/************************************************************************************ Filename : Render_GL_Device.cpp Content : RenderDevice implementation for OpenGL Created : September 10, 2012 Authors : David Borel, 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 "CAPI_GL_Util.h" #include "../../Kernel/OVR_Log.h" #include namespace OVR { namespace CAPI { namespace GL { // GL Hooks for non-Mac. #if !defined(OVR_OS_MAC) #if defined(OVR_OS_WIN32) PFNWGLGETPROCADDRESS wglGetProcAddress; PFNGLENABLEPROC glEnable; PFNGLDISABLEPROC glDisable; PFNGLGETFLOATVPROC glGetFloatv; PFNGLGETINTEGERVPROC glGetIntegerv; PFNGLGETSTRINGPROC glGetString; PFNGLCOLORMASKPROC glColorMask; PFNGLCLEARPROC glClear; PFNGLCLEARCOLORPROC glClearColor; PFNGLCLEARDEPTHPROC glClearDepth; PFNGLVIEWPORTPROC glViewport; PFNGLDRAWELEMENTSPROC glDrawElements; PFNGLTEXPARAMETERIPROC glTexParameteri; PFNGLFLUSHPROC glFlush; PFNGLFINISHPROC glFinish; PFNGLDRAWARRAYSPROC glDrawArrays; PFNGLGENTEXTURESPROC glGenTextures; PFNGLDELETETEXTURESPROC glDeleteTextures; PFNGLBINDTEXTUREPROC glBindTexture; PFNWGLGETSWAPINTERVALEXTPROC wglGetSwapIntervalEXT; PFNWGLSWAPINTERVALEXTPROC wglSwapIntervalEXT; #elif defined(OVR_OS_LINUX) PFNGLXSWAPINTERVALEXTPROC glXSwapIntervalEXT; #endif PFNGLDELETESHADERPROC glDeleteShader; PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer; PFNGLACTIVETEXTUREPROC glActiveTexture; PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray; PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer; PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray; PFNGLBINDBUFFERPROC glBindBuffer; PFNGLUNIFORMMATRIX3FVPROC glUniformMatrix3fv; PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv; PFNGLDELETEBUFFERSPROC glDeleteBuffers; PFNGLBUFFERDATAPROC glBufferData; PFNGLGENBUFFERSPROC glGenBuffers; PFNGLMAPBUFFERPROC glMapBuffer; PFNGLUNMAPBUFFERPROC glUnmapBuffer; PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog; PFNGLGETSHADERIVPROC glGetShaderiv; PFNGLCOMPILESHADERPROC glCompileShader; PFNGLSHADERSOURCEPROC glShaderSource; PFNGLCREATESHADERPROC glCreateShader; PFNGLCREATEPROGRAMPROC glCreateProgram; PFNGLATTACHSHADERPROC glAttachShader; PFNGLDETACHSHADERPROC glDetachShader; PFNGLDELETEPROGRAMPROC glDeleteProgram; PFNGLUNIFORM1IPROC glUniform1i; PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation; PFNGLGETACTIVEUNIFORMPROC glGetActiveUniform; PFNGLUSEPROGRAMPROC glUseProgram; PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog; PFNGLGETPROGRAMIVPROC glGetProgramiv; PFNGLLINKPROGRAMPROC glLinkProgram; PFNGLBINDATTRIBLOCATIONPROC glBindAttribLocation; PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation; PFNGLUNIFORM4FVPROC glUniform4fv; PFNGLUNIFORM3FVPROC glUniform3fv; PFNGLUNIFORM2FVPROC glUniform2fv; PFNGLUNIFORM1FVPROC glUniform1fv; PFNGLGENVERTEXARRAYSPROC glGenVertexArrays; PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays; PFNGLBINDVERTEXARRAYPROC glBindVertexArray; #if defined(OVR_OS_WIN32) void* GetFunction(const char* functionName) { return wglGetProcAddress(functionName); } #else void (*GetFunction(const char *functionName))( void ) { return glXGetProcAddress((GLubyte*)functionName); } #endif void InitGLExtensions() { if (glGenVertexArrays) return; #if defined(OVR_OS_WIN32) HINSTANCE hInst = LoadLibrary(L"Opengl32.dll"); if (!hInst) return; glGetFloatv = (PFNGLGETFLOATVPROC) GetProcAddress(hInst, "glGetFloatv"); glGetIntegerv = (PFNGLGETINTEGERVPROC) GetProcAddress(hInst, "glGetIntegerv"); glGetString = (PFNGLGETSTRINGPROC) GetProcAddress(hInst, "glGetString"); glEnable = (PFNGLENABLEPROC) GetProcAddress(hInst, "glEnable"); glDisable = (PFNGLDISABLEPROC) GetProcAddress(hInst, "glDisable"); glColorMask = (PFNGLCOLORMASKPROC) GetProcAddress(hInst, "glColorMask"); glClear = (PFNGLCLEARPROC) GetProcAddress(hInst, "glClear" ); glClearColor = (PFNGLCLEARCOLORPROC) GetProcAddress(hInst, "glClearColor"); glClearDepth = (PFNGLCLEARDEPTHPROC) GetProcAddress(hInst, "glClearDepth"); glViewport = (PFNGLVIEWPORTPROC) GetProcAddress(hInst, "glViewport"); glFlush = (PFNGLFLUSHPROC) GetProcAddress(hInst, "glFlush"); glFinish = (PFNGLFINISHPROC) GetProcAddress(hInst, "glFinish"); glDrawArrays = (PFNGLDRAWARRAYSPROC) GetProcAddress(hInst, "glDrawArrays"); glDrawElements = (PFNGLDRAWELEMENTSPROC) GetProcAddress(hInst, "glDrawElements"); glGenTextures = (PFNGLGENTEXTURESPROC) GetProcAddress(hInst,"glGenTextures"); glDeleteTextures = (PFNGLDELETETEXTURESPROC) GetProcAddress(hInst,"glDeleteTextures"); glBindTexture = (PFNGLBINDTEXTUREPROC) GetProcAddress(hInst,"glBindTexture"); glTexParameteri = (PFNGLTEXPARAMETERIPROC) GetProcAddress(hInst, "glTexParameteri"); wglGetProcAddress = (PFNWGLGETPROCADDRESS) GetProcAddress(hInst, "wglGetProcAddress"); wglGetSwapIntervalEXT = (PFNWGLGETSWAPINTERVALEXTPROC) GetFunction("wglGetSwapIntervalEXT"); wglSwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC) GetFunction("wglSwapIntervalEXT"); #elif defined(OVR_OS_LINUX) glXSwapIntervalEXT = (PFNGLXSWAPINTERVALEXTPROC) GetFunction("glXSwapIntervalEXT"); #endif glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC) GetFunction("glBindFramebufferEXT"); glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC) GetFunction("glGenVertexArrays"); glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC) GetFunction("glDeleteVertexArrays"); glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC) GetFunction("glBindVertexArray"); glGenBuffers = (PFNGLGENBUFFERSPROC) GetFunction("glGenBuffers"); glDeleteBuffers = (PFNGLDELETEBUFFERSPROC) GetFunction("glDeleteBuffers"); glBindBuffer = (PFNGLBINDBUFFERPROC) GetFunction("glBindBuffer"); glBufferData = (PFNGLBUFFERDATAPROC) GetFunction("glBufferData"); glMapBuffer = (PFNGLMAPBUFFERPROC) GetFunction("glMapBuffer"); glUnmapBuffer = (PFNGLUNMAPBUFFERPROC) GetFunction("glUnmapBuffer"); glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC) GetFunction("glDisableVertexAttribArray"); glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC) GetFunction("glVertexAttribPointer"); glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC) GetFunction("glEnableVertexAttribArray"); glActiveTexture = (PFNGLACTIVETEXTUREPROC) GetFunction("glActiveTexture"); glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC) GetFunction("glUniformMatrix3fv"); glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC) GetFunction("glUniformMatrix4fv"); glUniform1i = (PFNGLUNIFORM1IPROC) GetFunction("glUniform1i"); glUniform1fv = (PFNGLUNIFORM1FVPROC) GetFunction("glUniform1fv"); glUniform2fv = (PFNGLUNIFORM2FVPROC) GetFunction("glUniform2fv"); glUniform3fv = (PFNGLUNIFORM3FVPROC) GetFunction("glUniform3fv"); glUniform2fv = (PFNGLUNIFORM2FVPROC) GetFunction("glUniform2fv"); glUniform4fv = (PFNGLUNIFORM4FVPROC) GetFunction("glUniform4fv"); glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC) GetFunction("glGetUniformLocation"); glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC) GetFunction("glGetActiveUniform"); glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC) GetFunction("glGetShaderInfoLog"); glGetShaderiv = (PFNGLGETSHADERIVPROC) GetFunction("glGetShaderiv"); glCompileShader = (PFNGLCOMPILESHADERPROC) GetFunction("glCompileShader"); glShaderSource = (PFNGLSHADERSOURCEPROC) GetFunction("glShaderSource"); glCreateShader = (PFNGLCREATESHADERPROC) GetFunction("glCreateShader"); glDeleteShader = (PFNGLDELETESHADERPROC) GetFunction("glDeleteShader"); glCreateProgram = (PFNGLCREATEPROGRAMPROC) GetFunction("glCreateProgram"); glDeleteProgram = (PFNGLDELETEPROGRAMPROC) GetFunction("glDeleteProgram"); glUseProgram = (PFNGLUSEPROGRAMPROC) GetFunction("glUseProgram"); glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC) GetFunction("glGetProgramInfoLog"); glGetProgramiv = (PFNGLGETPROGRAMIVPROC) GetFunction("glGetProgramiv"); glLinkProgram = (PFNGLLINKPROGRAMPROC) GetFunction("glLinkProgram"); glAttachShader = (PFNGLATTACHSHADERPROC) GetFunction("glAttachShader"); glDetachShader = (PFNGLDETACHSHADERPROC) GetFunction("glDetachShader"); glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC) GetFunction("glBindAttribLocation"); glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC) GetFunction("glGetAttribLocation"); } #endif