/************************************************************************************ Filename : Render_GL_Device.h Content : RenderDevice implementation header for OpenGL Created : September 10, 2012 Authors : Andrew Reisse, David Borel 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 #include #include #include #elif defined(OVR_OS_MAC) #include #include #else #include #include #include #endif namespace OVR { namespace Render { namespace GL { #if !defined(OVR_OS_MAC) // GL extension Hooks for PC. #if defined(OVR_OS_WIN32) extern PFNWGLGETSWAPINTERVALEXTPROC wglGetSwapIntervalEXT; extern PFNWGLSWAPINTERVALEXTPROC wglSwapIntervalEXT; extern PFNWGLCHOOSEPIXELFORMATARBPROC wglChoosePixelFormatARB; extern PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB; #elif defined(OVR_OS_LINUX) extern PFNGLXSWAPINTERVALEXTPROC glXSwapIntervalEXT; #endif extern PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers; extern PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers; extern PFNGLDELETESHADERPROC glDeleteShader; extern PFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus; extern PFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer; extern PFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D; extern PFNGLBINDFRAMEBUFFEREXTPROC glBindFramebuffer; extern PFNGLACTIVETEXTUREPROC glActiveTexture; extern PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray; extern PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer; extern PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray; extern PFNGLBINDBUFFERPROC glBindBuffer; extern PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv; extern PFNGLDELETEBUFFERSPROC glDeleteBuffers; extern PFNGLBUFFERDATAPROC glBufferData; extern PFNGLGENBUFFERSPROC glGenBuffers; extern PFNGLMAPBUFFERPROC glMapBuffer; extern PFNGLUNMAPBUFFERPROC glUnmapBuffer; extern PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog; extern PFNGLGETSHADERIVPROC glGetShaderiv; extern PFNGLCOMPILESHADERPROC glCompileShader; extern PFNGLSHADERSOURCEPROC glShaderSource; extern PFNGLCREATESHADERPROC glCreateShader; extern PFNGLCREATEPROGRAMPROC glCreateProgram; extern PFNGLATTACHSHADERPROC glAttachShader; extern PFNGLDETACHSHADERPROC glDetachShader; extern PFNGLDELETEPROGRAMPROC glDeleteProgram; extern PFNGLUNIFORM1IPROC glUniform1i; extern PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation; extern PFNGLGETACTIVEUNIFORMPROC glGetActiveUniform; extern PFNGLUSEPROGRAMPROC glUseProgram; extern PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog; extern PFNGLGETPROGRAMIVPROC glGetProgramiv; extern PFNGLLINKPROGRAMPROC glLinkProgram; extern PFNGLBINDATTRIBLOCATIONPROC glBindAttribLocation; extern PFNGLUNIFORM4FVPROC glUniform4fv; extern PFNGLUNIFORM3FVPROC glUniform3fv; extern PFNGLUNIFORM2FVPROC glUniform2fv; extern PFNGLUNIFORM1FVPROC glUniform1fv; extern PFNGLCOMPRESSEDTEXIMAGE2DPROC glCompressedTexImage2D; extern PFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage; extern PFNGLBINDRENDERBUFFERPROC glBindRenderbuffer; extern PFNGLGENRENDERBUFFERSPROC glGenRenderbuffers; extern PFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers; extern PFNGLGENVERTEXARRAYSPROC glGenVertexArrays; extern PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays; extern PFNGLBINDVERTEXARRAYPROC glBindVertexArray; extern void InitGLExtensions(); #endif 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 ovrTexture Get_ovrTexture(); 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(); 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 UniformInfo; int ProjLoc, ViewLoc; int TexLoc[8]; bool UsesLighting; int LightingVer; ShaderSet(); ~ShaderSet(); virtual void SetShader(Render::Shader *s); virtual void UnsetShader(int stage); 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 { public: int Width, Height; GLuint BufId; RBuffer(GLenum format, GLint w, GLint h); ~RBuffer(); }; class RenderDevice : public Render::RenderDevice { Ptr VertexShaders[VShader_Count]; Ptr FragShaders[FShader_Count]; Ptr DefaultFill; Matrix4f Proj; GLuint Vao; protected: Ptr CurRenderTarget; Array > DepthBuffers; GLuint CurrentFbo; const LightingParams* Lighting; bool SupportsVao; public: RenderDevice(const RendererParams& p); virtual ~RenderDevice(); virtual void Shutdown(); virtual void FillTexturedRect(float left, float top, float right, float bottom, float ul, float vt, float ur, float vb, Color c, Ptr tex); virtual void SetViewport(const Recti& vp); virtual void WaitUntilGpuIdle(); virtual void Clear(float r = 0, float g = 0, float b = 0, float a = 1, float depth = 1, bool clearColor = true, bool clearDepth = true); 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); Texture* GetDepthBuffer(int w, int h, int ms); virtual void Present (bool withVsync){OVR_UNUSED(withVsync);}; 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, MeshType meshType = Mesh_Scene); 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