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-rw-r--r--Samples/CommonSrc/Render/Render_D3D10_Device.cpp50
-rw-r--r--Samples/CommonSrc/Render/Render_D3D10_Device.h50
-rw-r--r--Samples/CommonSrc/Render/Render_D3D11_Device.cpp50
-rw-r--r--Samples/CommonSrc/Render/Render_D3D11_Device.h50
-rw-r--r--Samples/CommonSrc/Render/Render_D3D1X_Device.cpp3676
-rw-r--r--Samples/CommonSrc/Render/Render_D3D1X_Device.h722
-rw-r--r--Samples/CommonSrc/Render/Render_Device.cpp2148
-rw-r--r--Samples/CommonSrc/Render/Render_Device.h1799
-rw-r--r--Samples/CommonSrc/Render/Render_Font.h102
-rw-r--r--Samples/CommonSrc/Render/Render_FontEmbed_DejaVu48.h18926
-rw-r--r--Samples/CommonSrc/Render/Render_GL_Device.cpp1704
-rw-r--r--Samples/CommonSrc/Render/Render_GL_Device.h461
-rw-r--r--Samples/CommonSrc/Render/Render_GL_Win32_Device.cpp180
-rw-r--r--Samples/CommonSrc/Render/Render_GL_Win32_Device.h118
-rw-r--r--Samples/CommonSrc/Render/Render_LoadTextureDDS.cpp240
-rw-r--r--Samples/CommonSrc/Render/Render_LoadTextureTGA.cpp209
-rw-r--r--Samples/CommonSrc/Render/Render_XmlSceneLoader.cpp780
-rw-r--r--Samples/CommonSrc/Render/Render_XmlSceneLoader.h148
18 files changed, 15764 insertions, 15649 deletions
diff --git a/Samples/CommonSrc/Render/Render_D3D10_Device.cpp b/Samples/CommonSrc/Render/Render_D3D10_Device.cpp
index b2fe9be..b5c0ca6 100644
--- a/Samples/CommonSrc/Render/Render_D3D10_Device.cpp
+++ b/Samples/CommonSrc/Render/Render_D3D10_Device.cpp
@@ -1,26 +1,26 @@
-/************************************************************************************
-
-Filename : Renderer_D3D10_Device.cpp
-Content : Builds D3D10 renderer versions (to avoid duplication).
-Created : September 10, 2012
-Authors : Andrew Reisse
-
-Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved.
-
-Licensed under the Apache License, Version 2.0 (the "License");
-you may not use this file except in compliance with the License.
-You may obtain a copy of the License at
-
-http://www.apache.org/licenses/LICENSE-2.0
-
-Unless required by applicable law or agreed to in writing, software
-distributed under the License is distributed on an "AS IS" BASIS,
-WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-See the License for the specific language governing permissions and
-limitations under the License.
-
-************************************************************************************/
-
-#define OVR_D3D_VERSION 10
-#include "Render_D3D1X_Device.cpp"
+/************************************************************************************
+
+Filename : Renderer_D3D10_Device.cpp
+Content : Builds D3D10 renderer versions (to avoid duplication).
+Created : September 10, 2012
+Authors : Andrew Reisse
+
+Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved.
+
+Licensed under the Apache License, Version 2.0 (the "License");
+you may not use this file except in compliance with the License.
+You may obtain a copy of the License at
+
+http://www.apache.org/licenses/LICENSE-2.0
+
+Unless required by applicable law or agreed to in writing, software
+distributed under the License is distributed on an "AS IS" BASIS,
+WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+See the License for the specific language governing permissions and
+limitations under the License.
+
+************************************************************************************/
+
+#define OVR_D3D_VERSION 10
+#include "Render_D3D1X_Device.cpp"
#undef OVR_D3D_VERSION \ No newline at end of file
diff --git a/Samples/CommonSrc/Render/Render_D3D10_Device.h b/Samples/CommonSrc/Render/Render_D3D10_Device.h
index 504e6ae..ec06e51 100644
--- a/Samples/CommonSrc/Render/Render_D3D10_Device.h
+++ b/Samples/CommonSrc/Render/Render_D3D10_Device.h
@@ -1,26 +1,26 @@
-/************************************************************************************
-
-Filename : Renderer_D3D10_Device.h
-Content : Builds D3D10 renderer versions (to avoid duplication).
-Created : September 10, 2012
-Authors : Andrew Reisse
-
-Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved.
-
-Licensed under the Apache License, Version 2.0 (the "License");
-you may not use this file except in compliance with the License.
-You may obtain a copy of the License at
-
-http://www.apache.org/licenses/LICENSE-2.0
-
-Unless required by applicable law or agreed to in writing, software
-distributed under the License is distributed on an "AS IS" BASIS,
-WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-See the License for the specific language governing permissions and
-limitations under the License.
-
-************************************************************************************/
-
-#define OVR_D3D_VERSION 10
-#include "Render_D3D1X_Device.h"
+/************************************************************************************
+
+Filename : Renderer_D3D10_Device.h
+Content : Builds D3D10 renderer versions (to avoid duplication).
+Created : September 10, 2012
+Authors : Andrew Reisse
+
+Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved.
+
+Licensed under the Apache License, Version 2.0 (the "License");
+you may not use this file except in compliance with the License.
+You may obtain a copy of the License at
+
+http://www.apache.org/licenses/LICENSE-2.0
+
+Unless required by applicable law or agreed to in writing, software
+distributed under the License is distributed on an "AS IS" BASIS,
+WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+See the License for the specific language governing permissions and
+limitations under the License.
+
+************************************************************************************/
+
+#define OVR_D3D_VERSION 10
+#include "Render_D3D1X_Device.h"
#undef OVR_D3D_VERSION \ No newline at end of file
diff --git a/Samples/CommonSrc/Render/Render_D3D11_Device.cpp b/Samples/CommonSrc/Render/Render_D3D11_Device.cpp
index 33821da..6ec7ed4 100644
--- a/Samples/CommonSrc/Render/Render_D3D11_Device.cpp
+++ b/Samples/CommonSrc/Render/Render_D3D11_Device.cpp
@@ -1,26 +1,26 @@
-/************************************************************************************
-
-Filename : Renderer_D3D11_Device.cpp
-Content : Builds D3D11 renderer versions (to avoid duplication).
-Created : September 10, 2012
-Authors : Andrew Reisse
-
-Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved.
-
-Licensed under the Apache License, Version 2.0 (the "License");
-you may not use this file except in compliance with the License.
-You may obtain a copy of the License at
-
-http://www.apache.org/licenses/LICENSE-2.0
-
-Unless required by applicable law or agreed to in writing, software
-distributed under the License is distributed on an "AS IS" BASIS,
-WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-See the License for the specific language governing permissions and
-limitations under the License.
-
-************************************************************************************/
-
-#define OVR_D3D_VERSION 11
-#include "Render_D3D1X_Device.cpp"
+/************************************************************************************
+
+Filename : Renderer_D3D11_Device.cpp
+Content : Builds D3D11 renderer versions (to avoid duplication).
+Created : September 10, 2012
+Authors : Andrew Reisse
+
+Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved.
+
+Licensed under the Apache License, Version 2.0 (the "License");
+you may not use this file except in compliance with the License.
+You may obtain a copy of the License at
+
+http://www.apache.org/licenses/LICENSE-2.0
+
+Unless required by applicable law or agreed to in writing, software
+distributed under the License is distributed on an "AS IS" BASIS,
+WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+See the License for the specific language governing permissions and
+limitations under the License.
+
+************************************************************************************/
+
+#define OVR_D3D_VERSION 11
+#include "Render_D3D1X_Device.cpp"
#undef OVR_D3D_VERSION \ No newline at end of file
diff --git a/Samples/CommonSrc/Render/Render_D3D11_Device.h b/Samples/CommonSrc/Render/Render_D3D11_Device.h
index 4a41e99..a243b16 100644
--- a/Samples/CommonSrc/Render/Render_D3D11_Device.h
+++ b/Samples/CommonSrc/Render/Render_D3D11_Device.h
@@ -1,26 +1,26 @@
-/************************************************************************************
-
-Filename : Renderer_D3D11_Device.h
-Content : Builds D3D11 renderer versions (to avoid duplication).
-Created : September 10, 2012
-Authors : Andrew Reisse
-
-Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved.
-
-Licensed under the Apache License, Version 2.0 (the "License");
-you may not use this file except in compliance with the License.
-You may obtain a copy of the License at
-
-http://www.apache.org/licenses/LICENSE-2.0
-
-Unless required by applicable law or agreed to in writing, software
-distributed under the License is distributed on an "AS IS" BASIS,
-WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-See the License for the specific language governing permissions and
-limitations under the License.
-
-************************************************************************************/
-
-#define OVR_D3D_VERSION 11
-#include "Render_D3D1X_Device.h"
+/************************************************************************************
+
+Filename : Renderer_D3D11_Device.h
+Content : Builds D3D11 renderer versions (to avoid duplication).
+Created : September 10, 2012
+Authors : Andrew Reisse
+
+Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved.
+
+Licensed under the Apache License, Version 2.0 (the "License");
+you may not use this file except in compliance with the License.
+You may obtain a copy of the License at
+
+http://www.apache.org/licenses/LICENSE-2.0
+
+Unless required by applicable law or agreed to in writing, software
+distributed under the License is distributed on an "AS IS" BASIS,
+WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+See the License for the specific language governing permissions and
+limitations under the License.
+
+************************************************************************************/
+
+#define OVR_D3D_VERSION 11
+#include "Render_D3D1X_Device.h"
#undef OVR_D3D_VERSION \ No newline at end of file
diff --git a/Samples/CommonSrc/Render/Render_D3D1X_Device.cpp b/Samples/CommonSrc/Render/Render_D3D1X_Device.cpp
index aac5816..6408e08 100644
--- a/Samples/CommonSrc/Render/Render_D3D1X_Device.cpp
+++ b/Samples/CommonSrc/Render/Render_D3D1X_Device.cpp
@@ -1,1831 +1,1845 @@
-/************************************************************************************
-
-Filename : Renderer_D3D1x.cpp
-Content : RenderDevice implementation for D3DX10/11.
-Created : September 10, 2012
-Authors : Andrew Reisse
-
-Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved.
-
-Licensed under the Apache License, Version 2.0 (the "License");
-you may not use this file except in compliance with the License.
-You may obtain a copy of the License at
-
-http://www.apache.org/licenses/LICENSE-2.0
-
-Unless required by applicable law or agreed to in writing, software
-distributed under the License is distributed on an "AS IS" BASIS,
-WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-See the License for the specific language governing permissions and
-limitations under the License.
-
-************************************************************************************/
-
-#include "Kernel/OVR_Log.h"
-#include "Kernel/OVR_Std.h"
-
-#include "Render_D3D1X_Device.h"
-
-#include <d3dcompiler.h>
-
-#if (OVR_D3D_VERSION == 10)
-namespace OVR { namespace Render { namespace D3D10 {
-#else
-namespace OVR { namespace Render { namespace D3D11 {
-#endif
-
-static D3D1x_(INPUT_ELEMENT_DESC) ModelVertexDesc[] =
-{
- {"Position", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, offsetof(Vertex, Pos), D3D1x_(INPUT_PER_VERTEX_DATA), 0},
- {"Color", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(Vertex, C), D3D1x_(INPUT_PER_VERTEX_DATA), 0},
- {"TexCoord", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(Vertex, U), D3D1x_(INPUT_PER_VERTEX_DATA), 0},
- {"TexCoord", 1, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(Vertex, U2), D3D1x_(INPUT_PER_VERTEX_DATA), 0},
- {"Normal", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, offsetof(Vertex, Norm), D3D1x_(INPUT_PER_VERTEX_DATA), 0},
-};
-
-
-static const char* StdVertexShaderSrc =
- "float4x4 Proj;\n"
- "float4x4 View;\n"
- "struct Varyings\n"
- "{\n"
- " float4 Position : SV_Position;\n"
- " float4 Color : COLOR0;\n"
- " float2 TexCoord : TEXCOORD0;\n"
- " float2 TexCoord1 : TEXCOORD1;\n"
- " float3 Normal : NORMAL;\n"
- " float3 VPos : TEXCOORD4;\n"
- "};\n"
- "void main(in float4 Position : POSITION, in float4 Color : COLOR0, in float2 TexCoord : TEXCOORD0, in float2 TexCoord1 : TEXCOORD1, in float3 Normal : NORMAL,\n"
- " out Varyings ov)\n"
- "{\n"
- " ov.Position = mul(Proj, mul(View, Position));\n"
- " ov.Normal = mul(View, Normal);\n"
- " ov.VPos = mul(View, Position);\n"
- " ov.TexCoord = TexCoord;\n"
- " ov.TexCoord1 = TexCoord1;\n"
- " ov.Color = Color;\n"
- "}\n";
-
-static const char* DirectVertexShaderSrc =
- "float4x4 View : register(c4);\n"
- "void main(in float4 Position : POSITION, in float4 Color : COLOR0, in float2 TexCoord : TEXCOORD0, in float2 TexCoord1 : TEXCOORD1, in float3 Normal : NORMAL,\n"
- " out float4 oPosition : SV_Position, out float4 oColor : COLOR, out float2 oTexCoord : TEXCOORD0, out float2 oTexCoord1 : TEXCOORD1, out float3 oNormal : NORMAL)\n"
- "{\n"
- " oPosition = mul(View, Position);\n"
- " oTexCoord = TexCoord;\n"
- " oTexCoord1 = TexCoord1;\n"
- " oColor = Color;\n"
- " oNormal = mul(View, Normal);\n"
- "}\n";
-
-static const char* SolidPixelShaderSrc =
- "float4 Color;\n"
- "struct Varyings\n"
- "{\n"
- " float4 Position : SV_Position;\n"
- " float4 Color : COLOR0;\n"
- " float2 TexCoord : TEXCOORD0;\n"
- "};\n"
- "float4 main(in Varyings ov) : SV_Target\n"
- "{\n"
- " return Color;\n"
- "}\n";
-
-static const char* GouraudPixelShaderSrc =
- "struct Varyings\n"
- "{\n"
- " float4 Position : SV_Position;\n"
- " float4 Color : COLOR0;\n"
- " float2 TexCoord : TEXCOORD0;\n"
- "};\n"
- "float4 main(in Varyings ov) : SV_Target\n"
- "{\n"
- " return ov.Color;\n"
- "}\n";
-
-static const char* TexturePixelShaderSrc =
- "Texture2D Texture : register(t0);\n"
- "SamplerState Linear : register(s0);\n"
- "struct Varyings\n"
- "{\n"
- " float4 Position : SV_Position;\n"
- " float4 Color : COLOR0;\n"
- " float2 TexCoord : TEXCOORD0;\n"
- "};\n"
- "float4 main(in Varyings ov) : SV_Target\n"
- "{\n"
- " float4 color2 = ov.Color * Texture.Sample(Linear, ov.TexCoord);\n"
- " if (color2.a <= 0.4)\n"
- " discard;\n"
- " return color2;\n"
- "}\n";
-
-static const char* MultiTexturePixelShaderSrc =
- "Texture2D Texture[2] : register(t0);\n"
- "SamplerState Linear : register(s0);\n"
- "struct Varyings\n"
- "{\n"
- " float4 Position : SV_Position;\n"
- " float4 Color : COLOR0;\n"
- " float2 TexCoord : TEXCOORD0;\n"
- " float2 TexCoord1 : TEXCOORD1;\n"
- "};\n"
- "float4 main(in Varyings ov) : SV_Target\n"
- "{\n"
- "float4 color1;\n"
- "float4 color2;\n"
- " color1 = Texture[0].Sample(Linear, ov.TexCoord);\n"
- " color2 = Texture[1].Sample(Linear, ov.TexCoord1);\n"
- " color2.rgb = color2.rgb * lerp(1.2, 1.9, saturate(length(color2.rgb)));\n"
- " color2 = color1 * color2;\n"
- " if (color2.a <= 0.4)\n"
- " discard;\n"
- " return color2;\n"
- "}\n";
-
-#define LIGHTING_COMMON \
- "cbuffer Lighting : register(b1)\n" \
- "{\n" \
- " float3 Ambient;\n" \
- " float3 LightPos[8];\n" \
- " float4 LightColor[8];\n" \
- " float LightCount;\n" \
- "};\n" \
- "struct Varyings\n" \
- "{\n" \
- " float4 Position : SV_Position;\n" \
- " float4 Color : COLOR0;\n" \
- " float2 TexCoord : TEXCOORD0;\n" \
- " float3 Normal : NORMAL;\n" \
- " float3 VPos : TEXCOORD4;\n" \
- "};\n" \
- "float4 DoLight(Varyings v)\n" \
- "{\n" \
- " float3 norm = normalize(v.Normal);\n" \
- " float3 light = Ambient;\n" \
- " for (uint i = 0; i < LightCount; i++)\n"\
- " {\n" \
- " float3 ltp = (LightPos[i] - v.VPos);\n" \
- " float ldist = dot(ltp,ltp);\n" \
- " ltp = normalize(ltp);\n" \
- " light += saturate(LightColor[i] * v.Color.rgb * dot(norm, ltp) / sqrt(ldist));\n"\
- " }\n" \
- " return float4(light, v.Color.a);\n" \
- "}\n"
-
-static const char* LitSolidPixelShaderSrc =
- LIGHTING_COMMON
- "float4 main(in Varyings ov) : SV_Target\n"
- "{\n"
- " return DoLight(ov) * ov.Color;\n"
- "}\n";
-
-static const char* LitTexturePixelShaderSrc =
- "Texture2D Texture : register(t0);\n"
- "SamplerState Linear : register(s0);\n"
- LIGHTING_COMMON
- "float4 main(in Varyings ov) : SV_Target\n"
- "{\n"
- " return DoLight(ov) * Texture.Sample(Linear, ov.TexCoord);\n"
- "}\n";
-
-static const char* AlphaTexturePixelShaderSrc =
- "Texture2D Texture : register(t0);\n"
- "SamplerState Linear : register(s0);\n"
- "struct Varyings\n"
- "{\n"
- " float4 Position : SV_Position;\n"
- " float4 Color : COLOR0;\n"
- " float2 TexCoord : TEXCOORD0;\n"
- "};\n"
- "float4 main(in Varyings ov) : SV_Target\n"
- "{\n"
- " return ov.Color * float4(1,1,1,Texture.Sample(Linear, ov.TexCoord).r);\n"
- "}\n";
-
-
-// ***** PostProcess Shader
-
-static const char* PostProcessVertexShaderSrc =
- "float4x4 View : register(c4);\n"
- "float4x4 Texm : register(c8);\n"
- "void main(in float4 Position : POSITION, in float4 Color : COLOR0, in float2 TexCoord : TEXCOORD0, in float2 TexCoord1 : TEXCOORD1,\n"
- " out float4 oPosition : SV_Position, out float4 oColor : COLOR, out float2 oTexCoord : TEXCOORD0)\n"
- "{\n"
- " oPosition = mul(View, Position);\n"
- " oTexCoord = mul(Texm, float4(TexCoord,0,1));\n"
- " oColor = Color;\n"
- "}\n";
-
-// Shader with just lens distortion correction.
-static const char* PostProcessPixelShaderSrc =
- "Texture2D Texture : register(t0);\n"
- "SamplerState Linear : register(s0);\n"
- "float2 LensCenter;\n"
- "float2 ScreenCenter;\n"
- "float2 Scale;\n"
- "float2 ScaleIn;\n"
- "float4 HmdWarpParam;\n"
- "\n"
-
- // Scales input texture coordinates for distortion.
- // ScaleIn maps texture coordinates to Scales to ([-1, 1]), although top/bottom will be
- // larger due to aspect ratio.
- "float2 HmdWarp(float2 in01)\n"
- "{\n"
- " float2 theta = (in01 - LensCenter) * ScaleIn;\n" // Scales to [-1, 1]
- " float rSq = theta.x * theta.x + theta.y * theta.y;\n"
- " float2 theta1 = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq + "
- " HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq);\n"
- " return LensCenter + Scale * theta1;\n"
- "}\n"
-
- "float4 main(in float4 oPosition : SV_Position, in float4 oColor : COLOR,\n"
- " in float2 oTexCoord : TEXCOORD0) : SV_Target\n"
- "{\n"
- " float2 tc = HmdWarp(oTexCoord);\n"
- " if (any(clamp(tc, ScreenCenter-float2(0.25,0.5), ScreenCenter+float2(0.25, 0.5)) - tc))\n"
- " return 0;\n"
- " return Texture.Sample(Linear, tc);\n"
- "}\n";
-
-// Shader with lens distortion and chromatic aberration correction.
-static const char* PostProcessPixelShaderWithChromAbSrc =
- "Texture2D Texture : register(t0);\n"
- "SamplerState Linear : register(s0);\n"
- "float2 LensCenter;\n"
- "float2 ScreenCenter;\n"
- "float2 Scale;\n"
- "float2 ScaleIn;\n"
- "float4 HmdWarpParam;\n"
- "float4 ChromAbParam;\n"
- "\n"
-
- // Scales input texture coordinates for distortion.
- // ScaleIn maps texture coordinates to Scales to ([-1, 1]), although top/bottom will be
- // larger due to aspect ratio.
- "float4 main(in float4 oPosition : SV_Position, in float4 oColor : COLOR,\n"
- " in float2 oTexCoord : TEXCOORD0) : SV_Target\n"
- "{\n"
- " float2 theta = (oTexCoord - LensCenter) * ScaleIn;\n" // Scales to [-1, 1]
- " float rSq = theta.x * theta.x + theta.y * theta.y;\n"
- " float2 theta1 = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq + "
- " HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq);\n"
- " \n"
- " // Detect whether blue texture coordinates are out of range since these will scaled out the furthest.\n"
- " float2 thetaBlue = theta1 * (ChromAbParam.z + ChromAbParam.w * rSq);\n"
- " float2 tcBlue = LensCenter + Scale * thetaBlue;\n"
- " if (any(clamp(tcBlue, ScreenCenter-float2(0.25,0.5), ScreenCenter+float2(0.25, 0.5)) - tcBlue))\n"
- " return 0;\n"
- " \n"
- " // Now do blue texture lookup.\n"
- " float blue = Texture.Sample(Linear, tcBlue).b;\n"
- " \n"
- " // Do green lookup (no scaling).\n"
- " float2 tcGreen = LensCenter + Scale * theta1;\n"
- " float4 greenColor = Texture.Sample(Linear, tcGreen);\n"
- " float green = greenColor.g;\n"
- " float alpha = greenColor.a;\n"
- " \n"
- " // Do red scale and lookup.\n"
- " float2 thetaRed = theta1 * (ChromAbParam.x + ChromAbParam.y * rSq);\n"
- " float2 tcRed = LensCenter + Scale * thetaRed;\n"
- " float red = Texture.Sample(Linear, tcRed).r;\n"
- " \n"
- " return float4(red, green, blue, alpha);\n"
- "}\n";
-
-
-static const char* VShaderSrcs[VShader_Count] =
-{
- DirectVertexShaderSrc,
- StdVertexShaderSrc,
- PostProcessVertexShaderSrc
-};
-static const char* FShaderSrcs[FShader_Count] =
-{
- SolidPixelShaderSrc,
- GouraudPixelShaderSrc,
- TexturePixelShaderSrc,
- AlphaTexturePixelShaderSrc,
- PostProcessPixelShaderSrc,
- PostProcessPixelShaderWithChromAbSrc,
- LitSolidPixelShaderSrc,
- LitTexturePixelShaderSrc,
- MultiTexturePixelShaderSrc
-};
-
-RenderDevice::RenderDevice(const RendererParams& p, HWND window)
-{
- RECT rc;
- GetClientRect(window, &rc);
- UINT width = rc.right - rc.left;
- UINT height = rc.bottom - rc.top;
- WindowWidth = width;
- WindowHeight = height;
- Window = window;
-
- Params = p;
- HRESULT hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)(&DXGIFactory.GetRawRef()));
- if (FAILED(hr))
- return;
-
- // Find the adapter & output (monitor) to use for fullscreen, based on the reported name of the HMD's monitor.
- if (Params.Display.MonitorName.GetLength() > 0)
- {
- for(UINT AdapterIndex = 0; ; AdapterIndex++)
- {
- HRESULT hr = DXGIFactory->EnumAdapters(AdapterIndex, &Adapter.GetRawRef());
- if (hr == DXGI_ERROR_NOT_FOUND)
- break;
-
- DXGI_ADAPTER_DESC Desc;
- Adapter->GetDesc(&Desc);
-
- UpdateMonitorOutputs();
-
- if (FullscreenOutput)
- break;
- }
-
- if (!FullscreenOutput)
- Adapter = NULL;
- }
-
- if (!Adapter)
- {
- DXGIFactory->EnumAdapters(0, &Adapter.GetRawRef());
- UpdateMonitorOutputs();
- }
-
- int flags = 0;
-
-#if (OVR_D3D_VERSION == 10)
- hr = D3D10CreateDevice(Adapter, D3D10_DRIVER_TYPE_HARDWARE, NULL, flags, D3D1x_(SDK_VERSION),
- &Device.GetRawRef());
- Context = Device;
- Context->AddRef();
-#else //11
- hr = D3D11CreateDevice(Adapter, Adapter ? D3D_DRIVER_TYPE_UNKNOWN : D3D_DRIVER_TYPE_HARDWARE,
- NULL, flags, NULL, 0, D3D1x_(SDK_VERSION),
- &Device.GetRawRef(), NULL, &Context.GetRawRef());
-#endif
- if (FAILED(hr))
- return;
-
- if (!RecreateSwapChain())
- return;
-
- if (Params.Fullscreen)
- SwapChain->SetFullscreenState(1, FullscreenOutput);
-
- CurRenderTarget = NULL;
- for(int i = 0; i < Shader_Count; i++)
- {
- UniformBuffers[i] = *CreateBuffer();
- MaxTextureSet[i] = 0;
- }
-
- ID3D10Blob* vsData = CompileShader("vs_4_0", DirectVertexShaderSrc);
- VertexShaders[VShader_MV] = *new VertexShader(this, vsData);
- for(int i = 1; i < VShader_Count; i++)
- {
- VertexShaders[i] = *new VertexShader(this, CompileShader("vs_4_0", VShaderSrcs[i]));
- }
-
- for(int i = 0; i < FShader_Count; i++)
- {
- PixelShaders[i] = *new PixelShader(this, CompileShader("ps_4_0", FShaderSrcs[i]));
- }
-
- SPInt bufferSize = vsData->GetBufferSize();
- const void* buffer = vsData->GetBufferPointer();
- ID3D1xInputLayout** objRef = &ModelVertexIL.GetRawRef();
-
- HRESULT validate = Device->CreateInputLayout(ModelVertexDesc, 5, buffer, bufferSize, objRef);
- OVR_UNUSED(validate);
-
- Ptr<ShaderSet> gouraudShaders = *new ShaderSet();
- gouraudShaders->SetShader(VertexShaders[VShader_MVP]);
- gouraudShaders->SetShader(PixelShaders[FShader_Gouraud]);
- DefaultFill = *new ShaderFill(gouraudShaders);
-
-#if (OVR_D3D_VERSION == 10)
- D3D1x_(BLEND_DESC) bm;
- memset(&bm, 0, sizeof(bm));
- bm.BlendEnable[0] = true;
- bm.BlendOp = bm.BlendOpAlpha = D3D1x_(BLEND_OP_ADD);
- bm.SrcBlend = bm.SrcBlendAlpha = D3D1x_(BLEND_SRC_ALPHA);
- bm.DestBlend = bm.DestBlendAlpha = D3D1x_(BLEND_INV_SRC_ALPHA);
- bm.RenderTargetWriteMask[0] = D3D1x_(COLOR_WRITE_ENABLE_ALL);
- Device->CreateBlendState(&bm, &BlendState.GetRawRef());
-#else
- D3D1x_(BLEND_DESC) bm;
- memset(&bm, 0, sizeof(bm));
- bm.RenderTarget[0].BlendEnable = true;
- bm.RenderTarget[0].BlendOp = bm.RenderTarget[0].BlendOpAlpha = D3D1x_(BLEND_OP_ADD);
- bm.RenderTarget[0].SrcBlend = bm.RenderTarget[0].SrcBlendAlpha = D3D1x_(BLEND_SRC_ALPHA);
- bm.RenderTarget[0].DestBlend = bm.RenderTarget[0].DestBlendAlpha = D3D1x_(BLEND_INV_SRC_ALPHA);
- bm.RenderTarget[0].RenderTargetWriteMask = D3D1x_(COLOR_WRITE_ENABLE_ALL);
- Device->CreateBlendState(&bm, &BlendState.GetRawRef());
-#endif
-
- D3D1x_(RASTERIZER_DESC) rs;
- memset(&rs, 0, sizeof(rs));
- rs.AntialiasedLineEnable = true;
- rs.CullMode = D3D1x_(CULL_BACK);
- // rs.CullMode = D3D1x_(CULL_NONE);
- rs.DepthClipEnable = true;
- rs.FillMode = D3D1x_(FILL_SOLID);
- Device->CreateRasterizerState(&rs, &Rasterizer.GetRawRef());
-
- QuadVertexBuffer = *CreateBuffer();
- const Render::Vertex QuadVertices[] =
- { Vertex(Vector3f(0, 1, 0)), Vertex(Vector3f(1, 1, 0)),
- Vertex(Vector3f(0, 0, 0)), Vertex(Vector3f(1, 0, 0)) };
- QuadVertexBuffer->Data(Buffer_Vertex, QuadVertices, sizeof(QuadVertices));
-
- SetDepthMode(0, 0);
-}
-
-RenderDevice::~RenderDevice()
-{
- if (SwapChain && Params.Fullscreen)
- {
- SwapChain->SetFullscreenState(false, NULL);
- }
-}
-
-
-// Implement static initializer function to create this class.
-Render::RenderDevice* RenderDevice::CreateDevice(const RendererParams& rp, void* oswnd)
-{
- return new RenderDevice(rp, (HWND)oswnd);
-}
-
-
-// Fallback monitor enumeration in case newly plugged in monitor wasn't detected.
-// Added originally for the FactoryTest app.
-// New Outputs don't seem to be detected unless adapter is re-created, but that would also
-// require us to re-initialize D3D10 (recreating objects, etc). This bypasses that for "fake"
-// fullscreen modes.
-BOOL CALLBACK MonitorEnumFunc(HMONITOR hMonitor, HDC, LPRECT, LPARAM dwData)
-{
- RenderDevice* renderer = (RenderDevice*)dwData;
-
- MONITORINFOEX monitor;
- monitor.cbSize = sizeof(monitor);
-
- if (::GetMonitorInfo(hMonitor, &monitor) && monitor.szDevice[0])
- {
- DISPLAY_DEVICE dispDev;
- memset(&dispDev, 0, sizeof(dispDev));
- dispDev.cb = sizeof(dispDev);
-
- if (::EnumDisplayDevices(monitor.szDevice, 0, &dispDev, 0))
- {
- if (strstr(String(dispDev.DeviceName).ToCStr(), renderer->GetParams().Display.MonitorName.ToCStr()))
- {
- renderer->FSDesktopX = monitor.rcMonitor.left;
- renderer->FSDesktopY = monitor.rcMonitor.top;
- return FALSE;
- }
- }
- }
-
- return TRUE;
-}
-
-
-void RenderDevice::UpdateMonitorOutputs(bool needRecreate)
-{
- HRESULT hr;
-
- if (needRecreate)
- {
- // need to recreate DXGIFactory and Adapter in order
- // to get latest info about monitors.
- if (SwapChain)
- {
- SwapChain->SetFullscreenState(FALSE, NULL);
- SwapChain->Release();
- SwapChain = NULL;
- }
-
- DXGIFactory = NULL;
- Adapter = NULL;
- hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)(&DXGIFactory.GetRawRef()));
- if (FAILED(hr))
- return;
- DXGIFactory->EnumAdapters(0, &Adapter.GetRawRef());
- }
-
- bool deviceNameFound = false;
-
- for(UINT OutputIndex = 0; ; OutputIndex++)
- {
- Ptr<IDXGIOutput> Output;
- hr = Adapter->EnumOutputs(OutputIndex, &Output.GetRawRef());
- if (hr == DXGI_ERROR_NOT_FOUND)
- {
- break;
- }
-
- DXGI_OUTPUT_DESC OutDesc;
- Output->GetDesc(&OutDesc);
-
- MONITORINFOEX monitor;
- monitor.cbSize = sizeof(monitor);
- if (::GetMonitorInfo(OutDesc.Monitor, &monitor) && monitor.szDevice[0])
- {
- DISPLAY_DEVICE dispDev;
- memset(&dispDev, 0, sizeof(dispDev));
- dispDev.cb = sizeof(dispDev);
-
- if (::EnumDisplayDevices(monitor.szDevice, 0, &dispDev, 0))
- {
- if (strstr(String(dispDev.DeviceName).ToCStr(), Params.Display.MonitorName.ToCStr()))
- {
- deviceNameFound = true;
- FullscreenOutput = Output;
- FSDesktopX = monitor.rcMonitor.left;
- FSDesktopY = monitor.rcMonitor.top;
- break;
- }
- }
- }
- }
-
- if (!deviceNameFound && !Params.Display.MonitorName.IsEmpty())
- {
- EnumDisplayMonitors(0, 0, MonitorEnumFunc, (LPARAM)this);
- }
-}
-
-bool RenderDevice::RecreateSwapChain()
-{
- DXGI_SWAP_CHAIN_DESC scDesc;
- memset(&scDesc, 0, sizeof(scDesc));
- scDesc.BufferCount = 1;
- scDesc.BufferDesc.Width = WindowWidth;
- scDesc.BufferDesc.Height = WindowHeight;
- scDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- scDesc.BufferDesc.RefreshRate.Numerator = 60;
- scDesc.BufferDesc.RefreshRate.Denominator = 1;
- scDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
- scDesc.OutputWindow = Window;
- scDesc.SampleDesc.Count = Params.Multisample;
- scDesc.SampleDesc.Quality = 0;
- scDesc.Windowed = Params.Fullscreen != Display_Fullscreen;
- scDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
-
- if (SwapChain)
- {
- SwapChain->SetFullscreenState(FALSE, NULL);
- SwapChain->Release();
- SwapChain = NULL;
- }
-
- Ptr<IDXGISwapChain> newSC;
- if (FAILED(DXGIFactory->CreateSwapChain(Device, &scDesc, &newSC.GetRawRef())))
- return false;
- SwapChain = newSC;
-
- BackBuffer = NULL;
- BackBufferRT = NULL;
- HRESULT hr = SwapChain->GetBuffer(0, __uuidof(ID3D1xTexture2D), (void**)&BackBuffer.GetRawRef());
- if (FAILED(hr))
- return false;
-
- hr = Device->CreateRenderTargetView(BackBuffer, NULL, &BackBufferRT.GetRawRef());
- if (FAILED(hr))
- return false;
-
- Texture* depthBuffer = GetDepthBuffer(WindowWidth, WindowHeight, Params.Multisample);
- CurDepthBuffer = depthBuffer;
- if (CurRenderTarget == NULL)
- {
- Context->OMSetRenderTargets(1, &BackBufferRT.GetRawRef(), depthBuffer->TexDsv);
- }
- return true;
-}
-
-bool RenderDevice::SetParams(const RendererParams& newParams)
-{
- String oldMonitor = Params.Display.MonitorName;
-
- Params = newParams;
- if (newParams.Display.MonitorName != oldMonitor)
- {
- UpdateMonitorOutputs(true);
- }
-
- // Cause this to be recreated with the new multisample mode.
- pSceneColorTex = NULL;
- return RecreateSwapChain();
-}
-
-void RenderDevice::SetWindowSize(int w, int h)
-{
- if (w == WindowWidth && h == WindowHeight)
- return;
-
- WindowWidth = w;
- WindowHeight = h;
- Context->OMSetRenderTargets(0, NULL, NULL);
- BackBuffer = NULL;
- BackBufferRT = NULL;
- if (SwapChain)
- {
- SwapChain->ResizeBuffers(2, WindowWidth, WindowHeight, DXGI_FORMAT_R8G8B8A8_UNORM, 0);
- SwapChain->GetBuffer(0, __uuidof(ID3D1xTexture2D), (void**)&BackBuffer.GetRawRef());
- }
- Device->CreateRenderTargetView(BackBuffer, NULL, &BackBufferRT.GetRawRef());
-}
-
-bool RenderDevice::SetFullscreen(DisplayMode fullscreen)
-{
- if (fullscreen == Params.Fullscreen)
- {
- return true;
- }
-
- if (Params.Fullscreen == Display_FakeFullscreen)
- {
- SetWindowLong(Window, GWL_STYLE, WS_OVERLAPPEDWINDOW | WS_VISIBLE | WS_CLIPSIBLINGS);
- SetWindowPos(Window, NULL, PreFullscreenX, PreFullscreenY,
- PreFullscreenW, PreFullscreenH, SWP_NOZORDER | SWP_NOACTIVATE | SWP_FRAMECHANGED);
- }
-
- if (fullscreen == Display_FakeFullscreen)
- {
- // Get WINDOWPLACEMENT before changing style to get OVERLAPPED coordinates,
- // which we will restore.
- WINDOWPLACEMENT wp;
- wp.length = sizeof(wp);
- GetWindowPlacement(Window, &wp);
- PreFullscreenW = wp.rcNormalPosition.right - wp.rcNormalPosition.left;
- PreFullscreenH = wp.rcNormalPosition.bottom - wp.rcNormalPosition.top;
- PreFullscreenX = wp.rcNormalPosition.left;
- PreFullscreenY = wp.rcNormalPosition.top;
- // Warning: SetWindowLong sends message computed based on old size (incorrect).
- // A proper work-around would be to mask that message out during window frame change in Platform.
- SetWindowLong(Window, GWL_STYLE, WS_OVERLAPPED | WS_VISIBLE | WS_CLIPSIBLINGS);
- SetWindowPos(Window, NULL, FSDesktopX, FSDesktopY, 0, 0, SWP_NOSIZE | SWP_NOACTIVATE | SWP_FRAMECHANGED);
-
- // Relocate cursor into the window to avoid losing focus on first click.
- POINT oldCursor;
- if (GetCursorPos(&oldCursor) &&
- ((oldCursor.x < FSDesktopX) || (oldCursor.x > (FSDesktopX + PreFullscreenW)) ||
- (oldCursor.y < FSDesktopY) || (oldCursor.x > (FSDesktopY + PreFullscreenH))))
- {
- // TBD: FullScreen window logic should really be in platform; it causes world rotation
- // in relative mouse mode.
- ::SetCursorPos(FSDesktopX, FSDesktopY);
- }
- }
- else
- {
- HRESULT hr = SwapChain->SetFullscreenState(fullscreen, fullscreen ? FullscreenOutput : NULL);
- if (FAILED(hr))
- {
- return false;
- }
- }
-
- Params.Fullscreen = fullscreen;
- return true;
-}
-
-void RenderDevice::SetMultipleViewports(int n, const Viewport* vps)
-{
- if (n > 2)
- {
- n = 2;
- }
- for(int i = 0; i < n; i++)
- {
-#if (OVR_D3D_VERSION == 10)
- Viewports[i].Width = vps[i].w;
- Viewports[i].Height = vps[i].h;
- Viewports[i].MinDepth = 0;
- Viewports[i].MaxDepth = 1;
- Viewports[i].TopLeftX = vps[i].x;
- Viewports[i].TopLeftY = vps[i].y;
-#else
- Viewports[i].Width = (float)vps[i].w;
- Viewports[i].Height = (float)vps[i].h;
- Viewports[i].MinDepth = 0;
- Viewports[i].MaxDepth = 1;
- Viewports[i].TopLeftX = (float)vps[i].x;
- Viewports[i].TopLeftY = (float)vps[i].y;
-#endif
- }
- NumViewports = n;
- Context->RSSetViewports(n, Viewports);
-}
-
-static int GetDepthStateIndex(bool enable, bool write, RenderDevice::CompareFunc func)
-{
- if (!enable)
- {
- return 0;
- }
- return 1 + int(func) * 2 + write;
-}
-
-void RenderDevice::SetDepthMode(bool enable, bool write, CompareFunc func)
-{
- int index = GetDepthStateIndex(enable, write, func);
- if (DepthStates[index])
- {
- CurDepthState = DepthStates[index];
- Context->OMSetDepthStencilState(DepthStates[index], 0);
- return;
- }
-
- D3D1x_(DEPTH_STENCIL_DESC) dss;
- memset(&dss, 0, sizeof(dss));
- dss.DepthEnable = enable;
- switch(func)
- {
- case Compare_Always: dss.DepthFunc = D3D1x_(COMPARISON_ALWAYS); break;
- case Compare_Less: dss.DepthFunc = D3D1x_(COMPARISON_LESS); break;
- case Compare_Greater: dss.DepthFunc = D3D1x_(COMPARISON_GREATER); break;
- default:
- assert(0);
- }
- dss.DepthWriteMask = write ? D3D1x_(DEPTH_WRITE_MASK_ALL) : D3D1x_(DEPTH_WRITE_MASK_ZERO);
- Device->CreateDepthStencilState(&dss, &DepthStates[index].GetRawRef());
- Context->OMSetDepthStencilState(DepthStates[index], 0);
- CurDepthState = DepthStates[index];
-}
-
-Texture* RenderDevice::GetDepthBuffer(int w, int h, int ms)
-{
- for(unsigned i = 0; i < DepthBuffers.GetSize(); i++)
- {
- if (w == DepthBuffers[i]->Width && h == DepthBuffers[i]->Height &&
- ms == DepthBuffers[i]->Samples)
- return DepthBuffers[i];
- }
-
- Ptr<Texture> newDepth = *CreateTexture(Texture_Depth | Texture_RenderTarget | ms, w, h, NULL);
- if (newDepth == NULL)
- {
- OVR_DEBUG_LOG(("Failed to get depth buffer."));
- return NULL;
- }
-
- DepthBuffers.PushBack(newDepth);
- return newDepth.GetPtr();
-}
-
-void RenderDevice::Clear(float r, float g, float b, float a, float depth)
-{
- const float color[] = {r, g, b, a};
-
- // save state that is affected by clearing this way
- ID3D1xDepthStencilState* oldDepthState = CurDepthState;
- StandardUniformData clearUniforms;
-
- SetDepthMode(true, true, Compare_Always);
-
- Context->IASetInputLayout(ModelVertexIL);
-#if (OVR_D3D_VERSION == 10)
- Context->GSSetShader(NULL);
-#else
- Context->GSSetShader(NULL, NULL, 0);
-#endif
- //Shader<Shader_Geometry,ID3D1xGeometryShader> NullGS(this,(ID3D1xGeometryShader*)NULL);
- //NullGS.Set(Prim_TriangleStrip);
-
- ID3D1xShaderResourceView* sv[8] = {0, 0, 0, 0, 0, 0, 0, 0};
- if (MaxTextureSet[Shader_Fragment])
- {
- Context->PSSetShaderResources(0, MaxTextureSet[Shader_Fragment], sv);
- }
-
- ID3D1xBuffer* vertexBuffer = QuadVertexBuffer->GetBuffer();
- UINT vertexStride = sizeof(Vertex);
- UINT vertexOffset = 0;
- Context->IASetVertexBuffers(0, 1, &vertexBuffer, &vertexStride, &vertexOffset);
-
- clearUniforms.View = Matrix4f(2, 0, 0, 0,
- 0, 2, 0, 0,
- 0, 0, 0, 0,
- -1, -1, depth, 1);
- UniformBuffers[Shader_Vertex]->Data(Buffer_Uniform, &clearUniforms, sizeof(clearUniforms));
-
- ID3D1xBuffer* vertexConstants = UniformBuffers[Shader_Vertex]->GetBuffer();
- Context->VSSetConstantBuffers(0, 1, &vertexConstants);
- Context->IASetPrimitiveTopology(D3D1x_(PRIMITIVE_TOPOLOGY_TRIANGLESTRIP));
- VertexShaders[VShader_MV]->Set(Prim_TriangleStrip);
- PixelShaders[FShader_Solid]->Set(Prim_TriangleStrip);
-
- UniformBuffers[Shader_Pixel]->Data(Buffer_Uniform, color, sizeof(color));
- PixelShaders[FShader_Solid]->SetUniformBuffer(UniformBuffers[Shader_Pixel]);
-
- if (NumViewports > 1)
- {
- for(int i = 0; i < NumViewports; i++)
- {
- Context->RSSetViewports(1, &Viewports[i]);
- Context->OMSetBlendState(NULL, NULL, 0xffffffff);
- Context->Draw(4, 0);
- }
- Context->RSSetViewports(NumViewports, Viewports);
- }
- else
- {
- Context->OMSetBlendState(NULL, NULL, 0xffffffff);
- Context->Draw(4, 0);
- }
-
- // reset
- CurDepthState = oldDepthState;
- Context->OMSetDepthStencilState(CurDepthState, 0);
-}
-
-// Buffers
-
-Buffer* RenderDevice::CreateBuffer()
-{
- return new Buffer(this);
-}
-
-Buffer::~Buffer()
-{
-}
-
-bool Buffer::Data(int use, const void *buffer, size_t size)
-{
- if (D3DBuffer && Size >= size)
- {
- if (Dynamic)
- {
- if (!buffer)
- return true;
-
- void* v = Map(0, size, Map_Discard);
- if (v)
- {
- memcpy(v, buffer, size);
- Unmap(v);
- return true;
- }
- }
- else
- {
- Ren->Context->UpdateSubresource(D3DBuffer, 0, NULL, buffer, 0, 0);
- return true;
- }
- }
- if (D3DBuffer)
- {
- D3DBuffer = NULL;
- Size = 0;
- Use = 0;
- Dynamic = 0;
- }
-
- D3D1x_(BUFFER_DESC) desc;
- memset(&desc, 0, sizeof(desc));
- if (use & Buffer_ReadOnly)
- {
- desc.Usage = D3D1x_(USAGE_IMMUTABLE);
- desc.CPUAccessFlags = 0;
- }
- else
- {
- desc.Usage = D3D1x_(USAGE_DYNAMIC);
- desc.CPUAccessFlags = D3D1x_(CPU_ACCESS_WRITE);
- Dynamic = 1;
- }
-
- switch(use & Buffer_TypeMask)
- {
- case Buffer_Vertex: desc.BindFlags = D3D1x_(BIND_VERTEX_BUFFER); break;
- case Buffer_Index: desc.BindFlags = D3D1x_(BIND_INDEX_BUFFER); break;
- case Buffer_Uniform:
- desc.BindFlags = D3D1x_(BIND_CONSTANT_BUFFER);
- size += ((size + 15) & ~15) - size;
- break;
- case Buffer_Feedback:
- desc.BindFlags = D3D1x_(BIND_STREAM_OUTPUT);
- desc.Usage = D3D1x_(USAGE_DEFAULT);
- desc.CPUAccessFlags = 0;
- size += ((size + 15) & ~15) - size;
- break;
- }
-
- desc.ByteWidth = (unsigned)size;
-
- D3D1x_(SUBRESOURCE_DATA) sr;
- sr.pSysMem = buffer;
- sr.SysMemPitch = 0;
- sr.SysMemSlicePitch = 0;
-
- HRESULT hr = Ren->Device->CreateBuffer(&desc, buffer ? &sr : NULL, &D3DBuffer.GetRawRef());
- if (SUCCEEDED(hr))
- {
- Use = use;
- Size = desc.ByteWidth;
- return 1;
- }
- return 0;
-}
-
-void* Buffer::Map(size_t start, size_t size, int flags)
-{
- OVR_UNUSED(size);
-
- D3D1x_(MAP) mapFlags = D3D1x_(MAP_WRITE);
- if (flags & Map_Discard)
- mapFlags = D3D1x_(MAP_WRITE_DISCARD);
- if (flags & Map_Unsynchronized)
- mapFlags = D3D1x_(MAP_WRITE_NO_OVERWRITE);
-
-#if (OVR_D3D_VERSION == 10)
- void* map;
- if (SUCCEEDED(D3DBuffer->Map(mapFlags, 0, &map)))
- return ((char*)map) + start;
- else
- return NULL;
-#else
- D3D1x_(MAPPED_SUBRESOURCE) map;
- if (SUCCEEDED(Ren->Context->Map(D3DBuffer, 0, mapFlags, 0, &map)))
- return ((char*)map.pData) + start;
- else
- return NULL;
-#endif
-}
-
-bool Buffer::Unmap(void *m)
-{
- OVR_UNUSED(m);
-
-#if (OVR_D3D_VERSION == 10)
- D3DBuffer->Unmap();
-#else
- Ren->Context->Unmap(D3DBuffer, 0);
-#endif
- return true;
-}
-
-
-// Shaders
-
-#if (OVR_D3D_VERSION == 10)
-template<> bool Shader<Render::Shader_Vertex, ID3D10VertexShader>::Load(void* shader, size_t size)
-{
- return SUCCEEDED(Ren->Device->CreateVertexShader(shader, size, &D3DShader));
-}
-template<> bool Shader<Render::Shader_Pixel, ID3D10PixelShader>::Load(void* shader, size_t size)
-{
- return SUCCEEDED(Ren->Device->CreatePixelShader(shader, size, &D3DShader));
-}
-template<> bool Shader<Render::Shader_Geometry, ID3D10GeometryShader>::Load(void* shader, size_t size)
-{
- return SUCCEEDED(Ren->Device->CreateGeometryShader(shader, size, &D3DShader));
-}
-
-template<> void Shader<Render::Shader_Vertex, ID3D10VertexShader>::Set(PrimitiveType) const
-{
- Ren->Context->VSSetShader(D3DShader);
-}
-template<> void Shader<Render::Shader_Pixel, ID3D10PixelShader>::Set(PrimitiveType) const
-{
- Ren->Context->PSSetShader(D3DShader);
-}
-template<> void Shader<Render::Shader_Geometry, ID3D10GeometryShader>::Set(PrimitiveType) const
-{
- Ren->Context->GSSetShader(D3DShader);
-}
-
-#else // 11
-template<> bool Shader<Render::Shader_Vertex, ID3D11VertexShader>::Load(void* shader, size_t size)
-{
- return SUCCEEDED(Ren->Device->CreateVertexShader(shader, size, NULL, &D3DShader));
-}
-template<> bool Shader<Render::Shader_Pixel, ID3D11PixelShader>::Load(void* shader, size_t size)
-{
- return SUCCEEDED(Ren->Device->CreatePixelShader(shader, size, NULL, &D3DShader));
-}
-template<> bool Shader<Render::Shader_Geometry, ID3D11GeometryShader>::Load(void* shader, size_t size)
-{
- return SUCCEEDED(Ren->Device->CreateGeometryShader(shader, size, NULL, &D3DShader));
-}
-
-template<> void Shader<Render::Shader_Vertex, ID3D11VertexShader>::Set(PrimitiveType) const
-{
- Ren->Context->VSSetShader(D3DShader, NULL, 0);
-}
-template<> void Shader<Render::Shader_Pixel, ID3D11PixelShader>::Set(PrimitiveType) const
-{
- Ren->Context->PSSetShader(D3DShader, NULL, 0);
-}
-template<> void Shader<Render::Shader_Geometry, ID3D11GeometryShader>::Set(PrimitiveType) const
-{
- Ren->Context->GSSetShader(D3DShader, NULL, 0);
-}
-#endif
-
-template<> void Shader<Render::Shader_Vertex, ID3D1xVertexShader>::SetUniformBuffer(Render::Buffer* buffer, int i)
-{
- Ren->Context->VSSetConstantBuffers(i, 1, &((Buffer*)buffer)->D3DBuffer.GetRawRef());
-}
-template<> void Shader<Render::Shader_Pixel, ID3D1xPixelShader>::SetUniformBuffer(Render::Buffer* buffer, int i)
-{
- Ren->Context->PSSetConstantBuffers(i, 1, &((Buffer*)buffer)->D3DBuffer.GetRawRef());
-}
-template<> void Shader<Render::Shader_Geometry, ID3D1xGeometryShader>::SetUniformBuffer(Render::Buffer* buffer, int i)
-{
- Ren->Context->GSSetConstantBuffers(i, 1, &((Buffer*)buffer)->D3DBuffer.GetRawRef());
-}
-
-ID3D10Blob* RenderDevice::CompileShader(const char* profile, const char* src, const char* mainName)
-{
- ID3D10Blob* shader;
- ID3D10Blob* errors;
- HRESULT hr = D3DCompile(src, strlen(src), NULL, NULL, NULL, mainName, profile,
- 0, 0, &shader, &errors);
- if (FAILED(hr))
- {
- OVR_DEBUG_LOG(("Compiling D3D shader for %s failed\n%s\n\n%s",
- profile, src, errors->GetBufferPointer()));
- OutputDebugStringA((char*)errors->GetBufferPointer());
- return NULL;
- }
- if (errors)
- {
- errors->Release();
- }
- return shader;
-}
-
-
-ShaderBase::ShaderBase(RenderDevice* r, ShaderStage stage)
- : Render::Shader(stage), Ren(r), UniformData(0)
-{
-}
-ShaderBase::~ShaderBase()
-{
- if (UniformData)
- {
- OVR_FREE(UniformData);
- }
-}
-
-bool ShaderBase::SetUniform(const char* name, int n, const float* v)
-{
- for(unsigned i = 0; i < UniformInfo.GetSize(); i++)
- if (!strcmp(UniformInfo[i].Name.ToCStr(), name))
- {
- memcpy(UniformData + UniformInfo[i].Offset, v, n * sizeof(float));
- return 1;
- }
- return 0;
-}
-
-void ShaderBase::InitUniforms(ID3D10Blob* s)
-{
- ID3D10ShaderReflection* ref = NULL;
- D3D10ReflectShader(s->GetBufferPointer(), s->GetBufferSize(), &ref);
- ID3D10ShaderReflectionConstantBuffer* buf = ref->GetConstantBufferByIndex(0);
- D3D10_SHADER_BUFFER_DESC bufd;
- if (FAILED(buf->GetDesc(&bufd)))
- {
- UniformsSize = 0;
- if (UniformData)
- {
- OVR_FREE(UniformData);
- UniformData = 0;
- }
- return;
- }
-
- for(unsigned i = 0; i < bufd.Variables; i++)
- {
- ID3D10ShaderReflectionVariable* var = buf->GetVariableByIndex(i);
- if (var)
- {
- D3D10_SHADER_VARIABLE_DESC vd;
- if (SUCCEEDED(var->GetDesc(&vd)))
- {
- Uniform u;
- u.Name = vd.Name;
- u.Offset = vd.StartOffset;
- u.Size = vd.Size;
- UniformInfo.PushBack(u);
- }
- }
- }
-
- UniformsSize = bufd.Size;
- UniformData = (unsigned char*)OVR_ALLOC(bufd.Size);
-}
-
-void ShaderBase::UpdateBuffer(Buffer* buf)
-{
- if (UniformsSize)
- {
- buf->Data(Buffer_Uniform, UniformData, UniformsSize);
- }
-}
-
-void RenderDevice::SetCommonUniformBuffer(int i, Render::Buffer* buffer)
-{
- CommonUniforms[i] = (Buffer*)buffer;
-
- Context->PSSetConstantBuffers(1, 1, &CommonUniforms[1]->D3DBuffer.GetRawRef());
- Context->VSSetConstantBuffers(1, 1, &CommonUniforms[1]->D3DBuffer.GetRawRef());
-}
-
-Render::Shader *RenderDevice::LoadBuiltinShader(ShaderStage stage, int shader)
-{
- switch(stage)
- {
- case Shader_Vertex:
- return VertexShaders[shader];
- case Shader_Pixel:
- return PixelShaders[shader];
- default:
- return NULL;
- }
-}
-
-ShaderBase* RenderDevice::CreateStereoShader(PrimitiveType prim, Render::Shader* vs)
-{
- if (pStereoShaders[prim])
- {
- return pStereoShaders[prim];
- }
-
- OVR_UNUSED(vs);
- const char* varyings =
- " float4 Position : SV_Position;\n"
- " float4 Color : COLOR0;\n"
- " float2 TexCoord : TEXCOORD0;\n"
- " float3 Normal : NORMAL;\n";
- const char* copyVaryings =
- " o.Color = iv[i].Color;\n"
- " o.Normal = iv[i].Normal;\n"
- " o.TexCoord = iv[i].TexCoord;\n";
-
- StringBuffer src =
- "float4x4 Proj[2] : register(c0);\n"
- "float4 ViewOffset : register(c8);\n"
- "struct Varyings\n"
- "{\n";
- src += varyings;
- src += "};\n"
- "struct OutVaryings\n"
- "{\n";
- src += varyings;
- src +=
- " float3 VPos : TEXCOORD4;\n"
- " uint Viewport : SV_ViewportArrayIndex;\n"
- "};\n";
-
- if (prim == Prim_Lines)
- src +=
- "[maxvertexcount(4)]\n"
- "void main(line Varyings iv[2], inout LineStream<OutVaryings> v)\n";
- else
- src +=
- "[maxvertexcount(6)]\n"
- "void main(triangle Varyings iv[3], inout TriangleStream<OutVaryings> v)\n";
-
- char ivsize[6];
- OVR_sprintf(ivsize, 6, "%d", (prim == Prim_Lines) ? 2 : 3);
-
- src +=
- "{\n"
- " OutVaryings o;\n"
- " for (uint i = 0; i < ";
- src += ivsize;
- src += "; i++)\n"
- " {\n"
- " o.Position = mul(Proj[0], iv[i].Position - ViewOffset);\n"
- " o.VPos = iv[i].Position;\n"
- " o.Viewport = 0;\n";
- src += copyVaryings;
- src +=
- " v.Append(o);\n"
- " }\n"
- " v.RestartStrip();\n"
- " for (uint i = 0; i < ";
- src += ivsize;
- src += "; i++)\n"
- " {\n"
- " o.Position = mul(Proj[1], iv[i].Position + ViewOffset);\n"
- " o.VPos = iv[i].Position;\n"
- " o.Viewport = 1;\n";
- src += copyVaryings;
- src +=
- " v.Append(o);\n"
- " }\n"
- " v.RestartStrip();\n"
- "}\n";
-
- pStereoShaders[prim] = *new GeomShader(this, CompileShader("gs_4_0", src.ToCStr()));
- return pStereoShaders[prim];
-}
-
-Fill* RenderDevice::CreateSimpleFill(int flags)
-{
- OVR_UNUSED(flags);
- return DefaultFill;
-}
-
-// Textures
-
-ID3D1xSamplerState* RenderDevice::GetSamplerState(int sm)
-{
- if (SamplerStates[sm])
- return SamplerStates[sm];
-
- D3D1x_(SAMPLER_DESC) ss;
- memset(&ss, 0, sizeof(ss));
- if (sm & Sample_Clamp)
- ss.AddressU = ss.AddressV = ss.AddressW = D3D1x_(TEXTURE_ADDRESS_CLAMP);
- else if (sm & Sample_ClampBorder)
- ss.AddressU = ss.AddressV = ss.AddressW = D3D1x_(TEXTURE_ADDRESS_BORDER);
- else
- ss.AddressU = ss.AddressV = ss.AddressW = D3D1x_(TEXTURE_ADDRESS_WRAP);
-
- if (sm & Sample_Nearest)
- {
- ss.Filter = D3D1x_(FILTER_MIN_MAG_MIP_POINT);
- }
- else if (sm & Sample_Anisotropic)
- {
- ss.Filter = D3D1x_(FILTER_ANISOTROPIC);
- ss.MaxAnisotropy = 8;
- }
- else
- {
- ss.Filter = D3D1x_(FILTER_MIN_MAG_MIP_LINEAR);
- }
- ss.MaxLOD = 15;
- Device->CreateSamplerState(&ss, &SamplerStates[sm].GetRawRef());
- return SamplerStates[sm];
-}
-
-Texture::Texture(RenderDevice* ren, int fmt, int w, int h) : Ren(ren), Tex(NULL), TexSv(NULL), TexRtv(NULL), TexDsv(NULL), Width(w), Height(h)
-{
- OVR_UNUSED(fmt);
- Sampler = Ren->GetSamplerState(0);
-}
-
-Texture::~Texture()
-{
-}
-
-void Texture::Set(int slot, Render::ShaderStage stage) const
-{
- Ren->SetTexture(stage, slot, this);
-}
-
-void Texture::SetSampleMode(int sm)
-{
- Sampler = Ren->GetSamplerState(sm);
-}
-
-void RenderDevice::SetTexture(Render::ShaderStage stage, int slot, const Texture* t)
-{
- if (MaxTextureSet[stage] <= slot)
- MaxTextureSet[stage] = slot + 1;
-
- ID3D1xShaderResourceView* sv = t ? t->TexSv : NULL;
- switch(stage)
- {
- case Shader_Fragment:
- Context->PSSetShaderResources(slot, 1, &sv);
- if (t)
- {
- Context->PSSetSamplers(slot, 1, &t->Sampler.GetRawRef());
- }
- break;
-
- case Shader_Vertex:
- Context->VSSetShaderResources(slot, 1, &sv);
- break;
- }
-}
-
-void RenderDevice::GenerateSubresourceData(
- unsigned imageWidth, unsigned imageHeight, int format, unsigned imageDimUpperLimit,
- const void* rawBytes, D3D1x_(SUBRESOURCE_DATA)* subresData,
- unsigned& largestMipWidth, unsigned& largestMipHeight, unsigned& byteSize, unsigned& effectiveMipCount)
-{
- largestMipWidth = 0;
- largestMipHeight = 0;
-
- unsigned sliceLen = 0;
- unsigned rowLen = 0;
- unsigned numRows = 0;
- const byte* mipBytes = static_cast<const byte*>(rawBytes);
-
- unsigned index = 0;
- unsigned subresWidth = imageWidth;
- unsigned subresHeight = imageHeight;
- unsigned numMips = effectiveMipCount;
-
- for(unsigned i = 0; i < numMips; i++)
- {
- unsigned bytesPerBlock = 0;
- if (format == DXGI_FORMAT_BC1_UNORM)
- {
- bytesPerBlock = 8;
- }
- else if (format == DXGI_FORMAT_BC3_UNORM)
- {
- bytesPerBlock = 16;
- }
-
- unsigned blockWidth = 0;
- blockWidth = (subresWidth + 3) / 4;
- if (blockWidth < 1)
- {
- blockWidth = 1;
- }
-
- unsigned blockHeight = 0;
- blockHeight = (subresHeight + 3) / 4;
- if (blockHeight < 1)
- {
- blockHeight = 1;
- }
-
- rowLen = blockWidth * bytesPerBlock;
- numRows = blockHeight;
- sliceLen = rowLen * numRows;
-
- if (imageDimUpperLimit == 0 || (effectiveMipCount == 1) ||
- (subresWidth <= imageDimUpperLimit && subresHeight <= imageDimUpperLimit))
- {
- if(!largestMipWidth)
- {
- largestMipWidth = subresWidth;
- largestMipHeight = subresHeight;
- }
-
- subresData[index].pSysMem = (const void*)mipBytes;
- subresData[index].SysMemPitch = static_cast<UINT>(rowLen);
- subresData[index].SysMemSlicePitch = static_cast<UINT>(sliceLen);
- byteSize += sliceLen;
- ++index;
- }
- else
- {
- effectiveMipCount--;
- }
-
- mipBytes += sliceLen;
-
- subresWidth = subresWidth >> 1;
- subresHeight = subresHeight >> 1;
- if (subresWidth <= 0)
- {
- subresWidth = 1;
- }
- if (subresHeight <= 0)
- {
- subresHeight = 1;
- }
- }
-}
-
-#define _256Megabytes 268435456
-#define _512Megabytes 536870912
-
-Texture* RenderDevice::CreateTexture(int format, int width, int height, const void* data, int mipcount)
-{
- UPInt gpuMemorySize = 0;
- {
- IDXGIDevice* pDXGIDevice;
- Device->QueryInterface(__uuidof(IDXGIDevice), (void **)&pDXGIDevice);
- IDXGIAdapter * pDXGIAdapter;
- pDXGIDevice->GetAdapter(&pDXGIAdapter);
- DXGI_ADAPTER_DESC adapterDesc;
- pDXGIAdapter->GetDesc(&adapterDesc);
- gpuMemorySize = adapterDesc.DedicatedVideoMemory;
- pDXGIAdapter->Release();
- pDXGIDevice->Release();
- }
-
- unsigned imageDimUpperLimit = 0;
- if (gpuMemorySize <= _256Megabytes)
- {
- imageDimUpperLimit = 512;
- }
- else if (gpuMemorySize <= _512Megabytes)
- {
- imageDimUpperLimit = 1024;
- }
-
- if (format == Texture_DXT1 || format == Texture_DXT5)
- {
- int convertedFormat = (format == Texture_DXT1) ? DXGI_FORMAT_BC1_UNORM : DXGI_FORMAT_BC3_UNORM;
- unsigned largestMipWidth = 0;
- unsigned largestMipHeight = 0;
- unsigned effectiveMipCount = mipcount;
- unsigned textureSize = 0;
-
-#ifdef OVR_DEFINE_NEW
-#undef new
-#endif
-
- D3D1x_(SUBRESOURCE_DATA)* subresData = (D3D1x_(SUBRESOURCE_DATA)*)
- OVR_ALLOC(sizeof(D3D1x_(SUBRESOURCE_DATA)) * mipcount);
- GenerateSubresourceData(width, height, convertedFormat, imageDimUpperLimit, data, subresData, largestMipWidth,
- largestMipHeight, textureSize, effectiveMipCount);
- TotalTextureMemoryUsage += textureSize;
-
-#ifdef OVR_DEFINE_NEW
-#define new OVR_DEFINE_NEW
-#endif
-
- if (!Device || !subresData)
- {
- return NULL;
- }
- int samples = (Texture_RGBA & Texture_SamplesMask);
- if (samples < 1)
- {
- samples = 1;
- }
-
- Texture* NewTex = new Texture(this, format, largestMipWidth, largestMipHeight);
- NewTex->Samples = samples;
-
- D3D1x_(TEXTURE2D_DESC) desc;
- desc.Width = largestMipWidth;
- desc.Height = largestMipHeight;
- desc.MipLevels = effectiveMipCount;
- desc.ArraySize = 1;
- desc.Format = static_cast<DXGI_FORMAT>(convertedFormat);
- desc.SampleDesc.Count = samples;
- desc.SampleDesc.Quality = 0;
- desc.Usage = D3D1x_(USAGE_DEFAULT);
- desc.BindFlags = D3D1x_(BIND_SHADER_RESOURCE);
- desc.CPUAccessFlags = 0;
- desc.MiscFlags = 0;
-
- HRESULT hr = Device->CreateTexture2D(&desc, static_cast<D3D1x_(SUBRESOURCE_DATA)*>(subresData),
- &NewTex->Tex.GetRawRef());
- OVR_FREE(subresData);
-
- if (SUCCEEDED(hr) && NewTex != 0)
- {
- D3D1x_(SHADER_RESOURCE_VIEW_DESC) SRVDesc;
- memset(&SRVDesc, 0, sizeof(SRVDesc));
- SRVDesc.Format = static_cast<DXGI_FORMAT>(format);
- SRVDesc.ViewDimension = D3D_SRV_DIMENSION_TEXTURE2D;
- SRVDesc.Texture2D.MipLevels = desc.MipLevels;
-
- hr = Device->CreateShaderResourceView(NewTex->Tex, NULL, &NewTex->TexSv.GetRawRef());
-
- if (FAILED(hr))
- {
- NewTex->Release();
- return NULL;
- }
- return NewTex;
- }
-
- return NULL;
- }
- else
- {
- DXGI_FORMAT d3dformat;
- int bpp;
- switch(format & Texture_TypeMask)
- {
- case Texture_RGBA:
- bpp = 4;
- d3dformat = DXGI_FORMAT_R8G8B8A8_UNORM;
- break;
- case Texture_R:
- bpp = 1;
- d3dformat = DXGI_FORMAT_R8_UNORM;
- break;
- case Texture_Depth:
- bpp = 0;
- d3dformat = DXGI_FORMAT_D32_FLOAT;
- break;
- default:
- return NULL;
- }
-
- int samples = (format & Texture_SamplesMask);
- if (samples < 1)
- {
- samples = 1;
- }
-
- Texture* NewTex = new Texture(this, format, width, height);
- NewTex->Samples = samples;
-
- D3D1x_(TEXTURE2D_DESC) dsDesc;
- dsDesc.Width = width;
- dsDesc.Height = height;
- dsDesc.MipLevels = (format == (Texture_RGBA | Texture_GenMipmaps) && data) ? GetNumMipLevels(width, height) : 1;
- dsDesc.ArraySize = 1;
- dsDesc.Format = d3dformat;
- dsDesc.SampleDesc.Count = samples;
- dsDesc.SampleDesc.Quality = 0;
- dsDesc.Usage = D3D1x_(USAGE_DEFAULT);
- dsDesc.BindFlags = D3D1x_(BIND_SHADER_RESOURCE);
- dsDesc.CPUAccessFlags = 0;
- dsDesc.MiscFlags = 0;
-
- if (format & Texture_RenderTarget)
- {
- if ((format & Texture_TypeMask) == Texture_Depth)
- // We don't use depth textures, and creating them in d3d10 requires different options.
