4(ResultR * oColor.r, ResultG * oColor.g, ResultB * oColor.b, 1.0);\n"
+ "}\n";
+
+
+ static const char DistortionTimewarpChroma_vs[] =
+ "uniform vec2 EyeToSourceUVScale;\n"
+ "uniform vec2 EyeToSourceUVOffset;\n"
+ "uniform mat4 EyeRotationStart;\n"
+ "uniform mat4 EyeRotationEnd;\n"
+
+ "_VS_IN vec2 Position;\n"
+ "_VS_IN vec4 Color;\n"
+ "_VS_IN vec2 TexCoord0;\n"
+ "_VS_IN vec2 TexCoord1;\n"
+ "_VS_IN vec2 TexCoord2;\n"
+
+ "_VS_OUT vec4 oColor;\n"
+ "_VS_OUT vec2 oTexCoord0;\n"
+ "_VS_OUT vec2 oTexCoord1;\n"
+ "_VS_OUT vec2 oTexCoord2;\n"
+
+ "void main()\n"
+ "{\n"
+ " gl_Position.x = Position.x;\n"
+ " gl_Position.y = Position.y;\n"
+ " gl_Position.z = 0.0;\n"
+ " gl_Position.w = 1.0;\n"
+
+ // Vertex inputs are in TanEyeAngle space for the R,G,B channels (i.e. after chromatic aberration and distortion).
+ // These are now "real world" vectors in direction (x,y,1) relative to the eye of the HMD.
+ " vec3 TanEyeAngleR = vec3 ( TexCoord0.x, TexCoord0.y, 1.0 );\n"
+ " vec3 TanEyeAngleG = vec3 ( TexCoord1.x, TexCoord1.y, 1.0 );\n"
+ " vec3 TanEyeAngleB = vec3 ( TexCoord2.x, TexCoord2.y, 1.0 );\n"
+
+ // Accurate time warp lerp vs. faster
+#if 1
+ // Apply the two 3x3 timewarp rotations to these vectors.
+ " vec3 TransformedRStart = (EyeRotationStart * vec4(TanEyeAngleR, 0)).xyz;\n"
+ " vec3 TransformedGStart = (EyeRotationStart * vec4(TanEyeAngleG, 0)).xyz;\n"
+ " vec3 TransformedBStart = (EyeRotationStart * vec4(TanEyeAngleB, 0)).xyz;\n"
+ " vec3 TransformedREnd = (EyeRotationEnd * vec4(TanEyeAngleR, 0)).xyz;\n"
+ " vec3 TransformedGEnd = (EyeRotationEnd * vec4(TanEyeAngleG, 0)).xyz;\n"
+ " vec3 TransformedBEnd = (EyeRotationEnd * vec4(TanEyeAngleB, 0)).xyz;\n"
+
+ // And blend between them.
+ " vec3 TransformedR = mix ( TransformedRStart, TransformedREnd, Color.a );\n"
+ " vec3 TransformedG = mix ( TransformedGStart, TransformedGEnd, Color.a );\n"
+ " vec3 TransformedB = mix ( TransformedBStart, TransformedBEnd, Color.a );\n"
+#else
+ " mat3 EyeRotation;\n"
+ " EyeRotation[0] = mix ( EyeRotationStart[0], EyeRotationEnd[0], Color.a ).xyz;\n"
+ " EyeRotation[1] = mix ( EyeRotationStart[1], EyeRotationEnd[1], Color.a ).xyz;\n"
+ " EyeRotation[2] = mix ( EyeRotationStart[2], EyeRotationEnd[2], Color.a ).xyz;\n"
+ " vec3 TransformedR = EyeRotation * TanEyeAngleR;\n"
+ " vec3 TransformedG = EyeRotation * TanEyeAngleG;\n"
+ " vec3 TransformedB = EyeRotation * TanEyeAngleB;\n"
+#endif
+
+ // Project them back onto the Z=1 plane of the rendered images.
