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+/************************************************************************************
+
+Filename : RenderTiny_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 "RenderTiny_Device.h"
+
+#include "Kernel/OVR_Log.h"
+
+namespace OVR { namespace RenderTiny {
+
+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);
+ }
+}
+
+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
+};
+
+
+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);
+ }
+}
+
+
+//-------------------------------------------------------------------------------------
+
+
+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),
+ PostProcessShaderActive(PostProcessShader_DistortionAndChromAb)
+{
+ PostProcessShaderRequested = PostProcessShaderActive;
+}
+
+ShaderFill* RenderDevice::CreateTextureFill(RenderTiny::Texture* t)
+{
+ ShaderSet* shaders = CreateShaderSet();
+ shaders->SetShader(LoadBuiltinShader(Shader_Vertex, VShader_MVP));
+ shaders->SetShader(LoadBuiltinShader(Shader_Fragment, FShader_Texture));
+ ShaderFill* f = new ShaderFill(*shaders);
+ f->SetTexture(0, t);
+ return f;
+}
+
+void RenderDevice::SetLighting(const LightingParams* lt)
+{
+ if (!LightingBuffer)
+ LightingBuffer = *CreateBuffer();
+
+ LightingBuffer->Data(Buffer_Uniform, lt, sizeof(LightingParams));
+ SetCommonUniformBuffer(1, LightingBuffer);
+}
+
+
+
+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 RenderTiny::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);
+}
+
+void RenderDevice::FinishScene()
+{
+ if (CurPostProcess == PostProcess_None)
+ return;
+
+ SetRenderTarget(0);
+ SetRealViewport(VP);
+ FinishScene1();
+
+ CurPostProcess = PostProcess_None;
+}
+
+
+
+void RenderDevice::FinishScene1()
+{
+ // Clear with black
+ Clear(0.0f, 0.0f, 0.0f, 1.0f);
+
+ 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);
+ Render(&fill, pFullScreenVertexBuffer, NULL, view, 0, 4, Prim_TriangleStrip);
+}
+
+
+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;
+ }
+ }
+}
+
+
+}}