- {
- dsDesc.BindFlags = D3D1x_(BIND_DEPTH_STENCIL);
- }
- else
- {
- dsDesc.BindFlags |= D3D1x_(BIND_RENDER_TARGET);
- }
- }
-
- HRESULT hr = Device->CreateTexture2D(&dsDesc, NULL, &NewTex->Tex.GetRawRef());
- if (FAILED(hr))
- {
- OVR_DEBUG_LOG_TEXT(("Failed to create 2D D3D texture."));
- NewTex->Release();
- return NULL;
- }
- if (dsDesc.BindFlags & D3D1x_(BIND_SHADER_RESOURCE))
- {
- Device->CreateShaderResourceView(NewTex->Tex, NULL, &NewTex->TexSv.GetRawRef());
- }
-
- if (data)
- {
- Context->UpdateSubresource(NewTex->Tex, 0, NULL, data, width * bpp, width * height * bpp);
- if (format == (Texture_RGBA | Texture_GenMipmaps))
- {
- int srcw = width, srch = height;
- int level = 0;
- UByte* mipmaps = NULL;
- do
- {
- level++;
- int mipw = srcw >> 1;
- if (mipw < 1)
- {
- mipw = 1;
- }
- int miph = srch >> 1;
- if (miph < 1)
- {
- miph = 1;
- }
- if (mipmaps == NULL)
- {
- mipmaps = (UByte*)OVR_ALLOC(mipw * miph * 4);
- }
- FilterRgba2x2(level == 1 ? (const UByte*)data : mipmaps, srcw, srch, mipmaps);
- Context->UpdateSubresource(NewTex->Tex, level, NULL, mipmaps, mipw * bpp, miph * bpp);
- srcw = mipw;
- srch = miph;
- }
- while(srcw > 1 || srch > 1);
-
- if (mipmaps != NULL)
- {
- OVR_FREE(mipmaps);
- }
- }
- }
-
- if (format & Texture_RenderTarget)
- {
- if ((format & Texture_TypeMask) == Texture_Depth)
- {
- Device->CreateDepthStencilView(NewTex->Tex, NULL, &NewTex->TexDsv.GetRawRef());
- }
- else
- {
- Device->CreateRenderTargetView(NewTex->Tex, NULL, &NewTex->TexRtv.GetRawRef());
- }
- }
-
- return NewTex;
- }
-}
-
-// Rendering
-
-void RenderDevice::BeginRendering()
-{
- Context->RSSetState(Rasterizer);
-}
-
-void RenderDevice::SetRenderTarget(Render::Texture* color, Render::Texture* depth, Render::Texture* stencil)
-{
- OVR_UNUSED(stencil);
-
- CurRenderTarget = (Texture*)color;
- if (color == NULL)
- {
- Texture* newDepthBuffer = GetDepthBuffer(WindowWidth, WindowHeight, Params.Multisample);
- if (newDepthBuffer == NULL)
- {
- OVR_DEBUG_LOG(("New depth buffer creation failed."));
- }
- if (newDepthBuffer != NULL)
- {
- CurDepthBuffer = GetDepthBuffer(WindowWidth, WindowHeight, Params.Multisample);
- Context->OMSetRenderTargets(1, &BackBufferRT.GetRawRef(), CurDepthBuffer->TexDsv);
- }
- return;
- }
- if (depth == NULL)
- {
- depth = GetDepthBuffer(color->GetWidth(), color->GetHeight(), CurRenderTarget->Samples);
- }
-
- ID3D1xShaderResourceView* sv[8] = {0, 0, 0, 0, 0, 0, 0, 0};
- if (MaxTextureSet[Shader_Fragment])
- {
- Context->PSSetShaderResources(0, MaxTextureSet[Shader_Fragment], sv);
- }
- memset(MaxTextureSet, 0, sizeof(MaxTextureSet));
-
- CurDepthBuffer = (Texture*)depth;
- Context->OMSetRenderTargets(1, &((Texture*)color)->TexRtv.GetRawRef(), ((Texture*)depth)->TexDsv);
-}
-
-
-void RenderDevice::SetWorldUniforms(const Matrix4f& proj)
-{
- StdUniforms.Proj = proj.Transposed();
- // Shader constant buffers cannot be partially updated.
-}
-
-
-void RenderDevice::Render(const Matrix4f& matrix, Model* model)
-{
- // Store data in buffers if not already
- if (!model->VertexBuffer)
- {
- Ptr<Buffer> vb = *CreateBuffer();
- vb->Data(Buffer_Vertex, &model->Vertices[0], model->Vertices.GetSize() * sizeof(Vertex));
- model->VertexBuffer = vb;
- }
- if (!model->IndexBuffer)
- {
- Ptr<Buffer> ib = *CreateBuffer();
- ib->Data(Buffer_Index, &model->Indices[0], model->Indices.GetSize() * 2);
- model->IndexBuffer = ib;
- }
-
- Render(model->Fill ? model->Fill : DefaultFill,
- model->VertexBuffer, model->IndexBuffer,
- matrix, 0, (unsigned)model->Indices.GetSize(), model->GetPrimType());
-}
-
-void RenderDevice::RenderWithAlpha( const Fill* fill, Render::Buffer* vertices, Render::Buffer* indices,
- const Matrix4f& matrix, int offset, int count, PrimitiveType rprim)
-{
- Context->OMSetBlendState(BlendState, NULL, 0xffffffff);
- Render(fill, vertices, indices, matrix, offset, count, rprim);
- Context->OMSetBlendState(NULL, NULL, 0xffffffff);
-}
-
-void RenderDevice::Render(const Fill* fill, Render::Buffer* vertices, Render::Buffer* indices,
- const Matrix4f& matrix, int offset, int count, PrimitiveType rprim)
-{
- Context->IASetInputLayout(ModelVertexIL);
- if (indices)
- {
- Context->IASetIndexBuffer(((Buffer*)indices)->GetBuffer(), DXGI_FORMAT_R16_UINT, 0);
- }
-
- ID3D1xBuffer* vertexBuffer = ((Buffer*)vertices)->GetBuffer();
- UINT vertexStride = sizeof(Vertex);
- UINT vertexOffset = offset;
- Context->IASetVertexBuffers(0, 1, &vertexBuffer, &vertexStride, &vertexOffset);
-
- ShaderSet* shaders = ((ShaderFill*)fill)->GetShaders();
-
- ShaderBase* vshader = ((ShaderBase*)shaders->GetShader(Shader_Vertex));
- unsigned char* vertexData = vshader->UniformData;
- if (vertexData)
- {
- StandardUniformData* stdUniforms = (StandardUniformData*) vertexData;
- stdUniforms->View = matrix.Transposed();
- stdUniforms->Proj = StdUniforms.Proj;
- UniformBuffers[Shader_Vertex]->Data(Buffer_Uniform, vertexData, vshader->UniformsSize);
- vshader->SetUniformBuffer(UniformBuffers[Shader_Vertex]);
- }
-
- for(int i = Shader_Vertex + 1; i < Shader_Count; i++)
- if (shaders->GetShader(i))
- {
- ((ShaderBase*)shaders->GetShader(i))->UpdateBuffer(UniformBuffers[i]);
- ((ShaderBase*)shaders->GetShader(i))->SetUniformBuffer(UniformBuffers[i]);
- }
-
- D3D1x_(PRIMITIVE_TOPOLOGY) prim;
- switch(rprim)
- {
- case Prim_Triangles:
- prim = D3D1x_(PRIMITIVE_TOPOLOGY_TRIANGLELIST);
- break;
- case Prim_Lines:
- prim = D3D1x_(PRIMITIVE_TOPOLOGY_LINELIST);
- break;
- case Prim_TriangleStrip:
- prim = D3D1x_(PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
- break;
- default:
- assert(0);
- return;
- }
- Context->IASetPrimitiveTopology(prim);
-
- fill->Set(rprim);
- if (ExtraShaders)
- {
- ExtraShaders->Set(rprim);
- }
-
- if (indices)
- {
- Context->DrawIndexed(count, 0, 0);
- }
- else
- {
- Context->Draw(count, 0);
- }
-}
-
-UPInt RenderDevice::QueryGPUMemorySize()
-{
- IDXGIDevice* pDXGIDevice;
- Device->QueryInterface(__uuidof(IDXGIDevice), (void **)&pDXGIDevice);
- IDXGIAdapter * pDXGIAdapter;
- pDXGIDevice->GetAdapter(&pDXGIAdapter);
- DXGI_ADAPTER_DESC adapterDesc;
- pDXGIAdapter->GetDesc(&adapterDesc);
- return adapterDesc.DedicatedVideoMemory;
-}
-
-
-void RenderDevice::Present()
-{
- SwapChain->Present(0, 0);
-}
-
-void RenderDevice::ForceFlushGPU()
-{
- D3D1x_QUERY_DESC queryDesc = { D3D1x_(QUERY_EVENT), 0 };
- Ptr<ID3D1xQuery> query;
- BOOL done = FALSE;
-
- if (Device->CreateQuery(&queryDesc, &query.GetRawRef()) == S_OK)
- {
-
-#if (OVR_D3D_VERSION == 10)
- // Begin() not used for EVENT query.
- query->End();
- // GetData will returns S_OK for both done == TRUE or FALSE.
- // Exit on failure to avoid infinite loop.
- do { }
- while(!done && !FAILED(query->GetData(&done, sizeof(BOOL), 0)));
-#else
- Context->End(query);
- do { }
- while(!done && !FAILED(Context->GetData(query, &done, sizeof(BOOL), 0)));
-#endif
-
- }
-}
-
-
-void RenderDevice::FillRect(float left, float top, float right, float bottom, Color c)
-{
- Context->OMSetBlendState(BlendState, NULL, 0xffffffff);
- OVR::Render::RenderDevice::FillRect(left, top, right, bottom, c);
- Context->OMSetBlendState(NULL, NULL, 0xffffffff);
-}
-
-void RenderDevice::RenderText(const struct Font* font, const char* str, float x, float y, float size, Color c)
-{
- Context->OMSetBlendState(BlendState, NULL, 0xffffffff);
- OVR::Render::RenderDevice::RenderText(font, str, x, y, size, c);
- Context->OMSetBlendState(NULL, NULL, 0xffffffff);
-}
-
-}}}
-
+/************************************************************************************
+
+Filename : Renderer_D3D1x.cpp
+Content : RenderDevice implementation for D3DX10/11.
+Created : September 10, 2012
+Authors : Andrew Reisse
+
+Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved.
+
+Licensed under the Apache License, Version 2.0 (the "License");
+you may not use this file except in compliance with the License.
+You may obtain a copy of the License at
+
+http://www.apache.org/licenses/LICENSE-2.0
+
+Unless required by applicable law or agreed to in writing, software
+distributed under the License is distributed on an "AS IS" BASIS,
+WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+See the License for the specific language governing permissions and
+limitations under the License.
+
+************************************************************************************/
+
+#include "Kernel/OVR_Log.h"
+#include "Kernel/OVR_Std.h"
+
+#include "Render_D3D1X_Device.h"
+
+#include <d3dcompiler.h>
+
+#if (OVR_D3D_VERSION == 10)
+namespace OVR { namespace Render { namespace D3D10 {
+#else
+namespace OVR { namespace Render { namespace D3D11 {
+#endif
+
+static D3D1x_(INPUT_ELEMENT_DESC) ModelVertexDesc[] =
+{
+ {"Position", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, offsetof(Vertex, Pos), D3D1x_(INPUT_PER_VERTEX_DATA), 0},
+ {"Color", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(Vertex, C), D3D1x_(INPUT_PER_VERTEX_DATA), 0},
+ {"TexCoord", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(Vertex, U), D3D1x_(INPUT_PER_VERTEX_DATA), 0},
+ {"TexCoord", 1, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(Vertex, U2), D3D1x_(INPUT_PER_VERTEX_DATA), 0},
+ {"Normal", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, offsetof(Vertex, Norm), D3D1x_(INPUT_PER_VERTEX_DATA), 0},
+};
+
+
+static const char* StdVertexShaderSrc =
+ "float4x4 Proj;\n"
+ "float4x4 View;\n"
+ "struct Varyings\n"
+ "{\n"
+ " float4 Position : SV_Position;\n"
+ " float4 Color : COLOR0;\n"
+ " float2 TexCoord : TEXCOORD0;\n"
+ " float2 TexCoord1 : TEXCOORD1;\n"
+ " float3 Normal : NORMAL;\n"
+ " float3 VPos : TEXCOORD4;\n"
+ "};\n"
+ "void main(in float4 Position : POSITION, in float4 Color : COLOR0, in float2 TexCoord : TEXCOORD0, in float2 TexCoord1 : TEXCOORD1, in float3 Normal : NORMAL,\n"
+ " out Varyings ov)\n"
+ "{\n"
+ " ov.Position = mul(Proj, mul(View, Position));\n"
+ " ov.Normal = mul(View, Normal);\n"
+ " ov.VPos = mul(View, Position);\n"
+ " ov.TexCoord = TexCoord;\n"
+ " ov.TexCoord1 = TexCoord1;\n"
+ " ov.Color = Color;\n"
+ "}\n";
+
+static const char* DirectVertexShaderSrc =
+ "float4x4 View : register(c4);\n"
+ "void main(in float4 Position : POSITION, in float4 Color : COLOR0, in float2 TexCoord : TEXCOORD0, in float2 TexCoord1 : TEXCOORD1, in float3 Normal : NORMAL,\n"
+ " out float4 oPosition : SV_Position, out float4 oColor : COLOR, out float2 oTexCoord : TEXCOORD0, out float2 oTexCoord1 : TEXCOORD1, out float3 oNormal : NORMAL)\n"
+ "{\n"
+ " oPosition = mul(View, Position);\n"
+ " oTexCoord = TexCoord;\n"
+ " oTexCoord1 = TexCoord1;\n"
+ " oColor = Color;\n"
+ " oNormal = mul(View, Normal);\n"
+ "}\n";
+
+static const char* SolidPixelShaderSrc =
+ "float4 Color;\n"
+ "struct Varyings\n"
+ "{\n"
+ " float4 Position : SV_Position;\n"
+ " float4 Color : COLOR0;\n"
+ " float2 TexCoord : TEXCOORD0;\n"
+ "};\n"
+ "float4 main(in Varyings ov) : SV_Target\n"
+ "{\n"
+ " return Color;\n"
+ "}\n";
+
+static const char* GouraudPixelShaderSrc =
+ "struct Varyings\n"
+ "{\n"
+ " float4 Position : SV_Position;\n"
+ " float4 Color : COLOR0;\n"
+ " float2 TexCoord : TEXCOORD0;\n"
+ "};\n"
+ "float4 main(in Varyings ov) : SV_Target\n"
+ "{\n"
+ " return ov.Color;\n"
+ "}\n";
+
+static const char* TexturePixelShaderSrc =
+ "Texture2D Texture : register(t0);\n"
+ "SamplerState Linear : register(s0);\n"
+ "struct Varyings\n"
+ "{\n"
+ " float4 Position : SV_Position;\n"
+ " float4 Color : COLOR0;\n"
+ " float2 TexCoord : TEXCOORD0;\n"
+ "};\n"
+ "float4 main(in Varyings ov) : SV_Target\n"
+ "{\n"
+ " float4 color2 = ov.Color * Texture.Sample(Linear, ov.TexCoord);\n"
+ " if (color2.a <= 0.4)\n"
+ " discard;\n"
+ " return color2;\n"
+ "}\n";
+
+static const char* MultiTexturePixelShaderSrc =
+ "Texture2D Texture[2] : register(t0);\n"
+ "SamplerState Linear : register(s0);\n"
+ "struct Varyings\n"
+ "{\n"
+ " float4 Position : SV_Position;\n"
+ " float4 Color : COLOR0;\n"
+ " float2 TexCoord : TEXCOORD0;\n"
+ " float2 TexCoord1 : TEXCOORD1;\n"
+ "};\n"
+ "float4 main(in Varyings ov) : SV_Target\n"
+ "{\n"
+ "float4 color1;\n"
+ "float4 color2;\n"
+ " color1 = Texture[0].Sample(Linear, ov.TexCoord);\n"
+ " color2 = Texture[1].Sample(Linear, ov.TexCoord1);\n"
+ " color2.rgb = color2.rgb * lerp(1.2, 1.9, saturate(length(color2.rgb)));\n"
+ " color2 = color1 * color2;\n"
+ " if (color2.a <= 0.4)\n"
+ " discard;\n"
+ " return color2;\n"
+ "}\n";
+
+#define LIGHTING_COMMON \
+ "cbuffer Lighting : register(b1)\n" \
+ "{\n" \
+ " float3 Ambient;\n" \
+ " float3 LightPos[8];\n" \
+ " float4 LightColor[8];\n" \
+ " float LightCount;\n" \
+ "};\n" \
+ "struct Varyings\n" \
+ "{\n" \
+ " float4 Position : SV_Position;\n" \
+ " float4 Color : COLOR0;\n" \
+ " float2 TexCoord : TEXCOORD0;\n" \
+ " float3 Normal : NORMAL;\n" \
+ " float3 VPos : TEXCOORD4;\n" \
+ "};\n" \
+ "float4 DoLight(Varyings v)\n" \
+ "{\n" \
+ " float3 norm = normalize(v.Normal);\n" \
+ " float3 light = Ambient;\n" \
+ " for (uint i = 0; i < LightCount; i++)\n"\
+ " {\n" \
+ " float3 ltp = (LightPos[i] - v.VPos);\n" \
+ " float ldist = dot(ltp,ltp);\n" \
+ " ltp = normalize(ltp);\n" \
+ " light += saturate(LightColor[i] * v.Color.rgb * dot(norm, ltp) / sqrt(ldist));\n"\
+ " }\n" \
+ " return float4(light, v.Color.a);\n" \
+ "}\n"
+
+static const char* LitSolidPixelShaderSrc =
+ LIGHTING_COMMON
+ "float4 main(in Varyings ov) : SV_Target\n"
+ "{\n"
+ " return DoLight(ov) * ov.Color;\n"
+ "}\n";
+
+static const char* LitTexturePixelShaderSrc =
+ "Texture2D Texture : register(t0);\n"
+ "SamplerState Linear : register(s0);\n"
+ LIGHTING_COMMON
+ "float4 main(in Varyings ov) : SV_Target\n"
+ "{\n"
+ " return DoLight(ov) * Texture.Sample(Linear, ov.TexCoord);\n"
+ "}\n";
+
+static const char* AlphaTexturePixelShaderSrc =
+ "Texture2D Texture : register(t0);\n"
+ "SamplerState Linear : register(s0);\n"
+ "struct Varyings\n"
+ "{\n"
+ " float4 Position : SV_Position;\n"
+ " float4 Color : COLOR0;\n"
+ " float2 TexCoord : TEXCOORD0;\n"
+ "};\n"
+ "float4 main(in Varyings ov) : SV_Target\n"
+ "{\n"
+ " return ov.Color * float4(1,1,1,Texture.Sample(Linear, ov.TexCoord).r);\n"
+ "}\n";
+
+
+// ***** PostProcess Shader
+
+static const char* PostProcessVertexShaderSrc =
+ "float4x4 View : register(c4);\n"
+ "float4x4 Texm : register(c8);\n"
+ "void main(in float4 Position : POSITION, in float4 Color : COLOR0, in float2 TexCoord : TEXCOORD0, in float2 TexCoord1 : TEXCOORD1,\n"
+ " out float4 oPosition : SV_Position, out float4 oColor : COLOR, out float2 oTexCoord : TEXCOORD0)\n"
+ "{\n"
+ " oPosition = mul(View, Position);\n"
+ " oTexCoord = mul(Texm, float4(TexCoord,0,1));\n"
+ " oColor = Color;\n"
+ "}\n";
+
+// Shader with just lens distortion correction.
+static const char* PostProcessPixelShaderSrc =
+ "Texture2D Texture : register(t0);\n"
+ "SamplerState Linear : register(s0);\n"
+ "float2 LensCenter;\n"
+ "float2 ScreenCenter;\n"
+ "float2 Scale;\n"
+ "float2 ScaleIn;\n"
+ "float4 HmdWarpParam;\n"
+ "\n"
+
+ // Scales input texture coordinates for distortion.
+ // ScaleIn maps texture coordinates to Scales to ([-1, 1]), although top/bottom will be
+ // larger due to aspect ratio.
+ "float2 HmdWarp(float2 in01)\n"
+ "{\n"
+ " float2 theta = (in01 - LensCenter) * ScaleIn;\n" // Scales to [-1, 1]
+ " float rSq = theta.x * theta.x + theta.y * theta.y;\n"
+ " float2 theta1 = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq + "
+ " HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq);\n"
+ " return LensCenter + Scale * theta1;\n"
+ "}\n"
+
+ "float4 main(in float4 oPosition : SV_Position, in float4 oColor : COLOR,\n"
+ " in float2 oTexCoord : TEXCOORD0) : SV_Target\n"
+ "{\n"
+ " float2 tc = HmdWarp(oTexCoord);\n"
+ " if (any(clamp(tc, ScreenCenter-float2(0.25,0.5), ScreenCenter+float2(0.25, 0.5)) - tc))\n"
+ " return 0;\n"
+ " return Texture.Sample(Linear, tc);\n"
+ "}\n";
+
+// Shader with lens distortion and chromatic aberration correction.
+static const char* PostProcessPixelShaderWithChromAbSrc =
+ "Texture2D Texture : register(t0);\n"
+ "SamplerState Linear : register(s0);\n"
+ "float2 LensCenter;\n"
+ "float2 ScreenCenter;\n"
+ "float2 Scale;\n"
+ "float2 ScaleIn;\n"
+ "float4 HmdWarpParam;\n"
+ "float4 ChromAbParam;\n"
+ "\n"
+
+ // Scales input texture coordinates for distortion.
+ // ScaleIn maps texture coordinates to Scales to ([-1, 1]), although top/bottom will be
+ // larger due to aspect ratio.
+ "float4 main(in float4 oPosition : SV_Position, in float4 oColor : COLOR,\n"
+ " in float2 oTexCoord : TEXCOORD0) : SV_Target\n"
+ "{\n"
+ " float2 theta = (oTexCoord - LensCenter) * ScaleIn;\n" // Scales to [-1, 1]
+ " float rSq = theta.x * theta.x + theta.y * theta.y;\n"
+ " float2 theta1 = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq + "
+ " HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq);\n"
+ " \n"
+ " // Detect whether blue texture coordinates are out of range since these will scaled out the furthest.\n"
+ " float2 thetaBlue = theta1 * (ChromAbParam.z + ChromAbParam.w * rSq);\n"
+ " float2 tcBlue = LensCenter + Scale * thetaBlue;\n"
+ " if (any(clamp(tcBlue, ScreenCenter-float2(0.25,0.5), ScreenCenter+float2(0.25, 0.5)) - tcBlue))\n"
+ " return 0;\n"
+ " \n"
+ " // Now do blue texture lookup.\n"
+ " float blue = Texture.Sample(Linear, tcBlue).b;\n"
+ " \n"
+ " // Do green lookup (no scaling).\n"
+ " float2 tcGreen = LensCenter + Scale * theta1;\n"
+ " float4 greenColor = Texture.Sample(Linear, tcGreen);\n"
+ " float green = greenColor.g;\n"
+ " float alpha = greenColor.a;\n"
+ " \n"
+ " // Do red scale and lookup.\n"
+ " float2 thetaRed = theta1 * (ChromAbParam.x + ChromAbParam.y * rSq);\n"
+ " float2 tcRed = LensCenter + Scale * thetaRed;\n"
+ " float red = Texture.Sample(Linear, tcRed).r;\n"
+ " \n"
+ " return float4(red, green, blue, alpha);\n"
+ "}\n";
+
+
+static const char* VShaderSrcs[VShader_Count] =
+{
+ DirectVertexShaderSrc,
+ StdVertexShaderSrc,
+ PostProcessVertexShaderSrc
+};
+static const char* FShaderSrcs[FShader_Count] =
+{
+ SolidPixelShaderSrc,
+ GouraudPixelShaderSrc,
+ TexturePixelShaderSrc,
+ AlphaTexturePixelShaderSrc,
+ PostProcessPixelShaderSrc,
+ PostProcessPixelShaderWithChromAbSrc,
+ LitSolidPixelShaderSrc,
+ LitTexturePixelShaderSrc,
+ MultiTexturePixelShaderSrc
+};
+
+RenderDevice::RenderDevice(const RendererParams& p, HWND window)
+{
+ RECT rc;
+ GetClientRect(window, &rc);
+ UINT width = rc.right - rc.left;
+ UINT height = rc.bottom - rc.top;
+ WindowWidth = width;
+ WindowHeight = height;
+ Window = window;
+
+ Params = p;
+ HRESULT hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)(&DXGIFactory.GetRawRef()));
+ if (FAILED(hr))
+ return;
+
+ // Find the adapter & output (monitor) to use for fullscreen, based on the reported name of the HMD's monitor.
+ if (Params.Display.MonitorName.GetLength() > 0)
+ {
+ for(UINT AdapterIndex = 0; ; AdapterIndex++)
+ {
+ HRESULT hr = DXGIFactory->EnumAdapters(AdapterIndex, &Adapter.GetRawRef());
+ if (hr == DXGI_ERROR_NOT_FOUND)
+ break;
+
+ DXGI_ADAPTER_DESC Desc;
+ Adapter->GetDesc(&Desc);
+
+ UpdateMonitorOutputs();
+
+ if (FullscreenOutput)
+ break;
+ }
+
+ if (!FullscreenOutput)
+ Adapter = NULL;
+ }
+
+ if (!Adapter)
+ {
+ DXGIFactory->EnumAdapters(0, &Adapter.GetRawRef());
+ UpdateMonitorOutputs();
+ }
+
+ int flags = 0;
+
+#if (OVR_D3D_VERSION == 10)
+ hr = D3D10CreateDevice(Adapter, D3D10_DRIVER_TYPE_HARDWARE, NULL, flags, D3D1x_(SDK_VERSION),
+ &Device.GetRawRef());
+ Context = Device;
+ Context->AddRef();
+#else //11
+ hr = D3D11CreateDevice(Adapter, Adapter ? D3D_DRIVER_TYPE_UNKNOWN : D3D_DRIVER_TYPE_HARDWARE,
+ NULL, flags, NULL, 0, D3D1x_(SDK_VERSION),
+ &Device.GetRawRef(), NULL, &Context.GetRawRef());
+#endif
+ if (FAILED(hr))
+ return;
+
+ if (!RecreateSwapChain())
+ return;
+
+ if (Params.Fullscreen)
+ SwapChain->SetFullscreenState(1, FullscreenOutput);
+
+ CurRenderTarget = NULL;
+ for(int i = 0; i < Shader_Count; i++)
+ {
+ UniformBuffers[i] = *CreateBuffer();
+ MaxTextureSet[i] = 0;
+ }
+
+ ID3D10Blob* vsData = CompileShader("vs_4_0", DirectVertexShaderSrc);
+ VertexShaders[VShader_MV] = *new VertexShader(this, vsData);
+ for(int i = 1; i < VShader_Count; i++)
+ {
+ VertexShaders[i] = *new VertexShader(this, CompileShader("vs_4_0", VShaderSrcs[i]));
+ }
+
+ for(int i = 0; i < FShader_Count; i++)
+ {
+ PixelShaders[i] = *new PixelShader(this, CompileShader("ps_4_0", FShaderSrcs[i]));
+ }
+
+ SPInt bufferSize = vsData->GetBufferSize();
+ const void* buffer = vsData->GetBufferPointer();
+ ID3D1xInputLayout** objRef = &ModelVertexIL.GetRawRef();
+
+ HRESULT validate = Device->CreateInputLayout(ModelVertexDesc, 5, buffer, bufferSize, objRef);
+ OVR_UNUSED(validate);
+
+ Ptr<ShaderSet> gouraudShaders = *new ShaderSet();
+ gouraudShaders->SetShader(VertexShaders[VShader_MVP]);
+ gouraudShaders->SetShader(PixelShaders[FShader_Gouraud]);
+ DefaultFill = *new ShaderFill(gouraudShaders);
+
+#if (OVR_D3D_VERSION == 10)
+ D3D1x_(BLEND_DESC) bm;
+ memset(&bm, 0, sizeof(bm));
+ bm.BlendEnable[0] = true;
+ bm.BlendOp = bm.BlendOpAlpha = D3D1x_(BLEND_OP_ADD);
+ bm.SrcBlend = bm.SrcBlendAlpha = D3D1x_(BLEND_SRC_ALPHA);
+ bm.DestBlend = bm.DestBlendAlpha = D3D1x_(BLEND_INV_SRC_ALPHA);
+ bm.RenderTargetWriteMask[0] = D3D1x_(COLOR_WRITE_ENABLE_ALL);
+ Device->CreateBlendState(&bm, &BlendState.GetRawRef());
+#else
+ D3D1x_(BLEND_DESC) bm;
+ memset(&bm, 0, sizeof(bm));
+ bm.RenderTarget[0].BlendEnable = true;
+ bm.RenderTarget[0].BlendOp = bm.RenderTarget[0].BlendOpAlpha = D3D1x_(BLEND_OP_ADD);
+ bm.RenderTarget[0].SrcBlend = bm.RenderTarget[0].SrcBlendAlpha = D3D1x_(BLEND_SRC_ALPHA);
+ bm.RenderTarget[0].DestBlend = bm.RenderTarget[0].DestBlendAlpha = D3D1x_(BLEND_INV_SRC_ALPHA);
+ bm.RenderTarget[0].RenderTargetWriteMask = D3D1x_(COLOR_WRITE_ENABLE_ALL);
+ Device->CreateBlendState(&bm, &BlendState.GetRawRef());
+#endif
+
+ D3D1x_(RASTERIZER_DESC) rs;
+ memset(&rs, 0, sizeof(rs));
+ rs.AntialiasedLineEnable = true;
+ rs.CullMode = D3D1x_(CULL_BACK);
+ // rs.CullMode = D3D1x_(CULL_NONE);
+ rs.DepthClipEnable = true;
+ rs.FillMode = D3D1x_(FILL_SOLID);
+ Device->CreateRasterizerState(&rs, &Rasterizer.GetRawRef());
+
+ QuadVertexBuffer = *CreateBuffer();
+ const Render::Vertex QuadVertices[] =
+ { Vertex(Vector3f(0, 1, 0)), Vertex(Vector3f(1, 1, 0)),
+ Vertex(Vector3f(0, 0, 0)), Vertex(Vector3f(1, 0, 0)) };
+ QuadVertexBuffer->Data(Buffer_Vertex, QuadVertices, sizeof(QuadVertices));
+
+ SetDepthMode(0, 0);
+}
+
+RenderDevice::~RenderDevice()
+{
+ if (SwapChain && Params.Fullscreen)
+ {
+ SwapChain->SetFullscreenState(false, NULL);
+ }
+}
+
+
+// Implement static initializer function to create this class.
+Render::RenderDevice* RenderDevice::CreateDevice(const RendererParams& rp, void* oswnd)
+{
+ return new RenderDevice(rp, (HWND)oswnd);
+}
+
+
+// Fallback monitor enumeration in case newly plugged in monitor wasn't detected.
+// Added originally for the FactoryTest app.
+// New Outputs don't seem to be detected unless adapter is re-created, but that would also
+// require us to re-initialize D3D10 (recreating objects, etc). This bypasses that for "fake"
+// fullscreen modes.
+BOOL CALLBACK MonitorEnumFunc(HMONITOR hMonitor, HDC, LPRECT, LPARAM dwData)
+{
+ RenderDevice* renderer = (RenderDevice*)dwData;
+
+ MONITORINFOEX monitor;
+ monitor.cbSize = sizeof(monitor);
+
+ if (::GetMonitorInfo(hMonitor, &monitor) && monitor.szDevice[0])
+ {
+ DISPLAY_DEVICE dispDev;
+ memset(&dispDev, 0, sizeof(dispDev));
+ dispDev.cb = sizeof(dispDev);
+
+ if (::EnumDisplayDevices(monitor.szDevice, 0, &dispDev, 0))
+ {
+ if (strstr(String(dispDev.DeviceName).ToCStr(), renderer->GetParams().Display.MonitorName.ToCStr()))
+ {
+ renderer->FSDesktopX = monitor.rcMonitor.left;
+ renderer->FSDesktopY = monitor.rcMonitor.top;
+ return FALSE;
+ }
+ }
+ }
+
+ return TRUE;
+}
+
+
+void RenderDevice::UpdateMonitorOutputs(bool needRecreate)
+{
+ HRESULT hr;
+
+ if (needRecreate)
+ {
+ // need to recreate DXGIFactory and Adapter in order
+ // to get latest info about monitors.
+ if (SwapChain)
+ {
+ SwapChain->SetFullscreenState(FALSE, NULL);
+ SwapChain->Release();
+ SwapChain = NULL;
+ }
+
+ DXGIFactory = NULL;
+ Adapter = NULL;
+ hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)(&DXGIFactory.GetRawRef()));
+ if (FAILED(hr))
+ return;
+ DXGIFactory->EnumAdapters(0, &Adapter.GetRawRef());
+ }
+
+ bool deviceNameFound = false;
+
+ for(UINT OutputIndex = 0; ; OutputIndex++)
+ {
+ Ptr<IDXGIOutput> Output;
+ hr = Adapter->EnumOutputs(OutputIndex, &Output.GetRawRef());
+ if (hr == DXGI_ERROR_NOT_FOUND)
+ {
+ break;
+ }
+
+ DXGI_OUTPUT_DESC OutDesc;
+ Output->GetDesc(&OutDesc);
+
+ MONITORINFOEX monitor;
+ monitor.cbSize = sizeof(monitor);
+ if (::GetMonitorInfo(OutDesc.Monitor, &monitor) && monitor.szDevice[0])
+ {
+ DISPLAY_DEVICE dispDev;
+ memset(&dispDev, 0, sizeof(dispDev));
+ dispDev.cb = sizeof(dispDev);
+
+ if (::EnumDisplayDevices(monitor.szDevice, 0, &dispDev, 0))
+ {
+ if (strstr(String(dispDev.DeviceName).ToCStr(), Params.Display.MonitorName.ToCStr()))
+ {
+ deviceNameFound = true;
+ FullscreenOutput = Output;
+ FSDesktopX = monitor.rcMonitor.left;
+ FSDesktopY = monitor.rcMonitor.top;
+ break;
+ }
+ }
+ }
+ }
+
+ if (!deviceNameFound && !Params.Display.MonitorName.IsEmpty())
+ {
+ EnumDisplayMonitors(0, 0, MonitorEnumFunc, (LPARAM)this);
+ }
+}
+
+bool RenderDevice::RecreateSwapChain()
+{
+ DXGI_SWAP_CHAIN_DESC scDesc;
+ memset(&scDesc, 0, sizeof(scDesc));
+ scDesc.BufferCount = 1;
+ scDesc.BufferDesc.Width = WindowWidth;
+ scDesc.BufferDesc.Height = WindowHeight;
+ scDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ scDesc.BufferDesc.RefreshRate.Numerator = 60;
+ scDesc.BufferDesc.RefreshRate.Denominator = 1;
+ scDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ scDesc.OutputWindow = Window;
+ scDesc.SampleDesc.Count = Params.Multisample;
+ scDesc.SampleDesc.Quality = 0;
+ scDesc.Windowed = Params.Fullscreen != Display_Fullscreen;
+ scDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
+
+ if (SwapChain)
+ {
+ SwapChain->SetFullscreenState(FALSE, NULL);
+ SwapChain->Release();
+ SwapChain = NULL;
+ }
+
+ Ptr<IDXGISwapChain> newSC;
+ if (FAILED(DXGIFactory->CreateSwapChain(Device, &scDesc, &newSC.GetRawRef())))
+ return false;
+ SwapChain = newSC;
+
+ BackBuffer = NULL;
+ BackBufferRT = NULL;
+ HRESULT hr = SwapChain->GetBuffer(0, __uuidof(ID3D1xTexture2D), (void**)&BackBuffer.GetRawRef());
+ if (FAILED(hr))
+ return false;
+
+ hr = Device->CreateRenderTargetView(BackBuffer, NULL, &BackBufferRT.GetRawRef());
+ if (FAILED(hr))
+ return false;
+
+ Texture* depthBuffer = GetDepthBuffer(WindowWidth, WindowHeight, Params.Multisample);
+ CurDepthBuffer = depthBuffer;
+ if (CurRenderTarget == NULL)
+ {
+ Context->OMSetRenderTargets(1, &BackBufferRT.GetRawRef(), depthBuffer->TexDsv);
+ }
+ return true;
+}
+
+bool RenderDevice::SetParams(const RendererParams& newParams)
+{
+ String oldMonitor = Params.Display.MonitorName;
+
+ Params = newParams;
+ if (newParams.Display.MonitorName != oldMonitor)
+ {
+ UpdateMonitorOutputs(true);
+ }
+
+ // Cause this to be recreated with the new multisample mode.
+ pSceneColorTex = NULL;
+ return RecreateSwapChain();
+}
+
+void RenderDevice::SetWindowSize(int w, int h)
+{
+ if (w == WindowWidth && h == WindowHeight)
+ return;
+
+ WindowWidth = w;
+ WindowHeight = h;
+ Context->OMSetRenderTargets(0, NULL, NULL);
+ BackBuffer = NULL;
+ BackBufferRT = NULL;
+ if (SwapChain)
+ {
+ SwapChain->ResizeBuffers(2, WindowWidth, WindowHeight, DXGI_FORMAT_R8G8B8A8_UNORM, 0);
+ SwapChain->GetBuffer(0, __uuidof(ID3D1xTexture2D), (void**)&BackBuffer.GetRawRef());
+ }
+ Device->CreateRenderTargetView(BackBuffer, NULL, &BackBufferRT.GetRawRef());
+}
+
+bool RenderDevice::SetFullscreen(DisplayMode fullscreen)
+{
+ if (fullscreen == Params.Fullscreen)
+ {
+ return true;
+ }
+
+ if (Params.Fullscreen == Display_FakeFullscreen)
+ {
+ SetWindowLong(Window, GWL_STYLE, WS_OVERLAPPEDWINDOW | WS_VISIBLE | WS_CLIPSIBLINGS);
+ SetWindowPos(Window, NULL, PreFullscreenX, PreFullscreenY,
+ PreFullscreenW, PreFullscreenH, SWP_NOZORDER | SWP_NOACTIVATE | SWP_FRAMECHANGED);
+ }
+
+ if (fullscreen == Display_FakeFullscreen)
+ {
+ // Get WINDOWPLACEMENT before changing style to get OVERLAPPED coordinates,
+ // which we will restore.
+ WINDOWPLACEMENT wp;
+ wp.length = sizeof(wp);
+ GetWindowPlacement(Window, &wp);
+ PreFullscreenW = wp.rcNormalPosition.right - wp.rcNormalPosition.left;
+ PreFullscreenH = wp.rcNormalPosition.bottom - wp.rcNormalPosition.top;
+ PreFullscreenX = wp.rcNormalPosition.left;
+ PreFullscreenY = wp.rcNormalPosition.top;
+ // Warning: SetWindowLong sends message computed based on old size (incorrect).
+ // A proper work-around would be to mask that message out during window frame change in Platform.
+ SetWindowLong(Window, GWL_STYLE, WS_OVERLAPPED | WS_VISIBLE | WS_CLIPSIBLINGS);
+ SetWindowPos(Window, NULL, FSDesktopX, FSDesktopY, 0, 0, SWP_NOSIZE | SWP_NOACTIVATE | SWP_FRAMECHANGED);
+
+ // Relocate cursor into the window to avoid losing focus on first click.
+ POINT oldCursor;
+ if (GetCursorPos(&oldCursor) &&
+ ((oldCursor.x < FSDesktopX) || (oldCursor.x > (FSDesktopX + PreFullscreenW)) ||
+ (oldCursor.y < FSDesktopY) || (oldCursor.x > (FSDesktopY + PreFullscreenH))))
+ {
+ // TBD: FullScreen window logic should really be in platform; it causes world rotation
+ // in relative mouse mode.
+ ::SetCursorPos(FSDesktopX, FSDesktopY);
+ }
+ }
+ else
+ {
+ HRESULT hr = SwapChain->SetFullscreenState(fullscreen, fullscreen ? FullscreenOutput : NULL);
+ if (FAILED(hr))
+ {
+ return false;
+ }
+ }
+
+ Params.Fullscreen = fullscreen;
+ return true;
+}
+
+void RenderDevice::SetMultipleViewports(int n, const Viewport* vps)
+{
+ if (n > 2)
+ {
+ n = 2;
+ }
+ for(int i = 0; i < n; i++)
+ {
+#if (OVR_D3D_VERSION == 10)
+ Viewports[i].Width = vps[i].w;
+ Viewports[i].Height = vps[i].h;
+ Viewports[i].MinDepth = 0;
+ Viewports[i].MaxDepth = 1;
+ Viewports[i].TopLeftX = vps[i].x;
+ Viewports[i].TopLeftY = vps[i].y;
+#else
+ Viewports[i].Width = (float)vps[i].w;
+ Viewports[i].Height = (float)vps[i].h;
+ Viewports[i].MinDepth = 0;
+ Viewports[i].MaxDepth = 1;
+ Viewports[i].TopLeftX = (float)vps[i].x;
+ Viewports[i].TopLeftY = (float)vps[i].y;
+#endif
+ }
+ NumViewports = n;
+ Context->RSSetViewports(n, Viewports);
+}
+
+static int GetDepthStateIndex(bool enable, bool write, RenderDevice::CompareFunc func)
+{
+ if (!enable)
+ {
+ return 0;
+ }
+ return 1 + int(func) * 2 + write;
+}
+
+void RenderDevice::SetDepthMode(bool enable, bool write, CompareFunc func)
+{
+ int index = GetDepthStateIndex(enable, write, func);
+ if (DepthStates[index])
+ {
+ CurDepthState = DepthStates[index];
+ Context->OMSetDepthStencilState(DepthStates[index], 0);
+ return;
+ }
+
+ D3D1x_(DEPTH_STENCIL_DESC) dss;
+ memset(&dss, 0, sizeof(dss));
+ dss.DepthEnable = enable;
+ switch(func)
+ {
+ case Compare_Always: dss.DepthFunc = D3D1x_(COMPARISON_ALWAYS); break;
+ case Compare_Less: dss.DepthFunc = D3D1x_(COMPARISON_LESS); break;
+ case Compare_Greater: dss.DepthFunc = D3D1x_(COMPARISON_GREATER); break;
+ default:
+ assert(0);
+ }
+ dss.DepthWriteMask = write ? D3D1x_(DEPTH_WRITE_MASK_ALL) : D3D1x_(DEPTH_WRITE_MASK_ZERO);
+ Device->CreateDepthStencilState(&dss, &DepthStates[index].GetRawRef());
+ Context->OMSetDepthStencilState(DepthStates[index], 0);
+ CurDepthState = DepthStates[index];
+}
+
+Texture* RenderDevice::GetDepthBuffer(int w, int h, int ms)
+{
+ for(unsigned i = 0; i < DepthBuffers.GetSize(); i++)
+ {
+ if (w == DepthBuffers[i]->Width && h == DepthBuffers[i]->Height &&
+ ms == DepthBuffers[i]->Samples)
+ return DepthBuffers[i];
+ }
+
+ Ptr<Texture> newDepth = *CreateTexture(Texture_Depth | Texture_RenderTarget | ms, w, h, NULL);
+ if (newDepth == NULL)
+ {
+ OVR_DEBUG_LOG(("Failed to get depth buffer."));
+ return NULL;
+ }
+
+ DepthBuffers.PushBack(newDepth);
+ return newDepth.GetPtr();
+}
+
+void RenderDevice::Clear(float r, float g, float b, float a, float depth)
+{
+ const float color[] = {r, g, b, a};
+
+ // save state that is affected by clearing this way
+ ID3D1xDepthStencilState* oldDepthState = CurDepthState;
+ StandardUniformData clearUniforms;
+
+ SetDepthMode(true, true, Compare_Always);
+
+ Context->IASetInputLayout(ModelVertexIL);
+#if (OVR_D3D_VERSION == 10)
+ Context->GSSetShader(NULL);
+#else
+ Context->GSSetShader(NULL, NULL, 0);
+#endif
+ //Shader<Shader_Geometry,ID3D1xGeometryShader> NullGS(this,(ID3D1xGeometryShader*)NULL);
+ //NullGS.Set(Prim_TriangleStrip);
+
+ ID3D1xShaderResourceView* sv[8] = {0, 0, 0, 0, 0, 0, 0, 0};
+ if (MaxTextureSet[Shader_Fragment])
+ {
+ Context->PSSetShaderResources(0, MaxTextureSet[Shader_Fragment], sv);
+ }
+
+ ID3D1xBuffer* vertexBuffer = QuadVertexBuffer->GetBuffer();
+ UINT vertexStride = sizeof(Vertex);
+ UINT vertexOffset = 0;
+ Context->IASetVertexBuffers(0, 1, &vertexBuffer, &vertexStride, &vertexOffset);
+
+ clearUniforms.View = Matrix4f(2, 0, 0, 0,
+ 0, 2, 0, 0,
+ 0, 0, 0, 0,
+ -1, -1, depth, 1);
+ UniformBuffers[Shader_Vertex]->Data(Buffer_Uniform, &clearUniforms, sizeof(clearUniforms));
+
+ ID3D1xBuffer* vertexConstants = UniformBuffers[Shader_Vertex]->GetBuffer();
+ Context->VSSetConstantBuffers(0, 1, &vertexConstants);
+ Context->IASetPrimitiveTopology(D3D1x_(PRIMITIVE_TOPOLOGY_TRIANGLESTRIP));
+ VertexShaders[VShader_MV]->Set(Prim_TriangleStrip);
+ PixelShaders[FShader_Solid]->Set(Prim_TriangleStrip);
+
+ UniformBuffers[Shader_Pixel]->Data(Buffer_Uniform, color, sizeof(color));
+ PixelShaders[FShader_Solid]->SetUniformBuffer(UniformBuffers[Shader_Pixel]);
+
+ if (NumViewports > 1)
+ {
+ for(int i = 0; i < NumViewports; i++)
+ {
+ Context->RSSetViewports(1, &Viewports[i]);
+ Context->OMSetBlendState(NULL, NULL, 0xffffffff);
+ Context->Draw(4, 0);
+ }
+ Context->RSSetViewports(NumViewports, Viewports);
+ }
+ else
+ {
+ Context->OMSetBlendState(NULL, NULL, 0xffffffff);
+ Context->Draw(4, 0);
+ }
+
+ // reset
+ CurDepthState = oldDepthState;
+ Context->OMSetDepthStencilState(CurDepthState, 0);
+}
+
+// Buffers
+
+Buffer* RenderDevice::CreateBuffer()
+{
+ return new Buffer(this);
+}
+
+Buffer::~Buffer()
+{
+}
+
+bool Buffer::Data(int use, const void *buffer, size_t size)
+{
+ if (D3DBuffer && Size >= size)
+ {
+ if (Dynamic)
+ {
+ if (!buffer)
+ return true;
+
+ void* v = Map(0, size, Map_Discard);
+ if (v)
+ {
+ memcpy(v, buffer, size);
+ Unmap(v);
+ return true;
+ }
+ }
+ else
+ {
+ Ren->Context->UpdateSubresource(D3DBuffer, 0, NULL, buffer, 0, 0);
+ return true;
+ }
+ }
+ if (D3DBuffer)
+ {
+ D3DBuffer = NULL;
+ Size = 0;
+ Use = 0;
+ Dynamic = 0;
+ }
+
+ D3D1x_(BUFFER_DESC) desc;
+ memset(&desc, 0, sizeof(desc));
+ if (use & Buffer_ReadOnly)
+ {
+ desc.Usage = D3D1x_(USAGE_IMMUTABLE);
+ desc.CPUAccessFlags = 0;
+ }
+ else
+ {
+ desc.Usage = D3D1x_(USAGE_DYNAMIC);
+ desc.CPUAccessFlags = D3D1x_(CPU_ACCESS_WRITE);
+ Dynamic = 1;
+ }
+
+ switch(use & Buffer_TypeMask)
+ {
+ case Buffer_Vertex: desc.BindFlags = D3D1x_(BIND_VERTEX_BUFFER); break;
+ case Buffer_Index: desc.BindFlags = D3D1x_(BIND_INDEX_BUFFER); break;
+ case Buffer_Uniform:
+ desc.BindFlags = D3D1x_(BIND_CONSTANT_BUFFER);
+ size += ((size + 15) & ~15) - size;
+ break;
+ case Buffer_Feedback:
+ desc.BindFlags = D3D1x_(BIND_STREAM_OUTPUT);
+ desc.Usage = D3D1x_(USAGE_DEFAULT);
+ desc.CPUAccessFlags = 0;
+ size += ((size + 15) & ~15) - size;
+ break;
+ }
+
+ desc.ByteWidth = (unsigned)size;
+
+ D3D1x_(SUBRESOURCE_DATA) sr;
+ sr.pSysMem = buffer;
+ sr.SysMemPitch = 0;
+ sr.SysMemSlicePitch = 0;
+
+ HRESULT hr = Ren->Device->CreateBuffer(&desc, buffer ? &sr : NULL, &D3DBuffer.GetRawRef());
+ if (SUCCEEDED(hr))
+ {
+ Use = use;
+ Size = desc.ByteWidth;
+ return 1;
+ }
+ return 0;
+}
+
+void* Buffer::Map(size_t start, size_t size, int flags)
+{
+ OVR_UNUSED(size);
+
+ D3D1x_(MAP) mapFlags = D3D1x_(MAP_WRITE);
+ if (flags & Map_Discard)
+ mapFlags = D3D1x_(MAP_WRITE_DISCARD);
+ if (flags & Map_Unsynchronized)
+ mapFlags = D3D1x_(MAP_WRITE_NO_OVERWRITE);
+
+#if (OVR_D3D_VERSION == 10)
+ void* map;
+ if (SUCCEEDED(D3DBuffer->Map(mapFlags, 0, &map)))
+ return ((char*)map) + start;
+ else
+ return NULL;
+#else
+ D3D1x_(MAPPED_SUBRESOURCE) map;
+ if (SUCCEEDED(Ren->Context->Map(D3DBuffer, 0, mapFlags, 0, &map)))
+ return ((char*)map.pData) + start;
+ else
+ return NULL;
+#endif
+}
+
+bool Buffer::Unmap(void *m)
+{
+ OVR_UNUSED(m);
+
+#if (OVR_D3D_VERSION == 10)
+ D3DBuffer->Unmap();
+#else
+ Ren->Context->Unmap(D3DBuffer, 0);
+#endif
+ return true;
+}
+
+
+// Shaders
+
+#if (OVR_D3D_VERSION == 10)
+template<> bool Shader<Render::Shader_Vertex, ID3D10VertexShader>::Load(void* shader, size_t size)
+{
+ return SUCCEEDED(Ren->Device->CreateVertexShader(shader, size, &D3DShader));
+}
+template<> bool Shader<Render::Shader_Pixel, ID3D10PixelShader>::Load(void* shader, size_t size)
+{
+ return SUCCEEDED(Ren->Device->CreatePixelShader(shader, size, &D3DShader));
+}
+template<> bool Shader<Render::Shader_Geometry, ID3D10GeometryShader>::Load(void* shader, size_t size)
+{
+ return SUCCEEDED(Ren->Device->CreateGeometryShader(shader, size, &D3DShader));
+}
+
+template<> void Shader<Render::Shader_Vertex, ID3D10VertexShader>::Set(PrimitiveType) const
+{
+ Ren->Context->VSSetShader(D3DShader);
+}
+template<> void Shader<Render::Shader_Pixel, ID3D10PixelShader>::Set(PrimitiveType) const
+{
+ Ren->Context->PSSetShader(D3DShader);
+}
+template<> void Shader<Render::Shader_Geometry, ID3D10GeometryShader>::Set(PrimitiveType) const
+{
+ Ren->Context->GSSetShader(D3DShader);
+}
+
+#else // 11
+template<> bool Shader<Render::Shader_Vertex, ID3D11VertexShader>::Load(void* shader, size_t size)
+{
+ return SUCCEEDED(Ren->Device->CreateVertexShader(shader, size, NULL, &D3DShader));
+}
+template<> bool Shader<Render::Shader_Pixel, ID3D11PixelShader>::Load(void* shader, size_t size)
+{
+ return SUCCEEDED(Ren->Device->CreatePixelShader(shader, size, NULL, &D3DShader));
+}
+template<> bool Shader<Render::Shader_Geometry, ID3D11GeometryShader>::Load(void* shader, size_t size)
+{
+ return SUCCEEDED(Ren->Device->CreateGeometryShader(shader, size, NULL, &D3DShader));
+}
+
+template<> void Shader<Render::Shader_Vertex, ID3D11VertexShader>::Set(PrimitiveType) const
+{
+ Ren->Context->VSSetShader(D3DShader, NULL, 0);
+}
+template<> void Shader<Render::Shader_Pixel, ID3D11PixelShader>::Set(PrimitiveType) const
+{
+ Ren->Context->PSSetShader(D3DShader, NULL, 0);
+}
+template<> void Shader<Render::Shader_Geometry, ID3D11GeometryShader>::Set(PrimitiveType) const
+{
+ Ren->Context->GSSetShader(D3DShader, NULL, 0);
+}
+#endif
+
+template<> void Shader<Render::Shader_Vertex, ID3D1xVertexShader>::SetUniformBuffer(Render::Buffer* buffer, int i)
+{
+ Ren->Context->VSSetConstantBuffers(i, 1, &((Buffer*)buffer)->D3DBuffer.GetRawRef());
+}
+template<> void Shader<Render::Shader_Pixel, ID3D1xPixelShader>::SetUniformBuffer(Render::Buffer* buffer, int i)
+{
+ Ren->Context->PSSetConstantBuffers(i, 1, &((Buffer*)buffer)->D3DBuffer.GetRawRef());
+}
+template<> void Shader<Render::Shader_Geometry, ID3D1xGeometryShader>::SetUniformBuffer(Render::Buffer* buffer, int i)
+{
+ Ren->Context->GSSetConstantBuffers(i, 1, &((Buffer*)buffer)->D3DBuffer.GetRawRef());
+}
+
+ID3D10Blob* RenderDevice::CompileShader(const char* profile, const char* src, const char* mainName)
+{
+ ID3D10Blob* shader;
+ ID3D10Blob* errors;
+ HRESULT hr = D3DCompile(src, strlen(src), NULL, NULL, NULL, mainName, profile,
+ 0, 0, &shader, &errors);
+ if (FAILED(hr))
+ {
+ OVR_DEBUG_LOG(("Compiling D3D shader for %s failed\n%s\n\n%s",
+ profile, src, errors->GetBufferPointer()));
+ OutputDebugStringA((char*)errors->GetBufferPointer());
+ return NULL;
+ }
+ if (errors)
+ {
+ errors->Release();
+ }
+ return shader;
+}
+
+
+ShaderBase::ShaderBase(RenderDevice* r, ShaderStage stage)
+ : Render::Shader(stage), Ren(r), UniformData(0)
+{
+}
+ShaderBase::~ShaderBase()
+{
+ if (UniformData)
+ {
+ OVR_FREE(UniformData);
+ }
+}
+
+bool ShaderBase::SetUniform(const char* name, int n, const float* v)
+{
+ for(unsigned i = 0; i < UniformInfo.GetSize(); i++)
+ if (!strcmp(UniformInfo[i].Name.ToCStr(), name))
+ {
+ memcpy(UniformData + UniformInfo[i].Offset, v, n * sizeof(float));
+ return 1;
+ }
+ return 0;
+}
+
+void ShaderBase::InitUniforms(ID3D10Blob* s)
+{
+ ID3D10ShaderReflection* ref = NULL;
+ D3D10ReflectShader(s->GetBufferPointer(), s->GetBufferSize(), &ref);
+ ID3D10ShaderReflectionConstantBuffer* buf = ref->GetConstantBufferByIndex(0);
+ D3D10_SHADER_BUFFER_DESC bufd;
+ if (FAILED(buf->GetDesc(&bufd)))
+ {
+ UniformsSize = 0;
+ if (UniformData)
+ {
+ OVR_FREE(UniformData);
+ UniformData = 0;
+ }
+ return;
+ }
+
+ for(unsigned i = 0; i < bufd.Variables; i++)
+ {
+ ID3D10ShaderReflectionVariable* var = buf->GetVariableByIndex(i);
+ if (var)
+ {
+ D3D10_SHADER_VARIABLE_DESC vd;
+ if (SUCCEEDED(var->GetDesc(&vd)))
+ {
+ Uniform u;
+ u.Name = vd.Name;
+ u.Offset = vd.StartOffset;
+ u.Size = vd.Size;
+ UniformInfo.PushBack(u);
+ }
+ }
+ }
+
+ UniformsSize = bufd.Size;
+ UniformData = (unsigned char*)OVR_ALLOC(bufd.Size);
+}
+
+void ShaderBase::UpdateBuffer(Buffer* buf)
+{
+ if (UniformsSize)
+ {
+ buf->Data(Buffer_Uniform, UniformData, UniformsSize);
+ }
+}
+
+void RenderDevice::SetCommonUniformBuffer(int i, Render::Buffer* buffer)
+{
+ CommonUniforms[i] = (Buffer*)buffer;
+
+ Context->PSSetConstantBuffers(1, 1, &CommonUniforms[1]->D3DBuffer.GetRawRef());
+ Context->VSSetConstantBuffers(1, 1, &CommonUniforms[1]->D3DBuffer.GetRawRef());
+}
+
+Render::Shader *RenderDevice::LoadBuiltinShader(ShaderStage stage, int shader)
+{
+ switch(stage)
+ {
+ case Shader_Vertex:
+ return VertexShaders[shader];
+ case Shader_Pixel:
+ return PixelShaders[shader];
+ default:
+ return NULL;
+ }
+}
+
+ShaderBase* RenderDevice::CreateStereoShader(PrimitiveType prim, Render::Shader* vs)
+{
+ if (pStereoShaders[prim])
+ {
+ return pStereoShaders[prim];
+ }
+
+ OVR_UNUSED(vs);
+ const char* varyings =
+ " float4 Position : SV_Position;\n"
+ " float4 Color : COLOR0;\n"
+ " float2 TexCoord : TEXCOORD0;\n"
+ " float3 Normal : NORMAL;\n";
+ const char* copyVaryings =
+ " o.Color = iv[i].Color;\n"
+ " o.Normal = iv[i].Normal;\n"
+ " o.TexCoord = iv[i].TexCoord;\n";
+
+ StringBuffer src =
+ "float4x4 Proj[2] : register(c0);\n"
+ "float4 ViewOffset : register(c8);\n"
+ "struct Varyings\n"
+ "{\n";
+ src += varyings;
+ src += "};\n"
+ "struct OutVaryings\n"
+ "{\n";
+ src += varyings;
+ src +=
+ " float3 VPos : TEXCOORD4;\n"
+ " uint Viewport : SV_ViewportArrayIndex;\n"
+ "};\n";
+
+ if (prim == Prim_Lines)
+ src +=
+ "[maxvertexcount(4)]\n"
+ "void main(line Varyings iv[2], inout LineStream<OutVaryings> v)\n";
+ else
+ src +=
+ "[maxvertexcount(6)]\n"
+ "void main(triangle Varyings iv[3], inout TriangleStream<OutVaryings> v)\n";
+
+ char ivsize[6];
+ OVR_sprintf(ivsize, 6, "%d", (prim == Prim_Lines) ? 2 : 3);
+
+ src +=
+ "{\n"
+ " OutVaryings o;\n"
+ " for (uint i = 0; i < ";
+ src += ivsize;
+ src += "; i++)\n"
+ " {\n"
+ " o.Position = mul(Proj[0], iv[i].Position - ViewOffset);\n"
+ " o.VPos = iv[i].Position;\n"
+ " o.Viewport = 0;\n";
+ src += copyVaryings;
+ src +=
+ " v.Append(o);\n"
+ " }\n"
+ " v.RestartStrip();\n"
+ " for (uint i = 0; i < ";
+ src += ivsize;
+ src += "; i++)\n"
+ " {\n"
+ " o.Position = mul(Proj[1], iv[i].Position + ViewOffset);\n"
+ " o.VPos = iv[i].Position;\n"
+ " o.Viewport = 1;\n";
+ src += copyVaryings;
+ src +=
+ " v.Append(o);\n"
+ " }\n"
+ " v.RestartStrip();\n"
+ "}\n";
+
+ pStereoShaders[prim] = *new GeomShader(this, CompileShader("gs_4_0", src.ToCStr()));
+ return pStereoShaders[prim];
+}
+
+Fill* RenderDevice::CreateSimpleFill(int flags)
+{
+ OVR_UNUSED(flags);
+ return DefaultFill;
+}
+
+// Textures
+
+ID3D1xSamplerState* RenderDevice::GetSamplerState(int sm)
+{
+ if (SamplerStates[sm])
+ return SamplerStates[sm];
+
+ D3D1x_(SAMPLER_DESC) ss;
+ memset(&ss, 0, sizeof(ss));
+ if (sm & Sample_Clamp)
+ ss.AddressU = ss.AddressV = ss.AddressW = D3D1x_(TEXTURE_ADDRESS_CLAMP);
+ else if (sm & Sample_ClampBorder)
+ ss.AddressU = ss.AddressV = ss.AddressW = D3D1x_(TEXTURE_ADDRESS_BORDER);
+ else
+ ss.AddressU = ss.AddressV = ss.AddressW = D3D1x_(TEXTURE_ADDRESS_WRAP);
+
+ if (sm & Sample_Nearest)
+ {
+ ss.Filter = D3D1x_(FILTER_MIN_MAG_MIP_POINT);
+ }
+ else if (sm & Sample_Anisotropic)
+ {
+ ss.Filter = D3D1x_(FILTER_ANISOTROPIC);
+ ss.MaxAnisotropy = 8;
+ }
+ else
+ {
+ ss.Filter = D3D1x_(FILTER_MIN_MAG_MIP_LINEAR);
+ }
+ ss.MaxLOD = 15;
+ Device->CreateSamplerState(&ss, &SamplerStates[sm].GetRawRef());
+ return SamplerStates[sm];
+}
+
+Texture::Texture(RenderDevice* ren, int fmt, int w, int h) : Ren(ren), Tex(NULL), TexSv(NULL), TexRtv(NULL), TexDsv(NULL), Width(w), Height(h)
+{
+ OVR_UNUSED(fmt);
+ Sampler = Ren->GetSamplerState(0);
+}
+
+Texture::~Texture()
+{
+}
+
+void Texture::Set(int slot, Render::ShaderStage stage) const
+{
+ Ren->SetTexture(stage, slot, this);
+}
+
+void Texture::SetSampleMode(int sm)
+{
+ Sampler = Ren->GetSamplerState(sm);
+}
+
+void RenderDevice::SetTexture(Render::ShaderStage stage, int slot, const Texture* t)
+{
+ if (MaxTextureSet[stage] <= slot)
+ MaxTextureSet[stage] = slot + 1;
+
+ ID3D1xShaderResourceView* sv = t ? t->TexSv : NULL;
+ switch(stage)
+ {
+ case Shader_Fragment:
+ Context->PSSetShaderResources(slot, 1, &sv);
+ if (t)
+ {
+ Context->PSSetSamplers(slot, 1, &t->Sampler.GetRawRef());
+ }
+ break;
+
+ case Shader_Vertex:
+ Context->VSSetShaderResources(slot, 1, &sv);
+ break;
+ }
+}
+
+void RenderDevice::GenerateSubresourceData(
+ unsigned imageWidth, unsigned imageHeight, int format, unsigned imageDimUpperLimit,
+ const void* rawBytes, D3D1x_(SUBRESOURCE_DATA)* subresData,
+ unsigned& largestMipWidth, unsigned& largestMipHeight, unsigned& byteSize, unsigned& effectiveMipCount)
+{
+ largestMipWidth = 0;
+ largestMipHeight = 0;
+
+ unsigned sliceLen = 0;
+ unsigned rowLen = 0;
+ unsigned numRows = 0;
+ const byte* mipBytes = static_cast<const byte*>(rawBytes);
+
+ unsigned index = 0;
+ unsigned subresWidth = imageWidth;
+ unsigned subresHeight = imageHeight;
+ unsigned numMips = effectiveMipCount;
+
+ for(unsigned i = 0; i < numMips; i++)
+ {
+ unsigned bytesPerBlock = 0;
+ if (format == DXGI_FORMAT_BC1_UNORM)
+ {
+ bytesPerBlock = 8;
+ }
+ else if (format == DXGI_FORMAT_BC3_UNORM)
+ {
+ bytesPerBlock = 16;
+ }
+
+ unsigned blockWidth = 0;
+ blockWidth = (subresWidth + 3) / 4;
+ if (blockWidth < 1)
+ {
+ blockWidth = 1;
+ }
+
+ unsigned blockHeight = 0;
+ blockHeight = (subresHeight + 3) / 4;
+ if (blockHeight < 1)
+ {
+ blockHeight = 1;
+ }
+
+ rowLen = blockWidth * bytesPerBlock;
+ numRows = blockHeight;
+ sliceLen = rowLen * numRows;
+
+ if (imageDimUpperLimit == 0 || (effectiveMipCount == 1) ||
+ (subresWidth <= imageDimUpperLimit && subresHeight <= imageDimUpperLimit))
+ {
+ if(!largestMipWidth)
+ {
+ largestMipWidth = subresWidth;
+ largestMipHeight = subresHeight;
+ }
+
+ subresData[index].pSysMem = (const void*)mipBytes;
+ subresData[index].SysMemPitch = static_cast<UINT>(rowLen);
+ subresData[index].SysMemSlicePitch = static_cast<UINT>(sliceLen);
+ byteSize += sliceLen;
+ ++index;
+ }
+ else
+ {
+ effectiveMipCount--;
+ }
+
+ mipBytes += sliceLen;
+
+ subresWidth = subresWidth >> 1;
+ subresHeight = subresHeight >> 1;
+ if (subresWidth <= 0)
+ {
+ subresWidth = 1;
+ }
+ if (subresHeight <= 0)
+ {
+ subresHeight = 1;
+ }
+ }
+}
+
+#define _256Megabytes 268435456
+#define _512Megabytes 536870912
+
+Texture* RenderDevice::CreateTexture(int format, int width, int height, const void* data, int mipcount)
+{
+ UPInt gpuMemorySize = 0;
+ {
+ IDXGIDevice* pDXGIDevice;
+ Device->QueryInterface(__uuidof(IDXGIDevice), (void **)&pDXGIDevice);
+ IDXGIAdapter * pDXGIAdapter;
+ pDXGIDevice->GetAdapter(&pDXGIAdapter);
+ DXGI_ADAPTER_DESC adapterDesc;
+ pDXGIAdapter->GetDesc(&adapterDesc);
+ gpuMemorySize = adapterDesc.DedicatedVideoMemory;
+ pDXGIAdapter->Release();
+ pDXGIDevice->Release();
+ }
+
+ unsigned imageDimUpperLimit = 0;
+ if (gpuMemorySize <= _256Megabytes)
+ {
+ imageDimUpperLimit = 512;
+ }
+ else if (gpuMemorySize <= _512Megabytes)
+ {
+ imageDimUpperLimit = 1024;
+ }
+
+ if (format == Texture_DXT1 || format == Texture_DXT5)
+ {
+ int convertedFormat = (format == Texture_DXT1) ? DXGI_FORMAT_BC1_UNORM : DXGI_FORMAT_BC3_UNORM;
+ unsigned largestMipWidth = 0;
+ unsigned largestMipHeight = 0;
+ unsigned effectiveMipCount = mipcount;
+ unsigned textureSize = 0;
+
+#ifdef OVR_DEFINE_NEW
+#undef new
+#endif
+
+ D3D1x_(SUBRESOURCE_DATA)* subresData = (D3D1x_(SUBRESOURCE_DATA)*)
+ OVR_ALLOC(sizeof(D3D1x_(SUBRESOURCE_DATA)) * mipcount);
+ GenerateSubresourceData(width, height, convertedFormat, imageDimUpperLimit, data, subresData, largestMipWidth,
+ largestMipHeight, textureSize, effectiveMipCount);
+ TotalTextureMemoryUsage += textureSize;
+
+#ifdef OVR_DEFINE_NEW
+#define new OVR_DEFINE_NEW
+#endif
+
+ if (!Device || !subresData)
+ {
+ return NULL;
+ }
+ int samples = (Texture_RGBA & Texture_SamplesMask);
+ if (samples < 1)
+ {
+ samples = 1;
+ }
+
+ Texture* NewTex = new Texture(this, format, largestMipWidth, largestMipHeight);
+ NewTex->Samples = samples;
+
+ D3D1x_(TEXTURE2D_DESC) desc;
+ desc.Width = largestMipWidth;
+ desc.Height = largestMipHeight;
+ desc.MipLevels = effectiveMipCount;
+ desc.ArraySize = 1;
+ desc.Format = static_cast<DXGI_FORMAT>(convertedFormat);
+ desc.SampleDesc.Count = samples;
+ desc.SampleDesc.Quality = 0;
+ desc.Usage = D3D1x_(USAGE_DEFAULT);
+ desc.BindFlags = D3D1x_(BIND_SHADER_RESOURCE);
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = 0;
+
+ HRESULT hr = Device->CreateTexture2D(&desc, static_cast<D3D1x_(SUBRESOURCE_DATA)*>(subresData),
+ &NewTex->Tex.GetRawRef());
+ OVR_FREE(subresData);
+
+ if (SUCCEEDED(hr) && NewTex != 0)
+ {
+ D3D1x_(SHADER_RESOURCE_VIEW_DESC) SRVDesc;
+ memset(&SRVDesc, 0, sizeof(SRVDesc));
+ SRVDesc.Format = static_cast<DXGI_FORMAT>(format);
+ SRVDesc.ViewDimension = D3D_SRV_DIMENSION_TEXTURE2D;
+ SRVDesc.Texture2D.MipLevels = desc.MipLevels;
+
+ hr = Device->CreateShaderResourceView(NewTex->Tex, NULL, &NewTex->TexSv.GetRawRef());
+
+ if (FAILED(hr))
+ {
+ NewTex->Release();
+ return NULL;
+ }
+ return NewTex;
+ }
+
+ return NULL;
+ }
+ else
+ {
+ DXGI_FORMAT d3dformat;
+ int bpp;
+ switch(format & Texture_TypeMask)
+ {
+ case Texture_RGBA:
+ bpp = 4;
+ d3dformat = DXGI_FORMAT_R8G8B8A8_UNORM;
+ break;
+ case Texture_R:
+ bpp = 1;
+ d3dformat = DXGI_FORMAT_R8_UNORM;
+ break;
+ case Texture_Depth:
+ bpp = 0;
+ d3dformat = DXGI_FORMAT_D32_FLOAT;
+ break;
+ default:
+ return NULL;
+ }
+
+ int samples = (format & Texture_SamplesMask);
+ if (samples < 1)
+ {
+ samples = 1;
+ }
+
+ Texture* NewTex = new Texture(this, format, width, height);
+ NewTex->Samples = samples;
+
+ D3D1x_(TEXTURE2D_DESC) dsDesc;
+ dsDesc.Width = width;
+ dsDesc.Height = height;
+ dsDesc.MipLevels = (format == (Texture_RGBA | Texture_GenMipmaps) && data) ? GetNumMipLevels(width, height) : 1;
+ dsDesc.ArraySize = 1;
+ dsDesc.Format = d3dformat;
+ dsDesc.SampleDesc.Count = samples;
+ dsDesc.SampleDesc.Quality = 0;
+ dsDesc.Usage = D3D1x_(USAGE_DEFAULT);
+ dsDesc.BindFlags = D3D1x_(BIND_SHADER_RESOURCE);
+ dsDesc.CPUAccessFlags = 0;
+ dsDesc.MiscFlags = 0;
+
+ if (format & Texture_RenderTarget)
+ {
+ if ((format & Texture_TypeMask) == Texture_Depth)
+ // We don't use depth textures, and creating them in d3d10 requires different options.