Buffer::Buffer(RenderParams* rp) : pParams(rp), Size(0), Use(0), GLBuffer(0) { } Buffer::~Buffer() { if (GLBuffer) glDeleteBuffers(1, &GLBuffer); } bool Buffer::Data(int use, const void* buffer, size_t size) { Size = 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); return 1; } void* Buffer::Map(size_t, size_t, int) { int mode = GL_WRITE_ONLY; //if (flags & Map_Unsynchronized) // mode |= GL_MAP_UNSYNCHRONIZED; glBindBuffer(Use, GLBuffer); void* v = glMapBuffer(Use, mode); return v; } bool Buffer::Unmap(void*) { glBindBuffer(Use, GLBuffer); int r = glUnmapBuffer(Use); return r != 0; } ShaderSet::ShaderSet() { Prog = glCreateProgram(); } ShaderSet::~ShaderSet() { glDeleteProgram(Prog); } GLint ShaderSet::GetGLShader(Shader* s) { switch (s->Stage) { case Shader_Vertex: { ShaderImpl* gls = (ShaderImpl*)s; return gls->GLShader; } break; case Shader_Fragment: { ShaderImpl* gls = (ShaderImpl*)s; return gls->GLShader; } break; default: break; } return -1; } void ShaderSet::SetShader(Shader *s) { Shaders[s->Stage] = s; GLint GLShader = GetGLShader(s); glAttachShader(Prog, GLShader); if (Shaders[Shader_Vertex] && Shaders[Shader_Fragment]) Link(); } void ShaderSet::UnsetShader(int stage) { if (Shaders[stage] == NULL) return; GLint GLShader = GetGLShader(Shaders[stage]); glDetachShader(Prog, GLShader); Shaders[stage] = NULL; } bool ShaderSet::SetUniform(const char* name, int n, const float* v) { for (unsigned 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; case 12: glUniformMatrix3fv(UniformInfo[i].Location, 1, 1, v); break; case 16: glUniformMatrix4fv(UniformInfo[i].Location, 1, 1, v); break; default: OVR_ASSERT(0); } return 1; } OVR_DEBUG_LOG(("Warning: uniform %s not present in selected shader", name)); return 0; } bool ShaderSet::Link() { 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; GLint uniformCount = 0; glGetProgramiv(Prog, GL_ACTIVE_UNIFORMS, &uniformCount); OVR_ASSERT(uniformCount >= 0); for(GLuint i = 0; i < (GLuint)uniformCount; 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_MAT3: u.Type = 12; 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]; OVR_sprintf(texv, 10, "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; } bool ShaderBase::SetUniform(const char* name, int n, const float* v) { for(unsigned i = 0; i < UniformReflSize; i++) { if (!strcmp(UniformRefl[i].Name, name)) { memcpy(UniformData + UniformRefl[i].Offset, v, n * sizeof(float)); return 1; } } return 0; } bool ShaderBase::SetUniformBool(const char* name, int n, const bool* v) { OVR_UNUSED(n); for(unsigned i = 0; i < UniformReflSize; i++) { if (!strcmp(UniformRefl[i].Name, name)) { memcpy(UniformData + UniformRefl[i].Offset, v, UniformRefl[i].Size); return 1; } } return 0; } void ShaderBase::InitUniforms(const Uniform* refl, size_t reflSize) { if(!refl) { UniformRefl = NULL; UniformReflSize = 0; UniformsSize = 0; if (UniformData) { OVR_FREE(UniformData); UniformData = 0; } return; // no reflection data } UniformRefl = refl; UniformReflSize = reflSize; UniformsSize = UniformRefl[UniformReflSize-1].Offset + UniformRefl[UniformReflSize-1].Size; UniformData = (unsigned char*)OVR_ALLOC(UniformsSize); } Texture::Texture(RenderParams* rp, int w, int h) : IsUserAllocated(true), pParams(rp), TexId(0), Width(w), Height(h) { if (w && h) glGenTextures(1, &TexId); } Texture::~Texture() { if (TexId && !IsUserAllocated) glDeleteTextures(1, &TexId); } void Texture::Set(int slot, ShaderStage) const { glActiveTexture(GL_TEXTURE0 + slot); glBindTexture(GL_TEXTURE_2D, TexId); } 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, 1); 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, 1); 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; } } void Texture::UpdatePlaceholderTexture(GLuint texId, const Sizei& textureSize) { if (!IsUserAllocated && TexId && texId != TexId) glDeleteTextures(1, &TexId); TexId = texId; Width = textureSize.w; Height = textureSize.h; IsUserAllocated = true; } }}}