+ " float RecipZR = 1.0 / TransformedR.z;\n"
+ " float RecipZG = 1.0 / TransformedG.z;\n"
+ " float RecipZB = 1.0 / TransformedB.z;\n"
+ " vec2 FlattenedR = vec2 ( TransformedR.x * RecipZR, TransformedR.y * RecipZR );\n"
+ " vec2 FlattenedG = vec2 ( TransformedG.x * RecipZG, TransformedG.y * RecipZG );\n"
+ " vec2 FlattenedB = vec2 ( TransformedB.x * RecipZB, TransformedB.y * RecipZB );\n"
+
+ // These are now still in TanEyeAngle space.
+ // Scale them into the correct [0-1],[0-1] UV lookup space (depending on eye)
+ " vec2 SrcCoordR = FlattenedR * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
+ " vec2 SrcCoordG = FlattenedG * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
+ " vec2 SrcCoordB = FlattenedB * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
+
+ " oTexCoord0 = SrcCoordR;\n"
+ " oTexCoord0.y = 1.0-oTexCoord0.y;\n"
+ " oTexCoord1 = SrcCoordG;\n"
+ " oTexCoord1.y = 1.0-oTexCoord1.y;\n"
+ " oTexCoord2 = SrcCoordB;\n"
+ " oTexCoord2.y = 1.0-oTexCoord2.y;\n"
+
+ " oColor = vec4(Color.r, Color.r, Color.r, Color.r);\n" // Used for vignette fade.
+ "}\n";
+
+
+ const OVR::CAPI::GL::ShaderBase::Uniform DistortionTimewarpChroma_vs_refl[] =
+ {
+ { "EyeToSourceUVScale", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 8 },
+ { "EyeToSourceUVOffset", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 8, 8 },
+ { "EyeRotationStart", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 16, 64 },
+ { "EyeRotationEnd", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 80, 64 },
+ };
+
+}}} // OVR::CAPI::GL
+
+#endif // OVR_CAPI_GL_Shaders_h
diff --git a/LibOVR/Src/CAPI/GL/CAPI_GL_Util.cpp b/LibOVR/Src/CAPI/GL/CAPI_GL_Util.cpp
index b82939a..910e28c 100644
--- a/LibOVR/Src/CAPI/GL/CAPI_GL_Util.cpp
+++ b/LibOVR/Src/CAPI/GL/CAPI_GL_Util.cpp
@@ -23,16 +23,25 @@ limitations under the License.
#include "CAPI_GL_Util.h"
#include "../../Kernel/OVR_Log.h"
+#include <string.h>
namespace OVR { namespace CAPI { namespace GL {
-// GL Hooks for PC.
+// GL Hooks for non-Mac.
+#if !defined(OVR_OS_MAC)
+
#if defined(OVR_OS_WIN32)
PFNWGLGETPROCADDRESS wglGetProcAddress;
+PFNGLENABLEPROC glEnable;
+PFNGLDISABLEPROC glDisable;
+PFNGLGETFLOATVPROC glGetFloatv;
+PFNGLGETINTEGERVPROC glGetIntegerv;
+PFNGLGETSTRINGPROC glGetString;
+PFNGLCOLORMASKPROC glColorMask;
PFNGLCLEARPROC glClear;
PFNGLCLEARCOLORPROC glClearColor;
PFNGLCLEARDEPTHPROC glClearDepth;
@@ -48,12 +57,15 @@ PFNGLBINDTEXTUREPROC glBindTexture;
PFNWGLGETSWAPINTERVALEXTPROC wglGetSwapIntervalEXT;
PFNWGLSWAPINTERVALEXTPROC wglSwapIntervalEXT;
-PFNGLGENFRAMEBUFFERSEXTPROC glGenFramebuffersEXT;
+
+#elif defined(OVR_OS_LINUX)
+
+PFNGLXSWAPINTERVALEXTPROC glXSwapIntervalEXT;
+
+#endif
+
PFNGLDELETESHADERPROC glDeleteShader;
-PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC glCheckFramebufferStatusEXT;
-PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC glFramebufferRenderbufferEXT;
-PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glFramebufferTexture2DEXT;
-PFNGLBINDFRAMEBUFFEREXTPROC glBindFramebufferEXT;
+PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
PFNGLACTIVETEXTUREPROC glActiveTexture;
PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray;
PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
@@ -88,92 +100,108 @@ PFNGLUNIFORM4FVPROC glUniform4fv;
PFNGLUNIFORM3FVPROC glUniform3fv;
PFNGLUNIFORM2FVPROC glUniform2fv;
PFNGLUNIFORM1FVPROC glUniform1fv;
-PFNGLCOMPRESSEDTEXIMAGE2DPROC glCompressedTexImage2D;
-PFNGLRENDERBUFFERSTORAGEEXTPROC glRenderbufferStorageEXT;
-PFNGLBINDRENDERBUFFEREXTPROC glBindRenderbufferEXT;
-PFNGLGENRENDERBUFFERSEXTPROC glGenRenderbuffersEXT;
-PFNGLDELETERENDERBUFFERSEXTPROC glDeleteRenderbuffersEXT;
-
PFNGLGENVERTEXARRAYSPROC glGenVertexArrays;
+PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays;
+PFNGLBINDVERTEXARRAYPROC glBindVertexArray;
+
+
+#if defined(OVR_OS_WIN32)
+
+void* GetFunction(const char* functionName)
+{
+ return wglGetProcAddress(functionName);
+}
+
+#else
+
+void (*GetFunction(const char *functionName))( void )
+{
+ return glXGetProcAddress((GLubyte*)functionName);
+}
+
+#endif
void InitGLExtensions()
{
- HINSTANCE hInst = LoadLibrary( L"Opengl32.dll" );
+ if (glGenVertexArrays)
+ return;
+
+#if defined(OVR_OS_WIN32)
+ HINSTANCE hInst = LoadLibrary(L"Opengl32.dll");
if (!hInst)
return;
- glClear = (PFNGLCLEARPROC)GetProcAddress( hInst, "glClear" );
- glClearColor = (PFNGLCLEARCOLORPROC)GetProcAddress( hInst, "glClearColor" );
- glClearDepth = (PFNGLCLEARDEPTHPROC)GetProcAddress( hInst, "glClearDepth" );
- glViewport = (PFNGLVIEWPORTPROC)GetProcAddress( hInst, "glViewport" );
- glDrawElements = (PFNGLDRAWELEMENTSPROC)GetProcAddress( hInst, "glDrawElements" );
- glTexParameteri = (PFNGLTEXPARAMETERIPROC)GetProcAddress( hInst, "glTexParameteri" );
- glFlush = (PFNGLFLUSHPROC)GetProcAddress( hInst, "glFlush" );
- glFinish = (PFNGLFINISHPROC)GetProcAddress( hInst, "glFinish" );
- glDrawArrays = (PFNGLDRAWARRAYSPROC)GetProcAddress( hInst, "glDrawArrays" );
- glGenTextures = (PFNGLGENTEXTURESPROC)GetProcAddress( hInst,"glGenTextures" );
- glDeleteTextures = (PFNGLDELETETEXTURESPROC)GetProcAddress( hInst,"glDeleteTextures" );
- glBindTexture = (PFNGLBINDTEXTUREPROC)GetProcAddress( hInst,"glBindTexture" );
-
- wglGetProcAddress = (PFNWGLGETPROCADDRESS)GetProcAddress( hInst, "wglGetProcAddress" );
-
- if (glGenFramebuffersEXT)
- return;
-
- wglGetSwapIntervalEXT = (PFNWGLGETSWAPINTERVALEXTPROC) wglGetProcAddress("wglGetSwapIntervalEXT");
- wglSwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC) wglGetProcAddress("wglSwapIntervalEXT");
- glGenFramebuffersEXT = (PFNGLGENFRAMEBUFFERSEXTPROC) wglGetProcAddress("glGenFramebuffersEXT");
- glDeleteShader = (PFNGLDELETESHADERPROC) wglGetProcAddress("glDeleteShader");
- glCheckFramebufferStatusEXT = (PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC) wglGetProcAddress("glCheckFramebufferStatusEXT");
- glFramebufferRenderbufferEXT = (PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC) wglGetProcAddress("glFramebufferRenderbufferEXT");
- glFramebufferTexture2DEXT = (PFNGLFRAMEBUFFERTEXTURE2DEXTPROC) wglGetProcAddress("glFramebufferTexture2DEXT");
- glBindFramebufferEXT = (PFNGLBINDFRAMEBUFFEREXTPROC) wglGetProcAddress("glBindFramebufferEXT");
- glActiveTexture = (PFNGLACTIVETEXTUREPROC) wglGetProcAddress("glActiveTexture");
- glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC) wglGetProcAddress("glDisableVertexAttribArray");
- glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC) wglGetProcAddress("glVertexAttribPointer");
- glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC) wglGetProcAddress("glEnableVertexAttribArray");
- glBindBuffer = (PFNGLBINDBUFFERPROC) wglGetProcAddress("glBindBuffer");
- glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC) wglGetProcAddress("glUniformMatrix3fv");
- glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC) wglGetProcAddress("glUniformMatrix4fv");
- glDeleteBuffers = (PFNGLDELETEBUFFERSPROC) wglGetProcAddress("glDeleteBuffers");
- glBufferData = (PFNGLBUFFERDATAPROC) wglGetProcAddress("glBufferData");
- glGenBuffers = (PFNGLGENBUFFERSPROC) wglGetProcAddress("glGenBuffers");
- glMapBuffer = (PFNGLMAPBUFFERPROC) wglGetProcAddress("glMapBuffer");
- glUnmapBuffer = (PFNGLUNMAPBUFFERPROC) wglGetProcAddress("glUnmapBuffer");
- glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC) wglGetProcAddress("glGetShaderInfoLog");
- glGetShaderiv = (PFNGLGETSHADERIVPROC) wglGetProcAddress("glGetShaderiv");
- glCompileShader = (PFNGLCOMPILESHADERPROC) wglGetProcAddress("glCompileShader");
- glShaderSource = (PFNGLSHADERSOURCEPROC) wglGetProcAddress("glShaderSource");
- glCreateShader = (PFNGLCREATESHADERPROC) wglGetProcAddress("glCreateShader");
- glCreateProgram = (PFNGLCREATEPROGRAMPROC) wglGetProcAddress("glCreateProgram");
- glAttachShader = (PFNGLATTACHSHADERPROC) wglGetProcAddress("glAttachShader");
- glDetachShader = (PFNGLDETACHSHADERPROC) wglGetProcAddress("glDetachShader");
- glDeleteProgram = (PFNGLDELETEPROGRAMPROC) wglGetProcAddress("glDeleteProgram");
- glUniform1i = (PFNGLUNIFORM1IPROC) wglGetProcAddress("glUniform1i");
- glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC) wglGetProcAddress("glGetUniformLocation");
- glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC) wglGetProcAddress("glGetActiveUniform");
- glUseProgram = (PFNGLUSEPROGRAMPROC) wglGetProcAddress("glUseProgram");
- glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC) wglGetProcAddress("glGetProgramInfoLog");
- glGetProgramiv = (PFNGLGETPROGRAMIVPROC) wglGetProcAddress("glGetProgramiv");
- glLinkProgram = (PFNGLLINKPROGRAMPROC) wglGetProcAddress("glLinkProgram");
- glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC) wglGetProcAddress("glBindAttribLocation");
- glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC) wglGetProcAddress("glGetAttribLocation");
- glUniform4fv = (PFNGLUNIFORM4FVPROC) wglGetProcAddress("glUniform4fv");
- glUniform3fv = (PFNGLUNIFORM3FVPROC) wglGetProcAddress("glUniform3fv");
- glUniform2fv = (PFNGLUNIFORM2FVPROC) wglGetProcAddress("glUniform2fv");
- glUniform1fv = (PFNGLUNIFORM1FVPROC) wglGetProcAddress("glUniform1fv");
- glCompressedTexImage2D = (PFNGLCOMPRESSEDTEXIMAGE2DPROC) wglGetProcAddress("glCompressedTexImage2D");
- glRenderbufferStorageEXT = (PFNGLRENDERBUFFERSTORAGEEXTPROC) wglGetProcAddress("glRenderbufferStorageEXT");
- glBindRenderbufferEXT = (PFNGLBINDRENDERBUFFEREXTPROC) wglGetProcAddress("glBindRenderbufferEXT");