+ {
+ dsDesc.BindFlags = D3D1x_(BIND_DEPTH_STENCIL);
+ }
+ else
+ {
+ dsDesc.BindFlags |= D3D1x_(BIND_RENDER_TARGET);
+ }
+ }
+
+ HRESULT hr = Device->CreateTexture2D(&dsDesc, NULL, &NewTex->Tex.GetRawRef());
+ if (FAILED(hr))
+ {
+ OVR_DEBUG_LOG_TEXT(("Failed to create 2D D3D texture."));
+ NewTex->Release();
+ return NULL;
+ }
+ if (dsDesc.BindFlags & D3D1x_(BIND_SHADER_RESOURCE))
+ {
+ Device->CreateShaderResourceView(NewTex->Tex, NULL, &NewTex->TexSv.GetRawRef());
+ }
+
+ if (data)
+ {
+ Context->UpdateSubresource(NewTex->Tex, 0, NULL, data, width * bpp, width * height * bpp);
+ if (format == (Texture_RGBA | Texture_GenMipmaps))
+ {
+ int srcw = width, srch = height;
+ int level = 0;
+ UByte* mipmaps = NULL;
+ do
+ {
+ level++;
+ int mipw = srcw >> 1;
+ if (mipw < 1)
+ {
+ mipw = 1;
+ }
+ int miph = srch >> 1;
+ if (miph < 1)
+ {
+ miph = 1;
+ }
+ if (mipmaps == NULL)
+ {
+ mipmaps = (UByte*)OVR_ALLOC(mipw * miph * 4);
+ }
+ FilterRgba2x2(level == 1 ? (const UByte*)data : mipmaps, srcw, srch, mipmaps);
+ Context->UpdateSubresource(NewTex->Tex, level, NULL, mipmaps, mipw * bpp, miph * bpp);
+ srcw = mipw;
+ srch = miph;
+ }
+ while(srcw > 1 || srch > 1);
+
+ if (mipmaps != NULL)
+ {
+ OVR_FREE(mipmaps);
+ }
+ }
+ }
+
+ if (format & Texture_RenderTarget)
+ {
+ if ((format & Texture_TypeMask) == Texture_Depth)
+ {
+ Device->CreateDepthStencilView(NewTex->Tex, NULL, &NewTex->TexDsv.GetRawRef());
+ }
+ else
+ {
+ Device->CreateRenderTargetView(NewTex->Tex, NULL, &NewTex->TexRtv.GetRawRef());
+ }
+ }
+
+ return NewTex;
+ }
+}
+
+// Rendering
+
+void RenderDevice::BeginRendering()
+{
+ Context->RSSetState(Rasterizer);
+}
+
+void RenderDevice::SetRenderTarget(Render::Texture* color, Render::Texture* depth, Render::Texture* stencil)
+{
+ OVR_UNUSED(stencil);
+
+ CurRenderTarget = (Texture*)color;
+ if (color == NULL)
+ {
+ Texture* newDepthBuffer = GetDepthBuffer(WindowWidth, WindowHeight, Params.Multisample);
+ if (newDepthBuffer == NULL)
+ {
+ OVR_DEBUG_LOG(("New depth buffer creation failed."));
+ }
+ if (newDepthBuffer != NULL)
+ {
+ CurDepthBuffer = GetDepthBuffer(WindowWidth, WindowHeight, Params.Multisample);
+ Context->OMSetRenderTargets(1, &BackBufferRT.GetRawRef(), CurDepthBuffer->TexDsv);
+ }
+ return;
+ }
+ if (depth == NULL)
+ {
+ depth = GetDepthBuffer(color->GetWidth(), color->GetHeight(), CurRenderTarget->Samples);
+ }
+
+ ID3D1xShaderResourceView* sv[8] = {0, 0, 0, 0, 0, 0, 0, 0};
+ if (MaxTextureSet[Shader_Fragment])
+ {
+ Context->PSSetShaderResources(0, MaxTextureSet[Shader_Fragment], sv);
+ }
+ memset(MaxTextureSet, 0, sizeof(MaxTextureSet));
+
+ CurDepthBuffer = (Texture*)depth;
+ Context->OMSetRenderTargets(1, &((Texture*)color)->TexRtv.GetRawRef(), ((Texture*)depth)->TexDsv);
+}
+
+
+void RenderDevice::SetWorldUniforms(const Matrix4f& proj)
+{
+ StdUniforms.Proj = proj.Transposed();
+ // Shader constant buffers cannot be partially updated.
+}
+
+
+void RenderDevice::Render(const Matrix4f& matrix, Model* model)
+{
+ // Store data in buffers if not already
+ if (!model->VertexBuffer)
+ {
+ Ptr<Buffer> vb = *CreateBuffer();
+ vb->Data(Buffer_Vertex, &model->Vertices[0], model->Vertices.GetSize() * sizeof(Vertex));
+ model->VertexBuffer = vb;
+ }
+ if (!model->IndexBuffer)
+ {
+ Ptr<Buffer> ib = *CreateBuffer();
+ ib->Data(Buffer_Index, &model->Indices[0], model->Indices.GetSize() * 2);
+ model->IndexBuffer = ib;
+ }
+
+ Render(model->Fill ? model->Fill : DefaultFill,
+ model->VertexBuffer, model->IndexBuffer,
+ matrix, 0, (unsigned)model->Indices.GetSize(), model->GetPrimType());
+}
+
+void RenderDevice::RenderWithAlpha( const Fill* fill, Render::Buffer* vertices, Render::Buffer* indices,
+ const Matrix4f& matrix, int offset, int count, PrimitiveType rprim)
+{
+ Context->OMSetBlendState(BlendState, NULL, 0xffffffff);
+ Render(fill, vertices, indices, matrix, offset, count, rprim);
+ Context->OMSetBlendState(NULL, NULL, 0xffffffff);
+}
+
+void RenderDevice::Render(const Fill* fill, Render::Buffer* vertices, Render::Buffer* indices,
+ const Matrix4f& matrix, int offset, int count, PrimitiveType rprim)
+{
+ Context->IASetInputLayout(ModelVertexIL);
+ if (indices)
+ {
+ Context->IASetIndexBuffer(((Buffer*)indices)->GetBuffer(), DXGI_FORMAT_R16_UINT, 0);
+ }
+
+ ID3D1xBuffer* vertexBuffer = ((Buffer*)vertices)->GetBuffer();
+ UINT vertexStride = sizeof(Vertex);
+ UINT vertexOffset = offset;
+ Context->IASetVertexBuffers(0, 1, &vertexBuffer, &vertexStride, &vertexOffset);
+
+ ShaderSet* shaders = ((ShaderFill*)fill)->GetShaders();
+
+ ShaderBase* vshader = ((ShaderBase*)shaders->GetShader(Shader_Vertex));
+ unsigned char* vertexData = vshader->UniformData;
+ if (vertexData)
+ {
+ StandardUniformData* stdUniforms = (StandardUniformData*) vertexData;
+ stdUniforms->View = matrix.Transposed();
+ stdUniforms->Proj = StdUniforms.Proj;
+ UniformBuffers[Shader_Vertex]->Data(Buffer_Uniform, vertexData, vshader->UniformsSize);
+ vshader->SetUniformBuffer(UniformBuffers[Shader_Vertex]);
+ }
+
+ for(int i = Shader_Vertex + 1; i < Shader_Count; i++)
+ if (shaders->GetShader(i))
+ {
+ ((ShaderBase*)shaders->GetShader(i))->UpdateBuffer(UniformBuffers[i]);
+ ((ShaderBase*)shaders->GetShader(i))->SetUniformBuffer(UniformBuffers[i]);
+ }
+
+ D3D1x_(PRIMITIVE_TOPOLOGY) prim;
+ switch(rprim)
+ {
+ case Prim_Triangles:
+ prim = D3D1x_(PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+ break;
+ case Prim_Lines:
+ prim = D3D1x_(PRIMITIVE_TOPOLOGY_LINELIST);
+ break;
+ case Prim_TriangleStrip:
+ prim = D3D1x_(PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+ break;
+ default:
+ assert(0);
+ return;
+ }
+ Context->IASetPrimitiveTopology(prim);
+
+ fill->Set(rprim);
+ if (ExtraShaders)
+ {
+ ExtraShaders->Set(rprim);
+ }
+
+ if (indices)
+ {
+ Context->DrawIndexed(count, 0, 0);
+ }
+ else
+ {
+ Context->Draw(count, 0);
+ }
+}
+
+UPInt RenderDevice::QueryGPUMemorySize()
+{
+ IDXGIDevice* pDXGIDevice;
+ Device->QueryInterface(__uuidof(IDXGIDevice), (void **)&pDXGIDevice);
+ IDXGIAdapter * pDXGIAdapter;
+ pDXGIDevice->GetAdapter(&pDXGIAdapter);
+ DXGI_ADAPTER_DESC adapterDesc;
+ pDXGIAdapter->GetDesc(&adapterDesc);
+ return adapterDesc.DedicatedVideoMemory;
+}
+
+
+void RenderDevice::Present()
+{
+ SwapChain->Present(0, 0);
+}
+
+void RenderDevice::ForceFlushGPU()
+{
+ D3D1x_QUERY_DESC queryDesc = { D3D1x_(QUERY_EVENT), 0 };
+ Ptr<ID3D1xQuery> query;
+ BOOL done = FALSE;
+
+ if (Device->CreateQuery(&queryDesc, &query.GetRawRef()) == S_OK)
+ {
+
+#if (OVR_D3D_VERSION == 10)
+ // Begin() not used for EVENT query.
+ query->End();
+ // GetData will returns S_OK for both done == TRUE or FALSE.
+ // Exit on failure to avoid infinite loop.
+ do { }
+ while(!done && !FAILED(query->GetData(&done, sizeof(BOOL), 0)));
+#else
+ Context->End(query);
+ do { }
+ while(!done && !FAILED(Context->GetData(query, &done, sizeof(BOOL), 0)));
+#endif
+
+ }
+}
+
+
+void RenderDevice::FillRect(float left, float top, float right, float bottom, Color c)
+{
+ Context->OMSetBlendState(BlendState, NULL, 0xffffffff);
+ OVR::Render::RenderDevice::FillRect(left, top, right, bottom, c);
+ Context->OMSetBlendState(NULL, NULL, 0xffffffff);
+}
+
+void RenderDevice::FillGradientRect(float left, float top, float right, float bottom, Color col_top, Color col_btm)
+{
+ Context->OMSetBlendState(BlendState, NULL, 0xffffffff);
+ OVR::Render::RenderDevice::FillGradientRect(left, top, right, bottom, col_top, col_btm);
+ Context->OMSetBlendState(NULL, NULL, 0xffffffff);
+}
+
+void RenderDevice::RenderText(const struct Font* font, const char* str, float x, float y, float size, Color c)
+{
+ Context->OMSetBlendState(BlendState, NULL, 0xffffffff);
+ OVR::Render::RenderDevice::RenderText(font, str, x, y, size, c);
+ Context->OMSetBlendState(NULL, NULL, 0xffffffff);
+}
+
+void RenderDevice::RenderImage(float left, float top, float right, float bottom, ShaderFill* image)
+{
+ Context->OMSetBlendState(BlendState, NULL, 0xffffffff);
+ OVR::Render::RenderDevice::RenderImage(left, top, right, bottom, image);
+ Context->OMSetBlendState(NULL, NULL, 0xffffffff);
+}
+
+}}}
+
diff --git a/Samples/CommonSrc/Render/Render_D3D1X_Device.h b/Samples/CommonSrc/Render/Render_D3D1X_Device.h
index c0edc28..b615e2b 100644
--- a/Samples/CommonSrc/Render/Render_D3D1X_Device.h
+++ b/Samples/CommonSrc/Render/Render_D3D1X_Device.h
@@ -1,360 +1,362 @@
-/************************************************************************************
-
-Filename : Render_D3D1X_Device.h
-Content : RenderDevice implementation header for D3DX10/11.
-Created : September 10, 2012
-Authors : Andrew Reisse
-
-Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved.
-
-Licensed under the Apache License, Version 2.0 (the "License");
-you may not use this file except in compliance with the License.
-You may obtain a copy of the License at
-
-http://www.apache.org/licenses/LICENSE-2.0
-
-Unless required by applicable law or agreed to in writing, software
-distributed under the License is distributed on an "AS IS" BASIS,
-WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-See the License for the specific language governing permissions and
-limitations under the License.
-
-************************************************************************************/
-
-// ***** IMPORTANT:
-// This file can be included twice, once with OVR_D3D_VERSION=10 and
-// once with OVR_D3D_VERSION=11.
-
-
-#ifndef OVR_D3D_VERSION
-#error define OVR_D3D_VERSION to 10 or 11
-#endif
-
-#include "Kernel/OVR_String.h"
-#include "Kernel/OVR_Array.h"
-
-#if (OVR_D3D_VERSION == 10 && !defined(_OVR_RENDERER_D3D10)) || \
- (OVR_D3D_VERSION == 11 && !defined(_OVR_RENDERER_D3D11))
-
-#include "../Render/Render_Device.h"
-
-#include <Windows.h>
-
-#if (OVR_D3D_VERSION == 10)
-#define _OVR_RENDERER_D3D10
-#include <d3d10.h>
-
-namespace OVR { namespace Render { namespace D3D10 {
-
-#else // 11
-
-#define _OVR_RENDERER_D3D11
-#include <d3d11.h>
-
-namespace OVR { namespace Render { namespace D3D11 {
-#endif
-
-class RenderDevice;
-
-#ifdef D3D1x_
-#undef D3D1x_
-#endif
-#ifdef ID3D1x
-#undef ID3D1x
-#endif
-
-#if (OVR_D3D_VERSION == 10)
-typedef ID3D10Device ID3D1xDevice;
-typedef ID3D10Device ID3D1xDeviceContext;
-typedef ID3D10RenderTargetView ID3D1xRenderTargetView;
-typedef ID3D10Texture2D ID3D1xTexture2D;
-typedef ID3D10ShaderResourceView ID3D1xShaderResourceView;
-typedef ID3D10DepthStencilView ID3D1xDepthStencilView;
-typedef ID3D10DepthStencilState ID3D1xDepthStencilState;
-typedef ID3D10InputLayout ID3D1xInputLayout;
-typedef ID3D10Buffer ID3D1xBuffer;
-typedef ID3D10VertexShader ID3D1xVertexShader;
-typedef ID3D10PixelShader ID3D1xPixelShader;
-typedef ID3D10GeometryShader ID3D1xGeometryShader;
-typedef ID3D10BlendState ID3D1xBlendState;
-typedef ID3D10RasterizerState ID3D1xRasterizerState;
-typedef ID3D10SamplerState ID3D1xSamplerState;
-typedef ID3D10Query ID3D1xQuery;
-typedef ID3D10Blob ID3D1xBlob;
-typedef D3D10_VIEWPORT D3D1x_VIEWPORT;
-typedef D3D10_QUERY_DESC D3D1x_QUERY_DESC;
-#define D3D1x_(x) D3D10_##x
-#define ID3D1x(x) ID3D10##x
-
-#else // D3D 11
-typedef ID3D11Device ID3D1xDevice;
-typedef ID3D11DeviceContext ID3D1xDeviceContext;
-typedef ID3D11RenderTargetView ID3D1xRenderTargetView;
-typedef ID3D11Texture2D ID3D1xTexture2D;
-typedef ID3D11ShaderResourceView ID3D1xShaderResourceView;
-typedef ID3D11DepthStencilView ID3D1xDepthStencilView;
-typedef ID3D11DepthStencilState ID3D1xDepthStencilState;
-typedef ID3D11InputLayout ID3D1xInputLayout;
-typedef ID3D11Buffer ID3D1xBuffer;
-typedef ID3D10Blob ID3D1xBlob;
-typedef ID3D11VertexShader ID3D1xVertexShader;
-typedef ID3D11PixelShader ID3D1xPixelShader;
-typedef ID3D11GeometryShader ID3D1xGeometryShader;
-typedef ID3D11BlendState ID3D1xBlendState;
-typedef ID3D11RasterizerState ID3D1xRasterizerState;
-typedef ID3D11SamplerState ID3D1xSamplerState;
-typedef ID3D11Query ID3D1xQuery;
-typedef D3D11_VIEWPORT D3D1x_VIEWPORT;
-typedef D3D11_QUERY_DESC D3D1x_QUERY_DESC;
-#define D3D1x_(x) D3D11_##x
-#define ID3D1x(x) ID3D11##x
-#endif
-
-class Buffer;
-
-class ShaderBase : public Render::Shader
-{
-public:
- RenderDevice* Ren;
- unsigned char* UniformData;
- int UniformsSize;
-
- struct Uniform
- {
- String Name;
- int Offset, Size;
- };
- Array<Uniform> UniformInfo;
-
- ShaderBase(RenderDevice* r, ShaderStage stage);
- ~ShaderBase();
-
- void InitUniforms(ID3D10Blob* s);
- bool SetUniform(const char* name, int n, const float* v);
- //virtual bool UseTransposeMatrix() const { return 1; }
-
- void UpdateBuffer(Buffer* b);
-};
-
-template<Render::ShaderStage SStage, class D3DShaderType>
-class Shader : public ShaderBase
-{
-public:
- D3DShaderType* D3DShader;
-
- Shader(RenderDevice* r, D3DShaderType* s) : ShaderBase(r, SStage), D3DShader(s) {}
- Shader(RenderDevice* r, ID3D1xBlob* s) : ShaderBase(r, SStage)
- {
- Load(s);
- InitUniforms(s);
- }
- ~Shader()
- {
- if(D3DShader)
- {
- D3DShader->Release();
- }
- }
- bool Load(ID3D1xBlob* shader)
- {
- return Load(shader->GetBufferPointer(), shader->GetBufferSize());
- }
-
- // These functions have specializations.
- bool Load(void* shader, size_t size);
- void Set(PrimitiveType prim) const;
- void SetUniformBuffer(Render::Buffer* buffers, int i = 0);
-};
-
-typedef Shader<Render::Shader_Vertex, ID3D1xVertexShader> VertexShader;
-typedef Shader<Render::Shader_Geometry, ID3D1xGeometryShader> GeomShader;
-typedef Shader<Render::Shader_Fragment, ID3D1xPixelShader> PixelShader;
-
-
-class Buffer : public Render::Buffer
-{
-public:
- RenderDevice* Ren;
- Ptr<ID3D1xBuffer> D3DBuffer;
- size_t Size;
- int Use;
- bool Dynamic;
-
-public:
- Buffer(RenderDevice* r) : Ren(r), Size(0), Use(0) {}
- ~Buffer();
-
- ID3D1xBuffer* GetBuffer()
- {
- return D3DBuffer;
- }
-
- virtual size_t GetSize()
- {
- return Size;
- }
- virtual void* Map(size_t start, size_t size, int flags = 0);
- virtual bool Unmap(void *m);
- virtual bool Data(int use, const void* buffer, size_t size);
-};
-
-class Texture : public Render::Texture
-{
-public:
- RenderDevice* Ren;
- Ptr<ID3D1xTexture2D> Tex;
- Ptr<ID3D1xShaderResourceView> TexSv;
- Ptr<ID3D1xRenderTargetView> TexRtv;
- Ptr<ID3D1xDepthStencilView> TexDsv;
- mutable Ptr<ID3D1xSamplerState> Sampler;
- int Width, Height;
- int Samples;
-
- Texture(RenderDevice* r, int fmt, int w, int h);
- ~Texture();
-
- virtual int GetWidth() const
- {
- return Width;
- }
- virtual int GetHeight() const
- {
- return Height;
- }
- virtual int GetSamples() const
- {
- return Samples;
- }
-
- virtual void SetSampleMode(int sm);
-
- virtual void Set(int slot, Render::ShaderStage stage = Render::Shader_Fragment) const;
-};
-
-class RenderDevice : public Render::RenderDevice
-{
-public:
- Ptr<IDXGIFactory> DXGIFactory;
- HWND Window;
-
- Ptr<ID3D1xDevice> Device;
- Ptr<ID3D1xDeviceContext> Context;
- Ptr<IDXGISwapChain> SwapChain;
- Ptr<IDXGIAdapter> Adapter;
- Ptr<IDXGIOutput> FullscreenOutput;
- int FSDesktopX, FSDesktopY;
- int PreFullscreenX, PreFullscreenY, PreFullscreenW, PreFullscreenH;
-
- Ptr<ID3D1xTexture2D> BackBuffer;
- Ptr<ID3D1xRenderTargetView> BackBufferRT;
- Ptr<Texture> CurRenderTarget;
- Ptr<Texture> CurDepthBuffer;
- Ptr<ID3D1xRasterizerState> Rasterizer;
- Ptr<ID3D1xBlendState> BlendState;
- int NumViewports;
- D3D1x_VIEWPORT Viewports[2];
-
- Ptr<ID3D1xDepthStencilState> DepthStates[1 + 2 * Compare_Count];
- Ptr<ID3D1xDepthStencilState> CurDepthState;
- Ptr<ID3D1xInputLayout> ModelVertexIL;
-
- Ptr<ID3D1xSamplerState> SamplerStates[Sample_Count];
-
- struct StandardUniformData
- {
- Matrix4f Proj;
- Matrix4f View;
- } StdUniforms;
- Ptr<Buffer> UniformBuffers[Shader_Count];
- int MaxTextureSet[Shader_Count];
-
- Ptr<VertexShader> VertexShaders[VShader_Count];
- Ptr<PixelShader> PixelShaders[FShader_Count];
- Ptr<GeomShader> pStereoShaders[Prim_Count];
- Ptr<Buffer> CommonUniforms[8];
- Ptr<ShaderSet> ExtraShaders;
- Ptr<ShaderFill> DefaultFill;
-
- Ptr<Buffer> QuadVertexBuffer;
-
- Array<Ptr<Texture> > DepthBuffers;
-
-public:
- RenderDevice(const RendererParams& p, HWND window);
- ~RenderDevice();
-
- // Implement static initializer function to create this class.
- static Render::RenderDevice* CreateDevice(const RendererParams& rp, void* oswnd);
-
- // if needRecreate == true it will recreate DXGIFactory and Adapter
- // to get the latest info about monitors (including just connected/
- // disconnected ones). Note, SwapChain will be released in this case
- // and it should be recreated.
- void UpdateMonitorOutputs(bool needRecreate = false);
-
- virtual void SetMultipleViewports(int n, const Viewport* vps);
- virtual void SetWindowSize(int w, int h);
- virtual bool SetParams(const RendererParams& newParams);
- //virtual void SetScissor(int x, int y, int w, int h);
-
- virtual void Present();
- virtual void ForceFlushGPU();
-
- virtual bool SetFullscreen(DisplayMode fullscreen);
- virtual UPInt QueryGPUMemorySize();
-
- virtual void Clear(float r = 0, float g = 0, float b = 0, float a = 1, float depth = 1);
- virtual void Rect(float left, float top, float right, float bottom)
- {
- OVR_UNUSED4(left, top, right, bottom);
- }
-
- virtual Buffer* CreateBuffer();
- virtual Texture* CreateTexture(int format, int width, int height, const void* data, int mipcount=1);
-
- static void GenerateSubresourceData(
- unsigned imageWidth, unsigned imageHeight, int format, unsigned imageDimUpperLimit,
- const void* rawBytes,
- D3D1x_(SUBRESOURCE_DATA)* subresData,
- unsigned& largestMipWidth, unsigned& largestMipHeight, unsigned& byteSize, unsigned& effectiveMipCount);
-
- Texture* GetDepthBuffer(int w, int h, int ms);
-
- virtual void BeginRendering();
- virtual void SetRenderTarget(Render::Texture* color,
- Render::Texture* depth = NULL, Render::Texture* stencil = NULL);
- virtual void SetDepthMode(bool enable, bool write, CompareFunc func = Compare_Less);
- virtual void SetWorldUniforms(const Matrix4f& proj);
- virtual void SetCommonUniformBuffer(int i, Render::Buffer* buffer);
- virtual void SetExtraShaders(ShaderSet* s)
- {
- ExtraShaders = s;
- }
-
-
- // Overrident to apply proper blend state.
- virtual void FillRect(float left, float top, float right, float bottom, Color c);
- virtual void RenderText(const struct Font* font, const char* str, float x, float y, float size, Color c);
-
- virtual void Render(const Matrix4f& matrix, Model* model);
- virtual void Render(const Fill* fill, Render::Buffer* vertices, Render::Buffer* indices,
- const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles);
- virtual void RenderWithAlpha( const Fill* fill, Render::Buffer* vertices, Render::Buffer* indices,
- const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles);
-
- virtual Fill *CreateSimpleFill(int flags = Fill::F_Solid);
-
- virtual Render::Shader *LoadBuiltinShader(ShaderStage stage, int shader);
-
- bool RecreateSwapChain();
- virtual ID3D10Blob* CompileShader(const char* profile, const char* src, const char* mainName = "main");
- virtual ShaderBase* CreateStereoShader(PrimitiveType prim, Render::Shader* vs);
-
- ID3D1xSamplerState* GetSamplerState(int sm);
-
- void SetTexture(Render::ShaderStage stage, int slot, const Texture* t);
-};
-
-}}}
-
-#endif
+/************************************************************************************
+
+Filename : Render_D3D1X_Device.h
+Content : RenderDevice implementation header for D3DX10/11.
+Created : September 10, 2012
+Authors : Andrew Reisse
+
+Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved.
+
+Licensed under the Apache License, Version 2.0 (the "License");
+you may not use this file except in compliance with the License.
+You may obtain a copy of the License at
+
+http://www.apache.org/licenses/LICENSE-2.0
+
+Unless required by applicable law or agreed to in writing, software
+distributed under the License is distributed on an "AS IS" BASIS,
+WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+See the License for the specific language governing permissions and
+limitations under the License.
+
+************************************************************************************/
+
+// ***** IMPORTANT:
+// This file can be included twice, once with OVR_D3D_VERSION=10 and
+// once with OVR_D3D_VERSION=11.
+
+
+#ifndef OVR_D3D_VERSION
+#error define OVR_D3D_VERSION to 10 or 11
+#endif
+
+#include "Kernel/OVR_String.h"
+#include "Kernel/OVR_Array.h"
+
+#if (OVR_D3D_VERSION == 10 && !defined(_OVR_RENDERER_D3D10)) || \
+ (OVR_D3D_VERSION == 11 && !defined(_OVR_RENDERER_D3D11))
+
+#include "../Render/Render_Device.h"
+
+#include <Windows.h>
+
+#if (OVR_D3D_VERSION == 10)
+#define _OVR_RENDERER_D3D10
+#include <d3d10.h>
+
+namespace OVR { namespace Render { namespace D3D10 {
+
+#else // 11
+
+#define _OVR_RENDERER_D3D11
+#include <d3d11.h>
+
+namespace OVR { namespace Render { namespace D3D11 {
+#endif
+
+class RenderDevice;
+
+#ifdef D3D1x_
+#undef D3D1x_
+#endif
+#ifdef ID3D1x
+#undef ID3D1x
+#endif
+
+#if (OVR_D3D_VERSION == 10)
+typedef ID3D10Device ID3D1xDevice;
+typedef ID3D10Device ID3D1xDeviceContext;
+typedef ID3D10RenderTargetView ID3D1xRenderTargetView;
+typedef ID3D10Texture2D ID3D1xTexture2D;
+typedef ID3D10ShaderResourceView ID3D1xShaderResourceView;
+typedef ID3D10DepthStencilView ID3D1xDepthStencilView;
+typedef ID3D10DepthStencilState ID3D1xDepthStencilState;
+typedef ID3D10InputLayout ID3D1xInputLayout;
+typedef ID3D10Buffer ID3D1xBuffer;
+typedef ID3D10VertexShader ID3D1xVertexShader;
+typedef ID3D10PixelShader ID3D1xPixelShader;
+typedef ID3D10GeometryShader ID3D1xGeometryShader;
+typedef ID3D10BlendState ID3D1xBlendState;
+typedef ID3D10RasterizerState ID3D1xRasterizerState;
+typedef ID3D10SamplerState ID3D1xSamplerState;
+typedef ID3D10Query ID3D1xQuery;
+typedef ID3D10Blob ID3D1xBlob;
+typedef D3D10_VIEWPORT D3D1x_VIEWPORT;
+typedef D3D10_QUERY_DESC D3D1x_QUERY_DESC;
+#define D3D1x_(x) D3D10_##x
+#define ID3D1x(x) ID3D10##x
+
+#else // D3D 11
+typedef ID3D11Device ID3D1xDevice;
+typedef ID3D11DeviceContext ID3D1xDeviceContext;
+typedef ID3D11RenderTargetView ID3D1xRenderTargetView;
+typedef ID3D11Texture2D ID3D1xTexture2D;
+typedef ID3D11ShaderResourceView ID3D1xShaderResourceView;
+typedef ID3D11DepthStencilView ID3D1xDepthStencilView;
+typedef ID3D11DepthStencilState ID3D1xDepthStencilState;
+typedef ID3D11InputLayout ID3D1xInputLayout;
+typedef ID3D11Buffer ID3D1xBuffer;
+typedef ID3D10Blob ID3D1xBlob;
+typedef ID3D11VertexShader ID3D1xVertexShader;
+typedef ID3D11PixelShader ID3D1xPixelShader;
+typedef ID3D11GeometryShader ID3D1xGeometryShader;
+typedef ID3D11BlendState ID3D1xBlendState;
+typedef ID3D11RasterizerState ID3D1xRasterizerState;
+typedef ID3D11SamplerState ID3D1xSamplerState;
+typedef ID3D11Query ID3D1xQuery;
+typedef D3D11_VIEWPORT D3D1x_VIEWPORT;
+typedef D3D11_QUERY_DESC D3D1x_QUERY_DESC;
+#define D3D1x_(x) D3D11_##x
+#define ID3D1x(x) ID3D11##x
+#endif
+
+class Buffer;
+
+class ShaderBase : public Render::Shader
+{
+public:
+ RenderDevice* Ren;
+ unsigned char* UniformData;
+ int UniformsSize;
+
+ struct Uniform
+ {
+ String Name;
+ int Offset, Size;
+ };
+ Array<Uniform> UniformInfo;
+
+ ShaderBase(RenderDevice* r, ShaderStage stage);
+ ~ShaderBase();
+
+ void InitUniforms(ID3D10Blob* s);
+ bool SetUniform(const char* name, int n, const float* v);
+ //virtual bool UseTransposeMatrix() const { return 1; }
+
+ void UpdateBuffer(Buffer* b);
+};
+
+template<Render::ShaderStage SStage, class D3DShaderType>
+class Shader : public ShaderBase
+{
+public:
+ D3DShaderType* D3DShader;
+
+ Shader(RenderDevice* r, D3DShaderType* s) : ShaderBase(r, SStage), D3DShader(s) {}
+ Shader(RenderDevice* r, ID3D1xBlob* s) : ShaderBase(r, SStage)
+ {
+ Load(s);
+ InitUniforms(s);
+ }
+ ~Shader()
+ {
+ if(D3DShader)
+ {
+ D3DShader->Release();
+ }
+ }
+ bool Load(ID3D1xBlob* shader)
+ {
+ return Load(shader->GetBufferPointer(), shader->GetBufferSize());
+ }
+
+ // These functions have specializations.
+ bool Load(void* shader, size_t size);
+ void Set(PrimitiveType prim) const;
+ void SetUniformBuffer(Render::Buffer* buffers, int i = 0);
+};
+
+typedef Shader<Render::Shader_Vertex, ID3D1xVertexShader> VertexShader;
+typedef Shader<Render::Shader_Geometry, ID3D1xGeometryShader> GeomShader;
+typedef Shader<Render::Shader_Fragment, ID3D1xPixelShader> PixelShader;
+
+
+class Buffer : public Render::Buffer
+{
+public:
+ RenderDevice* Ren;
+ Ptr<ID3D1xBuffer> D3DBuffer;
+ size_t Size;
+ int Use;
+ bool Dynamic;
+
+public:
+ Buffer(RenderDevice* r) : Ren(r), Size(0), Use(0) {}
+ ~Buffer();
+
+ ID3D1xBuffer* GetBuffer()
+ {
+ return D3DBuffer;
+ }
+
+ virtual size_t GetSize()
+ {
+ return Size;
+ }
+ virtual void* Map(size_t start, size_t size, int flags = 0);
+ virtual bool Unmap(void *m);
+ virtual bool Data(int use, const void* buffer, size_t size);
+};
+
+class Texture : public Render::Texture
+{
+public:
+ RenderDevice* Ren;
+ Ptr<ID3D1xTexture2D> Tex;
+ Ptr<ID3D1xShaderResourceView> TexSv;
+ Ptr<ID3D1xRenderTargetView> TexRtv;
+ Ptr<ID3D1xDepthStencilView> TexDsv;
+ mutable Ptr<ID3D1xSamplerState> Sampler;
+ int Width, Height;
+ int Samples;
+
+ Texture(RenderDevice* r, int fmt, int w, int h);
+ ~Texture();
+
+ virtual int GetWidth() const
+ {
+ return Width;
+ }
+ virtual int GetHeight() const
+ {
+ return Height;
+ }
+ virtual int GetSamples() const
+ {
+ return Samples;
+ }
+
+ virtual void SetSampleMode(int sm);
+
+ virtual void Set(int slot, Render::ShaderStage stage = Render::Shader_Fragment) const;
+};
+
+class RenderDevice : public Render::RenderDevice
+{
+public:
+ Ptr<IDXGIFactory> DXGIFactory;
+ HWND Window;
+
+ Ptr<ID3D1xDevice> Device;
+ Ptr<ID3D1xDeviceContext> Context;
+ Ptr<IDXGISwapChain> SwapChain;
+ Ptr<IDXGIAdapter> Adapter;
+ Ptr<IDXGIOutput> FullscreenOutput;
+ int FSDesktopX, FSDesktopY;
+ int PreFullscreenX, PreFullscreenY, PreFullscreenW, PreFullscreenH;
+
+ Ptr<ID3D1xTexture2D> BackBuffer;
+ Ptr<ID3D1xRenderTargetView> BackBufferRT;
+ Ptr<Texture> CurRenderTarget;
+ Ptr<Texture> CurDepthBuffer;
+ Ptr<ID3D1xRasterizerState> Rasterizer;
+ Ptr<ID3D1xBlendState> BlendState;
+ int NumViewports;
+ D3D1x_VIEWPORT Viewports[2];
+
+ Ptr<ID3D1xDepthStencilState> DepthStates[1 + 2 * Compare_Count];
+ Ptr<ID3D1xDepthStencilState> CurDepthState;
+ Ptr<ID3D1xInputLayout> ModelVertexIL;
+
+ Ptr<ID3D1xSamplerState> SamplerStates[Sample_Count];
+
+ struct StandardUniformData
+ {
+ Matrix4f Proj;
+ Matrix4f View;
+ } StdUniforms;
+ Ptr<Buffer> UniformBuffers[Shader_Count];
+ int MaxTextureSet[Shader_Count];
+
+ Ptr<VertexShader> VertexShaders[VShader_Count];
+ Ptr<PixelShader> PixelShaders[FShader_Count];
+ Ptr<GeomShader> pStereoShaders[Prim_Count];
+ Ptr<Buffer> CommonUniforms[8];
+ Ptr<ShaderSet> ExtraShaders;
+ Ptr<ShaderFill> DefaultFill;
+
+ Ptr<Buffer> QuadVertexBuffer;
+
+ Array<Ptr<Texture> > DepthBuffers;
+
+public:
+ RenderDevice(const RendererParams& p, HWND window);
+ ~RenderDevice();
+
+ // Implement static initializer function to create this class.
+ static Render::RenderDevice* CreateDevice(const RendererParams& rp, void* oswnd);
+
+ // if needRecreate == true it will recreate DXGIFactory and Adapter
+ // to get the latest info about monitors (including just connected/
+ // disconnected ones). Note, SwapChain will be released in this case
+ // and it should be recreated.
+ void UpdateMonitorOutputs(bool needRecreate = false);
+
+ virtual void SetMultipleViewports(int n, const Viewport* vps);
+ virtual void SetWindowSize(int w, int h);
+ virtual bool SetParams(const RendererParams& newParams);
+ //virtual void SetScissor(int x, int y, int w, int h);
+
+ virtual void Present();
+ virtual void ForceFlushGPU();
+
+ virtual bool SetFullscreen(DisplayMode fullscreen);
+ virtual UPInt QueryGPUMemorySize();
+
+ virtual void Clear(float r = 0, float g = 0, float b = 0, float a = 1, float depth = 1);
+ virtual void Rect(float left, float top, float right, float bottom)
+ {
+ OVR_UNUSED4(left, top, right, bottom);
+ }
+
+ virtual Buffer* CreateBuffer();
+ virtual Texture* CreateTexture(int format, int width, int height, const void* data, int mipcount=1);
+
+ static void GenerateSubresourceData(
+ unsigned imageWidth, unsigned imageHeight, int format, unsigned imageDimUpperLimit,
+ const void* rawBytes,
+ D3D1x_(SUBRESOURCE_DATA)* subresData,
+ unsigned& largestMipWidth, unsigned& largestMipHeight, unsigned& byteSize, unsigned& effectiveMipCount);
+
+ Texture* GetDepthBuffer(int w, int h, int ms);
+
+ virtual void BeginRendering();
+ virtual void SetRenderTarget(Render::Texture* color,
+ Render::Texture* depth = NULL, Render::Texture* stencil = NULL);
+ virtual void SetDepthMode(bool enable, bool write, CompareFunc func = Compare_Less);
+ virtual void SetWorldUniforms(const Matrix4f& proj);
+ virtual void SetCommonUniformBuffer(int i, Render::Buffer* buffer);
+ virtual void SetExtraShaders(ShaderSet* s)
+ {
+ ExtraShaders = s;
+ }
+
+
+ // Overrident to apply proper blend state.
+ virtual void FillRect(float left, float top, float right, float bottom, Color c);
+ virtual void FillGradientRect(float left, float top, float right, float bottom, Color col_top, Color col_btm);
+ virtual void RenderText(const struct Font* font, const char* str, float x, float y, float size, Color c);
+ virtual void RenderImage(float left, float top, float right, float bottom, ShaderFill* image);
+
+ virtual void Render(const Matrix4f& matrix, Model* model);
+ virtual void Render(const Fill* fill, Render::Buffer* vertices, Render::Buffer* indices,
+ const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles);
+ virtual void RenderWithAlpha( const Fill* fill, Render::Buffer* vertices, Render::Buffer* indices,
+ const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles);
+
+ virtual Fill *CreateSimpleFill(int flags = Fill::F_Solid);
+
+ virtual Render::Shader *LoadBuiltinShader(ShaderStage stage, int shader);
+
+ bool RecreateSwapChain();
+ virtual ID3D10Blob* CompileShader(const char* profile, const char* src, const char* mainName = "main");
+ virtual ShaderBase* CreateStereoShader(PrimitiveType prim, Render::Shader* vs);
+
+ ID3D1xSamplerState* GetSamplerState(int sm);
+
+ void SetTexture(Render::ShaderStage stage, int slot, const Texture* t);
+};
+
+}}}
+
+#endif
diff --git a/Samples/CommonSrc/Render/Render_Device.cpp b/Samples/CommonSrc/Render/Render_Device.cpp
index d1687d5..d0f3228 100644
--- a/Samples/CommonSrc/Render/Render_Device.cpp
+++ b/Samples/CommonSrc/Render/Render_Device.cpp
@@ -1,1033 +1,1115 @@
-/************************************************************************************
-
-Filename : Render_Device.cpp
-Content : Platform renderer for simple scene graph - implementation
-Created : September 6, 2012
-Authors : Andrew Reisse
-
-Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved.
-
-Licensed under the Apache License, Version 2.0 (the "License");
-you may not use this file except in compliance with the License.
-You may obtain a copy of the License at
-
-http://www.apache.org/licenses/LICENSE-2.0
-
-Unless required by applicable law or agreed to in writing, software
-distributed under the License is distributed on an "AS IS" BASIS,
-WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-See the License for the specific language governing permissions and
-limitations under the License.
-
-************************************************************************************/
-
-#include "../Render/Render_Device.h"
-#include "../Render/Render_Font.h"
-
-#include "Kernel/OVR_Log.h"
-
-namespace OVR { namespace Render {
-
-void Model::Render(const Matrix4f& ltw, RenderDevice* ren)
-{
- if(Visible)
- {
- Matrix4f m = ltw * GetMatrix();
- ren->Render(m, this);
- }
-}
-
-void Container::Render(const Matrix4f& ltw, RenderDevice* ren)
-{
- Matrix4f m = ltw * GetMatrix();
- for(unsigned i = 0; i < Nodes.GetSize(); i++)
- {
- Nodes[i]->Render(m, ren);
- }
-}
-
-Matrix4f SceneView::GetViewMatrix() const
-{
- Matrix4f view = Matrix4f(GetOrientation().Conj()) * Matrix4f::Translation(GetPosition());
- return view;
-}
-
-void LightingParams::Update(const Matrix4f& view, const Vector4f* SceneLightPos)
-{
- Version++;
- for (int i = 0; i < LightCount; i++)
- {
- LightPos[i] = view.Transform(SceneLightPos[i]);
- }
-}
-
-void Scene::Render(RenderDevice* ren, const Matrix4f& view)
-{
- Lighting.Update(view, LightPos);
-
- ren->SetLighting(&Lighting);
-
- World.Render(view, ren);
-}
-
-
-
-UInt16 CubeIndices[] =
-{
- 0, 1, 3,
- 3, 1, 2,
-
- 5, 4, 6,
- 6, 4, 7,
-
- 8, 9, 11,
- 11, 9, 10,
-
- 13, 12, 14,
- 14, 12, 15,
-
- 16, 17, 19,
- 19, 17, 18,
-
- 21, 20, 22,
- 22, 20, 23
-};
-
-// Colors are specified for planes perpendicular to the axis
-// For example, "xColor" is the color of the y-z plane
-Model* Model::CreateAxisFaceColorBox(float x1, float x2, Color xcolor,
- float y1, float y2, Color ycolor,
- float z1, float z2, Color zcolor)
-{
- float t;
-
- if(x1 > x2)
- {
- t = x1;
- x1 = x2;
- x2 = t;
- }
- if(y1 > y2)
- {
- t = y1;
- y1 = y2;
- y2 = t;
- }
- if(z1 > z2)
- {
- t = z1;
- z1 = z2;
- z2 = t;
- }
-
- Model* box = new Model();
-
- UInt16 startIndex = 0;
- // Cube
- startIndex =
- box->AddVertex(Vector3f(x1, y2, z1), ycolor);
- box->AddVertex(Vector3f(x2, y2, z1), ycolor);
- box->AddVertex(Vector3f(x2, y2, z2), ycolor);
- box->AddVertex(Vector3f(x1, y2, z2), ycolor);
-
- box->AddVertex(Vector3f(x1, y1, z1), ycolor);
- box->AddVertex(Vector3f(x2, y1, z1), ycolor);
- box->AddVertex(Vector3f(x2, y1, z2), ycolor);
- box->AddVertex(Vector3f(x1, y1, z2), ycolor);
-
- box->AddVertex(Vector3f(x1, y1, z2), xcolor);
- box->AddVertex(Vector3f(x1, y1, z1), xcolor);
- box->AddVertex(Vector3f(x1, y2, z1), xcolor);
- box->AddVertex(Vector3f(x1, y2, z2), xcolor);
-
- box->AddVertex(Vector3f(x2, y1, z2), xcolor);
- box->AddVertex(Vector3f(x2, y1, z1), xcolor);
- box->AddVertex(Vector3f(x2, y2, z1), xcolor);
- box->AddVertex(Vector3f(x2, y2, z2), xcolor);
-
- box->AddVertex(Vector3f(x1, y1, z1), zcolor);
- box->AddVertex(Vector3f(x2, y1, z1), zcolor);
- box->AddVertex(Vector3f(x2, y2, z1), zcolor);
- box->AddVertex(Vector3f(x1, y2, z1), zcolor);
-
- box->AddVertex(Vector3f(x1, y1, z2), zcolor);
- box->AddVertex(Vector3f(x2, y1, z2), zcolor);
- box->AddVertex(Vector3f(x2, y2, z2), zcolor);
- box->AddVertex(Vector3f(x1, y2, z2), zcolor);
-
-
- enum
- {
- // CubeVertexCount = sizeof(CubeVertices)/sizeof(CubeVertices[0]),
- CubeIndexCount = sizeof(CubeIndices) / sizeof(CubeIndices[0])
- };
-
- // Renumber indices
- for(int i = 0; i < CubeIndexCount / 3; i++)
- {
- box->AddTriangle(CubeIndices[i * 3] + startIndex,
- CubeIndices[i * 3 + 1] + startIndex,
- CubeIndices[i * 3 + 2] + startIndex);
- }
-
- return box;
-}
-
-void Model::AddSolidColorBox(float x1, float y1, float z1,
- float x2, float y2, float z2,
- Color c)
-{
- float t;
-
- if(x1 > x2)
- {
- t = x1;
- x1 = x2;
- x2 = t;
- }
- if(y1 > y2)
- {
- t = y1;
- y1 = y2;
- y2 = t;
- }
- if(z1 > z2)
- {
- t = z1;
- z1 = z2;
- z2 = t;
- }
-
- // Cube vertices and their normals.
- Vector3f CubeVertices[][3] =
- {
- Vector3f(x1, y2, z1), Vector3f(z1, x1), Vector3f(0.0f, 1.0f, 0.0f),
- Vector3f(x2, y2, z1), Vector3f(z1, x2), Vector3f(0.0f, 1.0f, 0.0f),
- Vector3f(x2, y2, z2), Vector3f(z2, x2), Vector3f(0.0f, 1.0f, 0.0f),
- Vector3f(x1, y2, z2), Vector3f(z2, x1), Vector3f(0.0f, 1.0f, 0.0f),
-
- Vector3f(x1, y1, z1), Vector3f(z1, x1), Vector3f(0.0f, -1.0f, 0.0f),
- Vector3f(x2, y1, z1), Vector3f(z1, x2), Vector3f(0.0f, -1.0f, 0.0f),
- Vector3f(x2, y1, z2), Vector3f(z2, x2), Vector3f(0.0f, -1.0f, 0.0f),
- Vector3f(x1, y1, z2), Vector3f(z2, x1), Vector3f(0.0f, -1.0f, 0.0f),
-
- Vector3f(x1, y1, z2), Vector3f(z2, y1), Vector3f(-1.0f, 0.0f, 0.0f),
- Vector3f(x1, y1, z1), Vector3f(z1, y1), Vector3f(-1.0f, 0.0f, 0.0f),
- Vector3f(x1, y2, z1), Vector3f(z1, y2), Vector3f(-1.0f, 0.0f, 0.0f),
- Vector3f(x1, y2, z2), Vector3f(z2, y2), Vector3f(-1.0f, 0.0f, 0.0f),
-
- Vector3f(x2, y1, z2), Vector3f(z2, y1), Vector3f(1.0f, 0.0f, 0.0f),
- Vector3f(x2, y1, z1), Vector3f(z1, y1), Vector3f(1.0f, 0.0f, 0.0f),
- Vector3f(x2, y2, z1), Vector3f(z1, y2), Vector3f(1.0f, 0.0f, 0.0f),
- Vector3f(x2, y2, z2), Vector3f(z2, y2), Vector3f(1.0f, 0.0f, 0.0f),
-
- Vector3f(x1, y1, z1), Vector3f(x1, y1), Vector3f(0.0f, 0.0f, -1.0f),
- Vector3f(x2, y1, z1), Vector3f(x2, y1), Vector3f(0.0f, 0.0f, -1.0f),
- Vector3f(x2, y2, z1), Vector3f(x2, y2), Vector3f(0.0f, 0.0f, -1.0f),
- Vector3f(x1, y2, z1), Vector3f(x1, y2), Vector3f(0.0f, 0.0f, -1.0f),
-
- Vector3f(x1, y1, z2), Vector3f(x1, y1), Vector3f(0.0f, 0.0f, 1.0f),
- Vector3f(x2, y1, z2), Vector3f(x2, y1), Vector3f(0.0f, 0.0f, 1.0f),
- Vector3f(x2, y2, z2), Vector3f(x2, y2), Vector3f(0.0f, 0.0f, 1.0f),
- Vector3f(x1, y2, z2), Vector3f(x1, y2), Vector3f(0.0f, 0.0f, 1.0f)
- };
-
-
- UInt16 startIndex = GetNextVertexIndex();
-
- enum
- {
- CubeVertexCount = sizeof(CubeVertices) / sizeof(CubeVertices[0]),
- CubeIndexCount = sizeof(CubeIndices) / sizeof(CubeIndices[0])
- };
-
- for(int v = 0; v < CubeVertexCount; v++)
- {
- AddVertex(Vertex(CubeVertices[v][0], c, CubeVertices[v][1].x, CubeVertices[v][1].y, CubeVertices[v][2]));
- }
-
- // Renumber indices
- for(int i = 0; i < CubeIndexCount / 3; i++)
- {
- AddTriangle(CubeIndices[i * 3] + startIndex,
- CubeIndices[i * 3 + 1] + startIndex,
- CubeIndices[i * 3 + 2] + startIndex);
- }
-}
-
-
-
-Model* Model::CreateBox(Color c, Vector3f origin, Vector3f size)
-{
- Model *box = new Model();
- Vector3f s = size * 0.5f;
-
- box->AddVertex(-s.x, s.y, -s.z, c, 0, 1, 0, 0, -1);
- box->AddVertex(s.x, s.y, -s.z, c, 1, 1, 0, 0, -1);
- box->AddVertex(s.x, -s.y, -s.z, c, 1, 0, 0, 0, -1);
- box->AddVertex(-s.x, -s.y, -s.z, c, 0, 0, 0, 0, -1);
- box->AddTriangle(2, 1, 0);
- box->AddTriangle(0, 3, 2);
-
- box->AddVertex(s.x, s.y, s.z, c, 1, 1, 0, 0, 1);
- box->AddVertex(-s.x, s.y, s.z, c, 0, 1, 0, 0, 1);
- box->AddVertex(-s.x, -s.y, s.z, c, 0, 0, 0, 0, 1);
- box->AddVertex(s.x, -s.y, s.z, c, 1, 0, 0, 0, 1);
- box->AddTriangle(6, 5, 4);
- box->AddTriangle(4, 7, 6);
-
- box->AddVertex(-s.x, s.y, -s.z, c, 1, 0, -1, 0, 0);
- box->AddVertex(-s.x, s.y, s.z, c, 1, 1, -1, 0, 0);
- box->AddVertex(-s.x, -s.y, s.z, c, 0, 1, -1, 0, 0);
- box->AddVertex(-s.x, -s.y, -s.z, c, 0, 0, -1, 0, 0);
- box->AddTriangle(10, 11, 8);
- box->AddTriangle(8, 9, 10);
-
- box->AddVertex(s.x, s.y, -s.z, c, 1, 0, 1, 0, 0);
- box->AddVertex(s.x, -s.y, -s.z, c, 0, 0, 1, 0, 0);
- box->AddVertex(s.x, -s.y, s.z, c, 0, 1, 1, 0, 0);
- box->AddVertex(s.x, s.y, s.z, c, 1, 1, 1, 0, 0);
- box->AddTriangle(14, 15, 12);
- box->AddTriangle(12, 13, 14);
-
- box->AddVertex(-s.x, -s.y, s.z, c, 0, 1, 0, -1, 0);
- box->AddVertex(s.x, -s.y, s.z, c, 1, 1, 0, -1, 0);
- box->AddVertex(s.x, -s.y, -s.z, c, 1, 0, 0, -1, 0);
- box->AddVertex(-s.x, -s.y, -s.z, c, 0, 0, 0, -1, 0);
- box->AddTriangle(18, 19, 16);
- box->AddTriangle(16, 17, 18);
-
- box->AddVertex(-s.x, s.y, -s.z, c, 0, 0, 0, 1, 0);
- box->AddVertex(s.x, s.y, -s.z, c, 1, 0, 0, 1, 0);
- box->AddVertex(s.x, s.y, s.z, c, 1, 1, 0, 1, 0);
- box->AddVertex(-s.x, s.y, s.z, c, 0, 1, 0, 1, 0);
- box->AddTriangle(20, 21, 22);
- box->AddTriangle(22, 23, 20);
-
- box->SetPosition(origin);
- return box;
-}
-
-// Triangulation of a cylinder centered at the origin
-Model* Model::CreateCylinder(Color color, Vector3f origin, float height, float radius, int sides)
-{
- Model *cyl = new Model();
- float halfht = height * 0.5f;
- for(UInt16 i = 0; i < sides; i++)
- {
- float x = cosf(Math<float>::TwoPi * i / float(sides));
- float y = sinf(Math<float>::TwoPi * i / float(sides));
-
- cyl->AddVertex(radius * x, radius * y, halfht, color, x + 1, y, 0, 0, 1);
- cyl->AddVertex(radius * x, radius * y, -1.0f*halfht, color, x, y, 0, 0, -1);
-
- UInt16 j = 0;
- if(i < sides - 1)
- {
- j = i + 1;
- cyl->AddTriangle(0, i * 4 + 4, i * 4);
- cyl->AddTriangle(1, i * 4 + 1, i * 4 + 5);
- }
-
- float nx = cosf(Math<float>::Pi * (0.5f + 2.0f * i / float(sides)));
- float ny = sinf(Math<float>::Pi * (0.5f + 2.0f * i / float(sides)));
- cyl->AddVertex(radius * x, radius * y, halfht, color, x + 1, y, nx, ny, 0);
- cyl->AddVertex(radius * x, radius * y, -1.0f*halfht, color, x, y, nx, ny, 0);
-
- cyl->AddTriangle(i * 4 + 2, j * 4 + 2, i * 4 + 3);
- cyl->AddTriangle(i * 4 + 3, j * 4 + 2, j * 4 + 3);
- }
- cyl->SetPosition(origin);
- return cyl;
-};
-
-//Triangulation of a cone centered at the origin
-Model* Model::CreateCone(Color color, Vector3f origin, float height, float radius, int sides)
-{
- Model *cone = new Model();
- float halfht = height * 0.5f;
- cone->AddVertex(0.0f, 0.0f, -1.0f*halfht, color, 0, 0, 0, 0, -1);
-
- for(UInt16 i = 0; i < sides; i++)
- {
- float x = cosf(Math<float>::TwoPi * i / float(sides));
- float y = sinf(Math<float>::TwoPi * i / float(sides));
-
- cone->AddVertex(radius * x, radius * y, -1.0f*halfht, color, 0, 0, 0, 0, -1);
-
- UInt16 j = 1;
- if(i < sides - 1)
- {
- j = i + 1;
- }
-
- float next_x = cosf(Math<float>::TwoPi * j / float(sides));
- float next_y = sinf(Math<float>::TwoPi * j / float(sides));
-
- Vector3f normal = Vector3f(x, y, -halfht).Cross(Vector3f(next_x, next_y, -halfht));
-
- cone->AddVertex(0.0f, 0.0f, halfht, color, 1, 0, normal.x, normal.y, normal.z);
- cone->AddVertex(radius * x, radius * y, -1.0f*halfht, color, 0, 0, normal.x, normal.y, normal.z);
-
- cone->AddTriangle(0, 3*i + 1, 3*j + 1);
- cone->AddTriangle(3*i + 2, 3*j + 3, 3*i + 3);
- }
- cone->SetPosition(origin);
- return cone;
-};
-
-//Triangulation of a sphere centered at the origin
-Model* Model::CreateSphere(Color color, Vector3f origin, float radius, int sides)
-{
- Model *sphere = new Model();
- UInt16 usides = (UInt16) sides;
- UInt16 halfsides = usides/2;
-
- for(UInt16 k = 0; k < halfsides; k++) {
-
- float z = cosf(Math<float>::Pi * k / float(halfsides));
- float z_r = sinf(Math<float>::Pi * k / float(halfsides)); // the radius of the cross circle with coordinate z
-
- if (k == 0)
- { // add north and south poles
- sphere->AddVertex(0.0f, 0.0f, radius, color, 0, 0, 0, 0, 1);
- sphere->AddVertex(0.0f, 0.0f, -radius, color, 1, 1, 0, 0, -1);
- }
- else
- {
- for(UInt16 i = 0; i < sides; i++)
- {
- float x = cosf(Math<float>::TwoPi * i / float(sides)) * z_r;
- float y = sinf(Math<float>::TwoPi * i / float(sides)) * z_r;
-
- UInt16 j = 0;
- if(i < sides - 1)
- {
- j = i + 1;
- }
-
- sphere->AddVertex(radius * x, radius * y, radius * z, color, 0, 1, x, y, z);
-
- UInt16 indi = 2 + (k -1)*usides + i;
- UInt16 indj = 2 + (k -1)*usides + j;
- if (k == 1) // NorthPole
- sphere->AddTriangle(0, j + 2, i + 2);
- else if (k == halfsides - 1) //SouthPole
- {
- sphere->AddTriangle(1, indi, indj);
- sphere->AddTriangle(indi, indi - usides, indj);
- sphere->AddTriangle(indi - usides, indj - usides, indj);
- }
- else
- {
- sphere->AddTriangle(indi, indi - usides, indj);
- sphere->AddTriangle(indi - usides, indj - usides, indj);
- }
- }
- } // end else
- }
- sphere->SetPosition(origin);
- return sphere;
-};
-
-Model* Model::CreateGrid(Vector3f origin, Vector3f stepx, Vector3f stepy,
- int halfx, int halfy, int nmajor, Color minor, Color major)
-{
- Model* grid = new Model(Prim_Lines);
- float halfxf = (float)halfx;
- float halfyf = (float)halfy;
-
- for(int jn = 0; jn <= halfy; jn++)
- {
- float j = (float)jn;
-
- grid->AddLine(grid->AddVertex((stepx * -halfxf) + (stepy * j), (jn % nmajor) ? minor : major, 0, 0.5f),
- grid->AddVertex((stepx * halfxf) + (stepy * j), (jn % nmajor) ? minor : major, 1, 0.5f));
-
- if(j)
- grid->AddLine(grid->AddVertex((stepx * -halfxf) + (stepy * -j), (jn % nmajor) ? minor : major, 0, 0.5f),
- grid->AddVertex((stepx * halfxf) + (stepy * -j), (jn % nmajor) ? minor : major, 1, 0.5f));
- }
-
- for(int in = 0; in <= halfx; in++)
- {
- float i = (float)in;
-
- grid->AddLine(grid->AddVertex((stepx * i) + (stepy * -halfyf), (in % nmajor) ? minor : major, 0, 0.5f),
- grid->AddVertex((stepx * i) + (stepy * halfyf), (in % nmajor) ? minor : major, 1, 0.5f));
-
- if(i)
- grid->AddLine(grid->AddVertex((stepx * -i) + (stepy * -halfyf), (in % nmajor) ? minor : major, 0, 0.5f),
- grid->AddVertex((stepx * -i) + (stepy * halfyf), (in % nmajor) ? minor : major, 1, 0.5f));
- }
-
- grid->SetPosition(origin);
- return grid;
-}
-
-
-//-------------------------------------------------------------------------------------
-
-
-void ShaderFill::Set(PrimitiveType prim) const
-{
- Shaders->Set(prim);
- for(int i = 0; i < 8; i++)
- if(Textures[i])
- {
- Textures[i]->Set(i);
- }
-}
-
-
-
-//-------------------------------------------------------------------------------------
-// ***** Rendering
-
-
-RenderDevice::RenderDevice()
- : CurPostProcess(PostProcess_None),
- SceneColorTexW(0), SceneColorTexH(0),
- SceneRenderScale(1),
-
- Distortion(1.0f, 0.18f, 0.115f),
- DistortionClearColor(0, 0, 0),
- PostProcessShaderActive(PostProcessShader_DistortionAndChromAb),
- TotalTextureMemoryUsage(0)
-{
- PostProcessShaderRequested = PostProcessShaderActive;
-}
-
-Fill* RenderDevice::CreateTextureFill(Render::Texture* t, bool useAlpha)
-{
- ShaderSet* shaders = CreateShaderSet();
- shaders->SetShader(LoadBuiltinShader(Shader_Vertex, VShader_MVP));
- shaders->SetShader(LoadBuiltinShader(Shader_Fragment, useAlpha ? FShader_AlphaTexture : FShader_Texture));
- Fill* f = new ShaderFill(*shaders);
- f->SetTexture(0, t);
- return f;
-}
-
-void LightingParams::Set(ShaderSet* s) const
-{
- s->SetUniform4fv("Ambient", 1, &Ambient);
- s->SetUniform1f("LightCount", LightCount);
- s->SetUniform4fv("LightPos", (int)LightCount, LightPos);
- s->SetUniform4fv("LightColor", (int)LightCount, LightColor);
-}
-
-void RenderDevice::SetLighting(const LightingParams* lt)
-{
- if (!LightingBuffer)
- LightingBuffer = *CreateBuffer();
-
- LightingBuffer->Data(Buffer_Uniform, lt, sizeof(LightingParams));
- SetCommonUniformBuffer(1, LightingBuffer);
-}
-
-float RenderDevice::MeasureText(const Font* font, const char* str, float size, float* strsize)
-{
- UPInt length = strlen(str);
- float w = 0;
- float xp = 0;
- float yp = 0;
-
- for (UPInt i = 0; i < length; i++)
- {
- if(str[i] == '\n')
- {
- yp += font->lineheight;
- if(xp > w)
- {
- w = xp;
- }
- xp = 0;
- continue;
- }
-
- // Tab followed by a numbers sets position to specified offset.
- if(str[i] == '\t')
- {
- char *p = 0;
- float tabPixels = (float)OVR_strtoq(str + i + 1, &p, 10);
- i += p - (str + i + 1);
- xp = tabPixels;
- }
- else
- {
- const Font::Char* ch = &font->chars[str[i]];
- xp += ch->advance;
- }
- }
-
- if(xp > w)
- {
- w = xp;
- }
-
- if(strsize)
- {
- strsize[0] = (size / font->lineheight) * w;
- strsize[1] = (size / font->lineheight) * (yp + font->lineheight);
- }
- return (size / font->lineheight) * w;
-}
-
-void RenderDevice::RenderText(const Font* font, const char* str,
- float x, float y, float size, Color c)
-{
- if(!pTextVertexBuffer)
- {
- pTextVertexBuffer = *CreateBuffer();
- if(!pTextVertexBuffer)
- {
- return;
- }
- }
-
- if(!font->fill)
- {
- font->fill = CreateTextureFill(Ptr<Texture>(
- *CreateTexture(Texture_R, font->twidth, font->theight, font->tex)), true);
- }
-
- UPInt length = strlen(str);
-
- pTextVertexBuffer->Data(Buffer_Vertex, NULL, length * 6 * sizeof(Vertex));
- Vertex* vertices = (Vertex*)pTextVertexBuffer->Map(0, length * 6 * sizeof(Vertex), Map_Discard);
- if(!vertices)
- {
- return;
- }
-
- Matrix4f m = Matrix4f(size / font->lineheight, 0, 0, 0,
- 0, size / font->lineheight, 0, 0,
- 0, 0, 0, 0,
- x, y, 0, 1).Transposed();
-
- float xp = 0, yp = (float)font->ascent;
- int ivertex = 0;
-
- for (UPInt i = 0; i < length; i++)
- {
- if(str[i] == '\n')
- {
- yp += font->lineheight;
- xp = 0;
- continue;
- }
- // Tab followed by a numbers sets position to specified offset.
- if(str[i] == '\t')
- {
- char *p = 0;
- float tabPixels = (float)OVR_strtoq(str + i + 1, &p, 10);
- i += p - (str + i + 1);
- xp = tabPixels;
- continue;
- }
-
- const Font::Char* ch = &font->chars[str[i]];
- Vertex* chv = &vertices[ivertex];
- for(int j = 0; j < 6; j++)
- {
- chv[j].C = c;
- }
- float x = xp + ch->x;
- float y = yp - ch->y;
- float cx = font->twidth * (ch->u2 - ch->u1);
- float cy = font->theight * (ch->v2 - ch->v1);
- chv[0] = Vertex(Vector3f(x, y, 0), c, ch->u1, ch->v1);
- chv[1] = Vertex(Vector3f(x + cx, y, 0), c, ch->u2, ch->v1);
- chv[2] = Vertex(Vector3f(x + cx, cy + y, 0), c, ch->u2, ch->v2);
- chv[3] = Vertex(Vector3f(x, y, 0), c, ch->u1, ch->v1);
- chv[4] = Vertex(Vector3f(x + cx, cy + y, 0), c, ch->u2, ch->v2);
- chv[5] = Vertex(Vector3f(x, y + cy, 0), c, ch->u1, ch->v2);
- ivertex += 6;
-
- xp += ch->advance;
- }
-
- pTextVertexBuffer->Unmap(vertices);
-
- Render(font->fill, pTextVertexBuffer, NULL, m, 0, ivertex, Prim_Triangles);
-}
-
-void RenderDevice::FillRect(float left, float top, float right, float bottom, Color c)
-{
- if(!pTextVertexBuffer)
- {
- pTextVertexBuffer = *CreateBuffer();
- if(!pTextVertexBuffer)
- {
- return;
- }
- }
-
- // Get!!
- Fill* fill = CreateSimpleFill();
-
- pTextVertexBuffer->Data(Buffer_Vertex, NULL, 6 * sizeof(Vertex));
- Vertex* vertices = (Vertex*)pTextVertexBuffer->Map(0, 6 * sizeof(Vertex), Map_Discard);
- if(!vertices)
- {
- return;
- }
-
- vertices[0] = Vertex(Vector3f(left, top, 0.0f), c);
- vertices[1] = Vertex(Vector3f(right, top, 0), c);
- vertices[2] = Vertex(Vector3f(left, bottom, 0), c);
- vertices[3] = Vertex(Vector3f(left, bottom, 0), c);
- vertices[4] = Vertex(Vector3f(right, top, 0), c);
- vertices[5] = Vertex(Vector3f(right, bottom, 0), c);
-
- pTextVertexBuffer->Unmap(vertices);
-
- Render(fill, pTextVertexBuffer, NULL, Matrix4f(), 0, 6, Prim_Triangles);
-}
-
-/*
-void RenderDevice::GetStereoViewports(const Viewport& in, Viewport* out) const
-{
- out[0] = out[1] = in;
- if (StereoBufferMode == Stereo_SplitH)
- {
- out[0].w = out[1].w = in.w / 2;
- out[1].x += WindowWidth / 2;
- }
-}
-*/
-
-void RenderDevice::SetSceneRenderScale(float ss)
-{
- SceneRenderScale = ss;
- pSceneColorTex = NULL;
-}
-
-void RenderDevice::SetViewport(const Viewport& vp)
-{
- VP = vp;
-
- if(CurPostProcess == PostProcess_Distortion)
- {
- Viewport svp = vp;
- svp.w = (int)ceil(SceneRenderScale * vp.w);
- svp.h = (int)ceil(SceneRenderScale * vp.h);
- svp.x = (int)ceil(SceneRenderScale * vp.x);
- svp.y = (int)ceil(SceneRenderScale * vp.y);
- SetRealViewport(svp);
- }
- else
- {
- SetRealViewport(vp);
- }
-}
-
-
-bool RenderDevice::initPostProcessSupport(PostProcessType pptype)
-{
- if(pptype != PostProcess_Distortion)
- {
- return true;
- }
-
-
- if (PostProcessShaderRequested != PostProcessShaderActive)
- {
- pPostProcessShader.Clear();
- PostProcessShaderActive = PostProcessShaderRequested;
- }
-
- if (!pPostProcessShader)
- {
- Shader *vs = LoadBuiltinShader(Shader_Vertex, VShader_PostProcess);
-
- Shader *ppfs = NULL;
-
- if (PostProcessShaderActive == PostProcessShader_Distortion)
- {
- ppfs = LoadBuiltinShader(Shader_Fragment, FShader_PostProcess);
- }
- else if (PostProcessShaderActive == PostProcessShader_DistortionAndChromAb)
- {
- ppfs = LoadBuiltinShader(Shader_Fragment, FShader_PostProcessWithChromAb);
- }
- else
- OVR_ASSERT(false);
-
- pPostProcessShader = *CreateShaderSet();
- pPostProcessShader->SetShader(vs);
- pPostProcessShader->SetShader(ppfs);
- }
-
-
- int texw = (int)ceil(SceneRenderScale * WindowWidth),
- texh = (int)ceil(SceneRenderScale * WindowHeight);
-
- // If pSceneColorTex is already created and is of correct size, we are done.
- // It's important to check width/height in case window size changed.
- if (pSceneColorTex && (texw == SceneColorTexW) && (texh == SceneColorTexH))
- {
- return true;
- }
-
- pSceneColorTex = *CreateTexture(Texture_RGBA | Texture_RenderTarget | Params.Multisample,
- texw, texh, NULL);
- if(!pSceneColorTex)
- {
- return false;
- }
- SceneColorTexW = texw;
- SceneColorTexH = texh;
- pSceneColorTex->SetSampleMode(Sample_ClampBorder | Sample_Linear);
-
-
- if(!pFullScreenVertexBuffer)
- {
- pFullScreenVertexBuffer = *CreateBuffer();
- const Render::Vertex QuadVertices[] =
- {
- Vertex(Vector3f(0, 1, 0), Color(1, 1, 1, 1), 0, 0),
- Vertex(Vector3f(1, 1, 0), Color(1, 1, 1, 1), 1, 0),
- Vertex(Vector3f(0, 0, 0), Color(1, 1, 1, 1), 0, 1),
- Vertex(Vector3f(1, 0, 0), Color(1, 1, 1, 1), 1, 1)
- };
- pFullScreenVertexBuffer->Data(Buffer_Vertex, QuadVertices, sizeof(QuadVertices));
- }
- return true;
-}
-
-void RenderDevice::SetProjection(const Matrix4f& proj)
-{
- Proj = proj;
- SetWorldUniforms(proj);
-}
-
-void RenderDevice::BeginScene(PostProcessType pptype)
-{
- BeginRendering();
-
- if((pptype != PostProcess_None) && initPostProcessSupport(pptype))
- {
- CurPostProcess = pptype;
- }
- else
- {
- CurPostProcess = PostProcess_None;
- }
-
- if(CurPostProcess == PostProcess_Distortion)
- {
- SetRenderTarget(pSceneColorTex);
- SetViewport(VP);
- }
- else
- {
- SetRenderTarget(0);
- }
-
- SetWorldUniforms(Proj);
- SetExtraShaders(NULL);
-}
-
-void RenderDevice::FinishScene()
-{
- SetExtraShaders(0);
- if(CurPostProcess == PostProcess_None)
- {
- return;
- }
-
- SetRenderTarget(0);
- SetRealViewport(VP);
- FinishScene1();
-
- CurPostProcess = PostProcess_None;
-}
-
-
-
-void RenderDevice::FinishScene1()
-{
- float r, g, b, a;
- DistortionClearColor.GetRGBA(&r, &g, &b, &a);
- Clear(r, g, b, a);
-
- float w = float(VP.w) / float(WindowWidth),
- h = float(VP.h) / float(WindowHeight),
- x = float(VP.x) / float(WindowWidth),
- y = float(VP.y) / float(WindowHeight);
-
- float as = float(VP.w) / float(VP.h);
-
- // We are using 1/4 of DistortionCenter offset value here, since it is
- // relative to [-1,1] range that gets mapped to [0, 0.5].
- pPostProcessShader->SetUniform2f("LensCenter",
- x + (w + Distortion.XCenterOffset * 0.5f)*0.5f, y + h*0.5f);
- pPostProcessShader->SetUniform2f("ScreenCenter", x + w*0.5f, y + h*0.5f);
-
- // MA: This is more correct but we would need higher-res texture vertically; we should adopt this
- // once we have asymmetric input texture scale.
- float scaleFactor = 1.0f / Distortion.Scale;
-
- pPostProcessShader->SetUniform2f("Scale", (w/2) * scaleFactor, (h/2) * scaleFactor * as);
- pPostProcessShader->SetUniform2f("ScaleIn", (2/w), (2/h) / as);
-
- pPostProcessShader->SetUniform4f("HmdWarpParam",
- Distortion.K[0], Distortion.K[1], Distortion.K[2], Distortion.K[3]);
-
- if (PostProcessShaderRequested == PostProcessShader_DistortionAndChromAb)
- {
- pPostProcessShader->SetUniform4f("ChromAbParam",
- Distortion.ChromaticAberration[0],
- Distortion.ChromaticAberration[1],
- Distortion.ChromaticAberration[2],
- Distortion.ChromaticAberration[3]);
- }
-
- Matrix4f texm(w, 0, 0, x,
- 0, h, 0, y,
- 0, 0, 0, 0,
- 0, 0, 0, 1);
- pPostProcessShader->SetUniform4x4f("Texm", texm);
-
- Matrix4f view(2, 0, 0, -1,
- 0, 2, 0, -1,
- 0, 0, 0, 0,
- 0, 0, 0, 1);
-
- ShaderFill fill(pPostProcessShader);
- fill.SetTexture(0, pSceneColorTex);
- RenderWithAlpha(&fill, pFullScreenVertexBuffer, NULL, view, 0, 4, Prim_TriangleStrip);
-}
-
-bool CollisionModel::TestPoint(const Vector3f& p) const
-{
- for(unsigned i = 0; i < Planes.GetSize(); i++)
- if(Planes[i].TestSide(p) > 0)
- {
- return 0;
- }
-
- return 1;
-}
-
-bool CollisionModel::TestRay(const Vector3f& origin, const Vector3f& norm, float& len, Planef* ph) const
-{
- if(TestPoint(origin))
- {
- len = 0;
- *ph = Planes[0];
- return true;
- }
- Vector3f fullMove = origin + norm * len;
-
- int crossing = -1;
- float cdot1 = 0, cdot2 = 0;
-
- for(unsigned i = 0; i < Planes.GetSize(); ++i)
- {
- float dot2 = Planes[i].TestSide(fullMove);
- if(dot2 > 0)
- {
- return false;
- }
- float dot1 = Planes[i].TestSide(origin);
- if(dot1 > 0)
- {
- if(dot2 <= 0)
- {
- //assert(crossing==-1);
- if(crossing == -1)
- {
- crossing = i;
- cdot2 = dot2;
- cdot1 = dot1;
- }
- else
- {
- if(dot2 > cdot2)
- {
- crossing = i;
- cdot2 = dot2;
- cdot1 = dot1;
- }
- }
- }
- }
- }
-
- if(crossing < 0)
- {
- return false;
- }
-
- assert(TestPoint(origin + norm * len));
-
- len = len * cdot1 / (cdot1 - cdot2) - 0.05f;
- if(len < 0)
- {
- len = 0;
- }
- float tp = Planes[crossing].TestSide(origin + norm * len);
- OVR_ASSERT(fabsf(tp) < 0.05f + Mathf::Tolerance);
- OVR_UNUSED(tp);
-
- if(ph)
- {
- *ph = Planes[crossing];
- }
- return true;
-}
-
-int GetNumMipLevels(int w, int h)
-{
- int n = 1;
- while(w > 1 || h > 1)
- {
- w >>= 1;
- h >>= 1;
- n++;
- }
- return n;
-}
-
-void FilterRgba2x2(const UByte* src, int w, int h, UByte* dest)
-{
- for(int j = 0; j < (h & ~1); j += 2)
- {
- const UByte* psrc = src + (w * j * 4);
- UByte* pdest = dest + ((w >> 1) * (j >> 1) * 4);
-
- for(int i = 0; i < w >> 1; i++, psrc += 8, pdest += 4)
- {
- pdest[0] = (((int)psrc[0]) + psrc[4] + psrc[w * 4 + 0] + psrc[w * 4 + 4]) >> 2;
- pdest[1] = (((int)psrc[1]) + psrc[5] + psrc[w * 4 + 1] + psrc[w * 4 + 5]) >> 2;
- pdest[2] = (((int)psrc[2]) + psrc[6] + psrc[w * 4 + 2] + psrc[w * 4 + 6]) >> 2;
- pdest[3] = (((int)psrc[3]) + psrc[7] + psrc[w * 4 + 3] + psrc[w * 4 + 7]) >> 2;
- }
- }
-}
-
-int GetTextureSize(int format, int w, int h)
-{
- switch (format & Texture_TypeMask)
- {
- case Texture_R: return w*h;
- case Texture_RGBA: return w*h*4;
- case Texture_DXT1: {
- int bw = (w+3)/4, bh = (h+3)/4;
- return bw * bh * 8;
- }
- case Texture_DXT3:
- case Texture_DXT5: {
- int bw = (w+3)/4, bh = (h+3)/4;
- return bw * bh * 16;
- }
-
- default:
- OVR_ASSERT(0);
- }
- return 0;
-}
-
-}}
+/************************************************************************************
+
+Filename : Render_Device.cpp
+Content : Platform renderer for simple scene graph - implementation
+Created : September 6, 2012
+Authors : Andrew Reisse
+
+Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved.
+
+Licensed under the Apache License, Version 2.0 (the "License");
+you may not use this file except in compliance with the License.
+You may obtain a copy of the License at
+
+http://www.apache.org/licenses/LICENSE-2.0
+
+Unless required by applicable law or agreed to in writing, software
+distributed under the License is distributed on an "AS IS" BASIS,
+WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+See the License for the specific language governing permissions and
+limitations under the License.
+
+************************************************************************************/
+
+#include "../Render/Render_Device.h"
+#include "../Render/Render_Font.h"
+
+#include "Kernel/OVR_Log.h"
+
+namespace OVR { namespace Render {
+
+void Model::Render(const Matrix4f& ltw, RenderDevice* ren)
+{
+ if(Visible)
+ {
+ Matrix4f m = ltw * GetMatrix();
+ ren->Render(m, this);
+ }
+}
+
+void Container::Render(const Matrix4f& ltw, RenderDevice* ren)
+{
+ Matrix4f m = ltw * GetMatrix();
+ for(unsigned i = 0; i < Nodes.GetSize(); i++)
+ {
+ Nodes[i]->Render(m, ren);
+ }
+}
+
+Matrix4f SceneView::GetViewMatrix() const
+{
+ Matrix4f view = Matrix4f(GetOrientation().Conj()) * Matrix4f::Translation(GetPosition());
+ return view;
+}
+
+void LightingParams::Update(const Matrix4f& view, const Vector4f* SceneLightPos)
+{
+ Version++;
+ for (int i = 0; i < LightCount; i++)
+ {
+ LightPos[i] = view.Transform(SceneLightPos[i]);
+ }
+}
+
+void Scene::Render(RenderDevice* ren, const Matrix4f& view)
+{
+ Lighting.Update(view, LightPos);
+
+ ren->SetLighting(&Lighting);
+
+ World.Render(view, ren);
+}
+
+
+
+UInt16 CubeIndices[] =
+{
+ 0, 1, 3,
+ 3, 1, 2,
+
+ 5, 4, 6,
+ 6, 4, 7,
+
+ 8, 9, 11,
+ 11, 9, 10,
+
+ 13, 12, 14,
+ 14, 12, 15,
+
+ 16, 17, 19,
+ 19, 17, 18,
+
+ 21, 20, 22,
+ 22, 20, 23
+};
+
+// Colors are specified for planes perpendicular to the axis
+// For example, "xColor" is the color of the y-z plane
+Model* Model::CreateAxisFaceColorBox(float x1, float x2, Color xcolor,
+ float y1, float y2, Color ycolor,
+ float z1, float z2, Color zcolor)
+{
+ float t;
+
+ if(x1 > x2)
+ {
+ t = x1;
+ x1 = x2;
+ x2 = t;
+ }
+ if(y1 > y2)
+ {
+ t = y1;
+ y1 = y2;
+ y2 = t;
+ }
+ if(z1 > z2)
+ {
+ t = z1;
+ z1 = z2;
+ z2 = t;
+ }
+
+ Model* box = new Model();
+
+ UInt16 startIndex = 0;
+ // Cube
+ startIndex =
+ box->AddVertex(Vector3f(x1, y2, z1), ycolor);
+ box->AddVertex(Vector3f(x2, y2, z1), ycolor);
+ box->AddVertex(Vector3f(x2, y2, z2), ycolor);
+ box->AddVertex(Vector3f(x1, y2, z2), ycolor);
+
+ box->AddVertex(Vector3f(x1, y1, z1), ycolor);
+ box->AddVertex(Vector3f(x2, y1, z1), ycolor);
+ box->AddVertex(Vector3f(x2, y1, z2), ycolor);
+ box->AddVertex(Vector3f(x1, y1, z2), ycolor);
+
+ box->AddVertex(Vector3f(x1, y1, z2), xcolor);
+ box->AddVertex(Vector3f(x1, y1, z1), xcolor);
+ box->AddVertex(Vector3f(x1, y2, z1), xcolor);
+ box->AddVertex(Vector3f(x1, y2, z2), xcolor);
+
+ box->AddVertex(Vector3f(x2, y1, z2), xcolor);
+ box->AddVertex(Vector3f(x2, y1, z1), xcolor);
+ box->AddVertex(Vector3f(x2, y2, z1), xcolor);
+ box->AddVertex(Vector3f(x2, y2, z2), xcolor);
+
+ box->AddVertex(Vector3f(x1, y1, z1), zcolor);
+ box->AddVertex(Vector3f(x2, y1, z1), zcolor);
+ box->AddVertex(Vector3f(x2, y2, z1), zcolor);
+ box->AddVertex(Vector3f(x1, y2, z1), zcolor);
+
+ box->AddVertex(Vector3f(x1, y1, z2), zcolor);
+ box->AddVertex(Vector3f(x2, y1, z2), zcolor);
+ box->AddVertex(Vector3f(x2, y2, z2), zcolor);
+ box->AddVertex(Vector3f(x1, y2, z2), zcolor);
+
+
+ enum
+ {
+ // CubeVertexCount = sizeof(CubeVertices)/sizeof(CubeVertices[0]),
+ CubeIndexCount = sizeof(CubeIndices) / sizeof(CubeIndices[0])
+ };
+
+ // Renumber indices
+ for(int i = 0; i < CubeIndexCount / 3; i++)
+ {
+ box->AddTriangle(CubeIndices[i * 3] + startIndex,
+ CubeIndices[i * 3 + 1] + startIndex,
+ CubeIndices[i * 3 + 2] + startIndex);
+ }
+
+ return box;
+}
+
+void Model::AddSolidColorBox(float x1, float y1, float z1,
+ float x2, float y2, float z2,
+ Color c)
+{
+ float t;
+
+ if(x1 > x2)
+ {
+ t = x1;
+ x1 = x2;
+ x2 = t;
+ }
+ if(y1 > y2)
+ {
+ t = y1;
+ y1 = y2;
+ y2 = t;
+ }
+ if(z1 > z2)
+ {
+ t = z1;
+ z1 = z2;
+ z2 = t;
+ }
+
+ // Cube vertices and their normals.
+ Vector3f CubeVertices[][3] =
+ {
+ Vector3f(x1, y2, z1), Vector3f(z1, x1), Vector3f(0.0f, 1.0f, 0.0f),
+ Vector3f(x2, y2, z1), Vector3f(z1, x2), Vector3f(0.0f, 1.0f, 0.0f),
+ Vector3f(x2, y2, z2), Vector3f(z2, x2), Vector3f(0.0f, 1.0f, 0.0f),
+ Vector3f(x1, y2, z2), Vector3f(z2, x1), Vector3f(0.0f, 1.0f, 0.0f),
+
+ Vector3f(x1, y1, z1), Vector3f(z1, x1), Vector3f(0.0f, -1.0f, 0.0f),
+ Vector3f(x2, y1, z1), Vector3f(z1, x2), Vector3f(0.0f, -1.0f, 0.0f),
+ Vector3f(x2, y1, z2), Vector3f(z2, x2), Vector3f(0.0f, -1.0f, 0.0f),
+ Vector3f(x1, y1, z2), Vector3f(z2, x1), Vector3f(0.0f, -1.0f, 0.0f),
+
+ Vector3f(x1, y1, z2), Vector3f(z2, y1), Vector3f(-1.0f, 0.0f, 0.0f),
+ Vector3f(x1, y1, z1), Vector3f(z1, y1), Vector3f(-1.0f, 0.0f, 0.0f),
+ Vector3f(x1, y2, z1), Vector3f(z1, y2), Vector3f(-1.0f, 0.0f, 0.0f),
+ Vector3f(x1, y2, z2), Vector3f(z2, y2), Vector3f(-1.0f, 0.0f, 0.0f),
+
+ Vector3f(x2, y1, z2), Vector3f(z2, y1), Vector3f(1.0f, 0.0f, 0.0f),
+ Vector3f(x2, y1, z1), Vector3f(z1, y1), Vector3f(1.0f, 0.0f, 0.0f),
+ Vector3f(x2, y2, z1), Vector3f(z1, y2), Vector3f(1.0f, 0.0f, 0.0f),
+ Vector3f(x2, y2, z2), Vector3f(z2, y2), Vector3f(1.0f, 0.0f, 0.0f),
+
+ Vector3f(x1, y1, z1), Vector3f(x1, y1), Vector3f(0.0f, 0.0f, -1.0f),
+ Vector3f(x2, y1, z1), Vector3f(x2, y1), Vector3f(0.0f, 0.0f, -1.0f),
+ Vector3f(x2, y2, z1), Vector3f(x2, y2), Vector3f(0.0f, 0.0f, -1.0f),
+ Vector3f(x1, y2, z1), Vector3f(x1, y2), Vector3f(0.0f, 0.0f, -1.0f),
+
+ Vector3f(x1, y1, z2), Vector3f(x1, y1), Vector3f(0.0f, 0.0f, 1.0f),
+ Vector3f(x2, y1, z2), Vector3f(x2, y1), Vector3f(0.0f, 0.0f, 1.0f),
+ Vector3f(x2, y2, z2), Vector3f(x2, y2), Vector3f(0.0f, 0.0f, 1.0f),
+ Vector3f(x1, y2, z2), Vector3f(x1, y2), Vector3f(0.0f, 0.0f, 1.0f)
+ };
+
+
+ UInt16 startIndex = GetNextVertexIndex();
+
+ enum
+ {
+ CubeVertexCount = sizeof(CubeVertices) / sizeof(CubeVertices[0]),
+ CubeIndexCount = sizeof(CubeIndices) / sizeof(CubeIndices[0])
+ };
+
+ for(int v = 0; v < CubeVertexCount; v++)
+ {
+ AddVertex(Vertex(CubeVertices[v][0], c, CubeVertices[v][1].x, CubeVertices[v][1].y, CubeVertices[v][2]));
+ }
+
+ // Renumber indices
+ for(int i = 0; i < CubeIndexCount / 3; i++)
+ {
+ AddTriangle(CubeIndices[i * 3] + startIndex,
+ CubeIndices[i * 3 + 1] + startIndex,
+ CubeIndices[i * 3 + 2] + startIndex);
+ }
+}
+
+
+
+Model* Model::CreateBox(Color c, Vector3f origin, Vector3f size)
+{
+ Model *box = new Model();
+ Vector3f s = size * 0.5f;
+
+ box->AddVertex(-s.x, s.y, -s.z, c, 0, 1, 0, 0, -1);
+ box->AddVertex(s.x, s.y, -s.z, c, 1, 1, 0, 0, -1);
+ box->AddVertex(s.x, -s.y, -s.z, c, 1, 0, 0, 0, -1);
+ box->AddVertex(-s.x, -s.y, -s.z, c, 0, 0, 0, 0, -1);
+ box->AddTriangle(2, 1, 0);
+ box->AddTriangle(0, 3, 2);
+
+ box->AddVertex(s.x, s.y, s.z, c, 1, 1, 0, 0, 1);
+ box->AddVertex(-s.x, s.y, s.z, c, 0, 1, 0, 0, 1);
+ box->AddVertex(-s.x, -s.y, s.z, c, 0, 0, 0, 0, 1);
+ box->AddVertex(s.x, -s.y, s.z, c, 1, 0, 0, 0, 1);
+ box->AddTriangle(6, 5, 4);
+ box->AddTriangle(4, 7, 6);
+
+ box->AddVertex(-s.x, s.y, -s.z, c, 1, 0, -1, 0, 0);
+ box->AddVertex(-s.x, s.y, s.z, c, 1, 1, -1, 0, 0);
+ box->AddVertex(-s.x, -s.y, s.z, c, 0, 1, -1, 0, 0);
+ box->AddVertex(-s.x, -s.y, -s.z, c, 0, 0, -1, 0, 0);
+ box->AddTriangle(10, 11, 8);
+ box->AddTriangle(8, 9, 10);
+
+ box->AddVertex(s.x, s.y, -s.z, c, 1, 0, 1, 0, 0);
+ box->AddVertex(s.x, -s.y, -s.z, c, 0, 0, 1, 0, 0);
+ box->AddVertex(s.x, -s.y, s.z, c, 0, 1, 1, 0, 0);
+ box->AddVertex(s.x, s.y, s.z, c, 1, 1, 1, 0, 0);
+ box->AddTriangle(14, 15, 12);
+ box->AddTriangle(12, 13, 14);
+
+ box->AddVertex(-s.x, -s.y, s.z, c, 0, 1, 0, -1, 0);
+ box->AddVertex(s.x, -s.y, s.z, c, 1, 1, 0, -1, 0);
+ box->AddVertex(s.x, -s.y, -s.z, c, 1, 0, 0, -1, 0);
+ box->AddVertex(-s.x, -s.y, -s.z, c, 0, 0, 0, -1, 0);
+ box->AddTriangle(18, 19, 16);
+ box->AddTriangle(16, 17, 18);
+
+ box->AddVertex(-s.x, s.y, -s.z, c, 0, 0, 0, 1, 0);
+ box->AddVertex(s.x, s.y, -s.z, c, 1, 0, 0, 1, 0);
+ box->AddVertex(s.x, s.y, s.z, c, 1, 1, 0, 1, 0);
+ box->AddVertex(-s.x, s.y, s.z, c, 0, 1, 0, 1, 0);
+ box->AddTriangle(20, 21, 22);
+ box->AddTriangle(22, 23, 20);
+
+ box->SetPosition(origin);
+ return box;
+}
+
+// Triangulation of a cylinder centered at the origin
+Model* Model::CreateCylinder(Color color, Vector3f origin, float height, float radius, int sides)
+{
+ Model *cyl = new Model();
+ float halfht = height * 0.5f;
+ for(UInt16 i = 0; i < sides; i++)
+ {
+ float x = cosf(Math<float>::TwoPi * i / float(sides));
+ float y = sinf(Math<float>::TwoPi * i / float(sides));
+
+ cyl->AddVertex(radius * x, radius * y, halfht, color, x + 1, y, 0, 0, 1);
+ cyl->AddVertex(radius * x, radius * y, -1.0f*halfht, color, x, y, 0, 0, -1);
+
+ UInt16 j = 0;
+ if(i < sides - 1)
+ {
+ j = i + 1;
+ cyl->AddTriangle(0, i * 4 + 4, i * 4);
+ cyl->AddTriangle(1, i * 4 + 1, i * 4 + 5);
+ }
+
+ float nx = cosf(Math<float>::Pi * (0.5f + 2.0f * i / float(sides)));
+ float ny = sinf(Math<float>::Pi * (0.5f + 2.0f * i / float(sides)));
+ cyl->AddVertex(radius * x, radius * y, halfht, color, x + 1, y, nx, ny, 0);
+ cyl->AddVertex(radius * x, radius * y, -1.0f*halfht, color, x, y, nx, ny, 0);
+
+ cyl->AddTriangle(i * 4 + 2, j * 4 + 2, i * 4 + 3);
+ cyl->AddTriangle(i * 4 + 3, j * 4 + 2, j * 4 + 3);
+ }
+ cyl->SetPosition(origin);
+ return cyl;
+};
+
+//Triangulation of a cone centered at the origin
+Model* Model::CreateCone(Color color, Vector3f origin, float height, float radius, int sides)
+{
+ Model *cone = new Model();
+ float halfht = height * 0.5f;
+ cone->AddVertex(0.0f, 0.0f, -1.0f*halfht, color, 0, 0, 0, 0, -1);
+
+ for(UInt16 i = 0; i < sides; i++)
+ {
+ float x = cosf(Math<float>::TwoPi * i / float(sides));
+ float y = sinf(Math<float>::TwoPi * i / float(sides));
+
+ cone->AddVertex(radius * x, radius * y, -1.0f*halfht, color, 0, 0, 0, 0, -1);
+
+ UInt16 j = 1;
+ if(i < sides - 1)
+ {
+ j = i + 1;
+ }
+
+ float next_x = cosf(Math<float>::TwoPi * j / float(sides));
+ float next_y = sinf(Math<float>::TwoPi * j / float(sides));
+
+ Vector3f normal = Vector3f(x, y, -halfht).Cross(Vector3f(next_x, next_y, -halfht));
+
+ cone->AddVertex(0.0f, 0.0f, halfht, color, 1, 0, normal.x, normal.y, normal.z);
+ cone->AddVertex(radius * x, radius * y, -1.0f*halfht, color, 0, 0, normal.x, normal.y, normal.z);
+
+ cone->AddTriangle(0, 3*i + 1, 3*j + 1);
+ cone->AddTriangle(3*i + 2, 3*j + 3, 3*i + 3);
+ }
+ cone->SetPosition(origin);
+ return cone;
+};
+
+//Triangulation of a sphere centered at the origin
+Model* Model::CreateSphere(Color color, Vector3f origin, float radius, int sides)
+{
+ Model *sphere = new Model();
+ UInt16 usides = (UInt16) sides;
+ UInt16 halfsides = usides/2;
+
+ for(UInt16 k = 0; k < halfsides; k++) {
+
+ float z = cosf(Math<float>::Pi * k / float(halfsides));
+ float z_r = sinf(Math<float>::Pi * k / float(halfsides)); // the radius of the cross circle with coordinate z
+
+ if (k == 0)
+ { // add north and south poles
+ sphere->AddVertex(0.0f, 0.0f, radius, color, 0, 0, 0, 0, 1);
+ sphere->AddVertex(0.0f, 0.0f, -radius, color, 1, 1, 0, 0, -1);
+ }
+ else
+ {
+ for(UInt16 i = 0; i < sides; i++)
+ {
+ float x = cosf(Math<float>::TwoPi * i / float(sides)) * z_r;
+ float y = sinf(Math<float>::TwoPi * i / float(sides)) * z_r;
+
+ UInt16 j = 0;
+ if(i < sides - 1)
+ {
+ j = i + 1;
+ }
+
+ sphere->AddVertex(radius * x, radius * y, radius * z, color, 0, 1, x, y, z);
+
+ UInt16 indi = 2 + (k -1)*usides + i;
+ UInt16 indj = 2 + (k -1)*usides + j;
+ if (k == 1) // NorthPole
+ sphere->AddTriangle(0, j + 2, i + 2);
+ else if (k == halfsides - 1) //SouthPole
+ {
+ sphere->AddTriangle(1, indi, indj);
+ sphere->AddTriangle(indi, indi - usides, indj);
+ sphere->AddTriangle(indi - usides, indj - usides, indj);
+ }
+ else
+ {
+ sphere->AddTriangle(indi, indi - usides, indj);
+ sphere->AddTriangle(indi - usides, indj - usides, indj);
+ }
+ }
+ } // end else
+ }
+ sphere->SetPosition(origin);
+ return sphere;
+};
+
+Model* Model::CreateGrid(Vector3f origin, Vector3f stepx, Vector3f stepy,
+ int halfx, int halfy, int nmajor, Color minor, Color major)
+{
+ Model* grid = new Model(Prim_Lines);
+ float halfxf = (float)halfx;
+ float halfyf = (float)halfy;
+
+ for(int jn = 0; jn <= halfy; jn++)
+ {
+ float j = (float)jn;
+
+ grid->AddLine(grid->AddVertex((stepx * -halfxf) + (stepy * j), (jn % nmajor) ? minor : major, 0, 0.5f),
+ grid->AddVertex((stepx * halfxf) + (stepy * j), (jn % nmajor) ? minor : major, 1, 0.5f));
+
+ if(j)
+ grid->AddLine(grid->AddVertex((stepx * -halfxf) + (stepy * -j), (jn % nmajor) ? minor : major, 0, 0.5f),
+ grid->AddVertex((stepx * halfxf) + (stepy * -j), (jn % nmajor) ? minor : major, 1, 0.5f));
+ }
+
+ for(int in = 0; in <= halfx; in++)
+ {
+ float i = (float)in;
+
+ grid->AddLine(grid->AddVertex((stepx * i) + (stepy * -halfyf), (in % nmajor) ? minor : major, 0, 0.5f),
+ grid->AddVertex((stepx * i) + (stepy * halfyf), (in % nmajor) ? minor : major, 1, 0.5f));
+
+ if(i)
+ grid->AddLine(grid->AddVertex((stepx * -i) + (stepy * -halfyf), (in % nmajor) ? minor : major, 0, 0.5f),
+ grid->AddVertex((stepx * -i) + (stepy * halfyf), (in % nmajor) ? minor : major, 1, 0.5f));
+ }
+
+ grid->SetPosition(origin);
+ return grid;
+}
+
+
+//-------------------------------------------------------------------------------------
+
+
+void ShaderFill::Set(PrimitiveType prim) const
+{
+ Shaders->Set(prim);
+ for(int i = 0; i < 8; i++)
+ if(Textures[i])
+ {
+ Textures[i]->Set(i);
+ }
+}
+
+
+
+//-------------------------------------------------------------------------------------
+// ***** Rendering
+
+
+RenderDevice::RenderDevice()
+ : CurPostProcess(PostProcess_None),
+ SceneColorTexW(0), SceneColorTexH(0),
+ SceneRenderScale(1),
+
+ Distortion(1.0f, 0.18f, 0.115f),
+ DistortionClearColor(0, 0, 0),
+ PostProcessShaderActive(PostProcessShader_DistortionAndChromAb),
+ TotalTextureMemoryUsage(0)
+{
+ PostProcessShaderRequested = PostProcessShaderActive;
+}
+
+Fill* RenderDevice::CreateTextureFill(Render::Texture* t, bool useAlpha)
+{
+ ShaderSet* shaders = CreateShaderSet();
+ shaders->SetShader(LoadBuiltinShader(Shader_Vertex, VShader_MVP));
+ shaders->SetShader(LoadBuiltinShader(Shader_Fragment, useAlpha ? FShader_AlphaTexture : FShader_Texture));
+ Fill* f = new ShaderFill(*shaders);
+ f->SetTexture(0, t);
+ return f;
+}
+
+void LightingParams::Set(ShaderSet* s) const
+{
+ s->SetUniform4fv("Ambient", 1, &Ambient);
+ s->SetUniform1f("LightCount", LightCount);
+ s->SetUniform4fv("LightPos", (int)LightCount, LightPos);
+ s->SetUniform4fv("LightColor", (int)LightCount, LightColor);
+}
+
+void RenderDevice::SetLighting(const LightingParams* lt)
+{
+ if (!LightingBuffer)
+ LightingBuffer = *CreateBuffer();
+
+ LightingBuffer->Data(Buffer_Uniform, lt, sizeof(LightingParams));
+ SetCommonUniformBuffer(1, LightingBuffer);
+}
+
+float RenderDevice::MeasureText(const Font* font, const char* str, float size, float* strsize)
+{
+ UPInt length = strlen(str);
+ float w = 0;
+ float xp = 0;
+ float yp = 0;
+
+ for (UPInt i = 0; i < length; i++)
+ {
+ if(str[i] == '\n')
+ {
+ yp += font->lineheight;
+ if(xp > w)
+ {
+ w = xp;
+ }
+ xp = 0;
+ continue;
+ }
+
+ // Tab followed by a numbers sets position to specified offset.
+ if(str[i] == '\t')
+ {
+ char *p = 0;
+ float tabPixels = (float)OVR_strtoq(str + i + 1, &p, 10);
+ i += p - (str + i + 1);
+ xp = tabPixels;
+ }
+ else
+ {
+ const Font::Char* ch = &font->chars[str[i]];
+ xp += ch->advance;
+ }
+ }
+
+ if(xp > w)
+ {
+ w = xp;
+ }
+
+ if(strsize)
+ {
+ strsize[0] = (size / font->lineheight) * w;
+ strsize[1] = (size / font->lineheight) * (yp + font->lineheight);
+ }
+ return (size / font->lineheight) * w;
+}
+
+void RenderDevice::RenderText(const Font* font, const char* str,
+ float x, float y, float size, Color c)
+{
+ if(!pTextVertexBuffer)
+ {
+ pTextVertexBuffer = *CreateBuffer();
+ if(!pTextVertexBuffer)
+ {
+ return;
+ }
+ }
+
+ if(!font->fill)
+ {
+ font->fill = CreateTextureFill(Ptr<Texture>(
+ *CreateTexture(Texture_R, font->twidth, font->theight, font->tex)), true);
+ }
+
+ UPInt length = strlen(str);
+
+ pTextVertexBuffer->Data(Buffer_Vertex, NULL, length * 6 * sizeof(Vertex));
+ Vertex* vertices = (Vertex*)pTextVertexBuffer->Map(0, length * 6 * sizeof(Vertex), Map_Discard);
+ if(!vertices)
+ {
+ return;
+ }
+
+ Matrix4f m = Matrix4f(size / font->lineheight, 0, 0, 0,
+ 0, size / font->lineheight, 0, 0,
+ 0, 0, 0, 0,
+ x, y, 0, 1).Transposed();
+
+ float xp = 0, yp = (float)font->ascent;
+ int ivertex = 0;
+
+ for (UPInt i = 0; i < length; i++)
+ {
+ if(str[i] == '\n')
+ {
+ yp += font->lineheight;
+ xp = 0;
+ continue;
+ }
+ // Tab followed by a numbers sets position to specified offset.
+ if(str[i] == '\t')
+ {
+ char *p = 0;
+ float tabPixels = (float)OVR_strtoq(str + i + 1, &p, 10);
+ i += p - (str + i + 1);
+ xp = tabPixels;
+ continue;
+ }
+
+ const Font::Char* ch = &font->chars[str[i]];
+ Vertex* chv = &vertices[ivertex];
+ for(int j = 0; j < 6; j++)
+ {
+ chv[j].C = c;
+ }
+ float x = xp + ch->x;
+ float y = yp - ch->y;
+ float cx = font->twidth * (ch->u2 - ch->u1);
+ float cy = font->theight * (ch->v2 - ch->v1);
+ chv[0] = Vertex(Vector3f(x, y, 0), c, ch->u1, ch->v1);
+ chv[1] = Vertex(Vector3f(x + cx, y, 0), c, ch->u2, ch->v1);
+ chv[2] = Vertex(Vector3f(x + cx, cy + y, 0), c, ch->u2, ch->v2);
+ chv[3] = Vertex(Vector3f(x, y, 0), c, ch->u1, ch->v1);
+ chv[4] = Vertex(Vector3f(x + cx, cy + y, 0), c, ch->u2, ch->v2);
+ chv[5] = Vertex(Vector3f(x, y + cy, 0), c, ch->u1, ch->v2);
+ ivertex += 6;
+
+ xp += ch->advance;
+ }
+
+ pTextVertexBuffer->Unmap(vertices);
+
+ Render(font->fill, pTextVertexBuffer, NULL, m, 0, ivertex, Prim_Triangles);
+}
+
+void RenderDevice::FillRect(float left, float top, float right, float bottom, Color c)
+{
+ if(!pTextVertexBuffer)
+ {
+ pTextVertexBuffer = *CreateBuffer();
+ if(!pTextVertexBuffer)
+ {
+ return;
+ }
+ }
+
+ // Get!!
+ Fill* fill = CreateSimpleFill();
+
+ pTextVertexBuffer->Data(Buffer_Vertex, NULL, 6 * sizeof(Vertex));
+ Vertex* vertices = (Vertex*)pTextVertexBuffer->Map(0, 6 * sizeof(Vertex), Map_Discard);
+ if(!vertices)
+ {
+ return;
+ }
+
+ vertices[0] = Vertex(Vector3f(left, top, 0.0f), c);
+ vertices[1] = Vertex(Vector3f(right, top, 0), c);
+ vertices[2] = Vertex(Vector3f(left, bottom, 0), c);
+ vertices[3] = Vertex(Vector3f(left, bottom, 0), c);
+ vertices[4] = Vertex(Vector3f(right, top, 0), c);
+ vertices[5] = Vertex(Vector3f(right, bottom, 0), c);
+
+ pTextVertexBuffer->Unmap(vertices);
+
+ Render(fill, pTextVertexBuffer, NULL, Matrix4f(), 0, 6, Prim_Triangles);
+}
+
+void RenderDevice::FillGradientRect(float left, float top, float right, float bottom, Color col_top, Color col_btm)
+{
+ if(!pTextVertexBuffer)
+ {
+ pTextVertexBuffer = *CreateBuffer();
+ if(!pTextVertexBuffer)
+ {
+ return;
+ }
+ }
+
+ // Get!!
+ Fill* fill = CreateSimpleFill();
+
+ pTextVertexBuffer->Data(Buffer_Vertex, NULL, 6 * sizeof(Vertex));
+ Vertex* vertices = (Vertex*)pTextVertexBuffer->Map(0, 6 * sizeof(Vertex), Map_Discard);
+ if(!vertices)
+ {
+ return;
+ }
+
+ vertices[0] = Vertex(Vector3f(left, top, 0.0f), col_top);
+ vertices[1] = Vertex(Vector3f(right, top, 0), col_top);
+ vertices[2] = Vertex(Vector3f(left, bottom, 0), col_btm);
+ vertices[3] = Vertex(Vector3f(left, bottom, 0), col_btm);
+ vertices[4] = Vertex(Vector3f(right, top, 0), col_top);
+ vertices[5] = Vertex(Vector3f(right, bottom, 0), col_btm);
+
+ pTextVertexBuffer->Unmap(vertices);
+
+ Render(fill, pTextVertexBuffer, NULL, Matrix4f(), 0, 6, Prim_Triangles);
+}
+
+void RenderDevice::RenderImage(float left,
+ float top,
+ float right,
+ float bottom,
+ ShaderFill* image,
+ unsigned char alpha)
+{
+ /*
+ if(!pTextVertexBuffer)
+ {
+ pTextVertexBuffer = *CreateBuffer();
+ if(!pTextVertexBuffer)
+ {
+ return;
+ }
+ }
+
+ pTextVertexBuffer->Data(Buffer_Vertex, NULL, 6 * sizeof(Vertex));
+ Vertex* vertices = (Vertex*)pTextVertexBuffer->Map(0, 6 * sizeof(Vertex), Map_Discard);
+ if(!vertices)
+ {
+ return;
+ }
+
+ vertices[0] = Vertex(Vector3f(left, top, 0.0f), Color(255, 255, 255, 255));
+ vertices[1] = Vertex(Vector3f(right, top, 0), Color(255, 255, 255, 255));
+ vertices[2] = Vertex(Vector3f(left, bottom, 0), Color(255, 255, 255, 255));
+ vertices[3] = Vertex(Vector3f(left, bottom, 0), Color(255, 255, 255, 255));
+ vertices[4] = Vertex(Vector3f(right, top, 0), Color(255, 255, 255, 255));
+ vertices[5] = Vertex(Vector3f(right, bottom, 0), Color(255, 255, 255, 255));
+
+ pTextVertexBuffer->Unmap(vertices);
+
+ Render(image, pTextVertexBuffer, NULL, Matrix4f(), 0, 6, Prim_Triangles);
+ */
+
+ Color c = Color(255, 255, 255, alpha);
+ Ptr<Model> m = *new Model(Prim_Triangles);
+ m->AddVertex(left, bottom, 0.0f, c, 0.0f, 0.0f);
+ m->AddVertex(right, bottom, 0.0f, c, 1.0f, 0.0f);
+ m->AddVertex(right, top, 0.0f, c, 1.0f, 1.0f);
+ m->AddVertex(left, top, 0.0f, c, 0.0f, 1.0f);
+ m->AddTriangle(2,1,0);
+ m->AddTriangle(0,3,2);
+ m->Fill = image;
+
+ Render(Matrix4f(), m);
+}
+
+/*
+void RenderDevice::GetStereoViewports(const Viewport& in, Viewport* out) const
+{
+ out[0] = out[1] = in;
+ if (StereoBufferMode == Stereo_SplitH)
+ {
+ out[0].w = out[1].w = in.w / 2;
+ out[1].x += WindowWidth / 2;
+ }
+}
+*/
+
+void RenderDevice::SetSceneRenderScale(float ss)
+{
+ SceneRenderScale = ss;
+ pSceneColorTex = NULL;
+}
+
+void RenderDevice::SetViewport(const Viewport& vp)
+{
+ VP = vp;
+
+ if(CurPostProcess == PostProcess_Distortion)
+ {
+ Viewport svp = vp;
+ svp.w = (int)ceil(SceneRenderScale * vp.w);
+ svp.h = (int)ceil(SceneRenderScale * vp.h);
+ svp.x = (int)ceil(SceneRenderScale * vp.x);
+ svp.y = (int)ceil(SceneRenderScale * vp.y);
+ SetRealViewport(svp);
+ }
+ else
+ {
+ SetRealViewport(vp);
+ }
+}
+
+
+bool RenderDevice::initPostProcessSupport(PostProcessType pptype)
+{
+ if(pptype != PostProcess_Distortion)
+ {
+ return true;
+ }
+
+
+ if (PostProcessShaderRequested != PostProcessShaderActive)
+ {
+ pPostProcessShader.Clear();
+ PostProcessShaderActive = PostProcessShaderRequested;
+ }
+
+ if (!pPostProcessShader)
+ {
+ Shader *vs = LoadBuiltinShader(Shader_Vertex, VShader_PostProcess);
+
+ Shader *ppfs = NULL;
+
+ if (PostProcessShaderActive == PostProcessShader_Distortion)
+ {
+ ppfs = LoadBuiltinShader(Shader_Fragment, FShader_PostProcess);
+ }
+ else if (PostProcessShaderActive == PostProcessShader_DistortionAndChromAb)
+ {
+ ppfs = LoadBuiltinShader(Shader_Fragment, FShader_PostProcessWithChromAb);
+ }
+ else
+ OVR_ASSERT(false);
+
+ pPostProcessShader = *CreateShaderSet();
+ pPostProcessShader->SetShader(vs);
+ pPostProcessShader->SetShader(ppfs);
+ }
+
+
+ int texw = (int)ceil(SceneRenderScale * WindowWidth),
+ texh = (int)ceil(SceneRenderScale * WindowHeight);
+
+ // If pSceneColorTex is already created and is of correct size, we are done.
+ // It's important to check width/height in case window size changed.