- glGenRenderbuffersEXT = (PFNGLGENRENDERBUFFERSEXTPROC) wglGetProcAddress("glGenRenderbuffersEXT");
- glDeleteRenderbuffersEXT = (PFNGLDELETERENDERBUFFERSEXTPROC) wglGetProcAddress("glDeleteRenderbuffersEXT");
-
-
- glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC) wglGetProcAddress("glGenVertexArrays");
-}
-
+ glGetFloatv = (PFNGLGETFLOATVPROC) GetProcAddress(hInst, "glGetFloatv");
+ glGetIntegerv = (PFNGLGETINTEGERVPROC) GetProcAddress(hInst, "glGetIntegerv");
+ glGetString = (PFNGLGETSTRINGPROC) GetProcAddress(hInst, "glGetString");
+ glEnable = (PFNGLENABLEPROC) GetProcAddress(hInst, "glEnable");
+ glDisable = (PFNGLDISABLEPROC) GetProcAddress(hInst, "glDisable");
+ glColorMask = (PFNGLCOLORMASKPROC) GetProcAddress(hInst, "glColorMask");
+ glClear = (PFNGLCLEARPROC) GetProcAddress(hInst, "glClear" );
+ glClearColor = (PFNGLCLEARCOLORPROC) GetProcAddress(hInst, "glClearColor");
+ glClearDepth = (PFNGLCLEARDEPTHPROC) GetProcAddress(hInst, "glClearDepth");
+ glViewport = (PFNGLVIEWPORTPROC) GetProcAddress(hInst, "glViewport");
+ glFlush = (PFNGLFLUSHPROC) GetProcAddress(hInst, "glFlush");
+ glFinish = (PFNGLFINISHPROC) GetProcAddress(hInst, "glFinish");
+ glDrawArrays = (PFNGLDRAWARRAYSPROC) GetProcAddress(hInst, "glDrawArrays");
+ glDrawElements = (PFNGLDRAWELEMENTSPROC) GetProcAddress(hInst, "glDrawElements");
+ glGenTextures = (PFNGLGENTEXTURESPROC) GetProcAddress(hInst,"glGenTextures");
+ glDeleteTextures = (PFNGLDELETETEXTURESPROC) GetProcAddress(hInst,"glDeleteTextures");
+ glBindTexture = (PFNGLBINDTEXTUREPROC) GetProcAddress(hInst,"glBindTexture");
+ glTexParameteri = (PFNGLTEXPARAMETERIPROC) GetProcAddress(hInst, "glTexParameteri");
+
+ wglGetProcAddress = (PFNWGLGETPROCADDRESS) GetProcAddress(hInst, "wglGetProcAddress");
+
+ wglGetSwapIntervalEXT = (PFNWGLGETSWAPINTERVALEXTPROC) GetFunction("wglGetSwapIntervalEXT");
+ wglSwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC) GetFunction("wglSwapIntervalEXT");
+#elif defined(OVR_OS_LINUX)
+ glXSwapIntervalEXT = (PFNGLXSWAPINTERVALEXTPROC) GetFunction("glXSwapIntervalEXT");
#endif
+ glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC) GetFunction("glBindFramebufferEXT");
+ glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC) GetFunction("glGenVertexArrays");
+ glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC) GetFunction("glDeleteVertexArrays");
+ glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC) GetFunction("glBindVertexArray");
+ glGenBuffers = (PFNGLGENBUFFERSPROC) GetFunction("glGenBuffers");
+ glDeleteBuffers = (PFNGLDELETEBUFFERSPROC) GetFunction("glDeleteBuffers");
+ glBindBuffer = (PFNGLBINDBUFFERPROC) GetFunction("glBindBuffer");
+ glBufferData = (PFNGLBUFFERDATAPROC) GetFunction("glBufferData");
+ glMapBuffer = (PFNGLMAPBUFFERPROC) GetFunction("glMapBuffer");
+ glUnmapBuffer = (PFNGLUNMAPBUFFERPROC) GetFunction("glUnmapBuffer");
+ glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC) GetFunction("glDisableVertexAttribArray");
+ glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC) GetFunction("glVertexAttribPointer");
+ glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC) GetFunction("glEnableVertexAttribArray");
+ glActiveTexture = (PFNGLACTIVETEXTUREPROC) GetFunction("glActiveTexture");
+ glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC) GetFunction("glUniformMatrix3fv");
+ glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC) GetFunction("glUniformMatrix4fv");
+ glUniform1i = (PFNGLUNIFORM1IPROC) GetFunction("glUniform1i");
+ glUniform1fv = (PFNGLUNIFORM1FVPROC) GetFunction("glUniform1fv");
+ glUniform2fv = (PFNGLUNIFORM2FVPROC) GetFunction("glUniform2fv");
+ glUniform3fv = (PFNGLUNIFORM3FVPROC) GetFunction("glUniform3fv");
+ glUniform2fv = (PFNGLUNIFORM2FVPROC) GetFunction("glUniform2fv");
+ glUniform4fv = (PFNGLUNIFORM4FVPROC) GetFunction("glUniform4fv");
+ glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC) GetFunction("glGetUniformLocation");
+ glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC) GetFunction("glGetActiveUniform");
+ glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC) GetFunction("glGetShaderInfoLog");
+ glGetShaderiv = (PFNGLGETSHADERIVPROC) GetFunction("glGetShaderiv");
+ glCompileShader = (PFNGLCOMPILESHADERPROC) GetFunction("glCompileShader");
+ glShaderSource = (PFNGLSHADERSOURCEPROC) GetFunction("glShaderSource");
+ glCreateShader = (PFNGLCREATESHADERPROC) GetFunction("glCreateShader");
+ glDeleteShader = (PFNGLDELETESHADERPROC) GetFunction("glDeleteShader");
+ glCreateProgram = (PFNGLCREATEPROGRAMPROC) GetFunction("glCreateProgram");
+ glDeleteProgram = (PFNGLDELETEPROGRAMPROC) GetFunction("glDeleteProgram");
+ glUseProgram = (PFNGLUSEPROGRAMPROC) GetFunction("glUseProgram");
+ glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC) GetFunction("glGetProgramInfoLog");
+ glGetProgramiv = (PFNGLGETPROGRAMIVPROC) GetFunction("glGetProgramiv");
+ glLinkProgram = (PFNGLLINKPROGRAMPROC) GetFunction("glLinkProgram");
+ glAttachShader = (PFNGLATTACHSHADERPROC) GetFunction("glAttachShader");
+ glDetachShader = (PFNGLDETACHSHADERPROC) GetFunction("glDetachShader");
+ glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC) GetFunction("glBindAttribLocation");
+ glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC) GetFunction("glGetAttribLocation");
+}
+
+#endif
+
Buffer::Buffer(RenderParams* rp) : pParams(rp), Size(0), Use(0), GLBuffer(0)
{
}
@@ -203,7 +231,6 @@ bool Buffer::Data(int use, const void* buffer, size_t size)
glBindBuffer(Use, GLBuffer);
glBufferData(Use, size, buffer, mode);
- glBindBuffer(Use, 0);
return 1;
}
@@ -215,7 +242,6 @@ void* Buffer::Map(size_t, size_t, int)
glBindBuffer(Use, GLBuffer);
void* v = glMapBuffer(Use, mode);
- glBindBuffer(Use, 0);
return v;
}
@@ -223,7 +249,6 @@ bool Buffer::Unmap(void*)
{
glBindBuffer(Use, GLBuffer);
int r = glUnmapBuffer(Use);
- glBindBuffer(Use, 0);
return r != 0;
}
@@ -248,6 +273,7 @@ GLint ShaderSet::GetGLShader(Shader* s)
ShaderImpl<Shader_Fragment, GL_FRAGMENT_SHADER>* gls = (ShaderImpl<Shader_Fragment, GL_FRAGMENT_SHADER>*)s;
return gls->GLShader;
} break;
+ default: break;
}
return -1;
@@ -271,8 +297,6 @@ void ShaderSet::UnsetShader(int stage)
glDetachShader(Prog, GLShader);
Shaders[stage] = NULL;
-
- //Link();
}