+ if (pSceneColorTex && (texw == SceneColorTexW) && (texh == SceneColorTexH))
+ {
+ return true;
+ }
+
+ pSceneColorTex = *CreateTexture(Texture_RGBA | Texture_RenderTarget | Params.Multisample,
+ texw, texh, NULL);
+ if(!pSceneColorTex)
+ {
+ return false;
+ }
+ SceneColorTexW = texw;
+ SceneColorTexH = texh;
+ pSceneColorTex->SetSampleMode(Sample_ClampBorder | Sample_Linear);
+
+
+ if(!pFullScreenVertexBuffer)
+ {
+ pFullScreenVertexBuffer = *CreateBuffer();
+ const Render::Vertex QuadVertices[] =
+ {
+ Vertex(Vector3f(0, 1, 0), Color(1, 1, 1, 1), 0, 0),
+ Vertex(Vector3f(1, 1, 0), Color(1, 1, 1, 1), 1, 0),
+ Vertex(Vector3f(0, 0, 0), Color(1, 1, 1, 1), 0, 1),
+ Vertex(Vector3f(1, 0, 0), Color(1, 1, 1, 1), 1, 1)
+ };
+ pFullScreenVertexBuffer->Data(Buffer_Vertex, QuadVertices, sizeof(QuadVertices));
+ }
+ return true;
+}
+
+void RenderDevice::SetProjection(const Matrix4f& proj)
+{
+ Proj = proj;
+ SetWorldUniforms(proj);
+}
+
+void RenderDevice::BeginScene(PostProcessType pptype)
+{
+ BeginRendering();
+
+ if((pptype != PostProcess_None) && initPostProcessSupport(pptype))
+ {
+ CurPostProcess = pptype;
+ }
+ else
+ {
+ CurPostProcess = PostProcess_None;
+ }
+
+ if(CurPostProcess == PostProcess_Distortion)
+ {
+ SetRenderTarget(pSceneColorTex);
+ SetViewport(VP);
+ }
+ else
+ {
+ SetRenderTarget(0);
+ }
+
+ SetWorldUniforms(Proj);
+ SetExtraShaders(NULL);
+}
+
+void RenderDevice::FinishScene()
+{
+ SetExtraShaders(0);
+ if(CurPostProcess == PostProcess_None)
+ {
+ return;
+ }
+
+ SetRenderTarget(0);
+ SetRealViewport(VP);
+ FinishScene1();
+
+ CurPostProcess = PostProcess_None;
+}
+
+
+
+void RenderDevice::FinishScene1()
+{
+ float r, g, b, a;
+ DistortionClearColor.GetRGBA(&r, &g, &b, &a);
+ Clear(r, g, b, a);
+
+ float w = float(VP.w) / float(WindowWidth),
+ h = float(VP.h) / float(WindowHeight),
+ x = float(VP.x) / float(WindowWidth),
+ y = float(VP.y) / float(WindowHeight);
+
+ float as = float(VP.w) / float(VP.h);
+
+ // We are using 1/4 of DistortionCenter offset value here, since it is
+ // relative to [-1,1] range that gets mapped to [0, 0.5].
+ pPostProcessShader->SetUniform2f("LensCenter",
+ x + (w + Distortion.XCenterOffset * 0.5f)*0.5f, y + h*0.5f);
+ pPostProcessShader->SetUniform2f("ScreenCenter", x + w*0.5f, y + h*0.5f);
+
+ // MA: This is more correct but we would need higher-res texture vertically; we should adopt this
+ // once we have asymmetric input texture scale.
+ float scaleFactor = 1.0f / Distortion.Scale;
+
+ pPostProcessShader->SetUniform2f("Scale", (w/2) * scaleFactor, (h/2) * scaleFactor * as);
+ pPostProcessShader->SetUniform2f("ScaleIn", (2/w), (2/h) / as);
+
+ pPostProcessShader->SetUniform4f("HmdWarpParam",
+ Distortion.K[0], Distortion.K[1], Distortion.K[2], Distortion.K[3]);
+
+ if (PostProcessShaderRequested == PostProcessShader_DistortionAndChromAb)
+ {
+ pPostProcessShader->SetUniform4f("ChromAbParam",
+ Distortion.ChromaticAberration[0],
+ Distortion.ChromaticAberration[1],
+ Distortion.ChromaticAberration[2],
+ Distortion.ChromaticAberration[3]);
+ }
+
+ Matrix4f texm(w, 0, 0, x,
+ 0, h, 0, y,
+ 0, 0, 0, 0,
+ 0, 0, 0, 1);
+ pPostProcessShader->SetUniform4x4f("Texm", texm);
+
+ Matrix4f view(2, 0, 0, -1,
+ 0, 2, 0, -1,
+ 0, 0, 0, 0,
+ 0, 0, 0, 1);
+
+ ShaderFill fill(pPostProcessShader);
+ fill.SetTexture(0, pSceneColorTex);
+ RenderWithAlpha(&fill, pFullScreenVertexBuffer, NULL, view, 0, 4, Prim_TriangleStrip);
+}
+
+bool CollisionModel::TestPoint(const Vector3f& p) const
+{
+ for(unsigned i = 0; i < Planes.GetSize(); i++)
+ if(Planes[i].TestSide(p) > 0)
+ {
+ return 0;
+ }
+
+ return 1;
+}
+
+bool CollisionModel::TestRay(const Vector3f& origin, const Vector3f& norm, float& len, Planef* ph) const
+{
+ if(TestPoint(origin))
+ {
+ len = 0;
+ *ph = Planes[0];
+ return true;
+ }
+ Vector3f fullMove = origin + norm * len;
+
+ int crossing = -1;
+ float cdot1 = 0, cdot2 = 0;
+
+ for(unsigned i = 0; i < Planes.GetSize(); ++i)
+ {
+ float dot2 = Planes[i].TestSide(fullMove);
+ if(dot2 > 0)
+ {
+ return false;
+ }
+ float dot1 = Planes[i].TestSide(origin);
+ if(dot1 > 0)
+ {
+ if(dot2 <= 0)
+ {
+ //assert(crossing==-1);
+ if(crossing == -1)
+ {
+ crossing = i;
+ cdot2 = dot2;
+ cdot1 = dot1;
+ }
+ else
+ {
+ if(dot2 > cdot2)
+ {
+ crossing = i;
+ cdot2 = dot2;
+ cdot1 = dot1;
+ }
+ }
+ }
+ }
+ }
+
+ if(crossing < 0)
+ {
+ return false;
+ }
+
+ assert(TestPoint(origin + norm * len));
+
+ len = len * cdot1 / (cdot1 - cdot2) - 0.05f;
+ if(len < 0)
+ {
+ len = 0;
+ }
+ float tp = Planes[crossing].TestSide(origin + norm * len);
+ OVR_ASSERT(fabsf(tp) < 0.05f + Mathf::Tolerance);
+ OVR_UNUSED(tp);
+
+ if(ph)
+ {
+ *ph = Planes[crossing];
+ }
+ return true;
+}
+
+int GetNumMipLevels(int w, int h)
+{
+ int n = 1;
+ while(w > 1 || h > 1)
+ {
+ w >>= 1;
+ h >>= 1;
+ n++;
+ }
+ return n;
+}
+
+void FilterRgba2x2(const UByte* src, int w, int h, UByte* dest)
+{
+ for(int j = 0; j < (h & ~1); j += 2)
+ {
+ const UByte* psrc = src + (w * j * 4);
+ UByte* pdest = dest + ((w >> 1) * (j >> 1) * 4);
+
+ for(int i = 0; i < w >> 1; i++, psrc += 8, pdest += 4)
+ {
+ pdest[0] = (((int)psrc[0]) + psrc[4] + psrc[w * 4 + 0] + psrc[w * 4 + 4]) >> 2;
+ pdest[1] = (((int)psrc[1]) + psrc[5] + psrc[w * 4 + 1] + psrc[w * 4 + 5]) >> 2;
+ pdest[2] = (((int)psrc[2]) + psrc[6] + psrc[w * 4 + 2] + psrc[w * 4 + 6]) >> 2;
+ pdest[3] = (((int)psrc[3]) + psrc[7] + psrc[w * 4 + 3] + psrc[w * 4 + 7]) >> 2;
+ }
+ }
+}
+
+int GetTextureSize(int format, int w, int h)
+{
+ switch (format & Texture_TypeMask)
+ {
+ case Texture_R: return w*h;
+ case Texture_RGBA: return w*h*4;
+ case Texture_DXT1: {
+ int bw = (w+3)/4, bh = (h+3)/4;
+ return bw * bh * 8;
+ }
+ case Texture_DXT3:
+ case Texture_DXT5: {
+ int bw = (w+3)/4, bh = (h+3)/4;
+ return bw * bh * 16;
+ }
+
+ default:
+ OVR_ASSERT(0);
+ }
+ return 0;
+}
+
+}}
diff --git a/Samples/CommonSrc/Render/Render_Device.h b/Samples/CommonSrc/Render/Render_Device.h
index 448d0e6..028f282 100644
--- a/Samples/CommonSrc/Render/Render_Device.h
+++ b/Samples/CommonSrc/Render/Render_Device.h
@@ -1,897 +1,902 @@
-/************************************************************************************
-
-Filename : Render_Device.h
-Content : Platform renderer for simple scene graph
-Created : September 6, 2012
-Authors : Andrew Reisse
-
-Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved.
-
-Licensed under the Apache License, Version 2.0 (the "License");
-you may not use this file except in compliance with the License.
-You may obtain a copy of the License at
-
-http://www.apache.org/licenses/LICENSE-2.0
-
-Unless required by applicable law or agreed to in writing, software
-distributed under the License is distributed on an "AS IS" BASIS,
-WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-See the License for the specific language governing permissions and
-limitations under the License.
-
-************************************************************************************/
-
-#ifndef OVR_Render_Device_h
-#define OVR_Render_Device_h
-
-#include "Kernel/OVR_Math.h"
-#include "Kernel/OVR_Array.h"
-#include "Kernel/OVR_RefCount.h"
-#include "Kernel/OVR_String.h"
-#include "Kernel/OVR_File.h"
-
-#include "Util/Util_Render_Stereo.h"
-
-namespace OVR { namespace Render {
-
-using namespace OVR::Util::Render;
-
-class RenderDevice;
-
-//-----------------------------------------------------------------------------------
-
-enum PrimitiveType
-{
- Prim_Triangles,
- Prim_Lines,
- Prim_TriangleStrip,
- Prim_Points,
- Prim_Unknown,
- Prim_Count
-};
-
-class Fill : public RefCountBase<Fill>
-{
-public:
- enum Flags
- {
- F_Solid = 1,
- F_Wireframe = 2,
- };
-
- virtual ~Fill() {}
-
- virtual void Set(PrimitiveType prim = Prim_Unknown) const = 0;
- virtual void Unset() const {}
-
- virtual void SetTexture(int i, class Texture* tex) { OVR_UNUSED2(i,tex); }
-};
-
-enum ShaderStage
-{
- Shader_Vertex = 0,
- Shader_Geometry = 1,
- Shader_Fragment = 2,
- Shader_Pixel = 2,
- Shader_Count = 3,
-};
-
-enum BuiltinShaders
-{
- VShader_MV = 0,
- VShader_MVP = 1,
- VShader_PostProcess = 2,
- VShader_Count = 3,
-
- FShader_Solid = 0,
- FShader_Gouraud = 1,
- FShader_Texture = 2,
- FShader_AlphaTexture = 3,
- FShader_PostProcess = 4,
- FShader_PostProcessWithChromAb = 5,
- FShader_LitGouraud = 6,
- FShader_LitTexture = 7,
- FShader_MultiTexture = 8,
- FShader_Count = 9,
-};
-
-
-enum MapFlags
-{
- Map_Discard = 1,
- Map_Read = 2, // do not use
- Map_Unsynchronized = 4, // like D3D11_MAP_NO_OVERWRITE
-};
-
-enum BufferUsage
-{
- Buffer_Unknown = 0,
- Buffer_Vertex = 1,
- Buffer_Index = 2,
- Buffer_Uniform = 4,
- Buffer_Feedback = 8,
- Buffer_TypeMask = 0xff,
- Buffer_ReadOnly = 0x100, // Buffer must be created with Data().
-};
-
-enum TextureFormat
-{
- Texture_RGBA = 0x100,
- Texture_R = 0x200,
- Texture_DXT1 = 0x1100,
- Texture_DXT3 = 0x1200,
- Texture_DXT5 = 0x1300,
- Texture_Depth = 0x8000,
- Texture_TypeMask = 0xff00,
- Texture_Compressed = 0x1000,
- Texture_SamplesMask = 0x00ff,
- Texture_RenderTarget = 0x10000,
- Texture_GenMipmaps = 0x20000,
-};
-
-enum SampleMode
-{
- Sample_Linear = 0,
- Sample_Nearest = 1,
- Sample_Anisotropic = 2,
- Sample_FilterMask = 3,
-
- Sample_Repeat = 0,
- Sample_Clamp = 4,
- Sample_ClampBorder = 8, // If unsupported Clamp is used instead.
- Sample_AddressMask =12,
-
- Sample_Count =13,
-};
-
-// A vector with a dummy w component for alignment in uniform buffers (and for float colors).
-// The w component is not used in any calculations.
-
-struct Vector4f : public Vector3f
-{
- float w;
-
- Vector4f() : w(1) {}
- Vector4f(const Vector3f& v) : Vector3f(v), w(1) {}
- Vector4f(float r, float g, float b, float a) : Vector3f(r,g,b), w(a) {}
-};
-
-
-class Shader : public RefCountBase<Shader>
-{
- friend class ShaderSet;
-
-protected:
- ShaderStage Stage;
-
-public:
- Shader(ShaderStage s) : Stage(s) {}
- virtual ~Shader() {}
-
- ShaderStage GetStage() const { return Stage; }
-
- virtual void Set(PrimitiveType) const { }
- virtual void SetUniformBuffer(class Buffer* buffers, int i = 0) { OVR_UNUSED2(buffers, i); }
- virtual bool UseTransposeMatrix() const { return 0; }
-
-protected:
- virtual bool SetUniform(const char* name, int n, const float* v) { OVR_UNUSED3(name, n, v); return false; }
-};
-
-
-// A group of shaders, one per stage.
-// Some renderers subclass this, so CreateShaderSet must be used.
-
-class ShaderSet : public RefCountBase<ShaderSet>
-{
- protected:
- Ptr<Shader> Shaders[Shader_Count];
-
-public:
- ShaderSet() { }
- ~ShaderSet() { }
-
- virtual void SetShader(Shader *s)
- {
- Shaders[s->GetStage()] = s;
- }
- virtual void UnsetShader(int stage)
- {
- Shaders[stage] = NULL;
- }
- Shader* GetShader(int stage) { return Shaders[stage]; }
-
- virtual void Set(PrimitiveType prim) const
- {
- for (int i = 0; i < Shader_Count; i++)
- if (Shaders[i])
- Shaders[i]->Set(prim);
- }
-
- // Set a uniform (other than the standard matrices). It is undefined whether the
- // uniforms from one shader occupy the same space as those in other shaders
- // (unless a buffer is used, then each buffer is independent).
- virtual bool SetUniform(const char* name, int n, const float* v)
- {
- bool result = 0;
- for (int i = 0; i < Shader_Count; i++)
- if (Shaders[i])
- result |= Shaders[i]->SetUniform(name, n, v);
-
- return result;
- }
- bool SetUniform1f(const char* name, float x)
- {
- const float v[] = {x};
- return SetUniform(name, 1, v);
- }
- bool SetUniform2f(const char* name, float x, float y)
- {
- const float v[] = {x,y};
- return SetUniform(name, 2, v);
- }
- bool SetUniform4f(const char* name, float x, float y, float z, float w = 1)
- {
- const float v[] = {x,y,z,w};
- return SetUniform(name, 4, v);
- }
- bool SetUniformv(const char* name, const Vector3f& v)
- {
- const float a[] = {v.x,v.y,v.z,1};
- return SetUniform(name, 4, a);
- }
- bool SetUniform4fv(const char* name, int n, const Vector4f* v)
- {
- return SetUniform(name, 4*n, &v[0].x);
- }
- virtual bool SetUniform4x4f(const char* name, const Matrix4f& m)
- {
- return SetUniform(name, 16, &m.M[0][0]);
- }
-};
-
-class ShaderSetMatrixTranspose : public ShaderSet
-{
-public:
- virtual bool SetUniform4x4f(const char* name, const Matrix4f& m)
- {
- Matrix4f mt = m.Transposed();
- return SetUniform(name, 16, &mt.M[0][0]);
- }
-};
-
-class ShaderFill : public Fill
-{
- Ptr<ShaderSet> Shaders;
- Ptr<Texture> Textures[8];
-
-public:
- ShaderFill(ShaderSet* sh) : Shaders(sh) { }
- ShaderFill(ShaderSet& sh) : Shaders(sh) { }
- void Set(PrimitiveType prim) const;
- ShaderSet* GetShaders() { return Shaders; }
-
- virtual void SetTexture(int i, class Texture* tex) { if (i < 8) Textures[i] = tex; }
-};
-
-/* Buffer for vertex or index data. Some renderers require separate buffers, so that
- is recommended. Some renderers cannot have high-performance buffers which are readable,
- so reading in Map should not be relied on.
-
- Constraints on buffers, such as ReadOnly, are not enforced by the api but may result in
- rendering-system dependent undesirable behavior, such as terrible performance or unreported failure.
-
- Use of a buffer inconsistent with usage is also not checked by the api, but it may result in bad
- performance or even failure.
-
- Use the Data() function to set buffer data the first time, if possible (it may be faster).
-*/
-
-class Buffer : public RefCountBase<Buffer>
-{
-public:
- virtual ~Buffer() {}
-
- virtual size_t GetSize() = 0;
- virtual void* Map(size_t start, size_t size, int flags = 0) = 0;
- virtual bool Unmap(void *m) = 0;
-
- // Allocates a buffer, optionally filling it with data.
- virtual bool Data(int use, const void* buffer, size_t size) = 0;
-};
-
-class Texture : public RefCountBase<Texture>
-{
-public:
- virtual ~Texture() {}
-
- virtual int GetWidth() const = 0;
- virtual int GetHeight() const = 0;
- virtual int GetSamples() const { return 1; }
-
- virtual void SetSampleMode(int sm) = 0;
- virtual void Set(int slot, ShaderStage stage = Shader_Fragment) const = 0;
-};
-
-
-
-//-----------------------------------------------------------------------------------
-
-class CollisionModel : public RefCountBase<CollisionModel>
-{
-public:
- Array<Planef > Planes;
-
- void Add(const Planef& p)
- {
- Planes.PushBack(p);
- }
-
- // Return whether p is inside this
- bool TestPoint(const Vector3f& p) const;
-
- // Assumes that the origin of the ray is outside this.
- bool TestRay(const Vector3f& origin, const Vector3f& norm, float& len, Planef* ph = NULL) const;
-};
-
-class Node : public RefCountBase<Node>
-{
- Vector3f Pos;
- Quatf Rot;
-
- mutable Matrix4f Mat;
- mutable bool MatCurrent;
-
-public:
- Node() : Pos(Vector3f(0)), MatCurrent(1) { }
- virtual ~Node() { }
-
- enum NodeType
- {
- Node_NonDisplay,
- Node_Container,
- Node_Model
- };
- virtual NodeType GetType() const { return Node_NonDisplay; }
-
- virtual void ClearRenderer() { }
-
- const Vector3f& GetPosition() const { return Pos; }
- const Quatf& GetOrientation() const { return Rot; }
- void SetPosition(Vector3f p) { Pos = p; MatCurrent = 0; }
- void SetOrientation(Quatf q) { Rot = q; MatCurrent = 0; }
-
- void Move(Vector3f p) { Pos += p; MatCurrent = 0; }
- void Rotate(Quatf q) { Rot = q * Rot; MatCurrent = 0; }
-
-
- // For testing only; causes Position an Orientation
- void SetMatrix(const Matrix4f& m)
- {
- MatCurrent = true;
- Mat = m;
- }
-
-
- const Matrix4f& GetMatrix() const
- {
- if (!MatCurrent)
- {
- Mat = Rot;
- Mat = Matrix4f::Translation(Pos) * Mat;
- MatCurrent = 1;
- }
- return Mat;
- }
-
- virtual void Render(const Matrix4f& ltw, RenderDevice* ren) { OVR_UNUSED2(ltw, ren); }
-};
-
-struct Vertex
-{
- Vector3f Pos;
- Color C;
- float U, V;
- float U2, V2;
- Vector3f Norm;
-
- Vertex (const Vector3f& p, const Color& c = Color(64,0,0,255),
- float u = 0, float v = 0, Vector3f n = Vector3f(1,0,0))
- : Pos(p), C(c), U(u), V(v), Norm(n), U2(u), V2(v) {}
- Vertex(float x, float y, float z, const Color& c = Color(64,0,0,255),
- float u = 0, float v = 0) : Pos(x,y,z), C(c), U(u), V(v), U2(u), V2(v) { }
-
- // for multiple UV coords
- Vertex(const Vector3f& p, const Color& c,
- float u, float v, float u2, float v2, Vector3f n) : Pos(p), C(c), U(u), V(v), U2(u2), V2(v2), Norm(n) { }
-
- bool operator==(const Vertex& b) const
- {
- return Pos == b.Pos && C == b.C && U == b.U && V == b.V;
- }
-};
-
-// this is stored in a uniform buffer, don't change it without fixing all renderers
-struct LightingParams
-{
- Vector4f Ambient;
- Vector4f LightPos[8];
- Vector4f LightColor[8];
- float LightCount;
- int Version;
-
- LightingParams() : LightCount(0), Version(0) {}
-
- void Update(const Matrix4f& view, const Vector4f* SceneLightPos);
-
- void Set(ShaderSet* s) const;
-};
-
-//-----------------------------------------------------------------------------------
-
-class Model : public Node
-{
-public:
- Array<Vertex> Vertices;
- Array<UInt16> Indices;
- PrimitiveType Type;
- Ptr<class Fill> Fill;
- bool Visible;
- bool IsCollisionModel;
-
- // Some renderers will create these if they didn't exist before rendering.
- // Currently they are not updated, so vertex data should not be changed after rendering.
- Ptr<Buffer> VertexBuffer;
- Ptr<Buffer> IndexBuffer;
-
- Model(PrimitiveType t = Prim_Triangles) : Type(t), Fill(NULL), Visible(true) { }
- ~Model() { }
-
- virtual NodeType GetType() const { return Node_Model; }
-
- virtual void Render(const Matrix4f& ltw, RenderDevice* ren);
-
- PrimitiveType GetPrimType() const { return Type; }
-
- void SetVisible(bool visible) { Visible = visible; }
- bool IsVisible() const { return Visible; }
-
- void ClearRenderer()
- {
- VertexBuffer.Clear();
- IndexBuffer.Clear();
- }
-
- // Returns the index next added vertex will have.
- UInt16 GetNextVertexIndex() const
- {
- return (UInt16)Vertices.GetSize();
- }
-
- UInt16 AddVertex(const Vertex& v)
- {
- assert(!VertexBuffer && !IndexBuffer);
- UInt16 index = (UInt16)Vertices.GetSize();
- Vertices.PushBack(v);
- return index;
- }
- UInt16 AddVertex(const Vector3f& v, const Color& c, float u_ = 0, float v_ = 0)
- {
- return AddVertex(Vertex(v,c,u_,v_));
- }
- UInt16 AddVertex(float x, float y, float z, const Color& c, float u, float v)
- {
- return AddVertex(Vertex(Vector3f(x,y,z),c, u,v));
- }
-
- void AddLine(UInt16 a, UInt16 b)
- {
- Indices.PushBack(a);
- Indices.PushBack(b);
- }
-
- UInt16 AddVertex(float x, float y, float z, const Color& c,
- float u, float v, float nx, float ny, float nz)
- {
- return AddVertex(Vertex(Vector3f(x,y,z),c, u,v, Vector3f(nx,ny,nz)));
- }
-
- UInt16 AddVertex(float x, float y, float z, const Color& c,
- float u1, float v1, float u2, float v2, float nx, float ny, float nz)
- {
- return AddVertex(Vertex(Vector3f(x,y,z), c, u1, v1, u2, v2, Vector3f(nx,ny,nz)));
- }
-
- void AddLine(const Vertex& a, const Vertex& b)
- {
- AddLine(AddVertex(a), AddVertex(b));
- }
-
- void AddTriangle(UInt16 a, UInt16 b, UInt16 c)
- {
- Indices.PushBack(a);
- Indices.PushBack(b);
- Indices.PushBack(c);
- }
-
-
- // Uses texture coordinates for uniform world scaling (must use a repeat sampler).
- void AddSolidColorBox(float x1, float y1, float z1,
- float x2, float y2, float z2,
- Color c);
-
-
- static Model* CreateAxisFaceColorBox(float x1, float x2, Color xcolor,
- float y1, float y2, Color ycolor,
- float z1, float z2, Color zcolor);
-
-
-
- // Uses texture coordinates for exactly covering each surface once.
- static Model* CreateBox(Color c, Vector3f origin, Vector3f size);
- static Model* CreateCylinder(Color c, Vector3f origin, float height, float radius, int sides = 20);
- static Model* CreateCone(Color c, Vector3f origin, float height, float radius, int sides = 20);
- static Model* CreateSphere(Color c, Vector3f origin, float radius, int sides = 20);
-
- // Grid having halfx,halfy lines in each direction from the origin
- static Model* CreateGrid(Vector3f origin, Vector3f stepx, Vector3f stepy,
- int halfx, int halfy, int nmajor = 5,
- Color minor = Color(64,64,64,192), Color major = Color(128,128,128,192));
-};
-
-class Container : public Node
-{
-public:
- Array<Ptr<Node> > Nodes;
-
- ~Container()
- {
-
- }
-
- void ClearRenderer()
- {
- for (UPInt i=0; i< Nodes.GetSize(); i++)
- Nodes[i]->ClearRenderer();
- }
-
- virtual NodeType GetType() const { return Node_Container; }
-
- virtual void Render(const Matrix4f& ltw, RenderDevice* ren);
-
- void Add(Node *n) { Nodes.PushBack(n); }
- void Add(Model *n, class Fill *f) { n->Fill = f; Nodes.PushBack(n); }
- void Clear() { Nodes.Clear(); }
-
- bool CollideChildren;
-
- Container() : CollideChildren(1) {}
-};
-
-class Scene
-{
-public:
- Container World;
- Vector4f LightPos[8];
- LightingParams Lighting;
- Array<Ptr<Model> > Models;
-
-public:
- void Render(RenderDevice* ren, const Matrix4f& view);
-
- void SetAmbient(Vector4f color)
- {
- Lighting.Ambient = color;
- }
- void AddLight(Vector3f pos, Vector4f color)
- {
- int n = (int)Lighting.LightCount;
- OVR_ASSERT(n < 8);
- LightPos[n] = pos;
- Lighting.LightColor[n] = color;
- Lighting.LightCount++;
- }
-
- void Clear()
- {
- World.Clear();
- Models.Clear();
- Lighting.Ambient = Vector4f(0.0f, 0.0f, 0.0f, 0.0f);
- Lighting.LightCount = 0;
- }
-
- void ClearRenderer()
- {
- World.ClearRenderer();
- }
-};
-
-class SceneView : public Node
-{
-public:
- Matrix4f GetViewMatrix() const;
-};
-
-
-//-----------------------------------------------------------------------------------
-
-enum RenderCaps
-{
- Cap_VertexBuffer = 1,
-};
-
-// Post-processing type to apply to scene after rendering. PostProcess_Distortion
-// applied distortion as described by DistortionConfig.
-enum PostProcessType
-{
- PostProcess_None,
- PostProcess_Distortion
-};
-
-enum DisplayMode
-{
- Display_Window = 0,
- Display_Fullscreen = 1,
- Display_FakeFullscreen
-};
-
-struct DisplayId
-{
- // Windows
- String MonitorName; // Monitor name for fullscreen mode
-
- // MacOS
- long CgDisplayId; // CGDirectDisplayID
-
- DisplayId() : CgDisplayId(0) {}
- DisplayId(long id) : CgDisplayId(id) {}
- DisplayId(String m, long id=0) : MonitorName(m), CgDisplayId(id) {}
-
- operator bool () const
- {
- return MonitorName.GetLength() || CgDisplayId;
- }
-
- bool operator== (const DisplayId& b) const
- {
- return CgDisplayId == b.CgDisplayId &&
- (strstr(MonitorName.ToCStr(), b.MonitorName.ToCStr()) ||
- strstr(b.MonitorName.ToCStr(), MonitorName.ToCStr()));
- }
-};
-
-struct RendererParams
-{
- int Multisample;
- int Fullscreen;
- DisplayId Display;
-
- RendererParams(int ms = 1) : Multisample(ms), Fullscreen(0) {}
-
- bool IsDisplaySet() const
- {
- return Display;
- }
-};
-
-
-
-//-----------------------------------------------------------------------------------
-// ***** RenderDevice
-
-class RenderDevice : public RefCountBase<RenderDevice>
-{
- friend class StereoGeomShaders;
-protected:
- int WindowWidth, WindowHeight;
- RendererParams Params;
- Viewport VP;
-
- Matrix4f Proj;
- Ptr<Buffer> pTextVertexBuffer;
-
-
- // For rendering with lens warping
- PostProcessType CurPostProcess;
- Ptr<Texture> pSceneColorTex;
- int SceneColorTexW;
- int SceneColorTexH;
- Ptr<ShaderSet> pPostProcessShader;
- Ptr<Buffer> pFullScreenVertexBuffer;
- float SceneRenderScale;
- DistortionConfig Distortion;
- Color DistortionClearColor;
- UPInt TotalTextureMemoryUsage;
-
- // For lighting on platforms with uniform buffers
- Ptr<Buffer> LightingBuffer;
-
- void FinishScene1();
-
-public:
- enum CompareFunc
- {
- Compare_Always = 0,
- Compare_Less = 1,
- Compare_Greater = 2,
- Compare_Count
- };
- RenderDevice();
- virtual ~RenderDevice() { Shutdown(); }
-
- // This static function is implemented in each derived class
- // to support a specific renderer type.
- //static RenderDevice* CreateDevice(const RendererParams& rp, void* oswnd);
-
-
- virtual void Init() {}
- virtual void Shutdown() {}
- virtual bool SetParams(const RendererParams&) { return 0; }
-
- const RendererParams& GetParams() const { return Params; }
-
-
- // StereoParams apply Viewport, Projection and Distortion simultaneously,
- // doing full configuration for one eye.
- void ApplyStereoParams(const StereoEyeParams& params)
- {
- SetViewport(params.VP);
- SetProjection(params.Projection);
- if (params.pDistortion)
- SetDistortionConfig(*params.pDistortion, params.Eye);
- }
-
- // Apply "orthographic" stereo parameters used for rendering 2D HUD overlays.
- void ApplyStereoParams2D(const StereoEyeParams& params)
- {
- SetViewport(params.VP);
- SetProjection(params.OrthoProjection);
- if (params.pDistortion)
- SetDistortionConfig(*params.pDistortion, params.Eye);
- }
-
-
- virtual void SetViewport(const Viewport& vp);
- void SetViewport(int x, int y, int w, int h) { SetViewport(Viewport(x,y,w,h)); }
- //virtual void SetScissor(int x, int y, int w, int h) = 0;
-
- // Set viewport ignoring any adjustments used for the stereo mode.
- virtual void SetRealViewport(const Viewport& vp) { SetMultipleViewports(1, &vp); }
- virtual void SetMultipleViewports(int n, const Viewport* vps) { OVR_UNUSED2(n, vps); }
-
- virtual void Clear(float r = 0, float g = 0, float b = 0, float a = 1, float depth = 1) = 0;
- virtual void Rect(float left, float top, float right, float bottom) = 0;
-
- inline void Clear(const Color &c, float depth = 1)
- {
- float r, g, b, a;
- c.GetRGBA(&r, &g, &b, &a);
- Clear(r, g, b, a, depth);
- }
-
- virtual bool IsFullscreen() const { return Params.Fullscreen != Display_Window; }
- virtual void Present() = 0;
- // Waits for rendering to complete; important for reducing latency.
- virtual void ForceFlushGPU() { }
-
- // Resources
- virtual Buffer* CreateBuffer() { return NULL; }
- virtual Texture* CreateTexture(int format, int width, int height, const void* data, int mipcount=1)
- { OVR_UNUSED5(format,width,height,data, mipcount); return NULL; }
-
- virtual bool GetSamplePositions(Render::Texture*, Vector3f* pos) { pos[0] = Vector3f(0); return 1; }
-
- virtual ShaderSet* CreateShaderSet() { return new ShaderSetMatrixTranspose; }
- virtual Shader* LoadBuiltinShader(ShaderStage stage, int shader) = 0;
-
- // Rendering
-
- // Begin drawing directly to the currently selected render target, no post-processing.
- virtual void BeginRendering() {}
- // Begin drawing the primary scene. This will have post-processing applied (if enabled)
- // during FinishScene.
- virtual void BeginScene(PostProcessType pp = PostProcess_None); //StereoDisplay disp = Stereo_Center);
- // Postprocess the scene and return to the screen render target.
- virtual void FinishScene();
-
- // Texture must have been created with Texture_RenderTarget. Use NULL for the default render target.
- // NULL depth buffer means use an internal, temporary one.
- virtual void SetRenderTarget(Texture* color, Texture* depth = NULL, Texture* stencil = NULL)
- { OVR_UNUSED3(color, depth, stencil); }
- virtual void SetDepthMode(bool enable, bool write, CompareFunc func = Compare_Less) = 0;
- virtual void SetProjection(const Matrix4f& proj);
- virtual void SetWorldUniforms(const Matrix4f& proj) = 0;
-
- // The data is not copied, it must remain valid until the end of the frame
- virtual void SetLighting(const LightingParams* light);
-
- // The index 0 is reserved for non-buffer uniforms, and so cannot be used with this function.
- virtual void SetCommonUniformBuffer(int i, Buffer* buffer) { OVR_UNUSED2(i, buffer); }
-
- virtual void SetExtraShaders(ShaderSet* s) { OVR_UNUSED(s); }
- virtual Matrix4f GetProjection() const { return Proj; }
-
- // This is a View matrix only, it will be combined with the projection matrix from SetProjection
- virtual void Render(const Matrix4f& matrix, Model* model) = 0;
- // offset is in bytes; indices can be null.
- virtual void Render(const Fill* fill, Buffer* vertices, Buffer* indices,
- const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles) = 0;
- virtual void RenderWithAlpha(const Fill* fill, Render::Buffer* vertices, Render::Buffer* indices,
- const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles) = 0;
-
- // Returns width of text in same units as drawing. If strsize is not null, stores width and height.
- float MeasureText(const struct Font* font, const char* str, float size, float* strsize = NULL);
- virtual void RenderText(const struct Font* font, const char* str, float x, float y, float size, Color c);
-
- virtual void FillRect(float left, float top, float right, float bottom, Color c);
-
- virtual Fill *CreateSimpleFill(int flags = Fill::F_Solid) = 0;
- Fill * CreateTextureFill(Texture* tex, bool useAlpha = false);
-
- // PostProcess distortion
- void SetSceneRenderScale(float ss);
-
- void SetDistortionConfig(const DistortionConfig& config, StereoEye eye = StereoEye_Left)
- {
- Distortion = config;
- if (eye == StereoEye_Right)
- Distortion.XCenterOffset = -Distortion.XCenterOffset;
- }
-
- // Sets the color that is applied around distortion.
- void SetDistortionClearColor(Color clearColor)
- {
- DistortionClearColor = clearColor;
- }
-
- // Don't call these directly, use App/Platform instead
- virtual bool SetFullscreen(DisplayMode fullscreen) { OVR_UNUSED(fullscreen); return false; }
- virtual void SetWindowSize(int w, int h) { WindowWidth = w; WindowHeight = h; }
-
- UPInt GetTotalTextureMemoryUsage() const
- {
- return TotalTextureMemoryUsage;
- }
-
- enum PostProcessShader
- {
- PostProcessShader_Distortion = 0,
- PostProcessShader_DistortionAndChromAb = 1,
- PostProcessShader_Count
- };
-
- PostProcessShader GetPostProcessShader()
- {
- return PostProcessShaderActive;
- }
-
- void SetPostProcessShader(PostProcessShader newShader)
- {
- PostProcessShaderRequested = newShader;
- }
-
-protected:
- // Stereo & post-processing
- virtual bool initPostProcessSupport(PostProcessType pptype);
-
- virtual Shader* CreateStereoShader(PrimitiveType prim, Shader* vs)
- { OVR_UNUSED2(prim, vs); return NULL; }
-
-private:
- PostProcessShader PostProcessShaderRequested;
- PostProcessShader PostProcessShaderActive;
-};
-
-int GetNumMipLevels(int w, int h);
-int GetTextureSize(int format, int w, int h);
-
-// Filter an rgba image with a 2x2 box filter, for mipmaps.
-// Image size must be a power of 2.
-void FilterRgba2x2(const UByte* src, int w, int h, UByte* dest);
-
-Texture* LoadTextureTga(RenderDevice* ren, File* f);
-Texture* LoadTextureDDS(RenderDevice* ren, File* f);
-
-}}
-
-#endif
+/************************************************************************************
+
+Filename : Render_Device.h
+Content : Platform renderer for simple scene graph
+Created : September 6, 2012
+Authors : Andrew Reisse
+
+Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved.
+
+Licensed under the Apache License, Version 2.0 (the "License");
+you may not use this file except in compliance with the License.
+You may obtain a copy of the License at
+
+http://www.apache.org/licenses/LICENSE-2.0
+
+Unless required by applicable law or agreed to in writing, software
+distributed under the License is distributed on an "AS IS" BASIS,
+WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+See the License for the specific language governing permissions and
+limitations under the License.
+
+************************************************************************************/
+#ifndef OVR_Render_Device_h
+#define OVR_Render_Device_h
+
+#include "Kernel/OVR_Math.h"
+#include "Kernel/OVR_Array.h"
+#include "Kernel/OVR_RefCount.h"
+#include "Kernel/OVR_String.h"
+#include "Kernel/OVR_File.h"
+
+#include "Util/Util_Render_Stereo.h"
+
+namespace OVR { namespace Render {
+
+using namespace OVR::Util::Render;
+
+class RenderDevice;
+struct Font;
+
+//-----------------------------------------------------------------------------------
+
+enum PrimitiveType
+{
+ Prim_Triangles,
+ Prim_Lines,
+ Prim_TriangleStrip,
+ Prim_Points,
+ Prim_Unknown,
+ Prim_Count
+};
+
+class Fill : public RefCountBase<Fill>
+{
+public:
+ enum Flags
+ {
+ F_Solid = 1,
+ F_Wireframe = 2,
+ };
+
+ virtual ~Fill() {}
+
+ virtual void Set(PrimitiveType prim = Prim_Unknown) const = 0;
+ virtual void Unset() const {}
+
+ virtual void SetTexture(int i, class Texture* tex) { OVR_UNUSED2(i,tex); }
+ virtual Texture* GetTexture(int i) { OVR_UNUSED(i); return 0; }
+};
+
+enum ShaderStage
+{
+ Shader_Vertex = 0,
+ Shader_Geometry = 1,
+ Shader_Fragment = 2,
+ Shader_Pixel = 2,
+ Shader_Count = 3,
+};
+
+enum BuiltinShaders
+{
+ VShader_MV = 0,
+ VShader_MVP = 1,
+ VShader_PostProcess = 2,
+ VShader_Count = 3,
+
+ FShader_Solid = 0,
+ FShader_Gouraud = 1,
+ FShader_Texture = 2,
+ FShader_AlphaTexture = 3,
+ FShader_PostProcess = 4,
+ FShader_PostProcessWithChromAb = 5,
+ FShader_LitGouraud = 6,
+ FShader_LitTexture = 7,
+ FShader_MultiTexture = 8,
+ FShader_Count = 9,
+};
+
+
+enum MapFlags
+{
+ Map_Discard = 1,
+ Map_Read = 2, // do not use
+ Map_Unsynchronized = 4, // like D3D11_MAP_NO_OVERWRITE
+};
+
+enum BufferUsage
+{
+ Buffer_Unknown = 0,
+ Buffer_Vertex = 1,
+ Buffer_Index = 2,
+ Buffer_Uniform = 4,
+ Buffer_Feedback = 8,
+ Buffer_TypeMask = 0xff,
+ Buffer_ReadOnly = 0x100, // Buffer must be created with Data().
+};
+
+enum TextureFormat
+{
+ Texture_RGBA = 0x100,
+ Texture_R = 0x200,
+ Texture_DXT1 = 0x1100,
+ Texture_DXT3 = 0x1200,
+ Texture_DXT5 = 0x1300,
+ Texture_Depth = 0x8000,
+ Texture_TypeMask = 0xff00,
+ Texture_Compressed = 0x1000,
+ Texture_SamplesMask = 0x00ff,
+ Texture_RenderTarget = 0x10000,
+ Texture_GenMipmaps = 0x20000,
+};
+
+enum SampleMode
+{
+ Sample_Linear = 0,
+ Sample_Nearest = 1,
+ Sample_Anisotropic = 2,
+ Sample_FilterMask = 3,
+
+ Sample_Repeat = 0,
+ Sample_Clamp = 4,
+ Sample_ClampBorder = 8, // If unsupported Clamp is used instead.
+ Sample_AddressMask =12,
+
+ Sample_Count =13,
+};
+
+// A vector with a dummy w component for alignment in uniform buffers (and for float colors).
+// The w component is not used in any calculations.
+
+struct Vector4f : public Vector3f
+{
+ float w;
+
+ Vector4f() : w(1) {}
+ Vector4f(const Vector3f& v) : Vector3f(v), w(1) {}
+ Vector4f(float r, float g, float b, float a) : Vector3f(r,g,b), w(a) {}
+};
+
+
+class Shader : public RefCountBase<Shader>
+{
+ friend class ShaderSet;
+
+protected:
+ ShaderStage Stage;
+
+public:
+ Shader(ShaderStage s) : Stage(s) {}
+ virtual ~Shader() {}
+
+ ShaderStage GetStage() const { return Stage; }
+
+ virtual void Set(PrimitiveType) const { }
+ virtual void SetUniformBuffer(class Buffer* buffers, int i = 0) { OVR_UNUSED2(buffers, i); }
+ virtual bool UseTransposeMatrix() const { return 0; }
+
+protected:
+ virtual bool SetUniform(const char* name, int n, const float* v) { OVR_UNUSED3(name, n, v); return false; }
+};
+
+
+// A group of shaders, one per stage.
+// Some renderers subclass this, so CreateShaderSet must be used.
+
+class ShaderSet : public RefCountBase<ShaderSet>
+{
+ protected:
+ Ptr<Shader> Shaders[Shader_Count];
+
+public:
+ ShaderSet() { }
+ ~ShaderSet() { }
+
+ virtual void SetShader(Shader *s)
+ {
+ Shaders[s->GetStage()] = s;
+ }
+ virtual void UnsetShader(int stage)
+ {
+ Shaders[stage] = NULL;
+ }
+ Shader* GetShader(int stage) { return Shaders[stage]; }
+
+ virtual void Set(PrimitiveType prim) const
+ {
+ for (int i = 0; i < Shader_Count; i++)
+ if (Shaders[i])
+ Shaders[i]->Set(prim);
+ }
+
+ // Set a uniform (other than the standard matrices). It is undefined whether the
+ // uniforms from one shader occupy the same space as those in other shaders
+ // (unless a buffer is used, then each buffer is independent).
+ virtual bool SetUniform(const char* name, int n, const float* v)
+ {
+ bool result = 0;
+ for (int i = 0; i < Shader_Count; i++)
+ if (Shaders[i])
+ result |= Shaders[i]->SetUniform(name, n, v);
+
+ return result;
+ }
+ bool SetUniform1f(const char* name, float x)
+ {
+ const float v[] = {x};
+ return SetUniform(name, 1, v);
+ }
+ bool SetUniform2f(const char* name, float x, float y)
+ {
+ const float v[] = {x,y};
+ return SetUniform(name, 2, v);
+ }
+ bool SetUniform4f(const char* name, float x, float y, float z, float w = 1)
+ {
+ const float v[] = {x,y,z,w};
+ return SetUniform(name, 4, v);
+ }
+ bool SetUniformv(const char* name, const Vector3f& v)
+ {
+ const float a[] = {v.x,v.y,v.z,1};
+ return SetUniform(name, 4, a);
+ }
+ bool SetUniform4fv(const char* name, int n, const Vector4f* v)
+ {
+ return SetUniform(name, 4*n, &v[0].x);
+ }
+ virtual bool SetUniform4x4f(const char* name, const Matrix4f& m)
+ {
+ return SetUniform(name, 16, &m.M[0][0]);
+ }
+};
+
+class ShaderSetMatrixTranspose : public ShaderSet
+{
+public:
+ virtual bool SetUniform4x4f(const char* name, const Matrix4f& m)
+ {
+ Matrix4f mt = m.Transposed();
+ return SetUniform(name, 16, &mt.M[0][0]);
+ }
+};
+
+class ShaderFill : public Fill
+{
+ Ptr<ShaderSet> Shaders;
+ Ptr<Texture> Textures[8];
+
+public:
+ ShaderFill(ShaderSet* sh) : Shaders(sh) { }
+ ShaderFill(ShaderSet& sh) : Shaders(sh) { }
+ void Set(PrimitiveType prim) const;
+ ShaderSet* GetShaders() { return Shaders; }
+
+ virtual void SetTexture(int i, class Texture* tex) { if (i < 8) Textures[i] = tex; }
+ virtual Texture* GetTexture(int i) { if (i < 8) return Textures[i]; else return 0; }
+};
+
+/* Buffer for vertex or index data. Some renderers require separate buffers, so that
+ is recommended. Some renderers cannot have high-performance buffers which are readable,
+ so reading in Map should not be relied on.
+
+ Constraints on buffers, such as ReadOnly, are not enforced by the api but may result in
+ rendering-system dependent undesirable behavior, such as terrible performance or unreported failure.
+
+ Use of a buffer inconsistent with usage is also not checked by the api, but it may result in bad
+ performance or even failure.
+
+ Use the Data() function to set buffer data the first time, if possible (it may be faster).
+*/
+
+class Buffer : public RefCountBase<Buffer>
+{
+public:
+ virtual ~Buffer() {}
+
+ virtual size_t GetSize() = 0;
+ virtual void* Map(size_t start, size_t size, int flags = 0) = 0;
+ virtual bool Unmap(void *m) = 0;
+
+ // Allocates a buffer, optionally filling it with data.
+ virtual bool Data(int use, const void* buffer, size_t size) = 0;
+};
+
+class Texture : public RefCountBase<Texture>
+{
+public:
+ virtual ~Texture() {}
+
+ virtual int GetWidth() const = 0;
+ virtual int GetHeight() const = 0;
+ virtual int GetSamples() const { return 1; }
+
+ virtual void SetSampleMode(int sm) = 0;
+ virtual void Set(int slot, ShaderStage stage = Shader_Fragment) const = 0;
+};
+
+
+
+//-----------------------------------------------------------------------------------
+
+class CollisionModel : public RefCountBase<CollisionModel>
+{
+public:
+ Array<Planef > Planes;
+
+ void Add(const Planef& p)
+ {
+ Planes.PushBack(p);
+ }
+
+ // Return whether p is inside this
+ bool TestPoint(const Vector3f& p) const;
+
+ // Assumes that the origin of the ray is outside this.
+ bool TestRay(const Vector3f& origin, const Vector3f& norm, float& len, Planef* ph = NULL) const;
+};
+
+class Node : public RefCountBase<Node>
+{
+ Vector3f Pos;
+ Quatf Rot;
+
+ mutable Matrix4f Mat;
+ mutable bool MatCurrent;
+
+public:
+ Node() : Pos(Vector3f(0)), MatCurrent(1) { }
+ virtual ~Node() { }
+
+ enum NodeType
+ {
+ Node_NonDisplay,
+ Node_Container,
+ Node_Model
+ };
+ virtual NodeType GetType() const { return Node_NonDisplay; }
+
+ virtual void ClearRenderer() { }
+
+ const Vector3f& GetPosition() const { return Pos; }
+ const Quatf& GetOrientation() const { return Rot; }
+ void SetPosition(Vector3f p) { Pos = p; MatCurrent = 0; }
+ void SetOrientation(Quatf q) { Rot = q; MatCurrent = 0; }
+
+ void Move(Vector3f p) { Pos += p; MatCurrent = 0; }
+ void Rotate(Quatf q) { Rot = q * Rot; MatCurrent = 0; }
+
+
+ // For testing only; causes Position an Orientation
+ void SetMatrix(const Matrix4f& m)
+ {
+ MatCurrent = true;
+ Mat = m;
+ }
+
+
+ const Matrix4f& GetMatrix() const
+ {
+ if (!MatCurrent)
+ {
+ Mat = Rot;
+ Mat = Matrix4f::Translation(Pos) * Mat;
+ MatCurrent = 1;
+ }
+ return Mat;
+ }
+
+ virtual void Render(const Matrix4f& ltw, RenderDevice* ren) { OVR_UNUSED2(ltw, ren); }
+};
+
+struct Vertex
+{
+ Vector3f Pos;
+ Color C;
+ float U, V;
+ float U2, V2;
+ Vector3f Norm;
+
+ Vertex (const Vector3f& p, const Color& c = Color(64,0,0,255),
+ float u = 0, float v = 0, Vector3f n = Vector3f(1,0,0))
+ : Pos(p), C(c), U(u), V(v), Norm(n), U2(u), V2(v) {}
+ Vertex(float x, float y, float z, const Color& c = Color(64,0,0,255),
+ float u = 0, float v = 0) : Pos(x,y,z), C(c), U(u), V(v), U2(u), V2(v) { }
+
+ // for multiple UV coords
+ Vertex(const Vector3f& p, const Color& c,
+ float u, float v, float u2, float v2, Vector3f n) : Pos(p), C(c), U(u), V(v), U2(u2), V2(v2), Norm(n) { }
+
+ bool operator==(const Vertex& b) const
+ {
+ return Pos == b.Pos && C == b.C && U == b.U && V == b.V;
+ }
+};
+
+// this is stored in a uniform buffer, don't change it without fixing all renderers
+struct LightingParams
+{
+ Vector4f Ambient;
+ Vector4f LightPos[8];
+ Vector4f LightColor[8];
+ float LightCount;
+ int Version;
+
+ LightingParams() : LightCount(0), Version(0) {}
+
+ void Update(const Matrix4f& view, const Vector4f* SceneLightPos);
+
+ void Set(ShaderSet* s) const;
+};
+
+//-----------------------------------------------------------------------------------
+
+class Model : public Node
+{
+public:
+ Array<Vertex> Vertices;
+ Array<UInt16> Indices;
+ PrimitiveType Type;
+ Ptr<class Fill> Fill;
+ bool Visible;
+ bool IsCollisionModel;
+
+ // Some renderers will create these if they didn't exist before rendering.
+ // Currently they are not updated, so vertex data should not be changed after rendering.
+ Ptr<Buffer> VertexBuffer;
+ Ptr<Buffer> IndexBuffer;
+
+ Model(PrimitiveType t = Prim_Triangles) : Type(t), Fill(NULL), Visible(true) { }
+ ~Model() { }
+
+ virtual NodeType GetType() const { return Node_Model; }
+
+ virtual void Render(const Matrix4f& ltw, RenderDevice* ren);
+
+ PrimitiveType GetPrimType() const { return Type; }
+
+ void SetVisible(bool visible) { Visible = visible; }
+ bool IsVisible() const { return Visible; }
+
+ void ClearRenderer()
+ {
+ VertexBuffer.Clear();
+ IndexBuffer.Clear();
+ }
+
+ // Returns the index next added vertex will have.
+ UInt16 GetNextVertexIndex() const
+ {
+ return (UInt16)Vertices.GetSize();
+ }
+
+ UInt16 AddVertex(const Vertex& v)
+ {
+ assert(!VertexBuffer && !IndexBuffer);
+ UInt16 index = (UInt16)Vertices.GetSize();
+ Vertices.PushBack(v);
+ return index;
+ }
+ UInt16 AddVertex(const Vector3f& v, const Color& c, float u_ = 0, float v_ = 0)
+ {
+ return AddVertex(Vertex(v,c,u_,v_));
+ }
+ UInt16 AddVertex(float x, float y, float z, const Color& c, float u, float v)
+ {
+ return AddVertex(Vertex(Vector3f(x,y,z),c, u,v));
+ }
+
+ void AddLine(UInt16 a, UInt16 b)
+ {
+ Indices.PushBack(a);
+ Indices.PushBack(b);
+ }
+
+ UInt16 AddVertex(float x, float y, float z, const Color& c,
+ float u, float v, float nx, float ny, float nz)
+ {
+ return AddVertex(Vertex(Vector3f(x,y,z),c, u,v, Vector3f(nx,ny,nz)));
+ }
+
+ UInt16 AddVertex(float x, float y, float z, const Color& c,
+ float u1, float v1, float u2, float v2, float nx, float ny, float nz)
+ {
+ return AddVertex(Vertex(Vector3f(x,y,z), c, u1, v1, u2, v2, Vector3f(nx,ny,nz)));
+ }
+
+ void AddLine(const Vertex& a, const Vertex& b)
+ {
+ AddLine(AddVertex(a), AddVertex(b));
+ }
+
+ void AddTriangle(UInt16 a, UInt16 b, UInt16 c)
+ {
+ Indices.PushBack(a);
+ Indices.PushBack(b);
+ Indices.PushBack(c);
+ }
+
+
+ // Uses texture coordinates for uniform world scaling (must use a repeat sampler).
+ void AddSolidColorBox(float x1, float y1, float z1,
+ float x2, float y2, float z2,
+ Color c);
+
+
+ static Model* CreateAxisFaceColorBox(float x1, float x2, Color xcolor,
+ float y1, float y2, Color ycolor,
+ float z1, float z2, Color zcolor);
+
+
+
+ // Uses texture coordinates for exactly covering each surface once.
+ static Model* CreateBox(Color c, Vector3f origin, Vector3f size);
+ static Model* CreateCylinder(Color c, Vector3f origin, float height, float radius, int sides = 20);
+ static Model* CreateCone(Color c, Vector3f origin, float height, float radius, int sides = 20);
+ static Model* CreateSphere(Color c, Vector3f origin, float radius, int sides = 20);
+
+ // Grid having halfx,halfy lines in each direction from the origin
+ static Model* CreateGrid(Vector3f origin, Vector3f stepx, Vector3f stepy,
+ int halfx, int halfy, int nmajor = 5,
+ Color minor = Color(64,64,64,192), Color major = Color(128,128,128,192));
+};
+
+class Container : public Node
+{
+public:
+ Array<Ptr<Node> > Nodes;
+
+ ~Container()
+ {
+
+ }
+
+ void ClearRenderer()
+ {
+ for (UPInt i=0; i< Nodes.GetSize(); i++)
+ Nodes[i]->ClearRenderer();
+ }
+
+ virtual NodeType GetType() const { return Node_Container; }
+
+ virtual void Render(const Matrix4f& ltw, RenderDevice* ren);
+
+ void Add(Node *n) { Nodes.PushBack(n); }
+ void Add(Model *n, class Fill *f) { n->Fill = f; Nodes.PushBack(n); }
+ void RemoveLast() { Nodes.PopBack(); }
+ void Clear() { Nodes.Clear(); }
+
+ bool CollideChildren;
+
+ Container() : CollideChildren(1) {}
+};
+
+class Scene
+{
+public:
+ Container World;
+ Vector4f LightPos[8];
+ LightingParams Lighting;
+ Array<Ptr<Model> > Models;
+
+public:
+ void Render(RenderDevice* ren, const Matrix4f& view);
+
+ void SetAmbient(Vector4f color)
+ {
+ Lighting.Ambient = color;
+ }
+ void AddLight(Vector3f pos, Vector4f color)
+ {
+ int n = (int)Lighting.LightCount;
+ OVR_ASSERT(n < 8);
+ LightPos[n] = pos;
+ Lighting.LightColor[n] = color;
+ Lighting.LightCount++;
+ }
+
+ void Clear()
+ {
+ World.Clear();
+ Models.Clear();
+ Lighting.Ambient = Vector4f(0.0f, 0.0f, 0.0f, 0.0f);
+ Lighting.LightCount = 0;
+ }
+
+ void ClearRenderer()
+ {
+ World.ClearRenderer();
+ }
+};
+
+class SceneView : public Node
+{
+public:
+ Matrix4f GetViewMatrix() const;
+};
+
+
+//-----------------------------------------------------------------------------------
+
+enum RenderCaps
+{
+ Cap_VertexBuffer = 1,
+};
+
+// Post-processing type to apply to scene after rendering. PostProcess_Distortion
+// applied distortion as described by DistortionConfig.
+enum PostProcessType
+{
+ PostProcess_None,
+ PostProcess_Distortion
+};
+
+enum DisplayMode
+{
+ Display_Window = 0,
+ Display_Fullscreen = 1,
+ Display_FakeFullscreen
+};
+
+struct DisplayId
+{
+ // Windows
+ String MonitorName; // Monitor name for fullscreen mode
+
+ // MacOS
+ long CgDisplayId; // CGDirectDisplayID
+
+ DisplayId() : CgDisplayId(0) {}
+ DisplayId(long id) : CgDisplayId(id) {}
+ DisplayId(String m, long id=0) : MonitorName(m), CgDisplayId(id) {}
+
+ operator bool () const
+ {
+ return MonitorName.GetLength() || CgDisplayId;
+ }
+
+ bool operator== (const DisplayId& b) const
+ {
+ return CgDisplayId == b.CgDisplayId &&
+ (strstr(MonitorName.ToCStr(), b.MonitorName.ToCStr()) ||
+ strstr(b.MonitorName.ToCStr(), MonitorName.ToCStr()));
+ }
+};
+
+struct RendererParams
+{
+ int Multisample;
+ int Fullscreen;
+ DisplayId Display;
+
+ RendererParams(int ms = 1) : Multisample(ms), Fullscreen(0) {}
+
+ bool IsDisplaySet() const
+ {
+ return Display;
+ }
+};
+
+
+
+//-----------------------------------------------------------------------------------
+// ***** RenderDevice
+
+class RenderDevice : public RefCountBase<RenderDevice>
+{
+ friend class StereoGeomShaders;
+protected:
+ int WindowWidth, WindowHeight;
+ RendererParams Params;
+ Viewport VP;
+
+ Matrix4f Proj;
+ Ptr<Buffer> pTextVertexBuffer;
+
+
+ // For rendering with lens warping
+ PostProcessType CurPostProcess;
+ Ptr<Texture> pSceneColorTex;
+ int SceneColorTexW;
+ int SceneColorTexH;
+ Ptr<ShaderSet> pPostProcessShader;
+ Ptr<Buffer> pFullScreenVertexBuffer;
+ float SceneRenderScale;
+ DistortionConfig Distortion;
+ Color DistortionClearColor;
+ UPInt TotalTextureMemoryUsage;
+
+ // For lighting on platforms with uniform buffers
+ Ptr<Buffer> LightingBuffer;
+
+ void FinishScene1();
+
+public:
+ enum CompareFunc
+ {
+ Compare_Always = 0,
+ Compare_Less = 1,
+ Compare_Greater = 2,
+ Compare_Count
+ };
+ RenderDevice();
+ virtual ~RenderDevice() { Shutdown(); }
+
+ // This static function is implemented in each derived class
+ // to support a specific renderer type.
+ //static RenderDevice* CreateDevice(const RendererParams& rp, void* oswnd);
+
+
+ virtual void Init() {}
+ virtual void Shutdown() {}
+ virtual bool SetParams(const RendererParams&) { return 0; }
+
+ const RendererParams& GetParams() const { return Params; }
+
+
+ // StereoParams apply Viewport, Projection and Distortion simultaneously,
+ // doing full configuration for one eye.
+ void ApplyStereoParams(const StereoEyeParams& params)
+ {
+ SetViewport(params.VP);
+ SetProjection(params.Projection);
+ if (params.pDistortion)
+ SetDistortionConfig(*params.pDistortion, params.Eye);
+ }
+
+ // Apply "orthographic" stereo parameters used for rendering 2D HUD overlays.
+ void ApplyStereoParams2D(const StereoEyeParams& params)
+ {
+ SetViewport(params.VP);
+ SetProjection(params.OrthoProjection);
+ if (params.pDistortion)
+ SetDistortionConfig(*params.pDistortion, params.Eye);
+ }
+
+
+ virtual void SetViewport(const Viewport& vp);
+ void SetViewport(int x, int y, int w, int h) { SetViewport(Viewport(x,y,w,h)); }
+ //virtual void SetScissor(int x, int y, int w, int h) = 0;
+
+ // Set viewport ignoring any adjustments used for the stereo mode.
+ virtual void SetRealViewport(const Viewport& vp) { SetMultipleViewports(1, &vp); }
+ virtual void SetMultipleViewports(int n, const Viewport* vps) { OVR_UNUSED2(n, vps); }
+
+ virtual void Clear(float r = 0, float g = 0, float b = 0, float a = 1, float depth = 1) = 0;
+ virtual void Rect(float left, float top, float right, float bottom) = 0;
+
+ inline void Clear(const Color &c, float depth = 1)
+ {
+ float r, g, b, a;
+ c.GetRGBA(&r, &g, &b, &a);
+ Clear(r, g, b, a, depth);
+ }
+
+ virtual bool IsFullscreen() const { return Params.Fullscreen != Display_Window; }
+ virtual void Present() = 0;
+ // Waits for rendering to complete; important for reducing latency.
+ virtual void ForceFlushGPU() { }
+
+ // Resources
+ virtual Buffer* CreateBuffer() { return NULL; }
+ virtual Texture* CreateTexture(int format, int width, int height, const void* data, int mipcount=1)
+ { OVR_UNUSED5(format,width,height,data, mipcount); return NULL; }
+
+ virtual bool GetSamplePositions(Render::Texture*, Vector3f* pos) { pos[0] = Vector3f(0); return 1; }
+
+ virtual ShaderSet* CreateShaderSet() { return new ShaderSetMatrixTranspose; }
+ virtual Shader* LoadBuiltinShader(ShaderStage stage, int shader) = 0;
+
+ // Rendering
+
+ // Begin drawing directly to the currently selected render target, no post-processing.
+ virtual void BeginRendering() {}
+ // Begin drawing the primary scene. This will have post-processing applied (if enabled)
+ // during FinishScene.
+ virtual void BeginScene(PostProcessType pp = PostProcess_None); //StereoDisplay disp = Stereo_Center);
+ // Postprocess the scene and return to the screen render target.
+ virtual void FinishScene();
+
+ // Texture must have been created with Texture_RenderTarget. Use NULL for the default render target.
+ // NULL depth buffer means use an internal, temporary one.
+ virtual void SetRenderTarget(Texture* color, Texture* depth = NULL, Texture* stencil = NULL)
+ { OVR_UNUSED3(color, depth, stencil); }
+ virtual void SetDepthMode(bool enable, bool write, CompareFunc func = Compare_Less) = 0;
+ virtual void SetProjection(const Matrix4f& proj);
+ virtual void SetWorldUniforms(const Matrix4f& proj) = 0;
+
+ // The data is not copied, it must remain valid until the end of the frame
+ virtual void SetLighting(const LightingParams* light);
+
+ // The index 0 is reserved for non-buffer uniforms, and so cannot be used with this function.
+ virtual void SetCommonUniformBuffer(int i, Buffer* buffer) { OVR_UNUSED2(i, buffer); }
+
+ virtual void SetExtraShaders(ShaderSet* s) { OVR_UNUSED(s); }
+ virtual Matrix4f GetProjection() const { return Proj; }
+
+ // This is a View matrix only, it will be combined with the projection matrix from SetProjection
+ virtual void Render(const Matrix4f& matrix, Model* model) = 0;
+ // offset is in bytes; indices can be null.
+ virtual void Render(const Fill* fill, Buffer* vertices, Buffer* indices,
+ const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles) = 0;
+ virtual void RenderWithAlpha(const Fill* fill, Render::Buffer* vertices, Render::Buffer* indices,
+ const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles) = 0;
+
+ // Returns width of text in same units as drawing. If strsize is not null, stores width and height.
+ float MeasureText(const Font* font, const char* str, float size, float* strsize = NULL);
+ virtual void RenderText(const Font* font, const char* str, float x, float y, float size, Color c);
+
+ virtual void FillRect(float left, float top, float right, float bottom, Color c);
+ virtual void FillGradientRect(float left, float top, float right, float bottom, Color col_top, Color col_btm);
+ virtual void RenderImage(float left, float top, float right, float bottom, ShaderFill* image, unsigned char alpha=255);
+
+ virtual Fill *CreateSimpleFill(int flags = Fill::F_Solid) = 0;
+ Fill * CreateTextureFill(Texture* tex, bool useAlpha = false);
+
+ // PostProcess distortion
+ void SetSceneRenderScale(float ss);
+
+ void SetDistortionConfig(const DistortionConfig& config, StereoEye eye = StereoEye_Left)
+ {
+ Distortion = config;
+ if (eye == StereoEye_Right)
+ Distortion.XCenterOffset = -Distortion.XCenterOffset;
+ }
+
+ // Sets the color that is applied around distortion.
+ void SetDistortionClearColor(Color clearColor)
+ {
+ DistortionClearColor = clearColor;
+ }
+
+ // Don't call these directly, use App/Platform instead
+ virtual bool SetFullscreen(DisplayMode fullscreen) { OVR_UNUSED(fullscreen); return false; }
+ virtual void SetWindowSize(int w, int h) { WindowWidth = w; WindowHeight = h; }
+
+ UPInt GetTotalTextureMemoryUsage() const
+ {
+ return TotalTextureMemoryUsage;
+ }
+
+ enum PostProcessShader
+ {
+ PostProcessShader_Distortion = 0,
+ PostProcessShader_DistortionAndChromAb = 1,
+ PostProcessShader_Count
+ };
+
+ PostProcessShader GetPostProcessShader()
+ {
+ return PostProcessShaderActive;
+ }
+
+ void SetPostProcessShader(PostProcessShader newShader)
+ {
+ PostProcessShaderRequested = newShader;
+ }
+
+protected:
+ // Stereo & post-processing
+ virtual bool initPostProcessSupport(PostProcessType pptype);
+
+ virtual Shader* CreateStereoShader(PrimitiveType prim, Shader* vs)
+ { OVR_UNUSED2(prim, vs); return NULL; }
+
+private:
+ PostProcessShader PostProcessShaderRequested;
+ PostProcessShader PostProcessShaderActive;
+};
+
+int GetNumMipLevels(int w, int h);
+int GetTextureSize(int format, int w, int h);
+
+// Filter an rgba image with a 2x2 box filter, for mipmaps.
+// Image size must be a power of 2.
+void FilterRgba2x2(const UByte* src, int w, int h, UByte* dest);
+
+Texture* LoadTextureTga(RenderDevice* ren, File* f, unsigned char alpha = 255);
+Texture* LoadTextureDDS(RenderDevice* ren, File* f);
+
+}}
+
+#endif
diff --git a/Samples/CommonSrc/Render/Render_Font.h b/Samples/CommonSrc/Render/Render_Font.h
index 0a7acb5..3201b68 100644
--- a/Samples/CommonSrc/Render/Render_Font.h
+++ b/Samples/CommonSrc/Render/Render_Font.h
@@ -1,51 +1,51 @@
-/************************************************************************************
-
-Filename : Render_Font_h
-Content : Font data structure used by renderer
-Created : September, 2012
-Authors : Andrew Reisse
-
-Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved.
-
-Licensed under the Apache License, Version 2.0 (the "License");
-you may not use this file except in compliance with the License.
-You may obtain a copy of the License at
-
-http://www.apache.org/licenses/LICENSE-2.0
-
-Unless required by applicable law or agreed to in writing, software
-distributed under the License is distributed on an "AS IS" BASIS,
-WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-See the License for the specific language governing permissions and
-limitations under the License.
-
-************************************************************************************/
-
-#ifndef OVR_Render_Font_h
-#define OVR_Render_Font_h
-
-namespace OVR { namespace Render {
-
-class Fill;
-
-struct Font
-{
- struct Char
- {
- short x, y; // offset
- short advance;
- float u1, v1, u2, v2;
- };
-
- int lineheight, ascent, descent;
- const Char* chars;
- const short** kerning;
- int twidth, theight;
- const
- unsigned char* tex;
- mutable Fill* fill;
-};
-
-}}
-
-#endif
+/************************************************************************************
+
+Filename : Render_Font_h
+Content : Font data structure used by renderer
+Created : September, 2012
+Authors : Andrew Reisse
+
+Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved.
+
+Licensed under the Apache License, Version 2.0 (the "License");
+you may not use this file except in compliance with the License.
+You may obtain a copy of the License at
+
+http://www.apache.org/licenses/LICENSE-2.0
+
+Unless required by applicable law or agreed to in writing, software
+distributed under the License is distributed on an "AS IS" BASIS,
+WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+See the License for the specific language governing permissions and
+limitations under the License.
+
+************************************************************************************/
+
+#ifndef OVR_Render_Font_h
+#define OVR_Render_Font_h
+
+namespace OVR { namespace Render {
+
+class Fill;
+
+struct Font
+{
+ struct Char
+ {
+ short x, y; // offset
+ short advance;
+ float u1, v1, u2, v2;
+ };
+
+ int lineheight, ascent, descent;
+ const Char* chars;
+ const short** kerning;
+ int twidth, theight;
+ const
+ unsigned char* tex;
+ mutable Fill* fill;
+};
+
+}}
+
+#endif
diff --git a/Samples/CommonSrc/Render/Render_FontEmbed_DejaVu48.h b/Samples/CommonSrc/Render/Render_FontEmbed_DejaVu48.h
index 0558866..2428ddd 100644
--- a/Samples/CommonSrc/Render/Render_FontEmbed_DejaVu48.h
+++ b/Samples/CommonSrc/Render/Render_FontEmbed_DejaVu48.h
@@ -1,9463 +1,9463 @@
-#include "Render_Font.h"
-
-namespace OVR { namespace Render {
-
-const Font::Char DejaVu_chars[] = {
- /* 0 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
- /* 1 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
- /* 2 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
- /* 3 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
- /* 4 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
- /* 5 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
- /* 6 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
- /* 7 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
- /* 8 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
- /* 9 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
- /* 10 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
- /* 11 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
- /* 12 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
- /* 13 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
- /* 14 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
- /* 15 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
- /* 16 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
- /* 17 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
- /* 18 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
- /* 19 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
- /* 20 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
- /* 21 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
- /* 22 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
- /* 23 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
- /* 24 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
- /* 25 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
- /* 26 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
- /* 27 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
- /* 28 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
- /* 29 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
- /* 30 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
- /* 31 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
- /* 32 */ { 0, 0, 15, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
- /* 33 ! */ { 7,35, 19, 0.0009842520f, 0.0000000000f, 0.0059055118f, 0.2482269555f},
- /* 34 " */ { 5,35, 22, 0.0068897638f, 0.0000000000f, 0.0196850393f, 0.0921985805f},
- /* 35 # */ { 4,35, 40, 0.0206692908f, 0.0000000000f, 0.0531496070f, 0.2482269555f},
- /* 36 $ */ { 4,37, 31, 0.0541338585f, 0.0000000000f, 0.0757874027f, 0.3120567501f},
- /* 37 % */ { 3,36, 46, 0.0767716542f, 0.0000000000f, 0.1161417291f, 0.2624113560f},
- /* 38 & */ { 3,36, 37, 0.1171259806f, 0.0000000000f, 0.1496063024f, 0.2624113560f},
- /* 39 ' */ { 5,35, 13, 0.1505905539f, 0.0000000000f, 0.1545275599f, 0.0921985805f},
- /* 40 ( */ { 4,36, 19, 0.1555118114f, 0.0000000000f, 0.1663385779f, 0.3049645424f},
- /* 41 ) */ { 4,36, 19, 0.1673228294f, 0.0000000000f, 0.1781496108f, 0.3049645424f},
- /* 42 * */ { 2,36, 24, 0.1791338623f, 0.0000000000f, 0.1998031437f, 0.1560283750f},
- /* 43 + */ { 5,30, 40, 0.2007873952f, 0.0000000000f, 0.2303149551f, 0.2127659619f},
- /* 44 , */ { 4, 6, 15, 0.2312992066f, 0.0000000000f, 0.2372047305f, 0.0851063803f},
- /* 45 - */ { 2,15, 17, 0.2381889820f, 0.0000000000f, 0.2509842515f, 0.0283687934f},
- /* 46 . */ { 6, 6, 15, 0.2519685030f, 0.0000000000f, 0.2559055090f, 0.0425531901f},
- /* 47 / */ { 0,35, 16, 0.2568897605f, 0.0000000000f, 0.2726377845f, 0.2765957415f},
- /* 48 0 */ { 3,36, 31, 0.2736220360f, 0.0000000000f, 0.2972441018f, 0.2624113560f},
- /* 49 1 */ { 6,35, 31, 0.2982283533f, 0.0000000000f, 0.3179133832f, 0.2482269555f},
- /* 50 2 */ { 4,36, 31, 0.3188976347f, 0.0000000000f, 0.3415354192f, 0.2553191483f},
- /* 51 3 */ { 4,36, 31, 0.3425196707f, 0.0000000000f, 0.3651574850f, 0.2624113560f},
- /* 52 4 */ { 2,35, 31, 0.3661417365f, 0.0000000000f, 0.3917322755f, 0.2482269555f},
- /* 53 5 */ { 4,35, 31, 0.3927165270f, 0.0000000000f, 0.4153543413f, 0.2553191483f},
- /* 54 6 */ { 3,36, 31, 0.4163385928f, 0.0000000000f, 0.4399606287f, 0.2624113560f},
- /* 55 7 */ { 4,35, 31, 0.4409448802f, 0.0000000000f, 0.4635826647f, 0.2482269555f},
- /* 56 8 */ { 3,36, 31, 0.4645669162f, 0.0000000000f, 0.4881889820f, 0.2624113560f},
- /* 57 9 */ { 3,36, 31, 0.4891732335f, 0.0000000000f, 0.5127952695f, 0.2624113560f},
- /* 58 : */ { 6,25, 16, 0.5137795210f, 0.0000000000f, 0.5187007785f, 0.1773049682f},
- /* 59 ; */ { 4,25, 16, 0.5196850300f, 0.0000000000f, 0.5255905390f, 0.2198581547f},
- /* 60 < */ { 5,28, 40, 0.5265747905f, 0.0000000000f, 0.5561023355f, 0.1843971610f},
- /* 61 = */ { 5,22, 40, 0.5570865870f, 0.0000000000f, 0.5866141915f, 0.0992907807f},
- /* 62 > */ { 5,28, 40, 0.5875984430f, 0.0000000000f, 0.6171259880f, 0.1843971610f},
- /* 63 ? */ { 3,36, 25, 0.6181102395f, 0.0000000000f, 0.6368110180f, 0.2553191483f},
- /* 64 @ */ { 3,34, 48, 0.6377952695f, 0.0000000000f, 0.6791338325f, 0.2978723347f},
- /* 65 A */ { 0,35, 33, 0.6801180840f, 0.0000000000f, 0.7116141915f, 0.2482269555f},
- /* 66 B */ { 5,35, 33, 0.7125984430f, 0.0000000000f, 0.7372047305f, 0.2482269555f},
- /* 67 C */ { 3,36, 34, 0.7381889820f, 0.0000000000f, 0.7657480240f, 0.2624113560f},
- /* 68 D */ { 5,35, 37, 0.7667322755f, 0.0000000000f, 0.7952755690f, 0.2482269555f},
- /* 69 E */ { 5,35, 30, 0.7962598205f, 0.0000000000f, 0.8188976645f, 0.2482269555f},
- /* 70 F */ { 5,35, 28, 0.8198819160f, 0.0000000000f, 0.8395669460f, 0.2482269555f},
- /* 71 G */ { 3,36, 37, 0.8405511975f, 0.0000000000f, 0.8710629940f, 0.2624113560f},
- /* 72 H */ { 5,35, 36, 0.8720472455f, 0.0000000000f, 0.8986220360f, 0.2482269555f},
- /* 73 I */ { 5,35, 14, 0.8996062875f, 0.0000000000f, 0.9035432935f, 0.2482269555f},
- /* 74 J */ {-2,35, 14, 0.9045275450f, 0.0000000000f, 0.9153543115f, 0.3191489279f},
- /* 75 K */ { 5,35, 31, 0.9163385630f, 0.0000000000f, 0.9438976645f, 0.2482269555f},
- /* 76 L */ { 5,35, 27, 0.9448819160f, 0.0000000000f, 0.9665354490f, 0.2482269555f},
- /* 77 M */ { 5,35, 41, 0.9675197005f, 0.0000000000f, 0.9990157485f, 0.2482269555f},
- /* 78 N */ { 5,35, 36, 0.0000000000f, 0.3262411356f, 0.0255905520f, 0.5744680762f},
- /* 79 O */ { 3,36, 38, 0.0265748035f, 0.3262411356f, 0.0580708645f, 0.5886524916f},
- /* 80 P */ { 5,35, 29, 0.0590551198f, 0.3262411356f, 0.0816929117f, 0.5744680762f},
- /* 81 Q */ { 3,36, 38, 0.0826771632f, 0.3262411356f, 0.1141732261f, 0.6241135001f},
- /* 82 R */ { 5,35, 33, 0.1151574776f, 0.3262411356f, 0.1427165419f, 0.5744680762f},
- /* 83 S */ { 3,36, 30, 0.1437007934f, 0.3262411356f, 0.1692913324f, 0.5886524916f},
- /* 84 T */ { 0,35, 29, 0.1702755839f, 0.3262411356f, 0.1978346407f, 0.5744680762f},
- /* 85 U */ { 5,35, 35, 0.1988188922f, 0.3262411356f, 0.2253936976f, 0.5815602541f},
- /* 86 V */ { 0,35, 33, 0.2263779491f, 0.3262411356f, 0.2578740120f, 0.5744680762f},
- /* 87 W */ { 2,35, 47, 0.2588582635f, 0.3262411356f, 0.3021653593f, 0.5744680762f},
- /* 88 X */ { 1,35, 33, 0.3031496108f, 0.3262411356f, 0.3326771557f, 0.5744680762f},
- /* 89 Y */ { 0,35, 29, 0.3336614072f, 0.3262411356f, 0.3612204790f, 0.5744680762f},
- /* 90 Z */ { 2,35, 33, 0.3622047305f, 0.3262411356f, 0.3907480240f, 0.5744680762f},
- /* 91 [ */ { 4,36, 19, 0.3917322755f, 0.3262411356f, 0.4015747905f, 0.6312056780f},
- /* 92 \ */ { 0,35, 16, 0.4025590420f, 0.3262411356f, 0.4183070958f, 0.6028369069f},
- /* 93 ] */ { 5,36, 19, 0.4192913473f, 0.3262411356f, 0.4291338623f, 0.6312056780f},
- /* 94 ^ */ { 5,35, 40, 0.4301181138f, 0.3262411356f, 0.4596456587f, 0.4184397161f},
- /* 95 _ */ { 0,-7, 24, 0.4606299102f, 0.3262411356f, 0.4842519760f, 0.3546099365f},
- /* 96 ` */ { 4,38, 24, 0.4852362275f, 0.3262411356f, 0.4960629940f, 0.3900709152f},
- /* 97 a */ { 3,27, 29, 0.4970472455f, 0.3262411356f, 0.5187007785f, 0.5248227119f},
- /* 98 b */ { 4,36, 30, 0.5196850300f, 0.3262411356f, 0.5423228145f, 0.5886524916f},
- /* 99 c */ { 3,27, 26, 0.5433070660f, 0.3262411356f, 0.5639764071f, 0.5248227119f},
- /* 100 d */ { 3,36, 30, 0.5649606586f, 0.3262411356f, 0.5875984430f, 0.5886524916f},
- /* 101 e */ { 3,27, 30, 0.5885826945f, 0.3262411356f, 0.6122047305f, 0.5248227119f},
- /* 102 f */ { 1,36, 17, 0.6131889820f, 0.3262411356f, 0.6289370060f, 0.5815602541f},
- /* 103 g */ { 3,27, 30, 0.6299212575f, 0.3262411356f, 0.6525590420f, 0.5886524916f},
- /* 104 h */ { 4,36, 30, 0.6535432935f, 0.3262411356f, 0.6751968265f, 0.5815602541f},
- /* 105 i */ { 4,36, 13, 0.6761810780f, 0.3262411356f, 0.6801180840f, 0.5815602541f},
- /* 106 j */ {-1,36, 13, 0.6811023355f, 0.3262411356f, 0.6899606586f, 0.6524822712f},
- /* 107 k */ { 4,36, 28, 0.6909449100f, 0.3262411356f, 0.7135826945f, 0.5815602541f},
- /* 108 l */ { 4,36, 13, 0.7145669460f, 0.3262411356f, 0.7185039520f, 0.5815602541f},
- /* 109 m */ { 4,27, 47, 0.7194882035f, 0.3262411356f, 0.7568897605f, 0.5177304745f},
- /* 110 n */ { 4,27, 30, 0.7578740120f, 0.3262411356f, 0.7795275450f, 0.5177304745f},
- /* 111 o */ { 3,27, 29, 0.7805117965f, 0.3262411356f, 0.8041338325f, 0.5248227119f},
- /* 112 p */ { 4,27, 30, 0.8051180840f, 0.3262411356f, 0.8277559280f, 0.5886524916f},
- /* 113 q */ { 3,27, 30, 0.8287401795f, 0.3262411356f, 0.8513779640f, 0.5886524916f},
- /* 114 r */ { 4,27, 20, 0.8523622155f, 0.3262411356f, 0.8671259880f, 0.5177304745f},
- /* 115 s */ { 3,27, 25, 0.8681102395f, 0.3262411356f, 0.8877952695f, 0.5248227119f},
- /* 116 t */ { 1,33, 19, 0.8887795210f, 0.3262411356f, 0.9045275450f, 0.5602836609f},
- /* 117 u */ { 4,27, 30, 0.9055117965f, 0.3262411356f, 0.9271653295f, 0.5248227119f},
- /* 118 v */ { 1,26, 28, 0.9281495810f, 0.3262411356f, 0.9537401795f, 0.5106382966f},
- /* 119 w */ { 2,26, 39, 0.9547244310f, 0.3262411356f, 0.9891732335f, 0.5106382966f},
- /* 120 x */ { 1,26, 28, 0.0000000000f, 0.6595744491f, 0.0246062987f, 0.8439716101f},
- /* 121 y */ { 1,26, 28, 0.0255905520f, 0.6595744491f, 0.0511811040f, 0.9148936272f},
- /* 122 z */ { 2,26, 25, 0.0521653555f, 0.6595744491f, 0.0728346482f, 0.8439716101f},
- /* 123 { */ { 6,36, 31, 0.0738188997f, 0.6595744491f, 0.0915354341f, 0.9716312289f},
- /* 124 | */ { 6,36, 16, 0.0925196856f, 0.6595744491f, 0.0964566916f, 1.0000000000f},
- /* 125 } */ { 6,36, 31, 0.0974409431f, 0.6595744491f, 0.1151574776f, 0.9716312289f},
- /* 126 ~ */ { 5,20, 40, 0.1161417291f, 0.6595744491f, 0.1456692964f, 0.7234042287f},
- /* 127 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f}}
-;
-
-const short DejaVu_kern45[] = {
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, -1, -2, 0, 0, 0, 0, 2, 0, 0, 3, 0, 0, 0, 0, 1,
- 0, 2, 0, 0, -4, 0, -3, -2, -2, -6, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
- 0, 0, 0, 0, 0, 0, -1, 0, 0, -1, 0, 0, 0, 0, 0, 0} ;
-const short DejaVu_kern65[] = {
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0,
- 0, 1, 0, -1, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0, 0, -1,
- 0, -1, 0, 0, -4, 0, -3, -3, 0, -4, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, -1, -1, -1, -2, 0, 0, 0, 0, 0, 0, 0, 0, -1,
- 0, -1, 0, 0, -1, 0, -3, -2, 0, -3, 0, 0, 0, 0, 0, 0} ;
-const short DejaVu_kern66[] = {
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, -1, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0, 0, -1,
- 0, 0, 0, -1, 0, 0, -1, -2, 0, -3, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
-const short DejaVu_kern67[] = {
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
-const short DejaVu_kern68[] = {
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, -1, 0, 0, -3, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
-const short DejaVu_kern70[] = {
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -8, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -4, 0, 0, 0, 0, 0,
- 0, -4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, -4, 0, 0, 0, -3, 0, 0, 0, -3, 0, 0, 0, 0, 0, -2,
- 0, 0, -3, 0, 0, -3, 0, 0, 0, -4, 0, 0, 0, 0, 0, 0} ;
-const short DejaVu_kern71[] = {
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, -2, 0, 0, 0, 0, -2, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
-const short DejaVu_kern72[] = {
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
-const short DejaVu_kern74[] = {
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -2, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
-const short DejaVu_kern75[] = {
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -5, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, -1, 0, -3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -3,
- 0, 0, 0, 0, -4, -1, 0, -2, 0, -2, 0, 0, 0, 0, 0, 0,
- 0, -1, 0, 0, 0, -2, 0, 0, 0, 0, 0, 0, 0, 0, 0, -2,
- 0, 0, 0, 0, 0, -2, 0, 0, 0, -3, 0, 0, 0, 0, 0, 0} ;
-const short DejaVu_kern76[] = {
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -2,
- 0, 0, 0, 0, -7, -2, -5, -4, 0, -6, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1,
- 0, 0, 0, 0, 0, -1, 0, 0, 0, -4, 0, 0, 0, 0, 0, 0} ;
-const short DejaVu_kern79[] = {
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, -2, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0,
- 0, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, -1, 0, -3, -3, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
-const short DejaVu_kern80[] = {
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -7, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, -3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0,
- 0, -2, 0, 0, 0, -2, 0, 0, 0, -1, 0, 0, 0, 0, -1, -2,
- 0, 0, -1, -1, 0, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
-const short DejaVu_kern81[] = {
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
-const short DejaVu_kern82[] = {
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -2, -2, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0,
- 0, -2, 0, -2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, -3, 0, -3, -2, 0, -3, 0, 0, 0, 0, 0, 0,
- 0, -1, 0, 0, 0, -2, 0, 0, 0, 0, 0, 0, 0, 0, 0, -2,
- 0, 0, 0, 0, 0, -2, 0, 0, 0, -3, 0, 0, 0, 0, 0, 0} ;
-const short DejaVu_kern83[] = {
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
-const short DejaVu_kern84[] = {
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -4, -6, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -5, 0, 0, 0, 0, 0,
- 0, -4, 0, -3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, -8, 0, -8, 0, -8, 0, 0, 0, -1, 0, 0, 0, 0, 0, -8,
- 0, 0, -7, -8, 0, -7, 0, -8, 0, -7, 0, 0, 0, 0, 0, 0} ;
-const short DejaVu_kern85[] = {
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
-const short DejaVu_kern86[] = {
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -3, -6, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -4, 0, 0, 0, 0, 0,
- 0, -3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, -4, 0, 0, 0, -4, 0, 0, 0, -1, 0, 0, 0, 0, 0, -4,
- 0, 0, 0, 0, 0, -3, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0} ;
-const short DejaVu_kern87[] = {
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -2, -6, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -3, 0, 0, 0, 0, 0,
- 0, -3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, -3, 0, 0, 0, -3, 0, 0, 0, -1, 0, 0, 0, 0, 0, -3,
- 0, 0, -2, 0, 0, -2, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0} ;
-const short DejaVu_kern88[] = {
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -2, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, -3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -3,
- 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, -2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
-const short DejaVu_kern89[] = {
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -6, -10, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -6, 0, 0, 0, 0, 0,
- 0, -4, 0, -3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -3,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, -7, 0, 0, 0, -6, 0, 0, 0, -2, 0, 0, 0, 0, 0, -6,
- 0, 0, 0, 0, 0, -6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
-const short DejaVu_kern90[] = {
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
-const short DejaVu_kern101[] = {
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0, 0} ;
-const short DejaVu_kern102[] = {
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -3, -3, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -2, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, -1, 0, 0, -1, 0, -1, 0, 0, 0, 0, 0, 0} ;
-const short DejaVu_kern107[] = {
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, -1, 0, 0, 0, -2, 0, 0, 0, 0, 0, 0, 0, 0, 0, -2,
- 0, 0, 0, 0, 0, -1, 0, 0, 0, -2, 0, 0, 0, 0, 0, 0} ;
-const short DejaVu_kern111[] = {
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, -1, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0, 0} ;
-const short DejaVu_kern114[] = {
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -3, -4, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, -1, -1, -1, 0, -1, -1, 0, 0, 0, 0, -1, -1, -1,
- 0, -1, -1, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0, 0} ;
-const short DejaVu_kern118[] = {
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -4, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -3, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
-const short DejaVu_kern119[] = {
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -4, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -3, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
-const short DejaVu_kern120[] = {
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, -1, 0, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
-const short DejaVu_kern121[] = {
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -7, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -3, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
-const short* DejaVu_kern[] = {
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, DejaVu_kern45, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, DejaVu_kern65, DejaVu_kern66, DejaVu_kern67, DejaVu_kern68, 0, DejaVu_kern70, DejaVu_kern71, DejaVu_kern72, 0, DejaVu_kern74, DejaVu_kern75, DejaVu_kern76, 0, 0, DejaVu_kern79,
- DejaVu_kern80, DejaVu_kern81, DejaVu_kern82, DejaVu_kern83, DejaVu_kern84, DejaVu_kern85, DejaVu_kern86, DejaVu_kern87, DejaVu_kern88, DejaVu_kern89, DejaVu_kern90, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, DejaVu_kern101, DejaVu_kern102, 0, 0, 0, 0, DejaVu_kern107, 0, 0, 0, DejaVu_kern111,
- 0, 0, DejaVu_kern114, 0, 0, 0, DejaVu_kern118, DejaVu_kern119, DejaVu_kern120, DejaVu_kern121, 0, 0, 0, 0, 0, 0};
-
-const unsigned char DejaVu_tex[] = {
- 0, 255, 255, 255, 255, 255, 0, 255, 255, 255, 255, 0, 0, 0, 0, 0,
- 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 135, 255, 255, 255, 72, 0, 0, 0, 0, 0, 0, 208, 255, 255,
- 241, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 59, 154, 218, 244, 243, 217, 152, 55, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 32, 247, 255, 255, 100, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8,
- 97, 166, 218, 239, 250, 236, 209, 160, 97, 18, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 255, 0, 0, 0,
- 0, 0, 0, 0, 138, 255, 255, 255, 177, 0, 178, 255, 255, 255, 137, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255,
- 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 255, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255,
- 255, 0, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 0,
- 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 87, 255, 255, 255, 217, 0, 0, 0, 0, 0, 0, 0, 0, 31, 122, 189,
- 230, 249, 249, 230, 189, 122, 30, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 44, 111, 178, 241, 255, 255, 255, 255, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 12, 69, 126, 169, 210, 233, 248, 246, 229,
- 209, 159, 102, 22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 28, 94, 149, 191, 225, 241, 251, 238, 223, 187, 134, 67, 1, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 109, 255, 255, 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0,
- 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
- 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 29, 111, 175, 216, 241, 252, 247, 235, 209, 178, 135, 86, 28, 0, 0, 0,
- 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
- 255, 255, 255, 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 15, 100,
- 159, 209, 231, 247, 247, 231, 209, 159, 101, 16, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 14, 89, 159, 210, 232, 250, 243, 218, 172,
- 100, 13, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 255, 255, 0,
- 0, 0, 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 24, 114, 208, 0, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
- 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
- 255, 255, 255, 255, 0, 208, 114, 24, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 55, 123, 184, 220, 240, 250, 233, 207,
- 151, 77, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 37, 99, 155, 192, 225, 240, 251, 246, 233,
- 213, 174, 132, 68, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 219, 255, 255, 255, 255, 222, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
- 253, 241, 228, 200, 155, 100, 19, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 6, 72, 134, 184, 217, 240, 251, 247,
- 231, 215, 180, 130, 79, 12, 0, 0, 0, 0, 0, 255, 255, 255, 255, 255,
- 255, 255, 255, 255, 254, 247, 240, 222, 200, 170, 130, 83, 23, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 255, 255, 255, 255,
- 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
- 0, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
- 255, 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 41, 108, 162, 199, 229, 244, 252, 243, 229, 214, 185, 140, 94, 38, 0,
- 0, 0, 0, 0, 0, 0, 255, 255, 255, 255, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255,
- 255, 0, 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255,
- 255, 255, 0, 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 2, 145, 255, 255, 255, 255, 254, 114, 0, 0,
- 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 255, 255, 255, 210, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 211, 255, 255, 255, 255, 255, 255, 0,
- 0, 255, 255, 255, 255, 255, 0, 255, 255, 255, 255, 0, 0, 0, 0, 0,
- 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 197, 255, 255, 252, 13, 0, 0, 0, 0, 0, 18, 254, 255, 255,
- 183, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 7, 160, 255, 255, 255, 255, 255, 255, 255, 254, 156, 5, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 175, 255, 255, 202, 1, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 94, 234,
- 255, 255, 255, 255, 255, 255, 255, 255, 255, 251, 172, 57, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 255, 0, 0, 0,
- 0, 0, 0, 36, 249, 255, 255, 245, 31, 0, 32, 246, 255, 255, 248, 34,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255,
- 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 255, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255,
- 255, 0, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 0,
- 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 165, 255, 255, 255, 139, 0, 0, 0, 0, 0, 0, 15, 152, 251, 255, 255,
- 255, 255, 255, 255, 255, 255, 251, 151, 15, 0, 0, 0, 0, 0, 0, 33,
- 99, 166, 232, 255, 255, 255, 255, 255, 255, 255, 255, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 39, 118, 197, 251, 255, 255, 255, 255, 255, 255, 255, 255,
- 255, 255, 255, 249, 165, 34, 0, 0, 0, 0, 0, 0, 0, 43, 129, 214,
- 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 221, 102, 1, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 34, 245, 255, 255, 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0,
- 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
- 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 39, 173,
- 253, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 0, 0, 0,
- 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
- 255, 255, 255, 255, 255, 255, 255, 0, 0, 0, 0, 0, 15, 148, 245, 255,
- 255, 255, 255, 255, 255, 255, 255, 255, 255, 245, 149, 14, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 8, 118, 237, 255, 255, 255, 255, 255, 255, 255, 255,
- 255, 241, 118, 4, 0, 0, 0, 0, 0, 0, 255, 255, 255, 255, 255, 0,
- 0, 0, 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9,
- 88, 182, 252, 255, 255, 0, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
- 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
- 255, 255, 255, 255, 0, 255, 255, 252, 182, 88, 8, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 6, 106, 212, 255, 255, 255, 255, 255, 255, 255, 255,
- 255, 255, 219, 69, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 24, 125, 213, 255, 255, 255, 255, 255, 255, 255, 255, 255,
- 255, 255, 255, 255, 246, 166, 65, 1, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 62,
- 255, 255, 255, 255, 255, 255, 65, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
- 255, 255, 255, 255, 255, 255, 250, 167, 31, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 31, 146, 239, 255, 255, 255, 255, 255, 255, 255,
- 255, 255, 255, 255, 255, 245, 168, 73, 0, 0, 0, 255, 255, 255, 255, 255,
- 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 208, 123, 25,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 255, 255, 255, 255,
- 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
- 0, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
- 255, 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 12, 111,
- 215, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 216,
- 136, 45, 0, 0, 0, 0, 255, 255, 255, 255, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255,
- 255, 0, 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255,
- 255, 255, 0, 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0};
-
-Font DejaVu = {56, 45, -11, DejaVu_chars, DejaVu_kern, 1016, 141, DejaVu_tex};
-
-}}
-
+#include "Render_Font.h"
+
+namespace OVR { namespace Render {
+
+const Font::Char DejaVu_chars[] = {
+ /* 0 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 1 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 2 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 3 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 4 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 5 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 6 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 7 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 8 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 9 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 10 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 11 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 12 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 13 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 14 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 15 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 16 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 17 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 18 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 19 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 20 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 21 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 22 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 23 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 24 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 25 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 26 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 27 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 28 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 29 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 30 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 31 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 32 */ { 0, 0, 15, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f},
+ /* 33 ! */ { 7,35, 19, 0.0009842520f, 0.0000000000f, 0.0059055118f, 0.2482269555f},
+ /* 34 " */ { 5,35, 22, 0.0068897638f, 0.0000000000f, 0.0196850393f, 0.0921985805f},
+ /* 35 # */ { 4,35, 40, 0.0206692908f, 0.0000000000f, 0.0531496070f, 0.2482269555f},
+ /* 36 $ */ { 4,37, 31, 0.0541338585f, 0.0000000000f, 0.0757874027f, 0.3120567501f},
+ /* 37 % */ { 3,36, 46, 0.0767716542f, 0.0000000000f, 0.1161417291f, 0.2624113560f},
+ /* 38 & */ { 3,36, 37, 0.1171259806f, 0.0000000000f, 0.1496063024f, 0.2624113560f},
+ /* 39 ' */ { 5,35, 13, 0.1505905539f, 0.0000000000f, 0.1545275599f, 0.0921985805f},
+ /* 40 ( */ { 4,36, 19, 0.1555118114f, 0.0000000000f, 0.1663385779f, 0.3049645424f},
+ /* 41 ) */ { 4,36, 19, 0.1673228294f, 0.0000000000f, 0.1781496108f, 0.3049645424f},
+ /* 42 * */ { 2,36, 24, 0.1791338623f, 0.0000000000f, 0.1998031437f, 0.1560283750f},
+ /* 43 + */ { 5,30, 40, 0.2007873952f, 0.0000000000f, 0.2303149551f, 0.2127659619f},
+ /* 44 , */ { 4, 6, 15, 0.2312992066f, 0.0000000000f, 0.2372047305f, 0.0851063803f},
+ /* 45 - */ { 2,15, 17, 0.2381889820f, 0.0000000000f, 0.2509842515f, 0.0283687934f},
+ /* 46 . */ { 6, 6, 15, 0.2519685030f, 0.0000000000f, 0.2559055090f, 0.0425531901f},
+ /* 47 / */ { 0,35, 16, 0.2568897605f, 0.0000000000f, 0.2726377845f, 0.2765957415f},
+ /* 48 0 */ { 3,36, 31, 0.2736220360f, 0.0000000000f, 0.2972441018f, 0.2624113560f},
+ /* 49 1 */ { 6,35, 31, 0.2982283533f, 0.0000000000f, 0.3179133832f, 0.2482269555f},
+ /* 50 2 */ { 4,36, 31, 0.3188976347f, 0.0000000000f, 0.3415354192f, 0.2553191483f},
+ /* 51 3 */ { 4,36, 31, 0.3425196707f, 0.0000000000f, 0.3651574850f, 0.2624113560f},
+ /* 52 4 */ { 2,35, 31, 0.3661417365f, 0.0000000000f, 0.3917322755f, 0.2482269555f},
+ /* 53 5 */ { 4,35, 31, 0.3927165270f, 0.0000000000f, 0.4153543413f, 0.2553191483f},
+ /* 54 6 */ { 3,36, 31, 0.4163385928f, 0.0000000000f, 0.4399606287f, 0.2624113560f},
+ /* 55 7 */ { 4,35, 31, 0.4409448802f, 0.0000000000f, 0.4635826647f, 0.2482269555f},
+ /* 56 8 */ { 3,36, 31, 0.4645669162f, 0.0000000000f, 0.4881889820f, 0.2624113560f},
+ /* 57 9 */ { 3,36, 31, 0.4891732335f, 0.0000000000f, 0.5127952695f, 0.2624113560f},
+ /* 58 : */ { 6,25, 16, 0.5137795210f, 0.0000000000f, 0.5187007785f, 0.1773049682f},
+ /* 59 ; */ { 4,25, 16, 0.5196850300f, 0.0000000000f, 0.5255905390f, 0.2198581547f},
+ /* 60 < */ { 5,28, 40, 0.5265747905f, 0.0000000000f, 0.5561023355f, 0.1843971610f},
+ /* 61 = */ { 5,22, 40, 0.5570865870f, 0.0000000000f, 0.5866141915f, 0.0992907807f},
+ /* 62 > */ { 5,28, 40, 0.5875984430f, 0.0000000000f, 0.6171259880f, 0.1843971610f},
+ /* 63 ? */ { 3,36, 25, 0.6181102395f, 0.0000000000f, 0.6368110180f, 0.2553191483f},
+ /* 64 @ */ { 3,34, 48, 0.6377952695f, 0.0000000000f, 0.6791338325f, 0.2978723347f},
+ /* 65 A */ { 0,35, 33, 0.6801180840f, 0.0000000000f, 0.7116141915f, 0.2482269555f},
+ /* 66 B */ { 5,35, 33, 0.7125984430f, 0.0000000000f, 0.7372047305f, 0.2482269555f},
+ /* 67 C */ { 3,36, 34, 0.7381889820f, 0.0000000000f, 0.7657480240f, 0.2624113560f},
+ /* 68 D */ { 5,35, 37, 0.7667322755f, 0.0000000000f, 0.7952755690f, 0.2482269555f},
+ /* 69 E */ { 5,35, 30, 0.7962598205f, 0.0000000000f, 0.8188976645f, 0.2482269555f},
+ /* 70 F */ { 5,35, 28, 0.8198819160f, 0.0000000000f, 0.8395669460f, 0.2482269555f},
+ /* 71 G */ { 3,36, 37, 0.8405511975f, 0.0000000000f, 0.8710629940f, 0.2624113560f},
+ /* 72 H */ { 5,35, 36, 0.8720472455f, 0.0000000000f, 0.8986220360f, 0.2482269555f},
+ /* 73 I */ { 5,35, 14, 0.8996062875f, 0.0000000000f, 0.9035432935f, 0.2482269555f},
+ /* 74 J */ {-2,35, 14, 0.9045275450f, 0.0000000000f, 0.9153543115f, 0.3191489279f},
+ /* 75 K */ { 5,35, 31, 0.9163385630f, 0.0000000000f, 0.9438976645f, 0.2482269555f},
+ /* 76 L */ { 5,35, 27, 0.9448819160f, 0.0000000000f, 0.9665354490f, 0.2482269555f},
+ /* 77 M */ { 5,35, 41, 0.9675197005f, 0.0000000000f, 0.9990157485f, 0.2482269555f},
+ /* 78 N */ { 5,35, 36, 0.0000000000f, 0.3262411356f, 0.0255905520f, 0.5744680762f},
+ /* 79 O */ { 3,36, 38, 0.0265748035f, 0.3262411356f, 0.0580708645f, 0.5886524916f},
+ /* 80 P */ { 5,35, 29, 0.0590551198f, 0.3262411356f, 0.0816929117f, 0.5744680762f},
+ /* 81 Q */ { 3,36, 38, 0.0826771632f, 0.3262411356f, 0.1141732261f, 0.6241135001f},
+ /* 82 R */ { 5,35, 33, 0.1151574776f, 0.3262411356f, 0.1427165419f, 0.5744680762f},
+ /* 83 S */ { 3,36, 30, 0.1437007934f, 0.3262411356f, 0.1692913324f, 0.5886524916f},
+ /* 84 T */ { 0,35, 29, 0.1702755839f, 0.3262411356f, 0.1978346407f, 0.5744680762f},
+ /* 85 U */ { 5,35, 35, 0.1988188922f, 0.3262411356f, 0.2253936976f, 0.5815602541f},
+ /* 86 V */ { 0,35, 33, 0.2263779491f, 0.3262411356f, 0.2578740120f, 0.5744680762f},
+ /* 87 W */ { 2,35, 47, 0.2588582635f, 0.3262411356f, 0.3021653593f, 0.5744680762f},
+ /* 88 X */ { 1,35, 33, 0.3031496108f, 0.3262411356f, 0.3326771557f, 0.5744680762f},
+ /* 89 Y */ { 0,35, 29, 0.3336614072f, 0.3262411356f, 0.3612204790f, 0.5744680762f},
+ /* 90 Z */ { 2,35, 33, 0.3622047305f, 0.3262411356f, 0.3907480240f, 0.5744680762f},
+ /* 91 [ */ { 4,36, 19, 0.3917322755f, 0.3262411356f, 0.4015747905f, 0.6312056780f},
+ /* 92 \ */ { 0,35, 16, 0.4025590420f, 0.3262411356f, 0.4183070958f, 0.6028369069f},
+ /* 93 ] */ { 5,36, 19, 0.4192913473f, 0.3262411356f, 0.4291338623f, 0.6312056780f},
+ /* 94 ^ */ { 5,35, 40, 0.4301181138f, 0.3262411356f, 0.4596456587f, 0.4184397161f},
+ /* 95 _ */ { 0,-7, 24, 0.4606299102f, 0.3262411356f, 0.4842519760f, 0.3546099365f},
+ /* 96 ` */ { 4,38, 24, 0.4852362275f, 0.3262411356f, 0.4960629940f, 0.3900709152f},
+ /* 97 a */ { 3,27, 29, 0.4970472455f, 0.3262411356f, 0.5187007785f, 0.5248227119f},
+ /* 98 b */ { 4,36, 30, 0.5196850300f, 0.3262411356f, 0.5423228145f, 0.5886524916f},
+ /* 99 c */ { 3,27, 26, 0.5433070660f, 0.3262411356f, 0.5639764071f, 0.5248227119f},
+ /* 100 d */ { 3,36, 30, 0.5649606586f, 0.3262411356f, 0.5875984430f, 0.5886524916f},
+ /* 101 e */ { 3,27, 30, 0.5885826945f, 0.3262411356f, 0.6122047305f, 0.5248227119f},
+ /* 102 f */ { 1,36, 17, 0.6131889820f, 0.3262411356f, 0.6289370060f, 0.5815602541f},
+ /* 103 g */ { 3,27, 30, 0.6299212575f, 0.3262411356f, 0.6525590420f, 0.5886524916f},
+ /* 104 h */ { 4,36, 30, 0.6535432935f, 0.3262411356f, 0.6751968265f, 0.5815602541f},
+ /* 105 i */ { 4,36, 13, 0.6761810780f, 0.3262411356f, 0.6801180840f, 0.5815602541f},
+ /* 106 j */ {-1,36, 13, 0.6811023355f, 0.3262411356f, 0.6899606586f, 0.6524822712f},
+ /* 107 k */ { 4,36, 28, 0.6909449100f, 0.3262411356f, 0.7135826945f, 0.5815602541f},
+ /* 108 l */ { 4,36, 13, 0.7145669460f, 0.3262411356f, 0.7185039520f, 0.5815602541f},
+ /* 109 m */ { 4,27, 47, 0.7194882035f, 0.3262411356f, 0.7568897605f, 0.5177304745f},
+ /* 110 n */ { 4,27, 30, 0.7578740120f, 0.3262411356f, 0.7795275450f, 0.5177304745f},
+ /* 111 o */ { 3,27, 29, 0.7805117965f, 0.3262411356f, 0.8041338325f, 0.5248227119f},
+ /* 112 p */ { 4,27, 30, 0.8051180840f, 0.3262411356f, 0.8277559280f, 0.5886524916f},
+ /* 113 q */ { 3,27, 30, 0.8287401795f, 0.3262411356f, 0.8513779640f, 0.5886524916f},
+ /* 114 r */ { 4,27, 20, 0.8523622155f, 0.3262411356f, 0.8671259880f, 0.5177304745f},
+ /* 115 s */ { 3,27, 25, 0.8681102395f, 0.3262411356f, 0.8877952695f, 0.5248227119f},
+ /* 116 t */ { 1,33, 19, 0.8887795210f, 0.3262411356f, 0.9045275450f, 0.5602836609f},
+ /* 117 u */ { 4,27, 30, 0.9055117965f, 0.3262411356f, 0.9271653295f, 0.5248227119f},
+ /* 118 v */ { 1,26, 28, 0.9281495810f, 0.3262411356f, 0.9537401795f, 0.5106382966f},
+ /* 119 w */ { 2,26, 39, 0.9547244310f, 0.3262411356f, 0.9891732335f, 0.5106382966f},
+ /* 120 x */ { 1,26, 28, 0.0000000000f, 0.6595744491f, 0.0246062987f, 0.8439716101f},
+ /* 121 y */ { 1,26, 28, 0.0255905520f, 0.6595744491f, 0.0511811040f, 0.9148936272f},
+ /* 122 z */ { 2,26, 25, 0.0521653555f, 0.6595744491f, 0.0728346482f, 0.8439716101f},
+ /* 123 { */ { 6,36, 31, 0.0738188997f, 0.6595744491f, 0.0915354341f, 0.9716312289f},
+ /* 124 | */ { 6,36, 16, 0.0925196856f, 0.6595744491f, 0.0964566916f, 1.0000000000f},
+ /* 125 } */ { 6,36, 31, 0.0974409431f, 0.6595744491f, 0.1151574776f, 0.9716312289f},
+ /* 126 ~ */ { 5,20, 40, 0.1161417291f, 0.6595744491f, 0.1456692964f, 0.7234042287f},
+ /* 127 */ { 0, 0, 0, 0.0000000000f, 0.0000000000f, 0.0000000000f, 0.0000000000f}}
+;
+
+const short DejaVu_kern45[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, -1, -2, 0, 0, 0, 0, 2, 0, 0, 3, 0, 0, 0, 0, 1,
+ 0, 2, 0, 0, -4, 0, -3, -2, -2, -6, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
+ 0, 0, 0, 0, 0, 0, -1, 0, 0, -1, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern65[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0,
+ 0, 1, 0, -1, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0, 0, -1,
+ 0, -1, 0, 0, -4, 0, -3, -3, 0, -4, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, -1, -1, -1, -2, 0, 0, 0, 0, 0, 0, 0, 0, -1,
+ 0, -1, 0, 0, -1, 0, -3, -2, 0, -3, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern66[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, -1, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0, 0, -1,
+ 0, 0, 0, -1, 0, 0, -1, -2, 0, -3, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern67[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern68[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, -1, 0, 0, -3, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern70[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -8, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -4, 0, 0, 0, 0, 0,
+ 0, -4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, -4, 0, 0, 0, -3, 0, 0, 0, -3, 0, 0, 0, 0, 0, -2,
+ 0, 0, -3, 0, 0, -3, 0, 0, 0, -4, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern71[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, -2, 0, 0, 0, 0, -2, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern72[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern74[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -2, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern75[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -5, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, -1, 0, -3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -3,
+ 0, 0, 0, 0, -4, -1, 0, -2, 0, -2, 0, 0, 0, 0, 0, 0,
+ 0, -1, 0, 0, 0, -2, 0, 0, 0, 0, 0, 0, 0, 0, 0, -2,
+ 0, 0, 0, 0, 0, -2, 0, 0, 0, -3, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern76[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -2,
+ 0, 0, 0, 0, -7, -2, -5, -4, 0, -6, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1,
+ 0, 0, 0, 0, 0, -1, 0, 0, 0, -4, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern79[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, -2, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0,
+ 0, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, -1, 0, -3, -3, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern80[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -7, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, -3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0,
+ 0, -2, 0, 0, 0, -2, 0, 0, 0, -1, 0, 0, 0, 0, -1, -2,
+ 0, 0, -1, -1, 0, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern81[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern82[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -2, -2, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0,
+ 0, -2, 0, -2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, -3, 0, -3, -2, 0, -3, 0, 0, 0, 0, 0, 0,
+ 0, -1, 0, 0, 0, -2, 0, 0, 0, 0, 0, 0, 0, 0, 0, -2,
+ 0, 0, 0, 0, 0, -2, 0, 0, 0, -3, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern83[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern84[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -4, -6, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -5, 0, 0, 0, 0, 0,
+ 0, -4, 0, -3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, -8, 0, -8, 0, -8, 0, 0, 0, -1, 0, 0, 0, 0, 0, -8,
+ 0, 0, -7, -8, 0, -7, 0, -8, 0, -7, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern85[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern86[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -3, -6, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -4, 0, 0, 0, 0, 0,
+ 0, -3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, -4, 0, 0, 0, -4, 0, 0, 0, -1, 0, 0, 0, 0, 0, -4,
+ 0, 0, 0, 0, 0, -3, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern87[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -2, -6, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -3, 0, 0, 0, 0, 0,
+ 0, -3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, -3, 0, 0, 0, -3, 0, 0, 0, -1, 0, 0, 0, 0, 0, -3,
+ 0, 0, -2, 0, 0, -2, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern88[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -2, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, -3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -3,
+ 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, -2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern89[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -6, -10, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -6, 0, 0, 0, 0, 0,
+ 0, -4, 0, -3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -3,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, -7, 0, 0, 0, -6, 0, 0, 0, -2, 0, 0, 0, 0, 0, -6,
+ 0, 0, 0, 0, 0, -6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern90[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern101[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern102[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -3, -3, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -2, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, -1, 0, 0, -1, 0, -1, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern107[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, -1, 0, 0, 0, -2, 0, 0, 0, 0, 0, 0, 0, 0, 0, -2,
+ 0, 0, 0, 0, 0, -1, 0, 0, 0, -2, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern111[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, -1, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern114[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -3, -4, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, -1, -1, -1, 0, -1, -1, 0, 0, 0, 0, -1, -1, -1,
+ 0, -1, -1, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern118[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -4, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -3, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern119[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -4, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -3, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern120[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, -1, 0, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
+const short DejaVu_kern121[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -7, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -3, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} ;
+const short* DejaVu_kern[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, DejaVu_kern45, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, DejaVu_kern65, DejaVu_kern66, DejaVu_kern67, DejaVu_kern68, 0, DejaVu_kern70, DejaVu_kern71, DejaVu_kern72, 0, DejaVu_kern74, DejaVu_kern75, DejaVu_kern76, 0, 0, DejaVu_kern79,
+ DejaVu_kern80, DejaVu_kern81, DejaVu_kern82, DejaVu_kern83, DejaVu_kern84, DejaVu_kern85, DejaVu_kern86, DejaVu_kern87, DejaVu_kern88, DejaVu_kern89, DejaVu_kern90, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, DejaVu_kern101, DejaVu_kern102, 0, 0, 0, 0, DejaVu_kern107, 0, 0, 0, DejaVu_kern111,
+ 0, 0, DejaVu_kern114, 0, 0, 0, DejaVu_kern118, DejaVu_kern119, DejaVu_kern120, DejaVu_kern121, 0, 0, 0, 0, 0, 0};
+
+const unsigned char DejaVu_tex[] = {
+ 0, 255, 255, 255, 255, 255, 0, 255, 255, 255, 255, 0, 0, 0, 0, 0,
+ 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 135, 255, 255, 255, 72, 0, 0, 0, 0, 0, 0, 208, 255, 255,
+ 241, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 59, 154, 218, 244, 243, 217, 152, 55, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 32, 247, 255, 255, 100, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8,
+ 97, 166, 218, 239, 250, 236, 209, 160, 97, 18, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 255, 0, 0, 0,
+ 0, 0, 0, 0, 138, 255, 255, 255, 177, 0, 178, 255, 255, 255, 137, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255,
+ 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 255, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255,
+ 255, 0, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 0,
+ 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 87, 255, 255, 255, 217, 0, 0, 0, 0, 0, 0, 0, 0, 31, 122, 189,
+ 230, 249, 249, 230, 189, 122, 30, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 44, 111, 178, 241, 255, 255, 255, 255, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 12, 69, 126, 169, 210, 233, 248, 246, 229,
+ 209, 159, 102, 22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 28, 94, 149, 191, 225, 241, 251, 238, 223, 187, 134, 67, 1, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 109, 255, 255, 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0,
+ 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
+ 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 29, 111, 175, 216, 241, 252, 247, 235, 209, 178, 135, 86, 28, 0, 0, 0,
+ 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
+ 255, 255, 255, 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 15, 100,
+ 159, 209, 231, 247, 247, 231, 209, 159, 101, 16, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 14, 89, 159, 210, 232, 250, 243, 218, 172,
+ 100, 13, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 255, 255, 0,
+ 0, 0, 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 24, 114, 208, 0, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
+ 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
+ 255, 255, 255, 255, 0, 208, 114, 24, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 55, 123, 184, 220, 240, 250, 233, 207,
+ 151, 77, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 37, 99, 155, 192, 225, 240, 251, 246, 233,
+ 213, 174, 132, 68, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 219, 255, 255, 255, 255, 222, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
+ 253, 241, 228, 200, 155, 100, 19, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 6, 72, 134, 184, 217, 240, 251, 247,
+ 231, 215, 180, 130, 79, 12, 0, 0, 0, 0, 0, 255, 255, 255, 255, 255,
+ 255, 255, 255, 255, 254, 247, 240, 222, 200, 170, 130, 83, 23, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 255, 255, 255, 255,
+ 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
+ 0, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
+ 255, 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 41, 108, 162, 199, 229, 244, 252, 243, 229, 214, 185, 140, 94, 38, 0,
+ 0, 0, 0, 0, 0, 0, 255, 255, 255, 255, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255,
+ 255, 0, 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255,
+ 255, 255, 0, 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 2, 145, 255, 255, 255, 255, 254, 114, 0, 0,
+ 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 255, 255, 255, 210, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 211, 255, 255, 255, 255, 255, 255, 0,
+ 0, 255, 255, 255, 255, 255, 0, 255, 255, 255, 255, 0, 0, 0, 0, 0,
+ 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 197, 255, 255, 252, 13, 0, 0, 0, 0, 0, 18, 254, 255, 255,
+ 183, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 7, 160, 255, 255, 255, 255, 255, 255, 255, 254, 156, 5, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 175, 255, 255, 202, 1, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 94, 234,
+ 255, 255, 255, 255, 255, 255, 255, 255, 255, 251, 172, 57, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 255, 0, 0, 0,
+ 0, 0, 0, 36, 249, 255, 255, 245, 31, 0, 32, 246, 255, 255, 248, 34,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255,
+ 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 255, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255,
+ 255, 0, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 0,
+ 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 165, 255, 255, 255, 139, 0, 0, 0, 0, 0, 0, 15, 152, 251, 255, 255,
+ 255, 255, 255, 255, 255, 255, 251, 151, 15, 0, 0, 0, 0, 0, 0, 33,
+ 99, 166, 232, 255, 255, 255, 255, 255, 255, 255, 255, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 39, 118, 197, 251, 255, 255, 255, 255, 255, 255, 255, 255,
+ 255, 255, 255, 249, 165, 34, 0, 0, 0, 0, 0, 0, 0, 43, 129, 214,
+ 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 221, 102, 1, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 34, 245, 255, 255, 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0,
+ 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
+ 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 39, 173,
+ 253, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 0, 0, 0,
+ 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
+ 255, 255, 255, 255, 255, 255, 255, 0, 0, 0, 0, 0, 15, 148, 245, 255,
+ 255, 255, 255, 255, 255, 255, 255, 255, 255, 245, 149, 14, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 8, 118, 237, 255, 255, 255, 255, 255, 255, 255, 255,
+ 255, 241, 118, 4, 0, 0, 0, 0, 0, 0, 255, 255, 255, 255, 255, 0,
+ 0, 0, 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9,
+ 88, 182, 252, 255, 255, 0, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
+ 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
+ 255, 255, 255, 255, 0, 255, 255, 252, 182, 88, 8, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 6, 106, 212, 255, 255, 255, 255, 255, 255, 255, 255,
+ 255, 255, 219, 69, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 24, 125, 213, 255, 255, 255, 255, 255, 255, 255, 255, 255,
+ 255, 255, 255, 255, 246, 166, 65, 1, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 62,
+ 255, 255, 255, 255, 255, 255, 65, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
+ 255, 255, 255, 255, 255, 255, 250, 167, 31, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 31, 146, 239, 255, 255, 255, 255, 255, 255, 255,
+ 255, 255, 255, 255, 255, 245, 168, 73, 0, 0, 0, 255, 255, 255, 255, 255,
+ 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 208, 123, 25,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 255, 255, 255, 255,
+ 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
+ 0, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
+ 255, 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 12, 111,
+ 215, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 216,
+ 136, 45, 0, 0, 0, 0, 255, 255, 255, 255, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255,
+ 255, 0, 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255,
+ 255, 255, 0, 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 7, 171, 255, 255, 255, 255, 249, 87, 0, 0, 0,
+ 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 255, 255, 255, 255, 57, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 58,
+ 255, 255, 255, 255, 255, 255, 255, 0,
+ 0, 255, 255, 255, 255, 255, 0, 255, 255, 255, 255, 0, 0, 0, 0, 0,
+ 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 8, 249, 255, 255, 202, 0, 0, 0, 0, 0, 0, 79, 255, 255, 255,
+ 121, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3,
+ 183, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 179, 2, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 70, 255, 255, 254, 54, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 148, 255, 255,
+ 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 255, 0, 0, 0,
+ 0, 0, 0, 176, 255, 255, 255, 120, 0, 0, 0, 122, 255, 255, 255, 173,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255,
+ 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 255, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255,
+ 255, 0, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 0,
+ 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4,
+ 238, 255, 255, 255, 61, 0, 0, 0, 0, 0, 35, 217, 255, 255, 255, 255,
+ 255, 255, 255, 255, 255, 255, 255, 255, 216, 34, 0, 0, 0, 0, 0, 255,
+ 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
+ 255, 255, 255, 255, 255, 243, 101, 0, 0, 0, 0, 0, 0, 255, 255, 255,
+ 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 194, 21,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 1, 192, 255, 255, 254, 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0,
+ 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
+ 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 115, 249, 255,
+ 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 0, 0, 0,
+ 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
+ 255, 255, 255, 255, 255, 255, 204, 0, 0, 0, 0, 51, 227, 255, 255, 255,
+ 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 227, 51, 0, 0, 0,
+ 0, 0, 0, 0, 24, 201, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
+ 255, 255, 255, 191, 17, 0, 0, 0, 0, 0, 255, 255, 255, 255, 255, 0,
+ 0, 0, 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 62, 156, 241,
+ 255, 255, 255, 255, 255, 0, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
+ 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
+ 255, 255, 255, 255, 0, 255, 255, 255, 255, 255, 241, 155, 61, 1, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 75, 218, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
+ 255, 255, 255, 254, 123, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 27, 155, 248, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
+ 255, 255, 255, 255, 255, 255, 255, 205, 70, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 160,
+ 255, 255, 255, 255, 255, 255, 163, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
+ 255, 255, 255, 255, 255, 255, 255, 255, 246, 88, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 7, 131, 249, 255, 255, 255, 255, 255, 255, 255, 255, 255,
+ 255, 255, 255, 255, 255, 255, 255, 255, 199, 66, 0, 255, 255, 255, 255, 255,
+ 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 249,
+ 155, 22, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 255, 255, 255, 255,
+ 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
+ 0, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
+ 255, 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 97, 232, 255,
+ 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
+ 255, 255, 180, 60, 0, 0, 255, 255, 255, 255, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255,
+ 255, 0, 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255,
+ 255, 255, 0, 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 17, 194, 255, 255, 255, 255, 240, 64, 0, 0, 0, 0,
+ 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 255, 255, 255, 255, 159, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 160,
+ 255, 255, 255, 255, 255, 255, 255, 0,
+ 0, 255, 255, 255, 255, 255, 0, 255, 255, 255, 255, 0, 0, 0, 0, 0,
+ 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 64, 255, 255, 255, 139, 0, 0, 0, 0, 0, 0, 143, 255, 255, 255,
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+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0};
+
+Font DejaVu = {56, 45, -11, DejaVu_chars, DejaVu_kern, 1016, 141, DejaVu_tex};
+
+}}
+
diff --git a/Samples/CommonSrc/Render/Render_GL_Device.cpp b/Samples/CommonSrc/Render/Render_GL_Device.cpp
index d2ba42e..aaf1f0e 100644
--- a/Samples/CommonSrc/Render/Render_GL_Device.cpp
+++ b/Samples/CommonSrc/Render/Render_GL_Device.cpp
@@ -1,849 +1,855 @@
-/************************************************************************************
-
-Filename : Render_GL_Device.cpp
-Content : RenderDevice implementation for OpenGL
-Created : September 10, 2012
-Authors : Andrew Reisse
-
-Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved.
-
-Licensed under the Apache License, Version 2.0 (the "License");
-you may not use this file except in compliance with the License.
-You may obtain a copy of the License at
-
-http://www.apache.org/licenses/LICENSE-2.0
-
-Unless required by applicable law or agreed to in writing, software
-distributed under the License is distributed on an "AS IS" BASIS,
-WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-See the License for the specific language governing permissions and
-limitations under the License.