bool ShaderSet::SetUniform(const char* name, int n, const float* v)
@@ -430,14 +454,6 @@ void ShaderBase::InitUniforms(const Uniform* refl, size_t reflSize)
UniformData = (unsigned char*)OVR_ALLOC(UniformsSize);
}
-void ShaderBase::UpdateBuffer(Buffer* buf)
-{
- if (UniformsSize)
- {
- buf->Data(Buffer_Uniform, UniformData, UniformsSize);
- }
-}
-
Texture::Texture(RenderParams* rp, int w, int h) : IsUserAllocated(true), pParams(rp), TexId(0), Width(w), Height(h)
{
if (w && h)
@@ -454,7 +470,6 @@ void Texture::Set(int slot, ShaderStage) const
{
glActiveTexture(GL_TEXTURE0 + slot);
glBindTexture(GL_TEXTURE_2D, TexId);
- glActiveTexture(GL_TEXTURE0);
}
void Texture::SetSampleMode(int sm)
@@ -498,7 +513,6 @@ void Texture::SetSampleMode(int sm)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
break;
}
- glBindTexture(GL_TEXTURE_2D, 0);
}
void Texture::UpdatePlaceholderTexture(GLuint texId, const Sizei& textureSize)
diff --git a/LibOVR/Src/CAPI/GL/CAPI_GL_Util.h b/LibOVR/Src/CAPI/GL/CAPI_GL_Util.h
index 5e694cc..a410f17 100644
--- a/LibOVR/Src/CAPI/GL/CAPI_GL_Util.h
+++ b/LibOVR/Src/CAPI/GL/CAPI_GL_Util.h
@@ -30,14 +30,15 @@ limitations under the License.
#include "../../Kernel/OVR_RefCount.h"
#include "../../Kernel/OVR_String.h"
#include "../../Kernel/OVR_Types.h"
+#include "../../Kernel/OVR_Log.h"
#if defined(OVR_OS_WIN32)
#include <Windows.h>
#endif
#if defined(OVR_OS_MAC)
-#include <OpenGL/gl.h>
-#include <OpenGL/glext.h>
+#include <OpenGL/gl3.h>
+#include <OpenGL/gl3ext.h>
#else
#ifndef GL_GLEXT_PROTOTYPES
#define GL_GLEXT_PROTOTYPES
@@ -46,19 +47,30 @@ limitations under the License.
#include <GL/glext.h>
#if defined(OVR_OS_WIN32)
#include <GL/wglext.h>
+#elif defined(OVR_OS_LINUX)
+#include <GL/glx.h>
#endif
#endif
namespace OVR { namespace CAPI { namespace GL {
-// GL extension Hooks for PC.
+// GL extension Hooks for Non-Mac.
+#if !defined(OVR_OS_MAC)
+
+// Let Windows apps build without linking GL.
#if defined(OVR_OS_WIN32)
+typedef void (__stdcall *PFNGLENABLEPROC) (GLenum);
+typedef void (__stdcall *PFNGLDISABLEPROC) (GLenum);
+typedef void (__stdcall *PFNGLGETFLOATVPROC) (GLenum, GLfloat*);
+typedef const GLubyte * (__stdcall *PFNGLGETSTRINGPROC) (GLenum);
+typedef void (__stdcall *PFNGLGETINTEGERVPROC) (GLenum, GLint*);
typedef PROC (__stdcall *PFNWGLGETPROCADDRESS) (LPCSTR);
typedef void (__stdcall *PFNGLFLUSHPROC) ();
typedef void (__stdcall *PFNGLFINISHPROC) ();
typedef void (__stdcall *PFNGLDRAWARRAYSPROC) (GLenum mode, GLint first, GLsizei count);
typedef void (__stdcall *PFNGLCLEARPROC) (GLbitfield);
+typedef void (__stdcall *PFNGLCOLORMASKPROC) (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
typedef void (__stdcall *PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices);
typedef void (__stdcall *PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures);
typedef void (__stdcall *PFNGLDELETETEXTURESPROC) (GLsizei n, GLuint *textures);
@@ -69,6 +81,15 @@ typedef void (__stdcall *PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, G
typedef void (__stdcall *PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
extern PFNWGLGETPROCADDRESS wglGetProcAddress;
+extern PFNWGLGETSWAPINTERVALEXTPROC wglGetSwapIntervalEXT;