-
-************************************************************************************/
-
-#include "../Render/Render_GL_Device.h"
-#include "Kernel/OVR_Log.h"
-
-namespace OVR { namespace Render { namespace GL {
-
-
-
-static const char* StdVertexShaderSrc =
- "uniform mat4 Proj;\n"
- "uniform mat4 View;\n"
- "attribute vec4 Position;\n"
- "attribute vec4 Color;\n"
- "attribute vec2 TexCoord;\n"
- "attribute vec2 TexCoord1;\n"
- "attribute vec3 Normal;\n"
- "varying vec4 oColor;\n"
- "varying vec2 oTexCoord;\n"
- "varying vec2 oTexCoord1;\n"
- "varying vec3 oNormal;\n"
- "varying vec3 oVPos;\n"
- "void main()\n"
- "{\n"
- " gl_Position = Proj * (View * Position);\n"
- " oNormal = vec3(View * vec4(Normal,0));\n"
- " oVPos = vec3(View * Position);\n"
- " oTexCoord = TexCoord;\n"
- " oTexCoord1 = TexCoord1;\n"
- " oColor = Color;\n"
- "}\n";
-
-static const char* DirectVertexShaderSrc =
- "uniform mat4 View;\n"
- "attribute vec4 Position;\n"
- "attribute vec4 Color;\n"
- "attribute vec2 TexCoord;\n"
- "attribute vec3 Normal;\n"
- "varying vec4 oColor;\n"
- "varying vec2 oTexCoord;\n"
- "varying vec3 oNormal;\n"
- "void main()\n"
- "{\n"
- " gl_Position = View * Position;\n"
- " oTexCoord = TexCoord;\n"
- " oColor = Color;\n"
- " oNormal = vec3(View * vec4(Normal,0));\n"
- "}\n";
-
-static const char* SolidFragShaderSrc =
- "uniform vec4 Color;\n"
- "void main()\n"
- "{\n"
- " gl_FragColor = Color;\n"
- "}\n";
-
-static const char* GouraudFragShaderSrc =
- "varying vec4 oColor;\n"
- "void main()\n"
- "{\n"
- " gl_FragColor = oColor;\n"
- "}\n";
-
-static const char* TextureFragShaderSrc =
- "uniform sampler2D Texture0;\n"
- "varying vec4 oColor;\n"
- "varying vec2 oTexCoord;\n"
- "void main()\n"
- "{\n"
- " gl_FragColor = oColor * texture2D(Texture0, oTexCoord);\n"
- " if (gl_FragColor.a < 0.4)\n"
- " discard;\n"
- "}\n";
-
-#define LIGHTING_COMMON \
- "uniform vec3 Ambient;\n" \
- "uniform vec4 LightPos[8];\n" \
- "uniform vec4 LightColor[8];\n" \
- "uniform float LightCount;\n" \
- "varying vec4 oColor;\n" \
- "varying vec2 oTexCoord;\n" \
- "varying vec3 oNormal;\n" \
- "varying vec3 oVPos;\n" \
- "vec4 DoLight()\n" \
- "{\n" \
- " vec3 norm = normalize(oNormal);\n" \
- " vec3 light = Ambient;\n" \
- " for (int i = 0; i < int(LightCount); i++)\n" \
- " {\n" \
- " vec3 ltp = (LightPos[i].xyz - oVPos);\n" \
- " float ldist = length(ltp);\n" \
- " ltp = normalize(ltp);\n" \
- " light += clamp(LightColor[i].rgb * oColor.rgb * (dot(norm, ltp) / ldist), 0.0,1.0);\n" \
- " }\n" \
- " return vec4(light, oColor.a);\n" \
- "}\n"
-
-static const char* LitSolidFragShaderSrc =
- LIGHTING_COMMON
- "void main()\n"
- "{\n"
- " gl_FragColor = DoLight() * oColor;\n"
- "}\n";
-
-static const char* LitTextureFragShaderSrc =
- "uniform sampler2D Texture0;\n"
- LIGHTING_COMMON
- "void main()\n"
- "{\n"
- " gl_FragColor = DoLight() * texture2D(Texture0, oTexCoord);\n"
- "}\n";
-
-static const char* AlphaTextureFragShaderSrc =
- "uniform sampler2D Texture0;\n"
- "varying vec4 oColor;\n"
- "varying vec2 oTexCoord;\n"
- "void main()\n"
- "{\n"
- " gl_FragColor = oColor * vec4(1,1,1,texture2D(Texture0, oTexCoord).a);\n"
- "}\n";
-
-static const char* MultiTextureFragShaderSrc =
- "uniform sampler2D Texture0;\n"
- "uniform sampler2D Texture1;\n"
- "varying vec4 oColor;\n"
- "varying vec2 oTexCoord;\n"
- "varying vec2 oTexCoord1;\n"
- "void main()\n"
- "{\n"
- " vec4 color1 = texture2D(Texture0, oTexCoord);\n"
- " vec4 color2 = texture2D(Texture1, oTexCoord1);\n"
- " color2.rgb = color2.rgb * mix(1.9, 1.2, clamp(length(color2.rgb),0.0,1.0));\n"
- " color2 = color1 * color2;\n"
- " if (color2.a <= 0.6)\n"
- " discard;\n"
- " gl_FragColor = color2;\n"
- "}\n";
-
-static const char* PostProcessVertexShaderSrc =
- "uniform mat4 View;\n"
- "uniform mat4 Texm;\n"
- "attribute vec4 Position;\n"
- "attribute vec2 TexCoord;\n"
- "varying vec2 oTexCoord;\n"
- "void main()\n"
- "{\n"
- " gl_Position = View * Position;\n"
- " oTexCoord = vec2(Texm * vec4(TexCoord,0,1));\n"
- " oTexCoord.y = 1.0-oTexCoord.y;\n"
- "}\n";
-
-static const char* PostProcessFragShaderSrc =
- "uniform vec2 LensCenter;\n"
- "uniform vec2 ScreenCenter;\n"
- "uniform vec2 Scale;\n"
- "uniform vec2 ScaleIn;\n"
- "uniform vec4 HmdWarpParam;\n"
- "uniform sampler2D Texture0;\n"
- "varying vec2 oTexCoord;\n"
- "\n"
- "vec2 HmdWarp(vec2 in01)\n"
- "{\n"
- " vec2 theta = (in01 - LensCenter) * ScaleIn;\n" // Scales to [-1, 1]
- " float rSq = theta.x * theta.x + theta.y * theta.y;\n"
- " vec2 theta1 = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq + "
- " HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq);\n"
- " return LensCenter + Scale * theta1;\n"
- "}\n"
- "void main()\n"
- "{\n"
- " vec2 tc = HmdWarp(oTexCoord);\n"
- " if (!all(equal(clamp(tc, ScreenCenter-vec2(0.25,0.5), ScreenCenter+vec2(0.25,0.5)), tc)))\n"
- " gl_FragColor = vec4(0);\n"
- " else\n"
- " gl_FragColor = texture2D(Texture0, tc);\n"
- "}\n";
-
-// Shader with lens distortion and chromatic aberration correction.
-static const char* PostProcessFullFragShaderSrc =
- "uniform vec2 LensCenter;\n"
- "uniform vec2 ScreenCenter;\n"
- "uniform vec2 Scale;\n"
- "uniform vec2 ScaleIn;\n"
- "uniform vec4 HmdWarpParam;\n"
- "uniform vec4 ChromAbParam;\n"
- "uniform sampler2D Texture0;\n"
- "varying vec2 oTexCoord;\n"
- "\n"
- // Scales input texture coordinates for distortion.
- // ScaleIn maps texture coordinates to Scales to ([-1, 1]), although top/bottom will be
- // larger due to aspect ratio.
- "void main()\n"
- "{\n"
- " vec2 theta = (oTexCoord - LensCenter) * ScaleIn;\n" // Scales to [-1, 1]
- " float rSq= theta.x * theta.x + theta.y * theta.y;\n"
- " vec2 theta1 = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq + "
- " HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq);\n"
- " \n"
- " // Detect whether blue texture coordinates are out of range since these will scaled out the furthest.\n"
- " vec2 thetaBlue = theta1 * (ChromAbParam.z + ChromAbParam.w * rSq);\n"
- " vec2 tcBlue = LensCenter + Scale * thetaBlue;\n"
- " if (!all(equal(clamp(tcBlue, ScreenCenter-vec2(0.25,0.5), ScreenCenter+vec2(0.25,0.5)), tcBlue)))\n"
- " {\n"
- " gl_FragColor = vec4(0);\n"
- " return;\n"
- " }\n"
- " \n"
- " // Now do blue texture lookup.\n"
- " float blue = texture2D(Texture0, tcBlue).b;\n"
- " \n"
- " // Do green lookup (no scaling).\n"
- " vec2 tcGreen = LensCenter + Scale * theta1;\n"
- " vec4 center = texture2D(Texture0, tcGreen);\n"
- " \n"
- " // Do red scale and lookup.\n"
- " vec2 thetaRed = theta1 * (ChromAbParam.x + ChromAbParam.y * rSq);\n"
- " vec2 tcRed = LensCenter + Scale * thetaRed;\n"
- " float red = texture2D(Texture0, tcRed).r;\n"
- " \n"
- " gl_FragColor = vec4(red, center.g, blue, center.a);\n"
- "}\n";
-
-static const char* VShaderSrcs[VShader_Count] =
-{
- DirectVertexShaderSrc,
- StdVertexShaderSrc,
- PostProcessVertexShaderSrc
-};
-static const char* FShaderSrcs[FShader_Count] =
-{
- SolidFragShaderSrc,
- GouraudFragShaderSrc,
- TextureFragShaderSrc,
- AlphaTextureFragShaderSrc,
- PostProcessFragShaderSrc,
- PostProcessFullFragShaderSrc,
- LitSolidFragShaderSrc,
- LitTextureFragShaderSrc,
- MultiTextureFragShaderSrc
-};
-
-
-
-RenderDevice::RenderDevice(const RendererParams& p)
-{
- for (int i = 0; i < VShader_Count; i++)
- VertexShaders[i] = *new Shader(this, Shader_Vertex, VShaderSrcs[i]);
-
- for (int i = 0; i < FShader_Count; i++)
- FragShaders[i] = *new Shader(this, Shader_Fragment, FShaderSrcs[i]);
-
- Ptr<ShaderSet> gouraudShaders = *new ShaderSet();
- gouraudShaders->SetShader(VertexShaders[VShader_MVP]);
- gouraudShaders->SetShader(FragShaders[FShader_Gouraud]);
- DefaultFill = *new ShaderFill(gouraudShaders);
-
- glGenFramebuffersEXT(1, &CurrentFbo);
-}
-
-Shader *RenderDevice::LoadBuiltinShader(ShaderStage stage, int shader)
-{
- switch (stage)
- {
- case Shader_Vertex: return VertexShaders[shader];
- case Shader_Fragment: return FragShaders[shader];
- default:
- return NULL;
- }
-}
-
-
-void RenderDevice::BeginRendering()
-{
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_CULL_FACE);
- glFrontFace(GL_CW);
-
- glLineWidth(3.0f);
- glEnable(GL_LINE_SMOOTH);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-}
-
-void RenderDevice::SetDepthMode(bool enable, bool write, CompareFunc func)
-{
- if (enable)
- {
- glEnable(GL_DEPTH_TEST);
- glDepthMask(write);
- switch (func)
- {
- case Compare_Always: glDepthFunc(GL_ALWAYS); break;
- case Compare_Less: glDepthFunc(GL_LESS); break;
- case Compare_Greater: glDepthFunc(GL_GREATER); break;
- default: assert(0);
- }
- }
- else
- glDisable(GL_DEPTH_TEST);
-}
-
-void RenderDevice::SetRealViewport(const Viewport& vp)
-{
- int wh;
- if (CurRenderTarget)
- wh = CurRenderTarget->Height;
- else
- wh = WindowHeight;
- glViewport(vp.x, wh-vp.y-vp.h, vp.w, vp.h);
-
- glEnable(GL_SCISSOR_TEST);
- glScissor(vp.x, wh-vp.y-vp.h, vp.w, vp.h);
-}
-
-void RenderDevice::Clear(float r, float g, float b, float a, float depth)
-{
- glClearColor(r,g,b,a);
- glClearDepth(depth);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
-}
-
-RBuffer* RenderDevice::GetDepthBuffer(int w, int h, int ms)
-{
- for (unsigned i = 0; i < DepthBuffers.GetSize(); i++)
- if (w == DepthBuffers[i]->Width && h == DepthBuffers[i]->Height)// && ms == DepthBuffers[i]->Samples)
- return DepthBuffers[i];
-
- //Ptr<Texture> newDepth = *CreateTexture(Texture_Depth|Texture_RenderTarget|ms, w, h, NULL);
- Ptr<RBuffer> newDepth = *new RBuffer(GL_DEPTH24_STENCIL8, w, h); // combined depth stencil
- DepthBuffers.PushBack(newDepth);
- return newDepth.GetPtr();
-}
-
-void RenderDevice::SetRenderTarget(Render::Texture* color, Render::Texture*, Render::Texture* stencil)
-{
- OVR_UNUSED(stencil);
-
- CurRenderTarget = (Texture*)color;
- if (color == NULL)
- {
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
- return;
- }
- //if (depth == NULL)
- RBuffer* depth = GetDepthBuffer(color->GetWidth(), color->GetHeight(), 0); //CurRenderTarget->Samples);
-
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, CurrentFbo);
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, ((Texture*)color)->TexId, 0);
- if (depth)
- //glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, ((Texture*)depth)->TexId, 0);
- glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, ((RBuffer*)depth)->BufId);
- else
- glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0);
-
- GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
- OVR_DEBUG_LOG(("framebuffer not complete: %x", status));
-}
-
-
-void RenderDevice::SetWorldUniforms(const Matrix4f& proj)
-{
- Proj = proj.Transposed();
-}
-
-void RenderDevice::SetTexture(Render::ShaderStage, int slot, const Texture* t)
-{
- glActiveTexture(GL_TEXTURE0 + slot);
- glBindTexture(GL_TEXTURE_2D, ((Texture*)t)->TexId);
- glActiveTexture(GL_TEXTURE0);
-}
-
-Buffer* RenderDevice::CreateBuffer()
-{
- return new Buffer(this);
-}
-
-Fill* RenderDevice::CreateSimpleFill(int flags)
-{
- OVR_UNUSED(flags);
- return DefaultFill;
-}
-
-
-void RenderDevice::Render(const Matrix4f& matrix, Model* model)
-{
- // Store data in buffers if not already
- if (!model->VertexBuffer)
- {
- Ptr<Render::Buffer> vb = *CreateBuffer();
- vb->Data(Buffer_Vertex, &model->Vertices[0], model->Vertices.GetSize() * sizeof(Vertex));
- model->VertexBuffer = vb;
- }
- if (!model->IndexBuffer)
- {
- Ptr<Render::Buffer> ib = *CreateBuffer();
- ib->Data(Buffer_Index, &model->Indices[0], model->Indices.GetSize() * 2);
- model->IndexBuffer = ib;
- }
-
- Render(model->Fill ? (const Fill*)model->Fill : (const Fill*)DefaultFill,
- model->VertexBuffer, model->IndexBuffer,
- matrix, 0, (int)model->Indices.GetSize(), model->GetPrimType());
-}
-
-void RenderDevice::Render(const Fill* fill, Render::Buffer* vertices, Render::Buffer* indices,
- const Matrix4f& matrix, int offset, int count, PrimitiveType rprim)
-{
- ShaderSet* shaders = (ShaderSet*) ((ShaderFill*)fill)->GetShaders();
-
- GLenum prim;
- switch (rprim)
- {
- case Prim_Triangles:
- prim = GL_TRIANGLES;
- break;
- case Prim_Lines:
- prim = GL_LINES;
- break;
- case Prim_TriangleStrip:
- prim = GL_TRIANGLE_STRIP;
- break;
- default:
- assert(0);
- return;
- }
-
- fill->Set();
- if (shaders->ProjLoc >= 0)
- glUniformMatrix4fv(shaders->ProjLoc, 1, 0, &Proj.M[0][0]);
- if (shaders->ViewLoc >= 0)
- glUniformMatrix4fv(shaders->ViewLoc, 1, 0, &matrix.Transposed().M[0][0]);
-
- if (shaders->UsesLighting && Lighting->Version != shaders->LightingVer)
- {
- shaders->LightingVer = Lighting->Version;
- Lighting->Set(shaders);
- }
-
- glBindBuffer(GL_ARRAY_BUFFER, ((Buffer*)vertices)->GLBuffer);
- for (int i = 0; i < 5; i++)
- glEnableVertexAttribArray(i);
-
- glVertexAttribPointer(0, 3, GL_FLOAT, false, sizeof(Vertex), (char*)offset + offsetof(Vertex, Pos));
- glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, true, sizeof(Vertex), (char*)offset + offsetof(Vertex, C));
- glVertexAttribPointer(2, 2, GL_FLOAT, false, sizeof(Vertex), (char*)offset + offsetof(Vertex, U));
- glVertexAttribPointer(3, 2, GL_FLOAT, false, sizeof(Vertex), (char*)offset + offsetof(Vertex, U2));
- glVertexAttribPointer(4, 3, GL_FLOAT, false, sizeof(Vertex), (char*)offset + offsetof(Vertex, Norm));
-
- if (indices)
- {
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ((Buffer*)indices)->GLBuffer);
- glDrawElements(prim, count, GL_UNSIGNED_SHORT, NULL);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- }
- else
- {
- glDrawArrays(prim, 0, count);
- }
-
- for (int i = 0; i < 5; i++)
- glDisableVertexAttribArray(i);
-}
-
-void RenderDevice::RenderWithAlpha(const Fill* fill, Render::Buffer* vertices, Render::Buffer* indices,
- const Matrix4f& matrix, int offset, int count, PrimitiveType rprim)
-{
- //glEnable(GL_BLEND);
- Render(fill, vertices, indices, matrix, offset, count, rprim);
- //glDisable(GL_BLEND);
-}
-
-void RenderDevice::SetLighting(const LightingParams* lt)
-{
- Lighting = lt;
-}
-
-Buffer::~Buffer()
-{
- if (GLBuffer)
- glDeleteBuffers(1, &GLBuffer);
-}
-
-bool Buffer::Data(int use, const void* buffer, size_t size)
-{
- switch (use & Buffer_TypeMask)
- {
- case Buffer_Index: Use = GL_ELEMENT_ARRAY_BUFFER; break;
- default: Use = GL_ARRAY_BUFFER; break;
- }
-
- if (!GLBuffer)
- glGenBuffers(1, &GLBuffer);
-
- int mode = GL_DYNAMIC_DRAW;
- if (use & Buffer_ReadOnly)
- mode = GL_STATIC_DRAW;
-
- glBindBuffer(Use, GLBuffer);
- glBufferData(Use, size, buffer, mode);
- glBindBuffer(Use, 0);
- return 1;
-}
-
-void* Buffer::Map(size_t start, size_t size, int flags)
-{
- int mode = GL_WRITE_ONLY;
- //if (flags & Map_Unsynchronized)
- // mode |= GL_MAP_UNSYNCHRONIZED;
-
- glBindBuffer(Use, GLBuffer);
- void* v = glMapBuffer(Use, mode);
- glBindBuffer(Use, 0);
- return v;
-}
-
-bool Buffer::Unmap(void*)
-{
- glBindBuffer(Use, GLBuffer);
- int r = glUnmapBuffer(Use);
- glBindBuffer(Use, 0);
- return r;
-}
-
-bool Shader::Compile(const char* src)
-{
- if (!GLShader)
- GLShader = glCreateShader(GLStage());
-
- glShaderSource(GLShader, 1, &src, 0);
- glCompileShader(GLShader);
- GLint r;
- glGetShaderiv(GLShader, GL_COMPILE_STATUS, &r);
- if (!r)
- {
- GLchar msg[1024];
- glGetShaderInfoLog(GLShader, sizeof(msg), 0, msg);
- if (msg[0])
- OVR_DEBUG_LOG(("Compiling shader\n%s\nfailed: %s\n", src, msg));
- if (!r)
- return 0;
- }
- return 1;
-}
-
-ShaderSet::ShaderSet()
-{
- Prog = glCreateProgram();
-}
-ShaderSet::~ShaderSet()
-{
- glDeleteProgram(Prog);
-}
-
-bool ShaderSet::Link()
-{
- glBindAttribLocation(Prog, 0, "Position");
- glBindAttribLocation(Prog, 1, "Color");
- glBindAttribLocation(Prog, 2, "TexCoord");
- glBindAttribLocation(Prog, 3, "TexCoord1");
- glBindAttribLocation(Prog, 4, "Normal");
-
- glLinkProgram(Prog);
- GLint r;
- glGetProgramiv(Prog, GL_LINK_STATUS, &r);
- if (!r)
- {
- GLchar msg[1024];
- glGetProgramInfoLog(Prog, sizeof(msg), 0, msg);
- OVR_DEBUG_LOG(("Linking shaders failed: %s\n", msg));
- if (!r)
- return 0;
- }
- glUseProgram(Prog);
-
- UniformInfo.Clear();
- LightingVer = 0;
- UsesLighting = 0;
- GLuint i = 0;
- for(;; i++)
- {
- GLsizei namelen;
- GLint size = 0;
- GLenum type;
- GLchar name[32];
- glGetActiveUniform(Prog, i, sizeof(name), &namelen, &size, &type, name);
- if (size)
- {
- int l = glGetUniformLocation(Prog, name);
- char *np = name;
- while (*np)
- {
- if (*np == '[')
- *np = 0;
- np++;
- }
- Uniform u;
- u.Name = name;
- u.Location = l;
- u.Size = size;
- switch (type)
- {
- case GL_FLOAT: u.Type = 1; break;
- case GL_FLOAT_VEC2: u.Type = 2; break;
- case GL_FLOAT_VEC3: u.Type = 3; break;
- case GL_FLOAT_VEC4: u.Type = 4; break;
- case GL_FLOAT_MAT4: u.Type = 16; break;
- default:
- continue;
- }
- UniformInfo.PushBack(u);
- if (!strcmp(name, "LightCount"))
- UsesLighting = 1;
- }
- else
- break;
- }
-
- ProjLoc = glGetUniformLocation(Prog, "Proj");
- ViewLoc = glGetUniformLocation(Prog, "View");
- for (int i = 0; i < 8; i++)
- {
- char texv[32];
- sprintf(texv, "Texture%d", i);
- TexLoc[i] = glGetUniformLocation(Prog, texv);
- if (TexLoc[i] < 0)
- break;
-
- glUniform1i(TexLoc[i], i);
- }
- if (UsesLighting)
- OVR_ASSERT(ProjLoc >= 0 && ViewLoc >= 0);
- return 1;
-}
-
-void ShaderSet::Set(PrimitiveType) const
-{
- glUseProgram(Prog);
-}
-
-bool ShaderSet::SetUniform(const char* name, int n, const float* v)
-{
- for (int i = 0; i < UniformInfo.GetSize(); i++)
- if (!strcmp(UniformInfo[i].Name.ToCStr(), name))
- {
- OVR_ASSERT(UniformInfo[i].Location >= 0);
- glUseProgram(Prog);
- switch (UniformInfo[i].Type)
- {
- case 1: glUniform1fv(UniformInfo[i].Location, n, v); break;
- case 2: glUniform2fv(UniformInfo[i].Location, n/2, v); break;
- case 3: glUniform3fv(UniformInfo[i].Location, n/3, v); break;
- case 4: glUniform4fv(UniformInfo[i].Location, n/4, v); break;
- default: OVR_ASSERT(0);
- }
- return 1;
- }
-
- OVR_DEBUG_LOG(("Warning: uniform %s not present in selected shader", name));
- return 0;
-}
-
-bool ShaderSet::SetUniform4x4f(const char* name, const Matrix4f& m)
-{
- for (int i = 0; i < UniformInfo.GetSize(); i++)
- if (!strcmp(UniformInfo[i].Name.ToCStr(), name))
- {
- glUseProgram(Prog);
- glUniformMatrix4fv(UniformInfo[i].Location, 1, 1, &m.M[0][0]);
- return 1;
- }
-
- OVR_DEBUG_LOG(("Warning: uniform %s not present in selected shader", name));
- return 0;
-}
-
-Texture::Texture(RenderDevice* r, int w, int h) : Ren(r), Width(w), Height(h)
-{
- glGenTextures(1, &TexId);
-}
-
-Texture::~Texture()
-{
- if (TexId)
- glDeleteTextures(1, &TexId);
-}
-
-void Texture::Set(int slot, Render::ShaderStage stage) const
-{
- Ren->SetTexture(stage, slot, this);
-}
-
-void Texture::SetSampleMode(int sm)
-{
- glBindTexture(GL_TEXTURE_2D, TexId);
- switch (sm & Sample_FilterMask)
- {
- case Sample_Linear:
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 0);
- break;
-
- case Sample_Anisotropic:
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 8);
- break;
-
- case Sample_Nearest:
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 0);
- break;
- }
-
- switch (sm & Sample_AddressMask)
- {
- case Sample_Repeat:
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- break;
-
- case Sample_Clamp:
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- break;
-
- case Sample_ClampBorder:
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
- break;
- }
- glBindTexture(GL_TEXTURE_2D, 0);
-}
-
-Texture* RenderDevice::CreateTexture(int format, int width, int height, const void* data, int mipcount)
-{
- GLenum glformat, gltype = GL_UNSIGNED_BYTE;
- switch(format & Texture_TypeMask)
- {
- case Texture_RGBA: glformat = GL_RGBA; break;
- case Texture_R: glformat = GL_ALPHA; break;
- case Texture_Depth: glformat = GL_DEPTH; gltype = GL_DEPTH_COMPONENT; break;
- case Texture_DXT1: glformat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
- case Texture_DXT3: glformat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
- case Texture_DXT5: glformat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
- default:
- return NULL;
- }
- Texture* NewTex = new Texture(this, width, height);
- glBindTexture(GL_TEXTURE_2D, NewTex->TexId);
- glGetError();
-
- if (format & Texture_Compressed)
- {
- const unsigned char* level = (const unsigned char*)data;
- int w = width, h = height;
- for (int i = 0; i < mipcount; i++)
- {
- int mipsize = GetTextureSize(format, w, h);
- glCompressedTexImage2D(GL_TEXTURE_2D, i, glformat, w, h, 0, mipsize, level);
-
- level += mipsize;
- w >>= 1;
- h >>= 1;
- if (w < 1) w = 1;
- if (h < 1) h = 1;
- }
- }
- else
- glTexImage2D(GL_TEXTURE_2D, 0, glformat, width, height, 0, glformat, gltype, data);
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-
- if (format == (Texture_RGBA|Texture_GenMipmaps)) // not render target
- {
- int srcw = width, srch = height;
- int level = 0;
- UByte* mipmaps = NULL;
- do
- {
- level++;
- int mipw = srcw >> 1; if (mipw < 1) mipw = 1;
- int miph = srch >> 1; if (miph < 1) miph = 1;
- if (mipmaps == NULL)
- mipmaps = (UByte*)OVR_ALLOC(mipw * miph * 4);
- FilterRgba2x2(level == 1 ? (const UByte*)data : mipmaps, srcw, srch, mipmaps);
- glTexImage2D(GL_TEXTURE_2D, level, glformat, mipw, miph, 0, glformat, gltype, mipmaps);
- srcw = mipw;
- srch = miph;
- } while (srcw > 1 || srch > 1);
- if (mipmaps)
- OVR_FREE(mipmaps);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level);
- }
- else
- {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, mipcount-1);
- }
-
- OVR_ASSERT(!glGetError());
- glBindTexture(GL_TEXTURE_2D, 0);
- return NewTex;
-}
-
-RBuffer::RBuffer(GLenum format, GLint w, GLint h)
-{
- Width = w;
- Height = h;
- glGenRenderbuffersEXT(1, &BufId);
- glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, BufId);
- glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, format, w, h);
- glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
-}
-
-RBuffer::~RBuffer()
-{
- glDeleteRenderbuffersEXT(1, &BufId);
-}
-
-}}}
+/************************************************************************************
+
+Filename : Render_GL_Device.cpp
+Content : RenderDevice implementation for OpenGL
+Created : September 10, 2012
+Authors : Andrew Reisse
+
+Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved.
+
+Licensed under the Apache License, Version 2.0 (the "License");
+you may not use this file except in compliance with the License.
+You may obtain a copy of the License at
+
+http://www.apache.org/licenses/LICENSE-2.0
+
+Unless required by applicable law or agreed to in writing, software
+distributed under the License is distributed on an "AS IS" BASIS,
+WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+See the License for the specific language governing permissions and
+limitations under the License.
+
+************************************************************************************/
+
+#include "../Render/Render_GL_Device.h"
+#include "Kernel/OVR_Log.h"
+
+namespace OVR { namespace Render { namespace GL {
+
+
+
+static const char* StdVertexShaderSrc =
+ "uniform mat4 Proj;\n"
+ "uniform mat4 View;\n"
+ "attribute vec4 Position;\n"
+ "attribute vec4 Color;\n"
+ "attribute vec2 TexCoord;\n"
+ "attribute vec2 TexCoord1;\n"
+ "attribute vec3 Normal;\n"
+ "varying vec4 oColor;\n"
+ "varying vec2 oTexCoord;\n"
+ "varying vec2 oTexCoord1;\n"
+ "varying vec3 oNormal;\n"
+ "varying vec3 oVPos;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = Proj * (View * Position);\n"
+ " oNormal = vec3(View * vec4(Normal,0));\n"
+ " oVPos = vec3(View * Position);\n"
+ " oTexCoord = TexCoord;\n"
+ " oTexCoord1 = TexCoord1;\n"
+ " oColor = Color;\n"
+ "}\n";
+
+static const char* DirectVertexShaderSrc =
+ "uniform mat4 View;\n"
+ "attribute vec4 Position;\n"
+ "attribute vec4 Color;\n"
+ "attribute vec2 TexCoord;\n"
+ "attribute vec3 Normal;\n"
+ "varying vec4 oColor;\n"
+ "varying vec2 oTexCoord;\n"
+ "varying vec3 oNormal;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = View * Position;\n"
+ " oTexCoord = TexCoord;\n"
+ " oColor = Color;\n"
+ " oNormal = vec3(View * vec4(Normal,0));\n"
+ "}\n";
+
+static const char* SolidFragShaderSrc =
+ "uniform vec4 Color;\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = Color;\n"
+ "}\n";
+
+static const char* GouraudFragShaderSrc =
+ "varying vec4 oColor;\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = oColor;\n"
+ "}\n";
+
+static const char* TextureFragShaderSrc =
+ "uniform sampler2D Texture0;\n"
+ "varying vec4 oColor;\n"
+ "varying vec2 oTexCoord;\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = oColor * texture2D(Texture0, oTexCoord);\n"
+ " if (gl_FragColor.a < 0.4)\n"
+ " discard;\n"
+ "}\n";
+
+#define LIGHTING_COMMON \
+ "uniform vec3 Ambient;\n" \
+ "uniform vec4 LightPos[8];\n" \
+ "uniform vec4 LightColor[8];\n" \
+ "uniform float LightCount;\n" \
+ "varying vec4 oColor;\n" \
+ "varying vec2 oTexCoord;\n" \
+ "varying vec3 oNormal;\n" \
+ "varying vec3 oVPos;\n" \
+ "vec4 DoLight()\n" \
+ "{\n" \
+ " vec3 norm = normalize(oNormal);\n" \
+ " vec3 light = Ambient;\n" \
+ " for (int i = 0; i < int(LightCount); i++)\n" \
+ " {\n" \
+ " vec3 ltp = (LightPos[i].xyz - oVPos);\n" \
+ " float ldist = length(ltp);\n" \
+ " ltp = normalize(ltp);\n" \
+ " light += clamp(LightColor[i].rgb * oColor.rgb * (dot(norm, ltp) / ldist), 0.0,1.0);\n" \
+ " }\n" \
+ " return vec4(light, oColor.a);\n" \
+ "}\n"
+
+static const char* LitSolidFragShaderSrc =
+ LIGHTING_COMMON
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = DoLight() * oColor;\n"
+ "}\n";
+
+static const char* LitTextureFragShaderSrc =
+ "uniform sampler2D Texture0;\n"
+ LIGHTING_COMMON
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = DoLight() * texture2D(Texture0, oTexCoord);\n"
+ "}\n";
+
+static const char* AlphaTextureFragShaderSrc =
+ "uniform sampler2D Texture0;\n"
+ "varying vec4 oColor;\n"
+ "varying vec2 oTexCoord;\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = oColor * vec4(1,1,1,texture2D(Texture0, oTexCoord).a);\n"
+ "}\n";
+
+static const char* MultiTextureFragShaderSrc =
+ "uniform sampler2D Texture0;\n"
+ "uniform sampler2D Texture1;\n"
+ "varying vec4 oColor;\n"
+ "varying vec2 oTexCoord;\n"
+ "varying vec2 oTexCoord1;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 color1 = texture2D(Texture0, oTexCoord);\n"
+ " vec4 color2 = texture2D(Texture1, oTexCoord1);\n"
+ " color2.rgb = color2.rgb * mix(1.9, 1.2, clamp(length(color2.rgb),0.0,1.0));\n"
+ " color2 = color1 * color2;\n"
+ " if (color2.a <= 0.6)\n"
+ " discard;\n"
+ " gl_FragColor = color2;\n"
+ "}\n";
+
+static const char* PostProcessVertexShaderSrc =
+ "uniform mat4 View;\n"
+ "uniform mat4 Texm;\n"
+ "attribute vec4 Position;\n"
+ "attribute vec2 TexCoord;\n"
+ "varying vec2 oTexCoord;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = View * Position;\n"
+ " oTexCoord = vec2(Texm * vec4(TexCoord,0,1));\n"
+ " oTexCoord.y = 1.0-oTexCoord.y;\n"
+ "}\n";
+
+static const char* PostProcessFragShaderSrc =
+ "uniform vec2 LensCenter;\n"
+ "uniform vec2 ScreenCenter;\n"
+ "uniform vec2 Scale;\n"
+ "uniform vec2 ScaleIn;\n"
+ "uniform vec4 HmdWarpParam;\n"
+ "uniform sampler2D Texture0;\n"
+ "varying vec2 oTexCoord;\n"
+ "\n"
+ "vec2 HmdWarp(vec2 in01)\n"
+ "{\n"
+ " vec2 theta = (in01 - LensCenter) * ScaleIn;\n" // Scales to [-1, 1]
+ " float rSq = theta.x * theta.x + theta.y * theta.y;\n"
+ " vec2 theta1 = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq + "
+ " HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq);\n"
+ " return LensCenter + Scale * theta1;\n"
+ "}\n"
+ "void main()\n"
+ "{\n"
+ " vec2 tc = HmdWarp(oTexCoord);\n"
+ " if (!all(equal(clamp(tc, ScreenCenter-vec2(0.25,0.5), ScreenCenter+vec2(0.25,0.5)), tc)))\n"
+ " gl_FragColor = vec4(0);\n"
+ " else\n"
+ " gl_FragColor = texture2D(Texture0, tc);\n"
+ "}\n";
+
+// Shader with lens distortion and chromatic aberration correction.
+static const char* PostProcessFullFragShaderSrc =
+ "uniform vec2 LensCenter;\n"
+ "uniform vec2 ScreenCenter;\n"
+ "uniform vec2 Scale;\n"
+ "uniform vec2 ScaleIn;\n"
+ "uniform vec4 HmdWarpParam;\n"
+ "uniform vec4 ChromAbParam;\n"
+ "uniform sampler2D Texture0;\n"
+ "varying vec2 oTexCoord;\n"
+ "\n"
+ // Scales input texture coordinates for distortion.
+ // ScaleIn maps texture coordinates to Scales to ([-1, 1]), although top/bottom will be
+ // larger due to aspect ratio.
+ "void main()\n"
+ "{\n"
+ " vec2 theta = (oTexCoord - LensCenter) * ScaleIn;\n" // Scales to [-1, 1]
+ " float rSq= theta.x * theta.x + theta.y * theta.y;\n"
+ " vec2 theta1 = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq + "
+ " HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq);\n"
+ " \n"
+ " // Detect whether blue texture coordinates are out of range since these will scaled out the furthest.\n"
+ " vec2 thetaBlue = theta1 * (ChromAbParam.z + ChromAbParam.w * rSq);\n"
+ " vec2 tcBlue = LensCenter + Scale * thetaBlue;\n"
+ " if (!all(equal(clamp(tcBlue, ScreenCenter-vec2(0.25,0.5), ScreenCenter+vec2(0.25,0.5)), tcBlue)))\n"
+ " {\n"
+ " gl_FragColor = vec4(0);\n"
+ " return;\n"
+ " }\n"
+ " \n"
+ " // Now do blue texture lookup.\n"
+ " float blue = texture2D(Texture0, tcBlue).b;\n"
+ " \n"
+ " // Do green lookup (no scaling).\n"
+ " vec2 tcGreen = LensCenter + Scale * theta1;\n"
+ " vec4 center = texture2D(Texture0, tcGreen);\n"
+ " \n"
+ " // Do red scale and lookup.\n"
+ " vec2 thetaRed = theta1 * (ChromAbParam.x + ChromAbParam.y * rSq);\n"
+ " vec2 tcRed = LensCenter + Scale * thetaRed;\n"
+ " float red = texture2D(Texture0, tcRed).r;\n"
+ " \n"
+ " gl_FragColor = vec4(red, center.g, blue, center.a);\n"
+ "}\n";
+
+static const char* VShaderSrcs[VShader_Count] =
+{
+ DirectVertexShaderSrc,
+ StdVertexShaderSrc,
+ PostProcessVertexShaderSrc
+};
+static const char* FShaderSrcs[FShader_Count] =
+{
+ SolidFragShaderSrc,
+ GouraudFragShaderSrc,
+ TextureFragShaderSrc,
+ AlphaTextureFragShaderSrc,
+ PostProcessFragShaderSrc,
+ PostProcessFullFragShaderSrc,
+ LitSolidFragShaderSrc,
+ LitTextureFragShaderSrc,
+ MultiTextureFragShaderSrc
+};
+
+
+
+RenderDevice::RenderDevice(const RendererParams& p)
+{
+ for (int i = 0; i < VShader_Count; i++)
+ VertexShaders[i] = *new Shader(this, Shader_Vertex, VShaderSrcs[i]);
+
+ for (int i = 0; i < FShader_Count; i++)
+ FragShaders[i] = *new Shader(this, Shader_Fragment, FShaderSrcs[i]);
+
+ Ptr<ShaderSet> gouraudShaders = *new ShaderSet();
+ gouraudShaders->SetShader(VertexShaders[VShader_MVP]);
+ gouraudShaders->SetShader(FragShaders[FShader_Gouraud]);
+ DefaultFill = *new ShaderFill(gouraudShaders);
+
+ glGenFramebuffersEXT(1, &CurrentFbo);
+}
+
+Shader *RenderDevice::LoadBuiltinShader(ShaderStage stage, int shader)
+{
+ switch (stage)
+ {
+ case Shader_Vertex: return VertexShaders[shader];
+ case Shader_Fragment: return FragShaders[shader];
+ default:
+ return NULL;
+ }
+}
+
+
+void RenderDevice::BeginRendering()
+{
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ glFrontFace(GL_CW);
+
+ glLineWidth(3.0f);
+ glEnable(GL_LINE_SMOOTH);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+}
+
+void RenderDevice::SetDepthMode(bool enable, bool write, CompareFunc func)
+{
+ if (enable)
+ {
+ glEnable(GL_DEPTH_TEST);
+ glDepthMask(write);
+ switch (func)
+ {
+ case Compare_Always: glDepthFunc(GL_ALWAYS); break;
+ case Compare_Less: glDepthFunc(GL_LESS); break;
+ case Compare_Greater: glDepthFunc(GL_GREATER); break;
+ default: assert(0);
+ }
+ }
+ else
+ glDisable(GL_DEPTH_TEST);
+}
+
+void RenderDevice::SetRealViewport(const Viewport& vp)
+{
+ int wh;
+ if (CurRenderTarget)
+ wh = CurRenderTarget->Height;
+ else
+ wh = WindowHeight;
+ glViewport(vp.x, wh-vp.y-vp.h, vp.w, vp.h);
+
+ glEnable(GL_SCISSOR_TEST);
+ glScissor(vp.x, wh-vp.y-vp.h, vp.w, vp.h);
+}
+
+void RenderDevice::Clear(float r, float g, float b, float a, float depth)
+{
+ glClearColor(r,g,b,a);
+ glClearDepth(depth);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
+}
+
+RBuffer* RenderDevice::GetDepthBuffer(int w, int h, int ms)
+{
+ for (unsigned i = 0; i < DepthBuffers.GetSize(); i++)
+ if (w == DepthBuffers[i]->Width && h == DepthBuffers[i]->Height)// && ms == DepthBuffers[i]->Samples)
+ return DepthBuffers[i];
+
+ //Ptr<Texture> newDepth = *CreateTexture(Texture_Depth|Texture_RenderTarget|ms, w, h, NULL);
+ Ptr<RBuffer> newDepth = *new RBuffer(GL_DEPTH24_STENCIL8, w, h); // combined depth stencil
+ DepthBuffers.PushBack(newDepth);
+ return newDepth.GetPtr();
+}
+
+void RenderDevice::SetRenderTarget(Render::Texture* color, Render::Texture*, Render::Texture* stencil)
+{
+ OVR_UNUSED(stencil);
+
+ CurRenderTarget = (Texture*)color;
+ if (color == NULL)
+ {
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ return;
+ }
+ //if (depth == NULL)
+ RBuffer* depth = GetDepthBuffer(color->GetWidth(), color->GetHeight(), 0); //CurRenderTarget->Samples);
+
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, CurrentFbo);
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, ((Texture*)color)->TexId, 0);
+ if (depth)
+ //glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, ((Texture*)depth)->TexId, 0);
+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, ((RBuffer*)depth)->BufId);
+ else
+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0);
+
+ GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
+ if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
+ OVR_DEBUG_LOG(("framebuffer not complete: %x", status));
+}
+
+
+void RenderDevice::SetWorldUniforms(const Matrix4f& proj)
+{
+ Proj = proj.Transposed();
+}
+
+void RenderDevice::SetTexture(Render::ShaderStage, int slot, const Texture* t)
+{
+ glActiveTexture(GL_TEXTURE0 + slot);
+ glBindTexture(GL_TEXTURE_2D, ((Texture*)t)->TexId);
+ glActiveTexture(GL_TEXTURE0);
+}
+
+Buffer* RenderDevice::CreateBuffer()
+{
+ return new Buffer(this);
+}
+
+Fill* RenderDevice::CreateSimpleFill(int flags)
+{
+ OVR_UNUSED(flags);
+ return DefaultFill;
+}
+
+
+void RenderDevice::Render(const Matrix4f& matrix, Model* model)
+{
+ // Store data in buffers if not already
+ if (!model->VertexBuffer)
+ {
+ Ptr<Render::Buffer> vb = *CreateBuffer();
+ vb->Data(Buffer_Vertex, &model->Vertices[0], model->Vertices.GetSize() * sizeof(Vertex));
+ model->VertexBuffer = vb;
+ }
+ if (!model->IndexBuffer)
+ {
+ Ptr<Render::Buffer> ib = *CreateBuffer();
+ ib->Data(Buffer_Index, &model->Indices[0], model->Indices.GetSize() * 2);
+ model->IndexBuffer = ib;
+ }
+
+ Render(model->Fill ? (const Fill*)model->Fill : (const Fill*)DefaultFill,
+ model->VertexBuffer, model->IndexBuffer,
+ matrix, 0, (int)model->Indices.GetSize(), model->GetPrimType());
+}
+
+void RenderDevice::Render(const Fill* fill, Render::Buffer* vertices, Render::Buffer* indices,
+ const Matrix4f& matrix, int offset, int count, PrimitiveType rprim)
+{
+ ShaderSet* shaders = (ShaderSet*) ((ShaderFill*)fill)->GetShaders();
+
+ GLenum prim;
+ switch (rprim)
+ {
+ case Prim_Triangles:
+ prim = GL_TRIANGLES;
+ break;
+ case Prim_Lines:
+ prim = GL_LINES;
+ break;
+ case Prim_TriangleStrip:
+ prim = GL_TRIANGLE_STRIP;
+ break;
+ default:
+ assert(0);
+ return;
+ }
+
+ fill->Set();
+ if (shaders->ProjLoc >= 0)
+ glUniformMatrix4fv(shaders->ProjLoc, 1, 0, &Proj.M[0][0]);
+ if (shaders->ViewLoc >= 0)
+ glUniformMatrix4fv(shaders->ViewLoc, 1, 0, &matrix.Transposed().M[0][0]);
+
+ if (shaders->UsesLighting && Lighting->Version != shaders->LightingVer)
+ {
+ shaders->LightingVer = Lighting->Version;
+ Lighting->Set(shaders);
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, ((Buffer*)vertices)->GLBuffer);
+ for (int i = 0; i < 5; i++)
+ glEnableVertexAttribArray(i);
+
+ glVertexAttribPointer(0, 3, GL_FLOAT, false, sizeof(Vertex), (char*)offset + offsetof(Vertex, Pos));
+ glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, true, sizeof(Vertex), (char*)offset + offsetof(Vertex, C));
+ glVertexAttribPointer(2, 2, GL_FLOAT, false, sizeof(Vertex), (char*)offset + offsetof(Vertex, U));
+ glVertexAttribPointer(3, 2, GL_FLOAT, false, sizeof(Vertex), (char*)offset + offsetof(Vertex, U2));
+ glVertexAttribPointer(4, 3, GL_FLOAT, false, sizeof(Vertex), (char*)offset + offsetof(Vertex, Norm));
+
+ if (indices)
+ {
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ((Buffer*)indices)->GLBuffer);
+ glDrawElements(prim, count, GL_UNSIGNED_SHORT, NULL);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ }
+ else
+ {
+ glDrawArrays(prim, 0, count);
+ }
+
+ for (int i = 0; i < 5; i++)
+ glDisableVertexAttribArray(i);
+}
+
+void RenderDevice::RenderWithAlpha(const Fill* fill, Render::Buffer* vertices, Render::Buffer* indices,
+ const Matrix4f& matrix, int offset, int count, PrimitiveType rprim)
+{
+ //glEnable(GL_BLEND);
+ Render(fill, vertices, indices, matrix, offset, count, rprim);
+ //glDisable(GL_BLEND);
+}
+
+void RenderDevice::SetLighting(const LightingParams* lt)
+{
+ Lighting = lt;
+}
+
+Buffer::~Buffer()
+{
+ if (GLBuffer)
+ glDeleteBuffers(1, &GLBuffer);
+}
+
+bool Buffer::Data(int use, const void* buffer, size_t size)
+{
+ switch (use & Buffer_TypeMask)
+ {
+ case Buffer_Index: Use = GL_ELEMENT_ARRAY_BUFFER; break;
+ default: Use = GL_ARRAY_BUFFER; break;
+ }
+
+ if (!GLBuffer)
+ glGenBuffers(1, &GLBuffer);
+
+ int mode = GL_DYNAMIC_DRAW;
+ if (use & Buffer_ReadOnly)
+ mode = GL_STATIC_DRAW;
+
+ glBindBuffer(Use, GLBuffer);
+ glBufferData(Use, size, buffer, mode);
+ glBindBuffer(Use, 0);
+ return 1;
+}
+
+void* Buffer::Map(size_t start, size_t size, int flags)
+{
+ int mode = GL_WRITE_ONLY;
+ //if (flags & Map_Unsynchronized)
+ // mode |= GL_MAP_UNSYNCHRONIZED;
+
+ glBindBuffer(Use, GLBuffer);
+ void* v = glMapBuffer(Use, mode);
+ glBindBuffer(Use, 0);
+ return v;
+}
+
+bool Buffer::Unmap(void*)
+{
+ glBindBuffer(Use, GLBuffer);
+ int r = glUnmapBuffer(Use);
+ glBindBuffer(Use, 0);
+ return r;
+}
+
+bool Shader::Compile(const char* src)
+{
+ if (!GLShader)
+ GLShader = glCreateShader(GLStage());
+
+ glShaderSource(GLShader, 1, &src, 0);
+ glCompileShader(GLShader);
+ GLint r;
+ glGetShaderiv(GLShader, GL_COMPILE_STATUS, &r);
+ if (!r)
+ {
+ GLchar msg[1024];
+ glGetShaderInfoLog(GLShader, sizeof(msg), 0, msg);
+ if (msg[0])
+ OVR_DEBUG_LOG(("Compiling shader\n%s\nfailed: %s\n", src, msg));
+ if (!r)
+ return 0;
+ }
+ return 1;
+}
+
+ShaderSet::ShaderSet()
+{
+ Prog = glCreateProgram();
+}
+ShaderSet::~ShaderSet()
+{
+ glDeleteProgram(Prog);
+}
+
+bool ShaderSet::Link()
+{
+ glBindAttribLocation(Prog, 0, "Position");
+ glBindAttribLocation(Prog, 1, "Color");
+ glBindAttribLocation(Prog, 2, "TexCoord");
+ glBindAttribLocation(Prog, 3, "TexCoord1");
+ glBindAttribLocation(Prog, 4, "Normal");
+
+ glLinkProgram(Prog);
+ GLint r;
+ glGetProgramiv(Prog, GL_LINK_STATUS, &r);
+ if (!r)
+ {
+ GLchar msg[1024];
+ glGetProgramInfoLog(Prog, sizeof(msg), 0, msg);
+ OVR_DEBUG_LOG(("Linking shaders failed: %s\n", msg));
+ if (!r)
+ return 0;
+ }
+ glUseProgram(Prog);
+
+ UniformInfo.Clear();
+ LightingVer = 0;
+ UsesLighting = 0;
+ GLuint i = 0;
+ for(;; i++)
+ {
+ GLsizei namelen;
+ GLint size = 0;
+ GLenum type;
+ GLchar name[32];
+ glGetActiveUniform(Prog, i, sizeof(name), &namelen, &size, &type, name);
+ if (size)
+ {
+ int l = glGetUniformLocation(Prog, name);
+ char *np = name;
+ while (*np)
+ {
+ if (*np == '[')
+ *np = 0;
+ np++;
+ }
+ Uniform u;
+ u.Name = name;
+ u.Location = l;
+ u.Size = size;
+ switch (type)
+ {
+ case GL_FLOAT: u.Type = 1; break;
+ case GL_FLOAT_VEC2: u.Type = 2; break;
+ case GL_FLOAT_VEC3: u.Type = 3; break;
+ case GL_FLOAT_VEC4: u.Type = 4; break;
+ case GL_FLOAT_MAT4: u.Type = 16; break;
+ default:
+ continue;
+ }
+ UniformInfo.PushBack(u);
+ if (!strcmp(name, "LightCount"))
+ UsesLighting = 1;
+ }
+ else
+ break;
+ }
+
+ ProjLoc = glGetUniformLocation(Prog, "Proj");
+ ViewLoc = glGetUniformLocation(Prog, "View");
+ for (int i = 0; i < 8; i++)
+ {
+ char texv[32];
+ sprintf(texv, "Texture%d", i);
+ TexLoc[i] = glGetUniformLocation(Prog, texv);
+ if (TexLoc[i] < 0)
+ break;
+
+ glUniform1i(TexLoc[i], i);
+ }
+ if (UsesLighting)
+ OVR_ASSERT(ProjLoc >= 0 && ViewLoc >= 0);
+ return 1;
+}
+
+void ShaderSet::Set(PrimitiveType) const
+{
+ glUseProgram(Prog);
+}
+
+bool ShaderSet::SetUniform(const char* name, int n, const float* v)
+{
+ for (int i = 0; i < UniformInfo.GetSize(); i++)
+ if (!strcmp(UniformInfo[i].Name.ToCStr(), name))
+ {
+ OVR_ASSERT(UniformInfo[i].Location >= 0);
+ glUseProgram(Prog);
+ switch (UniformInfo[i].Type)
+ {
+ case 1: glUniform1fv(UniformInfo[i].Location, n, v); break;
+ case 2: glUniform2fv(UniformInfo[i].Location, n/2, v); break;
+ case 3: glUniform3fv(UniformInfo[i].Location, n/3, v); break;
+ case 4: glUniform4fv(UniformInfo[i].Location, n/4, v); break;
+ default: OVR_ASSERT(0);
+ }
+ return 1;
+ }
+
+ OVR_DEBUG_LOG(("Warning: uniform %s not present in selected shader", name));
+ return 0;
+}
+
+bool ShaderSet::SetUniform4x4f(const char* name, const Matrix4f& m)
+{
+ for (int i = 0; i < UniformInfo.GetSize(); i++)
+ if (!strcmp(UniformInfo[i].Name.ToCStr(), name))
+ {
+ glUseProgram(Prog);
+ glUniformMatrix4fv(UniformInfo[i].Location, 1, 1, &m.M[0][0]);
+ return 1;
+ }
+
+ OVR_DEBUG_LOG(("Warning: uniform %s not present in selected shader", name));
+ return 0;
+}
+
+Texture::Texture(RenderDevice* r, int w, int h) : Ren(r), Width(w), Height(h)
+{
+ glGenTextures(1, &TexId);
+}
+
+Texture::~Texture()
+{
+ if (TexId)
+ glDeleteTextures(1, &TexId);
+}
+
+void Texture::Set(int slot, Render::ShaderStage stage) const
+{
+ Ren->SetTexture(stage, slot, this);
+}
+
+void Texture::SetSampleMode(int sm)
+{
+ glBindTexture(GL_TEXTURE_2D, TexId);
+ switch (sm & Sample_FilterMask)
+ {
+ case Sample_Linear:
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 0);
+ break;
+
+ case Sample_Anisotropic:
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 8);
+ break;
+
+ case Sample_Nearest:
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 0);
+ break;
+ }
+
+ switch (sm & Sample_AddressMask)
+ {
+ case Sample_Repeat:
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ break;
+
+ case Sample_Clamp:
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ break;
+
+ case Sample_ClampBorder:
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
+ break;
+ }
+ glBindTexture(GL_TEXTURE_2D, 0);
+}
+
+Texture* RenderDevice::CreateTexture(int format, int width, int height, const void* data, int mipcount)
+{
+ GLenum glformat, gltype = GL_UNSIGNED_BYTE;
+ switch(format & Texture_TypeMask)
+ {
+ case Texture_RGBA: glformat = GL_RGBA; break;
+ case Texture_R: glformat = GL_ALPHA; break;
+ case Texture_Depth: glformat = GL_DEPTH; gltype = GL_DEPTH_COMPONENT; break;
+ case Texture_DXT1: glformat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
+ case Texture_DXT3: glformat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
+ case Texture_DXT5: glformat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
+ default:
+ return NULL;
+ }
+ Texture* NewTex = new Texture(this, width, height);
+ glBindTexture(GL_TEXTURE_2D, NewTex->TexId);
+ glGetError();
+
+ if (format & Texture_Compressed)
+ {
+ const unsigned char* level = (const unsigned char*)data;
+ int w = width, h = height;
+ for (int i = 0; i < mipcount; i++)
+ {
+ int mipsize = GetTextureSize(format, w, h);
+ glCompressedTexImage2D(GL_TEXTURE_2D, i, glformat, w, h, 0, mipsize, level);
+
+ level += mipsize;
+ w >>= 1;
+ h >>= 1;
+ if (w < 1) w = 1;
+ if (h < 1) h = 1;
+ }
+ }
+ else
+ glTexImage2D(GL_TEXTURE_2D, 0, glformat, width, height, 0, glformat, gltype, data);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+ if (format == (Texture_RGBA|Texture_GenMipmaps)) // not render target
+ {
+ int srcw = width, srch = height;
+ int level = 0;
+ UByte* mipmaps = NULL;
+ do
+ {
+ level++;
+ int mipw = srcw >> 1; if (mipw < 1) mipw = 1;
+ int miph = srch >> 1; if (miph < 1) miph = 1;
+ if (mipmaps == NULL)
+ mipmaps = (UByte*)OVR_ALLOC(mipw * miph * 4);
+ FilterRgba2x2(level == 1 ? (const UByte*)data : mipmaps, srcw, srch, mipmaps);
+ glTexImage2D(GL_TEXTURE_2D, level, glformat, mipw, miph, 0, glformat, gltype, mipmaps);
+ srcw = mipw;
+ srch = miph;
+ } while (srcw > 1 || srch > 1);
+ if (mipmaps)
+ OVR_FREE(mipmaps);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level);
+ }
+ else
+ {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, mipcount-1);
+ }
+
+ OVR_ASSERT(!glGetError());
+ glBindTexture(GL_TEXTURE_2D, 0);
+ return NewTex;
+}
+
+bool RenderDevice::SetFullscreen(DisplayMode fullscreen)
+{
+ Params.Fullscreen = fullscreen;
+ return true;
+}
+
+RBuffer::RBuffer(GLenum format, GLint w, GLint h)
+{
+ Width = w;
+ Height = h;
+ glGenRenderbuffersEXT(1, &BufId);
+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, BufId);
+ glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, format, w, h);
+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
+}
+
+RBuffer::~RBuffer()
+{
+ glDeleteRenderbuffersEXT(1, &BufId);
+}
+
+}}}
diff --git a/Samples/CommonSrc/Render/Render_GL_Device.h b/Samples/CommonSrc/Render/Render_GL_Device.h
index 37cd4f0..88eaff4 100644
--- a/Samples/CommonSrc/Render/Render_GL_Device.h
+++ b/Samples/CommonSrc/Render/Render_GL_Device.h
@@ -1,230 +1,231 @@
-/************************************************************************************
-
-Filename : Render_GL_Device.h
-Content : RenderDevice implementation header for OpenGL
-Created : September 10, 2012
-Authors : Andrew Reisse
-
-Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved.
-
-Licensed under the Apache License, Version 2.0 (the "License");
-you may not use this file except in compliance with the License.
-You may obtain a copy of the License at
-
-http://www.apache.org/licenses/LICENSE-2.0
-
-Unless required by applicable law or agreed to in writing, software
-distributed under the License is distributed on an "AS IS" BASIS,
-WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-See the License for the specific language governing permissions and
-limitations under the License.
-
-************************************************************************************/
-
-#ifndef OVR_Render_GL_Device_h
-#define OVR_Render_GL_Device_h
-
-#include "../Render/Render_Device.h"
-
-#if defined(OVR_OS_WIN32)
-#include <Windows.h>
-#endif
-
-#if defined(OVR_OS_MAC)
-#include <OpenGL/gl.h>
-#include <OpenGL/glext.h>
-#else
-#define GL_GLEXT_PROTOTYPES
-#include <GL/gl.h>
-#include <GL/glext.h>
-#endif
-
-namespace OVR { namespace Render { namespace GL {
-
-class RenderDevice;
-
-class Buffer : public Render::Buffer
-{
-public:
- RenderDevice* Ren;
- size_t Size;
- GLenum Use;
- GLuint GLBuffer;
-
-public:
- Buffer(RenderDevice* r) : Ren(r), Size(0), Use(0), GLBuffer(0) {}
- ~Buffer();
-
- GLuint GetBuffer() { return GLBuffer; }
-
- virtual size_t GetSize() { return Size; }
- virtual void* Map(size_t start, size_t size, int flags = 0);
- virtual bool Unmap(void *m);
- virtual bool Data(int use, const void* buffer, size_t size);
-};
-
-class Texture : public Render::Texture
-{
-public:
- RenderDevice* Ren;
- GLuint TexId;
- int Width, Height;
-
- Texture(RenderDevice* r, int w, int h);
- ~Texture();
-
- virtual int GetWidth() const { return Width; }
- virtual int GetHeight() const { return Height; }
-
- virtual void SetSampleMode(int);
-
- virtual void Set(int slot, ShaderStage stage = Shader_Fragment) const;
-};
-
-class Shader : public Render::Shader
-{
-public:
- GLuint GLShader;
-
- Shader(RenderDevice*, ShaderStage st, GLuint s) : Render::Shader(st), GLShader(s) {}
- Shader(RenderDevice*, ShaderStage st, const char* src) : Render::Shader(st), GLShader(0)
- {
- Compile(src);
- }
- ~Shader()
- {
- if (GLShader)
- glDeleteShader(GLShader);
- }
- bool Compile(const char* src);
-
- GLenum GLStage() const
- {
- switch (Stage)
- {
- default: OVR_ASSERT(0); return GL_NONE;
- case Shader_Vertex: return GL_VERTEX_SHADER;
- case Shader_Fragment: return GL_FRAGMENT_SHADER;
- }
- }
-
- //void Set(PrimitiveType prim) const;
- //void SetUniformBuffer(Render::Buffer* buffers, int i = 0);
-};
-
-class ShaderSet : public Render::ShaderSet
-{
-public:
- GLuint Prog;
-
- struct Uniform
- {
- String Name;
- int Location, Size;
- int Type; // currently number of floats in vector
- };
- Array<Uniform> UniformInfo;
-
- int ProjLoc, ViewLoc;
- int TexLoc[8];
- bool UsesLighting;
- int LightingVer;
-
- ShaderSet();
- ~ShaderSet();
-
- virtual void SetShader(Render::Shader *s)
- {
- Shaders[s->GetStage()] = s;
- Shader* gls = (Shader*)s;
- glAttachShader(Prog, gls->GLShader);
- if (Shaders[Shader_Vertex] && Shaders[Shader_Fragment])
- Link();
- }
- virtual void UnsetShader(int stage)
- {
- Shader* gls = (Shader*)(Render::Shader*)Shaders[stage];
- if (gls)
- glDetachShader(Prog, gls->GLShader);
- Shaders[stage] = NULL;
- Link();
- }
-
- virtual void Set(PrimitiveType prim) const;
-
- // Set a uniform (other than the standard matrices). It is undefined whether the
- // uniforms from one shader occupy the same space as those in other shaders
- // (unless a buffer is used, then each buffer is independent).
- virtual bool SetUniform(const char* name, int n, const float* v);
- virtual bool SetUniform4x4f(const char* name, const Matrix4f& m);
-
- bool Link();
-};
-
- class RBuffer : public RefCountBase<RBuffer>
-{
- public:
- int Width, Height;
- GLuint BufId;
-
- RBuffer(GLenum format, GLint w, GLint h);
- ~RBuffer();
-};
-
-class RenderDevice : public Render::RenderDevice
-{
- Ptr<Shader> VertexShaders[VShader_Count];
- Ptr<Shader> FragShaders[FShader_Count];
-
- Ptr<ShaderFill> DefaultFill;
-
- Matrix4f Proj;
-
- Ptr<Texture> CurRenderTarget;
- Array<Ptr<RBuffer> > DepthBuffers;
- GLuint CurrentFbo;
-
- const LightingParams* Lighting;
-
-
-public:
- RenderDevice(const RendererParams& p);
-
- virtual void SetRealViewport(const Viewport& vp);
-
- //virtual void SetScissor(int x, int y, int w, int h);
-
- virtual void Clear(float r = 0, float g = 0, float b = 0, float a = 1, float depth = 1);
- virtual void Rect(float left, float top, float right, float bottom) { OVR_UNUSED4(left,top,right,bottom); }
-
- virtual void BeginRendering();
- virtual void SetDepthMode(bool enable, bool write, CompareFunc func = Compare_Less);
- virtual void SetWorldUniforms(const Matrix4f& proj);
-
- RBuffer* GetDepthBuffer(int w, int h, int ms);
-
- virtual void SetRenderTarget(Render::Texture* color,
- Render::Texture* depth = NULL, Render::Texture* stencil = NULL);
-
- virtual void SetLighting(const LightingParams* lt);
-
- virtual void Render(const Matrix4f& matrix, Model* model);
- virtual void Render(const Fill* fill, Render::Buffer* vertices, Render::Buffer* indices,
- const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles);
- virtual void RenderWithAlpha(const Fill* fill, Render::Buffer* vertices, Render::Buffer* indices,
- const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles);
-
- virtual Buffer* CreateBuffer();
- virtual Texture* CreateTexture(int format, int width, int height, const void* data, int mipcount=1);
- virtual ShaderSet* CreateShaderSet() { return new ShaderSet; }
-
- virtual Fill *CreateSimpleFill(int flags = Fill::F_Solid);
-
- virtual Shader *LoadBuiltinShader(ShaderStage stage, int shader);
-
- void SetTexture(Render::ShaderStage, int slot, const Texture* t);
-};
-
-}}}
-
-#endif
+/************************************************************************************
+
+Filename : Render_GL_Device.h
+Content : RenderDevice implementation header for OpenGL
+Created : September 10, 2012
+Authors : Andrew Reisse
+
+Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved.
+
+Licensed under the Apache License, Version 2.0 (the "License");
+you may not use this file except in compliance with the License.
+You may obtain a copy of the License at
+
+http://www.apache.org/licenses/LICENSE-2.0
+
+Unless required by applicable law or agreed to in writing, software
+distributed under the License is distributed on an "AS IS" BASIS,
+WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+See the License for the specific language governing permissions and
+limitations under the License.
+
+************************************************************************************/
+
+#ifndef OVR_Render_GL_Device_h
+#define OVR_Render_GL_Device_h
+
+#include "../Render/Render_Device.h"
+
+#if defined(OVR_OS_WIN32)
+#include <Windows.h>
+#endif
+
+#if defined(OVR_OS_MAC)
+#include <OpenGL/gl.h>
+#include <OpenGL/glext.h>
+#else
+#define GL_GLEXT_PROTOTYPES
+#include <GL/gl.h>
+#include <GL/glext.h>
+#endif
+
+namespace OVR { namespace Render { namespace GL {
+
+class RenderDevice;
+
+class Buffer : public Render::Buffer
+{
+public:
+ RenderDevice* Ren;
+ size_t Size;
+ GLenum Use;
+ GLuint GLBuffer;
+
+public:
+ Buffer(RenderDevice* r) : Ren(r), Size(0), Use(0), GLBuffer(0) {}
+ ~Buffer();
+
+ GLuint GetBuffer() { return GLBuffer; }
+
+ virtual size_t GetSize() { return Size; }
+ virtual void* Map(size_t start, size_t size, int flags = 0);
+ virtual bool Unmap(void *m);
+ virtual bool Data(int use, const void* buffer, size_t size);
+};
+
+class Texture : public Render::Texture
+{
+public:
+ RenderDevice* Ren;
+ GLuint TexId;
+ int Width, Height;
+
+ Texture(RenderDevice* r, int w, int h);
+ ~Texture();
+
+ virtual int GetWidth() const { return Width; }
+ virtual int GetHeight() const { return Height; }
+
+ virtual void SetSampleMode(int);
+
+ virtual void Set(int slot, ShaderStage stage = Shader_Fragment) const;
+};
+
+class Shader : public Render::Shader
+{
+public:
+ GLuint GLShader;
+
+ Shader(RenderDevice*, ShaderStage st, GLuint s) : Render::Shader(st), GLShader(s) {}
+ Shader(RenderDevice*, ShaderStage st, const char* src) : Render::Shader(st), GLShader(0)
+ {
+ Compile(src);
+ }
+ ~Shader()
+ {
+ if (GLShader)
+ glDeleteShader(GLShader);
+ }
+ bool Compile(const char* src);
+
+ GLenum GLStage() const
+ {
+ switch (Stage)
+ {
+ default: OVR_ASSERT(0); return GL_NONE;
+ case Shader_Vertex: return GL_VERTEX_SHADER;
+ case Shader_Fragment: return GL_FRAGMENT_SHADER;
+ }
+ }
+
+ //void Set(PrimitiveType prim) const;
+ //void SetUniformBuffer(Render::Buffer* buffers, int i = 0);
+};
+
+class ShaderSet : public Render::ShaderSet
+{
+public:
+ GLuint Prog;
+
+ struct Uniform
+ {
+ String Name;
+ int Location, Size;
+ int Type; // currently number of floats in vector
+ };
+ Array<Uniform> UniformInfo;
+
+ int ProjLoc, ViewLoc;
+ int TexLoc[8];
+ bool UsesLighting;
+ int LightingVer;
+
+ ShaderSet();
+ ~ShaderSet();
+
+ virtual void SetShader(Render::Shader *s)
+ {
+ Shaders[s->GetStage()] = s;
+ Shader* gls = (Shader*)s;
+ glAttachShader(Prog, gls->GLShader);
+ if (Shaders[Shader_Vertex] && Shaders[Shader_Fragment])
+ Link();
+ }
+ virtual void UnsetShader(int stage)
+ {
+ Shader* gls = (Shader*)(Render::Shader*)Shaders[stage];
+ if (gls)
+ glDetachShader(Prog, gls->GLShader);
+ Shaders[stage] = NULL;
+ Link();
+ }
+
+ virtual void Set(PrimitiveType prim) const;
+
+ // Set a uniform (other than the standard matrices). It is undefined whether the
+ // uniforms from one shader occupy the same space as those in other shaders
+ // (unless a buffer is used, then each buffer is independent).
+ virtual bool SetUniform(const char* name, int n, const float* v);
+ virtual bool SetUniform4x4f(const char* name, const Matrix4f& m);
+
+ bool Link();
+};
+
+ class RBuffer : public RefCountBase<RBuffer>
+{
+ public:
+ int Width, Height;
+ GLuint BufId;
+
+ RBuffer(GLenum format, GLint w, GLint h);
+ ~RBuffer();
+};
+
+class RenderDevice : public Render::RenderDevice
+{
+ Ptr<Shader> VertexShaders[VShader_Count];
+ Ptr<Shader> FragShaders[FShader_Count];
+
+ Ptr<ShaderFill> DefaultFill;
+
+ Matrix4f Proj;
+
+ Ptr<Texture> CurRenderTarget;
+ Array<Ptr<RBuffer> > DepthBuffers;
+ GLuint CurrentFbo;
+
+ const LightingParams* Lighting;
+
+public:
+ RenderDevice(const RendererParams& p);
+
+ virtual void SetRealViewport(const Viewport& vp);
+
+ //virtual void SetScissor(int x, int y, int w, int h);
+
+ virtual void Clear(float r = 0, float g = 0, float b = 0, float a = 1, float depth = 1);
+ virtual void Rect(float left, float top, float right, float bottom) { OVR_UNUSED4(left,top,right,bottom); }
+
+ virtual void BeginRendering();
+ virtual void SetDepthMode(bool enable, bool write, CompareFunc func = Compare_Less);
+ virtual void SetWorldUniforms(const Matrix4f& proj);
+
+ RBuffer* GetDepthBuffer(int w, int h, int ms);
+
+ virtual void SetRenderTarget(Render::Texture* color,
+ Render::Texture* depth = NULL, Render::Texture* stencil = NULL);
+
+ virtual void SetLighting(const LightingParams* lt);
+
+ virtual void Render(const Matrix4f& matrix, Model* model);
+ virtual void Render(const Fill* fill, Render::Buffer* vertices, Render::Buffer* indices,
+ const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles);
+ virtual void RenderWithAlpha(const Fill* fill, Render::Buffer* vertices, Render::Buffer* indices,
+ const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles);
+
+ virtual Buffer* CreateBuffer();
+ virtual Texture* CreateTexture(int format, int width, int height, const void* data, int mipcount=1);
+ virtual ShaderSet* CreateShaderSet() { return new ShaderSet; }
+
+ virtual Fill *CreateSimpleFill(int flags = Fill::F_Solid);
+
+ virtual Shader *LoadBuiltinShader(ShaderStage stage, int shader);
+
+ void SetTexture(Render::ShaderStage, int slot, const Texture* t);
+
+ virtual bool SetFullscreen(DisplayMode fullscreen);
+};
+
+}}}
+
+#endif
diff --git a/Samples/CommonSrc/Render/Render_GL_Win32_Device.cpp b/Samples/CommonSrc/Render/Render_GL_Win32_Device.cpp
index 8bbbf88..4f22a50 100644
--- a/Samples/CommonSrc/Render/Render_GL_Win32_Device.cpp
+++ b/Samples/CommonSrc/Render/Render_GL_Win32_Device.cpp
@@ -1,90 +1,90 @@
-/************************************************************************************
-
-Filename : Render_GL_Win32 Device.cpp
-Content : Win32 OpenGL Device implementation
-Created : September 10, 2012
-Authors : Andrew Reisse, Michael Antonov
-
-Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved.
-
-Licensed under the Apache License, Version 2.0 (the "License");
-you may not use this file except in compliance with the License.
-You may obtain a copy of the License at
-
-http://www.apache.org/licenses/LICENSE-2.0
-
-Unless required by applicable law or agreed to in writing, software
-distributed under the License is distributed on an "AS IS" BASIS,
-WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-See the License for the specific language governing permissions and
-limitations under the License.
-
-************************************************************************************/
-
-#include "Render_GL_Win32_Device.h"
-
-namespace OVR { namespace Render { namespace GL { namespace Win32 {
-
-
-// ***** GL::Win32::RenderDevice
-
-// Implement static initializer function to create this class.
-Render::RenderDevice* RenderDevice::CreateDevice(const RendererParams&, void* oswnd)
-{
- HWND hwnd = (HWND)oswnd;
-
- PIXELFORMATDESCRIPTOR pfd;
- memset(&pfd, 0, sizeof(pfd));
-
- pfd.nSize = sizeof(pfd);
- pfd.nVersion = 1;
- pfd.iPixelType = PFD_TYPE_RGBA;
- pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DRAW_TO_WINDOW | PFD_DOUBLEBUFFER;
- pfd.cColorBits = 32;
- pfd.cDepthBits = 16;
-
- HDC dc = GetDC(hwnd);
- int pf = ChoosePixelFormat(dc, &pfd);
- if (!pf)
- {
- ReleaseDC(hwnd, dc);
- return NULL;
- }
- if (!SetPixelFormat(dc, pf, &pfd))
- {
- ReleaseDC(hwnd, dc);
- return NULL;
- }
- HGLRC context = wglCreateContext(dc);
- if (!wglMakeCurrent(dc, context))
- {
- wglDeleteContext(context);
- ReleaseDC(hwnd, dc);
- return NULL;
- }
-
- // return new RenderDevice(rp, hwnd, dc, context);
- return 0;
-}
-
-
-void RenderDevice::Present()
-{
- SwapBuffers(GdiDc);
-}
-
-void RenderDevice::Shutdown()
-{
- if (WglContext)
- {
- wglMakeCurrent(NULL,NULL);
- wglDeleteContext(WglContext);
- ReleaseDC(Window, GdiDc);
- WglContext = NULL;
- GdiDc = NULL;
- Window = NULL;
- }
-}
-
-}}}}
-
+/************************************************************************************
+
+Filename : Render_GL_Win32 Device.cpp
+Content : Win32 OpenGL Device implementation
+Created : September 10, 2012
+Authors : Andrew Reisse, Michael Antonov
+
+Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved.
+
+Licensed under the Apache License, Version 2.0 (the "License");
+you may not use this file except in compliance with the License.
+You may obtain a copy of the License at
+
+http://www.apache.org/licenses/LICENSE-2.0
+
+Unless required by applicable law or agreed to in writing, software
+distributed under the License is distributed on an "AS IS" BASIS,
+WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+See the License for the specific language governing permissions and
+limitations under the License.
+
+************************************************************************************/
+
+#include "Render_GL_Win32_Device.h"
+
+namespace OVR { namespace Render { namespace GL { namespace Win32 {
+
+
+// ***** GL::Win32::RenderDevice
+
+// Implement static initializer function to create this class.
+Render::RenderDevice* RenderDevice::CreateDevice(const RendererParams&, void* oswnd)
+{
+ HWND hwnd = (HWND)oswnd;
+
+ PIXELFORMATDESCRIPTOR pfd;
+ memset(&pfd, 0, sizeof(pfd));
+
+ pfd.nSize = sizeof(pfd);
+ pfd.nVersion = 1;
+ pfd.iPixelType = PFD_TYPE_RGBA;
+ pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DRAW_TO_WINDOW | PFD_DOUBLEBUFFER;
+ pfd.cColorBits = 32;
+ pfd.cDepthBits = 16;
+
+ HDC dc = GetDC(hwnd);
+ int pf = ChoosePixelFormat(dc, &pfd);
+ if (!pf)
+ {
+ ReleaseDC(hwnd, dc);
+ return NULL;
+ }
+ if (!SetPixelFormat(dc, pf, &pfd))
+ {
+ ReleaseDC(hwnd, dc);
+ return NULL;
+ }
+ HGLRC context = wglCreateContext(dc);
+ if (!wglMakeCurrent(dc, context))
+ {
+ wglDeleteContext(context);
+ ReleaseDC(hwnd, dc);
+ return NULL;
+ }
+
+ // return new RenderDevice(rp, hwnd, dc, context);
+ return 0;
+}
+
+
+void RenderDevice::Present()
+{
+ SwapBuffers(GdiDc);
+}
+
+void RenderDevice::Shutdown()
+{
+ if (WglContext)
+ {
+ wglMakeCurrent(NULL,NULL);
+ wglDeleteContext(WglContext);
+ ReleaseDC(Window, GdiDc);
+ WglContext = NULL;
+ GdiDc = NULL;
+ Window = NULL;
+ }
+}
+
+}}}}
+
diff --git a/Samples/CommonSrc/Render/Render_GL_Win32_Device.h b/Samples/CommonSrc/Render/Render_GL_Win32_Device.h
index f58a625..f63b1d0 100644
--- a/Samples/CommonSrc/Render/Render_GL_Win32_Device.h
+++ b/Samples/CommonSrc/Render/Render_GL_Win32_Device.h
@@ -1,59 +1,59 @@
-/************************************************************************************
-
-Filename : Render_GL_Win32 Device.h
-Content : Win32 OpenGL Device implementation header
-Created : September 10, 2012
-Authors : Andrew Reisse, Michael Antonov
-
-Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved.
-
-Licensed under the Apache License, Version 2.0 (the "License");
-you may not use this file except in compliance with the License.
-You may obtain a copy of the License at
-
-http://www.apache.org/licenses/LICENSE-2.0
-
-Unless required by applicable law or agreed to in writing, software
-distributed under the License is distributed on an "AS IS" BASIS,
-WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-See the License for the specific language governing permissions and
-limitations under the License.
-
-************************************************************************************/
-
-#ifndef OVR_Render_GL_Win32_Device_h
-#define OVR_Render_GL_Win32_Device_h
-
-#include "Render_GL_Device.h"
-
-#ifdef WIN32
-#include <Windows.h>
-#endif
-
-
-namespace OVR { namespace Render { namespace GL { namespace Win32 {
-
-// ***** GL::Win32::RenderDevice
-
-// Win32-Specific GL Render Device, used to create OpenGL under Windows.
-class RenderDevice : public GL::RenderDevice
-{
- HWND Window;
- HGLRC WglContext;
- HDC GdiDc;
-
-public:
- RenderDevice(const Render::RendererParams& p, HWND win, HDC dc, HGLRC gl)
- : GL::RenderDevice(p), Window(win), WglContext(gl), GdiDc(dc) { OVR_UNUSED(p); }
-
- // Implement static initializer function to create this class.
- static Render::RenderDevice* CreateDevice(const RendererParams& rp, void* oswnd);
-
- virtual void Shutdown();
- virtual void Present();
-};
-
-
-}}}} // OVR::Render::GL::Win32
-
-#endif
+/************************************************************************************
+
+Filename : Render_GL_Win32 Device.h
+Content : Win32 OpenGL Device implementation header
+Created : September 10, 2012
+Authors : Andrew Reisse, Michael Antonov
+
+Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved.
+
+Licensed under the Apache License, Version 2.0 (the "License");
+you may not use this file except in compliance with the License.
+You may obtain a copy of the License at
+
+http://www.apache.org/licenses/LICENSE-2.0
+
+Unless required by applicable law or agreed to in writing, software
+distributed under the License is distributed on an "AS IS" BASIS,
+WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+See the License for the specific language governing permissions and
+limitations under the License.
+
+************************************************************************************/
+
+#ifndef OVR_Render_GL_Win32_Device_h
+#define OVR_Render_GL_Win32_Device_h
+
+#include "Render_GL_Device.h"
+
+#ifdef WIN32
+#include <Windows.h>
+#endif
+
+
+namespace OVR { namespace Render { namespace GL { namespace Win32 {
+
+// ***** GL::Win32::RenderDevice
+
+// Win32-Specific GL Render Device, used to create OpenGL under Windows.
+class RenderDevice : public GL::RenderDevice
+{
+ HWND Window;
+ HGLRC WglContext;
+ HDC GdiDc;
+
+public:
+ RenderDevice(const Render::RendererParams& p, HWND win, HDC dc, HGLRC gl)
+ : GL::RenderDevice(p), Window(win), WglContext(gl), GdiDc(dc) { OVR_UNUSED(p); }
+
+ // Implement static initializer function to create this class.
+ static Render::RenderDevice* CreateDevice(const RendererParams& rp, void* oswnd);
+
+ virtual void Shutdown();
+ virtual void Present();
+};
+
+
+}}}} // OVR::Render::GL::Win32
+
+#endif
diff --git a/Samples/CommonSrc/Render/Render_LoadTextureDDS.cpp b/Samples/CommonSrc/Render/Render_LoadTextureDDS.cpp
index e11b07f..b2b4b31 100644
--- a/Samples/CommonSrc/Render/Render_LoadTextureDDS.cpp
+++ b/Samples/CommonSrc/Render/Render_LoadTextureDDS.cpp
@@ -1,121 +1,121 @@
-/************************************************************************************
-
-Filename : WavPlayer_OSX.h
-Content : A DDS file loader for cross-platform compressed texture support.
-Created : March 5, 2013
-Authors : Peter Hoff, Dan Goodman, Bryan Croteau
-
-Copyright : Copyright 2013 Oculus VR, Inc. All Rights reserved.
-
-Licensed under the Apache License, Version 2.0 (the "License");
-you may not use this file except in compliance with the License.
-You may obtain a copy of the License at
-
-http://www.apache.org/licenses/LICENSE-2.0
-
-Unless required by applicable law or agreed to in writing, software
-distributed under the License is distributed on an "AS IS" BASIS,
-WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-See the License for the specific language governing permissions and
-limitations under the License.
-
-************************************************************************************/
-#include "Render_Device.h"
-
-#ifdef OVR_DEFINE_NEW
-#undef new
-#endif
-
-namespace OVR { namespace Render {
-
-static const UPInt OVR_DDS_PF_FOURCC = 0x4;
-static const UInt32 OVR_DTX1_MAGIC_NUMBER = 827611204;
-static const UInt32 OVR_DTX5_MAGIC_NUMBER = 894720068;
-
-struct OVR_DDS_PIXELFORMAT
-{
- UInt32 Size;
- UInt32 Flags;
- UInt32 FourCC;
- UInt32 RGBBitCount;
- UInt32 RBitMask;
- UInt32 GBitMask;
- UInt32 BBitMask;
- UInt32 ABitMask;
-};
-
-struct OVR_DDS_HEADER
-{
- UInt32 Size;
- UInt32 Flags;
- UInt32 Height;
- UInt32 Width;
- UInt32 PitchOrLinearSize;
- UInt32 Depth;
- UInt32 MipMapCount;
- UInt32 Reserved1[11];
- OVR_DDS_PIXELFORMAT PixelFormat;
- UInt32 Caps;
- UInt32 Caps2;
- UInt32 Caps3;
- UInt32 Caps4;
- UInt32 Reserved2;
-};
-
-Texture* LoadTextureDDS(RenderDevice* ren, File* f)
-{
- OVR_DDS_HEADER header;
- unsigned char filecode[4];
-
- f->Read(filecode, 4);
- if (strncmp((const char*)filecode, "DDS ", 4) != 0)
- {
- return NULL;
- }
-
- f->Read((unsigned char*)(&header), sizeof(header));
-
- int width = header.Width;
- int height = header.Height;
-
- int format = 0;
-
- UInt32 mipCount = header.MipMapCount;
- if(mipCount <= 0)
- {
- mipCount = 1;
- }
- if(header.PixelFormat.Flags & OVR_DDS_PF_FOURCC)
- {
- if(header.PixelFormat.FourCC == OVR_DTX1_MAGIC_NUMBER)
- {
- format = Texture_DXT1;
- }
- else if(header.PixelFormat.FourCC == OVR_DTX5_MAGIC_NUMBER)
- {
- format = Texture_DXT5;
- }
- else
- {
- return NULL;
- }
- }
-
- int byteLen = f->BytesAvailable();
- unsigned char* bytes = new unsigned char[byteLen];
- f->Read(bytes, byteLen);
- Texture* out = ren->CreateTexture(format, (int)width, (int)height, bytes, mipCount);
- if(strstr(f->GetFilePath(), "_c."))
- {
- out->SetSampleMode(Sample_Clamp);
- }
- OVR_FREE(bytes);
- return out;
-}
-
-
-}}
-
-#ifdef OVR_DEFINE_NEW
-#define new OVR_DEFINE_NEW
+/************************************************************************************
+
+Filename : WavPlayer_OSX.h
+Content : A DDS file loader for cross-platform compressed texture support.
+Created : March 5, 2013
+Authors : Peter Hoff, Dan Goodman, Bryan Croteau
+
+Copyright : Copyright 2013 Oculus VR, Inc. All Rights reserved.
+
+Licensed under the Apache License, Version 2.0 (the "License");
+you may not use this file except in compliance with the License.
+You may obtain a copy of the License at
+
+http://www.apache.org/licenses/LICENSE-2.0
+
+Unless required by applicable law or agreed to in writing, software
+distributed under the License is distributed on an "AS IS" BASIS,
+WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+See the License for the specific language governing permissions and
+limitations under the License.
+
+************************************************************************************/
+#include "Render_Device.h"
+
+#ifdef OVR_DEFINE_NEW
+#undef new
+#endif
+
+namespace OVR { namespace Render {
+
+static const UPInt OVR_DDS_PF_FOURCC = 0x4;
+static const UInt32 OVR_DTX1_MAGIC_NUMBER = 827611204;
+static const UInt32 OVR_DTX5_MAGIC_NUMBER = 894720068;
+
+struct OVR_DDS_PIXELFORMAT
+{
+ UInt32 Size;
+ UInt32 Flags;
+ UInt32 FourCC;
+ UInt32 RGBBitCount;
+ UInt32 RBitMask;
+ UInt32 GBitMask;
+ UInt32 BBitMask;
+ UInt32 ABitMask;
+};
+
+struct OVR_DDS_HEADER
+{
+ UInt32 Size;
+ UInt32 Flags;
+ UInt32 Height;
+ UInt32 Width;
+ UInt32 PitchOrLinearSize;
+ UInt32 Depth;
+ UInt32 MipMapCount;
+ UInt32 Reserved1[11];
+ OVR_DDS_PIXELFORMAT PixelFormat;
+ UInt32 Caps;
+ UInt32 Caps2;
+ UInt32 Caps3;
+ UInt32 Caps4;
+ UInt32 Reserved2;
+};
+
+Texture* LoadTextureDDS(RenderDevice* ren, File* f)
+{
+ OVR_DDS_HEADER header;
+ unsigned char filecode[4];
+
+ f->Read(filecode, 4);
+ if (strncmp((const char*)filecode, "DDS ", 4) != 0)
+ {
+ return NULL;
+ }
+
+ f->Read((unsigned char*)(&header), sizeof(header));
+
+ int width = header.Width;
+ int height = header.Height;
+
+ int format = 0;
+
+ UInt32 mipCount = header.MipMapCount;
+ if(mipCount <= 0)
+ {
+ mipCount = 1;
+ }
+ if(header.PixelFormat.Flags & OVR_DDS_PF_FOURCC)
+ {
+ if(header.PixelFormat.FourCC == OVR_DTX1_MAGIC_NUMBER)
+ {
+ format = Texture_DXT1;
+ }
+ else if(header.PixelFormat.FourCC == OVR_DTX5_MAGIC_NUMBER)
+ {
+ format = Texture_DXT5;
+ }
+ else
+ {
+ return NULL;
+ }
+ }
+
+ int byteLen = f->BytesAvailable();
+ unsigned char* bytes = new unsigned char[byteLen];
+ f->Read(bytes, byteLen);
+ Texture* out = ren->CreateTexture(format, (int)width, (int)height, bytes, mipCount);
+ if(strstr(f->GetFilePath(), "_c."))
+ {
+ out->SetSampleMode(Sample_Clamp);
+ }
+ OVR_FREE(bytes);
+ return out;
+}
+
+
+}}
+
+#ifdef OVR_DEFINE_NEW
+#define new OVR_DEFINE_NEW
#endif \ No newline at end of file
diff --git a/Samples/CommonSrc/Render/Render_LoadTextureTGA.cpp b/Samples/CommonSrc/Render/Render_LoadTextureTGA.cpp
index 0331540..7c80c88 100644
--- a/Samples/CommonSrc/Render/Render_LoadTextureTGA.cpp
+++ b/Samples/CommonSrc/Render/Render_LoadTextureTGA.cpp
@@ -1,102 +1,107 @@
-/************************************************************************************
-
-Filename : Render_LoadeTextureTGA.cpp
-Content : Loading of TGA implementation
-Created : October, 2012
-Authors : Andrew Reisse
-
-Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved.
-
-Licensed under the Apache License, Version 2.0 (the "License");
-you may not use this file except in compliance with the License.
-You may obtain a copy of the License at
-
-http://www.apache.org/licenses/LICENSE-2.0
-
-Unless required by applicable law or agreed to in writing, software
-distributed under the License is distributed on an "AS IS" BASIS,
-WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-See the License for the specific language governing permissions and
-limitations under the License.
-
-************************************************************************************/
-
-
-#include "Render_Device.h"
-
-namespace OVR { namespace Render {
-
-Texture* LoadTextureTga(RenderDevice* ren, File* f)
-{
- int desclen = f->ReadUByte();
- int palette = f->ReadUByte();
- OVR_UNUSED(palette);
- int imgtype = f->ReadUByte();
- f->ReadUInt16();
- int palCount = f->ReadUInt16();
- int palSize = f->ReadUByte();
- f->ReadUInt16();
- f->ReadUInt16();
- int width = f->ReadUInt16();
- int height = f->ReadUInt16();
- int bpp = f->ReadUByte();
- f->ReadUByte();
- int imgsize = width * height * 4;
- unsigned char* imgdata = (unsigned char*) OVR_ALLOC(imgsize);
- unsigned char buf[16];
- f->Read(imgdata, desclen);
- f->Read(imgdata, palCount * (palSize + 7) >> 3);
- int bpl = width * 4;
-
- switch (imgtype)
- {
- case 2:
- switch (bpp)
- {
- case 24:
- for (int y = 0; y < height; y++)
- for (int x = 0; x < width; x++)
- {
- f->Read(buf, 3);
- imgdata[y*bpl+x*4+0] = buf[2];
- imgdata[y*bpl+x*4+1] = buf[1];
- imgdata[y*bpl+x*4+2] = buf[0];
- imgdata[y*bpl+x*4+3] = 255;
- }
- break;
- case 32:
- for (int y = 0; y < height; y++)
- for (int x = 0; x < width; x++)
- {
- f->Read(buf, 4);
- imgdata[y*bpl+x*4+0] = buf[2];
- imgdata[y*bpl+x*4+1] = buf[1];
- imgdata[y*bpl+x*4+2] = buf[0];
- imgdata[y*bpl+x*4+3] = buf[3];
- }
- break;
-
- default:
- OVR_FREE(imgdata);
- return NULL;
- }
- break;
-
- default:
- OVR_FREE(imgdata);
- return NULL;
- }
-
- Texture* out = ren->CreateTexture(Texture_RGBA|Texture_GenMipmaps, width, height, imgdata);
-
- // check for clamp based on texture name
- if(strstr(f->GetFilePath(), "_c."))
- {
- out->SetSampleMode(Sample_Clamp);
- }
-
- OVR_FREE(imgdata);
- return out;
-}
-
-}}
+/************************************************************************************
+
+Filename : Render_LoadeTextureTGA.cpp
+Content : Loading of TGA implementation
+Created : October, 2012
+Authors : Andrew Reisse
+
+Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved.
+
+Licensed under the Apache License, Version 2.0 (the "License");
+you may not use this file except in compliance with the License.
+You may obtain a copy of the License at
+
+http://www.apache.org/licenses/LICENSE-2.0
+
+Unless required by applicable law or agreed to in writing, software
+distributed under the License is distributed on an "AS IS" BASIS,
+WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+See the License for the specific language governing permissions and
+limitations under the License.
+
+************************************************************************************/
+
+
+#include "Render_Device.h"
+
+namespace OVR { namespace Render {
+
+Texture* LoadTextureTga(RenderDevice* ren, File* f, unsigned char alpha)
+{
+ f->SeekToBegin();
+
+ int desclen = f->ReadUByte();
+ int palette = f->ReadUByte();
+ OVR_UNUSED(palette);
+ int imgtype = f->ReadUByte();
+ f->ReadUInt16();
+ int palCount = f->ReadUInt16();
+ int palSize = f->ReadUByte();
+ f->ReadUInt16();
+ f->ReadUInt16();
+ int width = f->ReadUInt16();
+ int height = f->ReadUInt16();
+ int bpp = f->ReadUByte();
+ f->ReadUByte();
+ int imgsize = width * height * 4;
+ unsigned char* imgdata = (unsigned char*) OVR_ALLOC(imgsize);
+ unsigned char buf[16];
+ f->Read(imgdata, desclen);
+ f->Read(imgdata, palCount * (palSize + 7) >> 3);
+ int bpl = width * 4;
+
+ switch (imgtype)
+ {
+ case 2:
+ switch (bpp)
+ {
+ case 24:
+ for (int y = 0; y < height; y++)
+ for (int x = 0; x < width; x++)
+ {
+ f->Read(buf, 3);
+ imgdata[y*bpl+x*4+0] = buf[2];
+ imgdata[y*bpl+x*4+1] = buf[1];
+ imgdata[y*bpl+x*4+2] = buf[0];
+ imgdata[y*bpl+x*4+3] = alpha;
+ }
+ break;
+ case 32:
+ for (int y = 0; y < height; y++)
+ for (int x = 0; x < width; x++)
+ {
+ f->Read(buf, 4);
+ imgdata[y*bpl+x*4+0] = buf[2];
+ imgdata[y*bpl+x*4+1] = buf[1];
+ imgdata[y*bpl+x*4+2] = buf[0];
+ if (buf[3] == 255)
+ imgdata[y*bpl+x*4+3] = alpha;
+ else
+ imgdata[y*bpl+x*4+3] = buf[3];
+ }
+ break;
+
+ default:
+ OVR_FREE(imgdata);
+ return NULL;
+ }
+ break;
+
+ default:
+ OVR_FREE(imgdata);
+ return NULL;
+ }
+
+ Texture* out = ren->CreateTexture(Texture_RGBA|Texture_GenMipmaps, width, height, imgdata);
+
+ // check for clamp based on texture name
+ if(strstr(f->GetFilePath(), "_c."))
+ {
+ out->SetSampleMode(Sample_Clamp);
+ }
+
+ OVR_FREE(imgdata);
+ return out;
+}
+
+}}
diff --git a/Samples/CommonSrc/Render/Render_XmlSceneLoader.cpp b/Samples/CommonSrc/Render/Render_XmlSceneLoader.cpp
index cc0eb47..a871f35 100644
--- a/Samples/CommonSrc/Render/Render_XmlSceneLoader.cpp
+++ b/Samples/CommonSrc/Render/Render_XmlSceneLoader.cpp
@@ -1,390 +1,390 @@
-/************************************************************************************
-
-Filename : Render_XmlSceneLoader.cpp
-Content : Imports and exports XML files - implementation
-Created : January 21, 2013
-Authors : Robotic Arm Software - Peter Hoff, Dan Goodman, Bryan Croteau
-
-Copyright : Copyright 2013 Oculus VR, Inc. All Rights reserved.
-
-Licensed under the Apache License, Version 2.0 (the "License");
-you may not use this file except in compliance with the License.
-You may obtain a copy of the License at
-
-http://www.apache.org/licenses/LICENSE-2.0
-
-Unless required by applicable law or agreed to in writing, software
-distributed under the License is distributed on an "AS IS" BASIS,
-WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-See the License for the specific language governing permissions and
-limitations under the License.
-
-************************************************************************************/
-
-#include "Render_XmlSceneLoader.h"
-#include <Kernel/OVR_Log.h>
-
-#ifdef OVR_DEFINE_NEW
-#undef new
-#endif
-
-namespace OVR { namespace Render {
-
-XmlHandler::XmlHandler() : pXmlDocument(NULL)
-{
- pXmlDocument = new tinyxml2::XMLDocument();
-}
-
-XmlHandler::~XmlHandler()
-{
- delete pXmlDocument;
-}
-
-bool XmlHandler::ReadFile(const char* fileName, OVR::Render::RenderDevice* pRender,
- OVR::Render::Scene* pScene,
- OVR::Array<Ptr<CollisionModel> >* pCollisions,
- OVR::Array<Ptr<CollisionModel> >* pGroundCollisions)
-{
- if(pXmlDocument->LoadFile(fileName) != 0)
- {
- return false;
- }
-
- // Extract the relative path to our working directory for loading textures
- filePath[0] = 0;
- SPInt pos = 0;
- SPInt len = strlen(fileName);
- for(SPInt i = len; i > 0; i--)
- {
- if (fileName[i-1]=='\\' || fileName[i-1]=='/')
- {
- memcpy(filePath, fileName, i);
- filePath[i] = 0;
- break;
- }
- }
-
- // Load the textures
- OVR_DEBUG_LOG_TEXT(("Loading textures..."));
- XMLElement* pXmlTexture = pXmlDocument->FirstChildElement("scene")->FirstChildElement("textures");
- if (pXmlTexture)
- {
- pXmlTexture->QueryIntAttribute("count", &textureCount);
- pXmlTexture = pXmlTexture->FirstChildElement("texture");
- }
-
- for(int i = 0; i < textureCount; ++i)
- {
- const char* textureName = pXmlTexture->Attribute("fileName");
- SPInt dotpos = strcspn(textureName, ".");
- char fname[300];
-
- if (pos == len)
- {
- OVR_sprintf(fname, 300, "%s", textureName);
- }
- else
- {
- OVR_sprintf(fname, 300, "%s%s", filePath, textureName);
- }
-
- SysFile* pFile = new SysFile(fname);
- Ptr<Texture> texture;
- if (textureName[dotpos + 1] == 'd' || textureName[dotpos + 1] == 'D')
- {
- // DDS file
- texture.SetPtr(*LoadTextureDDS(pRender, pFile));
- }
- else
- {
- texture.SetPtr(*LoadTextureTga(pRender, pFile));
- }
-
- Textures.PushBack(texture);
- pFile->Close();
- pFile->Release();
- pXmlTexture = pXmlTexture->NextSiblingElement("texture");
- }
- OVR_DEBUG_LOG_TEXT(("Done.\n"));
-
- // Load the models
- pXmlDocument->FirstChildElement("scene")->FirstChildElement("models")->
- QueryIntAttribute("count", &modelCount);
-
- OVR_DEBUG_LOG(("Loading models... %i models to load...", modelCount));
- XMLElement* pXmlModel = pXmlDocument->FirstChildElement("scene")->
- FirstChildElement("models")->FirstChildElement("model");
- for(int i = 0; i < modelCount; ++i)
- {
- if (i % 15 == 0)
- {
- OVR_DEBUG_LOG_TEXT(("%i models remaining...", modelCount - i));
- }
- Models.PushBack(*new Model(Prim_Triangles));
- bool isCollisionModel = false;
- pXmlModel->QueryBoolAttribute("isCollisionModel", &isCollisionModel);
- Models[i]->IsCollisionModel = isCollisionModel;
- if (isCollisionModel)
- {
- Models[i]->Visible = false;
- }
-
- //read the vertices
- OVR::Array<Vector3f> *vertices = new OVR::Array<Vector3f>();
- ParseVectorString(pXmlModel->FirstChildElement("vertices")->FirstChild()->
- ToText()->Value(), vertices);
-
- for (unsigned int vertexIndex = 0; vertexIndex < vertices->GetSize(); ++vertexIndex)
- {
- vertices->At(vertexIndex).x *= -1.0f;
- }
-
- //read the normals
- OVR::Array<Vector3f> *normals = new OVR::Array<Vector3f>();
- ParseVectorString(pXmlModel->FirstChildElement("normals")->FirstChild()->
- ToText()->Value(), normals);
-
- for (unsigned int normalIndex = 0; normalIndex < normals->GetSize(); ++normalIndex)
- {
- normals->At(normalIndex).z *= -1.0f;
- }
-
- //read the textures
- OVR::Array<Vector3f> *diffuseUVs = new OVR::Array<Vector3f>();
- OVR::Array<Vector3f> *lightmapUVs = new OVR::Array<Vector3f>();
- int diffuseTextureIndex = -1;
- int lightmapTextureIndex = -1;
- XMLElement* pXmlCurMaterial = pXmlModel->FirstChildElement("material");
-
- while(pXmlCurMaterial != NULL)
- {
- if(pXmlCurMaterial->Attribute("name", "diffuse"))
- {
- pXmlCurMaterial->FirstChildElement("texture")->
- QueryIntAttribute("index", &diffuseTextureIndex);
- if(diffuseTextureIndex > -1)
- {
- ParseVectorString(pXmlCurMaterial->FirstChildElement("texture")->
- FirstChild()->ToText()->Value(), diffuseUVs, true);
- }
- }
- else if(pXmlCurMaterial->Attribute("name", "lightmap"))
- {
- pXmlCurMaterial->FirstChildElement("texture")->
- QueryIntAttribute("index", &lightmapTextureIndex);
- if(lightmapTextureIndex > -1)
- {
- XMLElement* firstChildElement = pXmlCurMaterial->FirstChildElement("texture");
- XMLNode* firstChild = firstChildElement->FirstChild();
- XMLText* text = firstChild->ToText();
- const char* value = text->Value();
- ParseVectorString(value, lightmapUVs, true);
- }
- }
-
- pXmlCurMaterial = pXmlCurMaterial->NextSiblingElement("material");
- }
-
- //set up the shader
- Ptr<ShaderFill> shader = *new ShaderFill(*pRender->CreateShaderSet());
- shader->GetShaders()->SetShader(pRender->LoadBuiltinShader(Shader_Vertex, VShader_MVP));
- if(diffuseTextureIndex > -1)
- {
- shader->SetTexture(0, Textures[diffuseTextureIndex]);
- if(lightmapTextureIndex > -1)
- {
- shader->GetShaders()->SetShader(pRender->LoadBuiltinShader(Shader_Fragment, FShader_MultiTexture));
- shader->SetTexture(1, Textures[lightmapTextureIndex]);
- }
- else
- {
- shader->GetShaders()->SetShader(pRender->LoadBuiltinShader(Shader_Fragment, FShader_Texture));
- }
- }
- else
- {
- shader->GetShaders()->SetShader(pRender->LoadBuiltinShader(Shader_Fragment, FShader_LitGouraud));
- }
- Models[i]->Fill = shader;
-
- //add all the vertices to the model
- const UPInt numVerts = vertices->GetSize();
- for(UPInt v = 0; v < numVerts; ++v)
- {
- if(diffuseTextureIndex > -1)
- {
- if(lightmapTextureIndex > -1)
- {
- Models[i]->AddVertex(vertices->At(v).z, vertices->At(v).y, vertices->At(v).x, Color(255, 255, 255),
- diffuseUVs->At(v).x, diffuseUVs->At(v).y, lightmapUVs->At(v).x, lightmapUVs->At(v).y,
- normals->At(v).x, normals->At(v).y, normals->At(v).z);
- }
- else
- {
- Models[i]->AddVertex(vertices->At(v).z, vertices->At(v).y, vertices->At(v).x, Color(255, 255, 255),
- diffuseUVs->At(v).x, diffuseUVs->At(v).y, 0, 0,
- normals->At(v).x, normals->At(v).y, normals->At(v).z);
- }
- }
- else
- {
- Models[i]->AddVertex(vertices->At(v).z, vertices->At(v).y, vertices->At(v).x, Color(255, 0, 0, 128),
- 0, 0, 0, 0,
- normals->At(v).x, normals->At(v).y, normals->At(v).z);
- }
- }
-
- // Read the vertex indices for the triangles
- const char* indexStr = pXmlModel->FirstChildElement("indices")->
- FirstChild()->ToText()->Value();
- UPInt stringLength = strlen(indexStr);
-
- for(UPInt j = 0; j < stringLength;)
- {
- UPInt k = j + 1;
- for(; k < stringLength; ++k)
- {
- if(indexStr[k] == ' ')
- {
- break;
- }
- }
- char text[20];
- for(UPInt l = 0; l < k - j; ++l)
- {
- text[l] = indexStr[j + l];
- }
- text[k - j] = '\0';
- Models[i]->Indices.InsertAt(0, (unsigned short)atoi(text));
- j = k + 1;
- }
-
- delete vertices;
- delete normals;
- delete diffuseUVs;
- delete lightmapUVs;
-
- pScene->World.Add(Models[i]);
- pScene->Models.PushBack(Models[i]);
- pXmlModel = pXmlModel->NextSiblingElement("model");
- }
- OVR_DEBUG_LOG(("Done."));
-
- //load the collision models
- OVR_DEBUG_LOG(("Loading collision models... "));
- XMLElement* pXmlCollisionModel = pXmlDocument->FirstChildElement("scene")->FirstChildElement("collisionModels");
- if (pXmlCollisionModel)
- {
- pXmlCollisionModel->QueryIntAttribute("count", &collisionModelCount);
- pXmlCollisionModel = pXmlCollisionModel->FirstChildElement("collisionModel");
- }
-
- XMLElement* pXmlPlane = NULL;
- for(int i = 0; i < collisionModelCount; ++i)
- {
- Ptr<CollisionModel> cm = *new CollisionModel();
- int planeCount = 0;
- pXmlCollisionModel->QueryIntAttribute("planeCount", &planeCount);
-
- pXmlPlane = pXmlCollisionModel->FirstChildElement("plane");
- for(int j = 0; j < planeCount; ++j)
- {
- Vector3f norm;
- pXmlPlane->QueryFloatAttribute("nx", &norm.x);
- pXmlPlane->QueryFloatAttribute("ny", &norm.y);
- pXmlPlane->QueryFloatAttribute("nz", &norm.z);
- float D;
- pXmlPlane->QueryFloatAttribute("d", &D);
- D -= 0.5f;
- Planef p(norm.z, norm.y, norm.x * -1.0f, D);
- cm->Add(p);
- pXmlPlane = pXmlPlane->NextSiblingElement("plane");
- }
-
- pCollisions->PushBack(cm);
- pXmlCollisionModel = pXmlCollisionModel->NextSiblingElement("collisionModel");
- }
- OVR_DEBUG_LOG(("done."));
-
- //load the ground collision models
- OVR_DEBUG_LOG(("Loading ground collision models..."));
- pXmlCollisionModel = pXmlDocument->FirstChildElement("scene")->FirstChildElement("groundCollisionModels");
- if (pXmlCollisionModel)
- {
- pXmlCollisionModel->QueryIntAttribute("count", &groundCollisionModelCount);
- pXmlCollisionModel = pXmlCollisionModel->FirstChildElement("collisionModel");
- }
- pXmlPlane = NULL;
- for(int i = 0; i < groundCollisionModelCount; ++i)
- {
- Ptr<CollisionModel> cm = *new CollisionModel();
- int planeCount = 0;
- pXmlCollisionModel->QueryIntAttribute("planeCount", &planeCount);
-
- pXmlPlane = pXmlCollisionModel->FirstChildElement("plane");
- for(int j = 0; j < planeCount; ++j)
- {
- Vector3f norm;
- pXmlPlane->QueryFloatAttribute("nx", &norm.x);
- pXmlPlane->QueryFloatAttribute("ny", &norm.y);
- pXmlPlane->QueryFloatAttribute("nz", &norm.z);
- float D;
- pXmlPlane->QueryFloatAttribute("d", &D);
- Planef p(norm.z, norm.y, norm.x * -1.0f, D);
- cm->Add(p);
- pXmlPlane = pXmlPlane->NextSiblingElement("plane");
- }
-
- pGroundCollisions->PushBack(cm);
- pXmlCollisionModel = pXmlCollisionModel->NextSiblingElement("collisionModel");
- }
- OVR_DEBUG_LOG(("done."));
- return true;
-}
-
-void XmlHandler::ParseVectorString(const char* str, OVR::Array<OVR::Vector3f> *array,
- bool is2element)
-{
- UPInt stride = is2element ? 2 : 3;
- UPInt stringLength = strlen(str);
- UPInt element = 0;
- float v[3];
-
- for(UPInt j = 0; j < stringLength;)
- {
- UPInt k = j + 1;
- for(; k < stringLength; ++k)
- {
- if(str[k] == ' ')
- {
- break;
- }
- }
- char text[20];
- for(UPInt l = 0; l < k - j; ++l)
- {
- text[l] = str[j + l];
- }
- text[k - j] = '\0';
- v[element] = (float)atof(text);
-
- if(element == (stride - 1))
- {
- //we've got all the elements of our vertex, so store them
- OVR::Vector3f vect;
- vect.x = v[0];
- vect.y = v[1];
- vect.z = is2element ? 0.0f : v[2];
- array->PushBack(vect);
- }
-
- j = k + 1;
- element = (element + 1) % stride;
- }
-}
-
-}} // OVR::Render
-
-#ifdef OVR_DEFINE_NEW
-#define new OVR_DEFINE_NEW
-#endif
+/************************************************************************************
+
+Filename : Render_XmlSceneLoader.cpp
+Content : Imports and exports XML files - implementation
+Created : January 21, 2013
+Authors : Robotic Arm Software - Peter Hoff, Dan Goodman, Bryan Croteau
+
+Copyright : Copyright 2013 Oculus VR, Inc. All Rights reserved.
+
+Licensed under the Apache License, Version 2.0 (the "License");
+you may not use this file except in compliance with the License.
+You may obtain a copy of the License at
+
+http://www.apache.org/licenses/LICENSE-2.0
+
+Unless required by applicable law or agreed to in writing, software
+distributed under the License is distributed on an "AS IS" BASIS,
+WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+See the License for the specific language governing permissions and
+limitations under the License.
+
+************************************************************************************/
+
+#include "Render_XmlSceneLoader.h"
+#include <Kernel/OVR_Log.h>
+
+#ifdef OVR_DEFINE_NEW
+#undef new
+#endif
+
+namespace OVR { namespace Render {
+
+XmlHandler::XmlHandler() : pXmlDocument(NULL)
+{
+ pXmlDocument = new tinyxml2::XMLDocument();
+}
+
+XmlHandler::~XmlHandler()
+{
+ delete pXmlDocument;
+}
+
+bool XmlHandler::ReadFile(const char* fileName, OVR::Render::RenderDevice* pRender,
+ OVR::Render::Scene* pScene,
+ OVR::Array<Ptr<CollisionModel> >* pCollisions,
+ OVR::Array<Ptr<CollisionModel> >* pGroundCollisions)
+{
+ if(pXmlDocument->LoadFile(fileName) != 0)
+ {
+ return false;
+ }
+
+ // Extract the relative path to our working directory for loading textures
+ filePath[0] = 0;
+ SPInt pos = 0;
+ SPInt len = strlen(fileName);
+ for(SPInt i = len; i > 0; i--)
+ {
+ if (fileName[i-1]=='\\' || fileName[i-1]=='/')
+ {
+ memcpy(filePath, fileName, i);
+ filePath[i] = 0;
+ break;
+ }
+ }
+
+ // Load the textures
+ OVR_DEBUG_LOG_TEXT(("Loading textures..."));
+ XMLElement* pXmlTexture = pXmlDocument->FirstChildElement("scene")->FirstChildElement("textures");
+ if (pXmlTexture)
+ {
+ pXmlTexture->QueryIntAttribute("count", &textureCount);
+ pXmlTexture = pXmlTexture->FirstChildElement("texture");
+ }
+
+ for(int i = 0; i < textureCount; ++i)
+ {
+ const char* textureName = pXmlTexture->Attribute("fileName");
+ SPInt dotpos = strcspn(textureName, ".");
+ char fname[300];
+
+ if (pos == len)
+ {
+ OVR_sprintf(fname, 300, "%s", textureName);
+ }
+ else
+ {
+ OVR_sprintf(fname, 300, "%s%s", filePath, textureName);
+ }
+
+ SysFile* pFile = new SysFile(fname);
+ Ptr<Texture> texture;
+ if (textureName[dotpos + 1] == 'd' || textureName[dotpos + 1] == 'D')
+ {
+ // DDS file
+ texture.SetPtr(*LoadTextureDDS(pRender, pFile));
+ }
+ else
+ {
+ texture.SetPtr(*LoadTextureTga(pRender, pFile));
+ }
+
+ Textures.PushBack(texture);
+ pFile->Close();
+ pFile->Release();
+ pXmlTexture = pXmlTexture->NextSiblingElement("texture");
+ }
+ OVR_DEBUG_LOG_TEXT(("Done.\n"));
+
+ // Load the models
+ pXmlDocument->FirstChildElement("scene")->FirstChildElement("models")->
+ QueryIntAttribute("count", &modelCount);
+
+ OVR_DEBUG_LOG(("Loading models... %i models to load...", modelCount));
+ XMLElement* pXmlModel = pXmlDocument->FirstChildElement("scene")->
+ FirstChildElement("models")->FirstChildElement("model");
+ for(int i = 0; i < modelCount; ++i)
+ {
+ if (i % 15 == 0)
+ {
+ OVR_DEBUG_LOG_TEXT(("%i models remaining...", modelCount - i));
+ }
+ Models.PushBack(*new Model(Prim_Triangles));
+ bool isCollisionModel = false;
+ pXmlModel->QueryBoolAttribute("isCollisionModel", &isCollisionModel);
+ Models[i]->IsCollisionModel = isCollisionModel;
+ if (isCollisionModel)
+ {
+ Models[i]->Visible = false;
+ }
+
+ //read the vertices
+ OVR::Array<Vector3f> *vertices = new OVR::Array<Vector3f>();
+ ParseVectorString(pXmlModel->FirstChildElement("vertices")->FirstChild()->
+ ToText()->Value(), vertices);
+
+ for (unsigned int vertexIndex = 0; vertexIndex < vertices->GetSize(); ++vertexIndex)
+ {
+ vertices->At(vertexIndex).x *= -1.0f;
+ }
+
+ //read the normals
+ OVR::Array<Vector3f> *normals = new OVR::Array<Vector3f>();
+ ParseVectorString(pXmlModel->FirstChildElement("normals")->FirstChild()->
+ ToText()->Value(), normals);
+
+ for (unsigned int normalIndex = 0; normalIndex < normals->GetSize(); ++normalIndex)
+ {
+ normals->At(normalIndex).z *= -1.0f;
+ }
+
+ //read the textures
+ OVR::Array<Vector3f> *diffuseUVs = new OVR::Array<Vector3f>();
+ OVR::Array<Vector3f> *lightmapUVs = new OVR::Array<Vector3f>();
+ int diffuseTextureIndex = -1;
+ int lightmapTextureIndex = -1;
+ XMLElement* pXmlCurMaterial = pXmlModel->FirstChildElement("material");
+
+ while(pXmlCurMaterial != NULL)
+ {
+ if(pXmlCurMaterial->Attribute("name", "diffuse"))
+ {
+ pXmlCurMaterial->FirstChildElement("texture")->
+ QueryIntAttribute("index", &diffuseTextureIndex);
+ if(diffuseTextureIndex > -1)
+ {
+ ParseVectorString(pXmlCurMaterial->FirstChildElement("texture")->
+ FirstChild()->ToText()->Value(), diffuseUVs, true);
+ }
+ }
+ else if(pXmlCurMaterial->Attribute("name", "lightmap"))
+ {
+ pXmlCurMaterial->FirstChildElement("texture")->
+ QueryIntAttribute("index", &lightmapTextureIndex);
+ if(lightmapTextureIndex > -1)
+ {
+ XMLElement* firstChildElement = pXmlCurMaterial->FirstChildElement("texture");
+ XMLNode* firstChild = firstChildElement->FirstChild();
+ XMLText* text = firstChild->ToText();
+ const char* value = text->Value();
+ ParseVectorString(value, lightmapUVs, true);
+ }
+ }
+
+ pXmlCurMaterial = pXmlCurMaterial->NextSiblingElement("material");
+ }
+
+ //set up the shader
+ Ptr<ShaderFill> shader = *new ShaderFill(*pRender->CreateShaderSet());
+ shader->GetShaders()->SetShader(pRender->LoadBuiltinShader(Shader_Vertex, VShader_MVP));
+ if(diffuseTextureIndex > -1)
+ {
+ shader->SetTexture(0, Textures[diffuseTextureIndex]);
+ if(lightmapTextureIndex > -1)
+ {
+ shader->GetShaders()->SetShader(pRender->LoadBuiltinShader(Shader_Fragment, FShader_MultiTexture));
+ shader->SetTexture(1, Textures[lightmapTextureIndex]);
+ }
+ else
+ {
+ shader->GetShaders()->SetShader(pRender->LoadBuiltinShader(Shader_Fragment, FShader_Texture));
+ }
+ }
+ else
+ {
+ shader->GetShaders()->SetShader(pRender->LoadBuiltinShader(Shader_Fragment, FShader_LitGouraud));
+ }
+ Models[i]->Fill = shader;
+
+ //add all the vertices to the model
+ const UPInt numVerts = vertices->GetSize();
+ for(UPInt v = 0; v < numVerts; ++v)
+ {
+ if(diffuseTextureIndex > -1)
+ {
+ if(lightmapTextureIndex > -1)
+ {
+ Models[i]->AddVertex(vertices->At(v).z, vertices->At(v).y, vertices->At(v).x, Color(255, 255, 255),
+ diffuseUVs->At(v).x, diffuseUVs->At(v).y, lightmapUVs->At(v).x, lightmapUVs->At(v).y,
+ normals->At(v).x, normals->At(v).y, normals->At(v).z);
+ }
+ else
+ {
+ Models[i]->AddVertex(vertices->At(v).z, vertices->At(v).y, vertices->At(v).x, Color(255, 255, 255),
+ diffuseUVs->At(v).x, diffuseUVs->At(v).y, 0, 0,
+ normals->At(v).x, normals->At(v).y, normals->At(v).z);
+ }
+ }
+ else
+ {
+ Models[i]->AddVertex(vertices->At(v).z, vertices->At(v).y, vertices->At(v).x, Color(255, 0, 0, 128),
+ 0, 0, 0, 0,
+ normals->At(v).x, normals->At(v).y, normals->At(v).z);
+ }
+ }
+
+ // Read the vertex indices for the triangles
+ const char* indexStr = pXmlModel->FirstChildElement("indices")->
+ FirstChild()->ToText()->Value();
+ UPInt stringLength = strlen(indexStr);
+
+ for(UPInt j = 0; j < stringLength;)
+ {
+ UPInt k = j + 1;
+ for(; k < stringLength; ++k)
+ {
+ if(indexStr[k] == ' ')
+ {
+ break;
+ }
+ }
+ char text[20];
+ for(UPInt l = 0; l < k - j; ++l)
+ {
+ text[l] = indexStr[j + l];
+ }
+ text[k - j] = '\0';
+ Models[i]->Indices.InsertAt(0, (unsigned short)atoi(text));
+ j = k + 1;
+ }
+
+ delete vertices;
+ delete normals;
+ delete diffuseUVs;
+ delete lightmapUVs;
+
+ pScene->World.Add(Models[i]);
+ pScene->Models.PushBack(Models[i]);
+ pXmlModel = pXmlModel->NextSiblingElement("model");
+ }
+ OVR_DEBUG_LOG(("Done."));
+
+ //load the collision models
+ OVR_DEBUG_LOG(("Loading collision models... "));
+ XMLElement* pXmlCollisionModel = pXmlDocument->FirstChildElement("scene")->FirstChildElement("collisionModels");
+ if (pXmlCollisionModel)
+ {
+ pXmlCollisionModel->QueryIntAttribute("count", &collisionModelCount);
+ pXmlCollisionModel = pXmlCollisionModel->FirstChildElement("collisionModel");
+ }
+
+ XMLElement* pXmlPlane = NULL;
+ for(int i = 0; i < collisionModelCount; ++i)
+ {
+ Ptr<CollisionModel> cm = *new CollisionModel();
+ int planeCount = 0;
+ pXmlCollisionModel->QueryIntAttribute("planeCount", &planeCount);
+
+ pXmlPlane = pXmlCollisionModel->FirstChildElement("plane");
+ for(int j = 0; j < planeCount; ++j)
+ {
+ Vector3f norm;
+ pXmlPlane->QueryFloatAttribute("nx", &norm.x);
+ pXmlPlane->QueryFloatAttribute("ny", &norm.y);
+ pXmlPlane->QueryFloatAttribute("nz", &norm.z);
+ float D;
+ pXmlPlane->QueryFloatAttribute("d", &D);
+ D -= 0.5f;
+ Planef p(norm.z, norm.y, norm.x * -1.0f, D);
+ cm->Add(p);
+ pXmlPlane = pXmlPlane->NextSiblingElement("plane");
+ }
+
+ pCollisions->PushBack(cm);
+ pXmlCollisionModel = pXmlCollisionModel->NextSiblingElement("collisionModel");
+ }
+ OVR_DEBUG_LOG(("done."));
+
+ //load the ground collision models
+ OVR_DEBUG_LOG(("Loading ground collision models..."));
+ pXmlCollisionModel = pXmlDocument->FirstChildElement("scene")->FirstChildElement("groundCollisionModels");
+ if (pXmlCollisionModel)
+ {
+ pXmlCollisionModel->QueryIntAttribute("count", &groundCollisionModelCount);
+ pXmlCollisionModel = pXmlCollisionModel->FirstChildElement("collisionModel");
+ }
+ pXmlPlane = NULL;
+ for(int i = 0; i < groundCollisionModelCount; ++i)
+ {
+ Ptr<CollisionModel> cm = *new CollisionModel();
+ int planeCount = 0;
+ pXmlCollisionModel->QueryIntAttribute("planeCount", &planeCount);
+
+ pXmlPlane = pXmlCollisionModel->FirstChildElement("plane");
+ for(int j = 0; j < planeCount; ++j)
+ {
+ Vector3f norm;
+ pXmlPlane->QueryFloatAttribute("nx", &norm.x);
+ pXmlPlane->QueryFloatAttribute("ny", &norm.y);
+ pXmlPlane->QueryFloatAttribute("nz", &norm.z);
+ float D;
+ pXmlPlane->QueryFloatAttribute("d", &D);
+ Planef p(norm.z, norm.y, norm.x * -1.0f, D);
+ cm->Add(p);
+ pXmlPlane = pXmlPlane->NextSiblingElement("plane");
+ }
+
+ pGroundCollisions->PushBack(cm);
+ pXmlCollisionModel = pXmlCollisionModel->NextSiblingElement("collisionModel");
+ }
+ OVR_DEBUG_LOG(("done."));
+ return true;
+}
+
+void XmlHandler::ParseVectorString(const char* str, OVR::Array<OVR::Vector3f> *array,
+ bool is2element)
+{
+ UPInt stride = is2element ? 2 : 3;
+ UPInt stringLength = strlen(str);
+ UPInt element = 0;
+ float v[3];
+
+ for(UPInt j = 0; j < stringLength;)
+ {
+ UPInt k = j + 1;
+ for(; k < stringLength; ++k)
+ {
+ if(str[k] == ' ')
+ {
+ break;
+ }
+ }
+ char text[20];
+ for(UPInt l = 0; l < k - j; ++l)
+ {
+ text[l] = str[j + l];
+ }
+ text[k - j] = '\0';
+ v[element] = (float)atof(text);
+
+ if(element == (stride - 1))
+ {
+ //we've got all the elements of our vertex, so store them
+ OVR::Vector3f vect;
+ vect.x = v[0];
+ vect.y = v[1];
+ vect.z = is2element ? 0.0f : v[2];
+ array->PushBack(vect);
+ }
+
+ j = k + 1;
+ element = (element + 1) % stride;
+ }
+}
+
+}} // OVR::Render
+
+#ifdef OVR_DEFINE_NEW
+#define new OVR_DEFINE_NEW
+#endif
diff --git a/Samples/CommonSrc/Render/Render_XmlSceneLoader.h b/Samples/CommonSrc/Render/Render_XmlSceneLoader.h
index 2b888c5..694fc2e 100644
--- a/Samples/CommonSrc/Render/Render_XmlSceneLoader.h
+++ b/Samples/CommonSrc/Render/Render_XmlSceneLoader.h
@@ -1,74 +1,74 @@
-/************************************************************************************
-
-Filename : Render_XmlSceneLoader.h
-Content : Imports and exports XML files
-Created : January 21, 2013
-Authors : Robotic Arm Software - Peter Hoff, Dan Goodman, Bryan Croteau
-
-Copyright : Copyright 2013 Oculus VR, Inc. All Rights reserved.
-
-Licensed under the Apache License, Version 2.0 (the "License");
-you may not use this file except in compliance with the License.
-You may obtain a copy of the License at
-
-http://www.apache.org/licenses/LICENSE-2.0
-
-Unless required by applicable law or agreed to in writing, software
-distributed under the License is distributed on an "AS IS" BASIS,
-WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-See the License for the specific language governing permissions and
-limitations under the License.
-
-************************************************************************************/
-
-#ifndef INC_Render_XMLSceneLoader_h
-#define INC_Render_XMLSceneLoader_h
-
-#include "Render_Device.h"
-#include <Kernel/OVR_SysFile.h>
-using namespace OVR;
-using namespace OVR::Render;
-
-#ifdef OVR_DEFINE_NEW
-#undef new
-#endif
-
-#include "../../../3rdParty/TinyXml/tinyxml2.h"
-
-namespace OVR { namespace Render {
-
-using namespace tinyxml2;
-
-class XmlHandler
-{
-public:
- XmlHandler();
- ~XmlHandler();
-
- bool ReadFile(const char* fileName, OVR::Render::RenderDevice* pRender,
- OVR::Render::Scene* pScene,
- OVR::Array<Ptr<CollisionModel> >* pColisions,
- OVR::Array<Ptr<CollisionModel> >* pGroundCollisions);
-
-protected:
- void ParseVectorString(const char* str, OVR::Array<OVR::Vector3f> *array,
- bool is2element = false);
-
-private:
- tinyxml2::XMLDocument* pXmlDocument;
- char filePath[250];
- int textureCount;
- OVR::Array<Ptr<Texture> > Textures;
- int modelCount;
- OVR::Array<Ptr<Model> > Models;
- int collisionModelCount;
- int groundCollisionModelCount;
-};
-
-}} // OVR::Render
-
-#ifdef OVR_DEFINE_NEW
-#define new OVR_DEFINE_NEW
-#endif
-
-#endif // INC_Render_XMLSceneLoader_h
+/************************************************************************************
+
+Filename : Render_XmlSceneLoader.h
+Content : Imports and exports XML files
+Created : January 21, 2013
+Authors : Robotic Arm Software - Peter Hoff, Dan Goodman, Bryan Croteau
+
+Copyright : Copyright 2013 Oculus VR, Inc. All Rights reserved.
+
+Licensed under the Apache License, Version 2.0 (the "License");
+you may not use this file except in compliance with the License.
+You may obtain a copy of the License at
+
+http://www.apache.org/licenses/LICENSE-2.0
+
+Unless required by applicable law or agreed to in writing, software
+distributed under the License is distributed on an "AS IS" BASIS,
+WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+See the License for the specific language governing permissions and
+limitations under the License.
+
+************************************************************************************/
+
+#ifndef INC_Render_XMLSceneLoader_h
+#define INC_Render_XMLSceneLoader_h
+
+#include "Render_Device.h"
+#include <Kernel/OVR_SysFile.h>
+using namespace OVR;
+using namespace OVR::Render;
+
+#ifdef OVR_DEFINE_NEW
+#undef new
+#endif
+
+#include "../../../3rdParty/TinyXml/tinyxml2.h"
+
+namespace OVR { namespace Render {
+
+using namespace tinyxml2;
+
+class XmlHandler
+{
+public:
+ XmlHandler();
+ ~XmlHandler();
+
+ bool ReadFile(const char* fileName, OVR::Render::RenderDevice* pRender,
+ OVR::Render::Scene* pScene,
+ OVR::Array<Ptr<CollisionModel> >* pColisions,
+ OVR::Array<Ptr<CollisionModel> >* pGroundCollisions);
+
+protected:
+ void ParseVectorString(const char* str, OVR::Array<OVR::Vector3f> *array,
+ bool is2element = false);
+
+private:
+ tinyxml2::XMLDocument* pXmlDocument;
+ char filePath[250];
+ int textureCount;
+ OVR::Array<Ptr<Texture> > Textures;
+ int modelCount;
+ OVR::Array<Ptr<Model> > Models;
+ int collisionModelCount;
+ int groundCollisionModelCount;
+};
+
+}} // OVR::Render
+
+#ifdef OVR_DEFINE_NEW
+#define new OVR_DEFINE_NEW
+#endif
+
+#endif // INC_Render_XMLSceneLoader_h