+extern PFNWGLSWAPINTERVALEXTPROC wglSwapIntervalEXT;
+
+extern PFNGLENABLEPROC glEnable;
+extern PFNGLDISABLEPROC glDisable;
+extern PFNGLCOLORMASKPROC glColorMask;
+extern PFNGLGETFLOATVPROC glGetFloatv;
+extern PFNGLGETSTRINGPROC glGetString;
+extern PFNGLGETINTEGERVPROC glGetIntegerv;
extern PFNGLCLEARPROC glClear;
extern PFNGLCLEARCOLORPROC glClearColor;
extern PFNGLCLEARDEPTHPROC glClearDepth;
@@ -82,14 +103,14 @@ extern PFNGLTEXPARAMETERIPROC glTexParameteri;
extern PFNGLFLUSHPROC glFlush;
extern PFNGLFINISHPROC glFinish;
-extern PFNWGLGETSWAPINTERVALEXTPROC wglGetSwapIntervalEXT;
-extern PFNWGLSWAPINTERVALEXTPROC wglSwapIntervalEXT;
-extern PFNGLGENFRAMEBUFFERSEXTPROC glGenFramebuffersEXT;
+#elif defined(OVR_OS_LINUX)
+
+extern PFNGLXSWAPINTERVALEXTPROC glXSwapIntervalEXT;
+
+#endif // defined(OVR_OS_WIN32)
+
extern PFNGLDELETESHADERPROC glDeleteShader;
-extern PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC glCheckFramebufferStatusEXT;
-extern PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC glFramebufferRenderbufferEXT;
-extern PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glFramebufferTexture2DEXT;
-extern PFNGLBINDFRAMEBUFFEREXTPROC glBindFramebufferEXT;
+extern PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
extern PFNGLACTIVETEXTUREPROC glActiveTexture;
extern PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray;
extern PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
@@ -123,18 +144,13 @@ extern PFNGLUNIFORM4FVPROC glUniform4fv;
extern PFNGLUNIFORM3FVPROC glUniform3fv;
extern PFNGLUNIFORM2FVPROC glUniform2fv;
extern PFNGLUNIFORM1FVPROC glUniform1fv;
-extern PFNGLCOMPRESSEDTEXIMAGE2DPROC glCompressedTexImage2D;
-extern PFNGLRENDERBUFFERSTORAGEEXTPROC glRenderbufferStorageEXT;
-extern PFNGLBINDRENDERBUFFEREXTPROC glBindRenderbufferEXT;
-extern PFNGLGENRENDERBUFFERSEXTPROC glGenRenderbuffersEXT;
-extern PFNGLDELETERENDERBUFFERSEXTPROC glDeleteRenderbuffersEXT;
-
-// For testing
extern PFNGLGENVERTEXARRAYSPROC glGenVertexArrays;
+extern PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays;
+extern PFNGLBINDVERTEXARRAYPROC glBindVertexArray;
extern void InitGLExtensions();
-#endif
+#endif // !defined(OVR_OS_MAC)
// Rendering primitive type used to render Model.
@@ -205,10 +221,11 @@ enum SampleMode
// Rendering parameters/pointers describing GL rendering setup.
struct RenderParams
{
-#ifdef OVR_OS_WIN32
+#if defined(OVR_OS_WIN32)
HWND Window;
- HGLRC WglContext;
- HDC GdiDc;
+#elif defined(OVR_OS_LINUX)
+ Display* Disp;
+ Window Win;
#endif
ovrSizei RTSize;
@@ -301,7 +318,7 @@ protected:
Array<Uniform> UniformInfo;
public:
- GLuint Prog;
+ GLuint Prog;
GLint ProjLoc, ViewLoc;
GLint TexLoc[8];
bool UsesLighting;
@@ -455,8 +472,6 @@ public:
void InitUniforms(const Uniform* refl, size_t reflSize);
bool SetUniform(const char* name, int n, const float* v);
bool SetUniformBool(const char* name, int n, const bool* v);
-
- void UpdateBuffer(Buffer* b);
};
@@ -470,7 +485,7 @@ public:
: ShaderBase(rp, SStage)
, GLShader(0)
{
- BOOL success;
+ bool success;
OVR_UNUSED(size);
success = Compile((const char*) s);
OVR_ASSERT(success);