1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
|
/************************************************************************************
Filename : CAPI_GL_Util.h
Content : Utility header for OpenGL
Created : March 27, 2014
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 INC_OVR_CAPI_GL_Util_h
#define INC_OVR_CAPI_GL_Util_h
#include "../../OVR_CAPI.h"
#include "../../Kernel/OVR_Array.h"
#include "../../Kernel/OVR_Math.h"
#include "../../Kernel/OVR_RefCount.h"
#include "../../Kernel/OVR_String.h"
#include "../../Kernel/OVR_Types.h"
#if defined(OVR_OS_WIN32)
#include <Windows.h>
#endif
#if defined(OVR_OS_MAC)
#include <OpenGL/gl.h>
#include <OpenGL/glext.h>
#else
#ifndef GL_GLEXT_PROTOTYPES
#define GL_GLEXT_PROTOTYPES
#endif
#include <GL/gl.h>
#include <GL/glext.h>
#if defined(OVR_OS_WIN32)
#include <GL/wglext.h>
#endif
#endif
namespace OVR { namespace CAPI { namespace GL {
// GL extension Hooks for PC.
#if defined(OVR_OS_WIN32)
typedef PROC (__stdcall *PFNWGLGETPROCADDRESS) (LPCSTR);
typedef void (__stdcall *PFNGLFLUSHPROC) ();
typedef void (__stdcall *PFNGLFINISHPROC) ();
typedef void (__stdcall *PFNGLDRAWARRAYSPROC) (GLenum mode, GLint first, GLsizei count);
typedef void (__stdcall *PFNGLCLEARPROC) (GLbitfield);
typedef void (__stdcall *PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices);
typedef void (__stdcall *PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures);
typedef void (__stdcall *PFNGLDELETETEXTURESPROC) (GLsizei n, GLuint *textures);
typedef void (__stdcall *PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture);
typedef void (__stdcall *PFNGLCLEARCOLORPROC) (GLfloat r, GLfloat g, GLfloat b, GLfloat a);
typedef void (__stdcall *PFNGLCLEARDEPTHPROC) (GLclampd depth);
typedef void (__stdcall *PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param);
typedef void (__stdcall *PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
extern PFNWGLGETPROCADDRESS wglGetProcAddress;
extern PFNGLCLEARPROC glClear;
extern PFNGLCLEARCOLORPROC glClearColor;
extern PFNGLCLEARDEPTHPROC glClearDepth;
extern PFNGLVIEWPORTPROC glViewport;
extern PFNGLDRAWARRAYSPROC glDrawArrays;
extern PFNGLDRAWELEMENTSPROC glDrawElements;
extern PFNGLGENTEXTURESPROC glGenTextures;
extern PFNGLDELETETEXTURESPROC glDeleteTextures;
extern PFNGLBINDTEXTUREPROC glBindTexture;
extern PFNGLTEXPARAMETERIPROC glTexParameteri;
extern PFNGLFLUSHPROC glFlush;
extern PFNGLFINISHPROC glFinish;
extern PFNWGLGETSWAPINTERVALEXTPROC wglGetSwapIntervalEXT;
extern PFNWGLSWAPINTERVALEXTPROC wglSwapIntervalEXT;
extern PFNGLGENFRAMEBUFFERSEXTPROC glGenFramebuffersEXT;
extern PFNGLDELETESHADERPROC glDeleteShader;
extern PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC glCheckFramebufferStatusEXT;
extern PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC glFramebufferRenderbufferEXT;
extern PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glFramebufferTexture2DEXT;
extern PFNGLBINDFRAMEBUFFEREXTPROC glBindFramebufferEXT;
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 PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation;
extern PFNGLUNIFORM4FVPROC glUniform4fv;
extern PFNGLUNIFORM3FVPROC glUniform3fv;
extern PFNGLUNIFORM2FVPROC glUniform2fv;
extern PFNGLUNIFORM1FVPROC glUniform1fv;
extern PFNGLCOMPRESSEDTEXIMAGE2DPROC glCompressedTexImage2D;
extern PFNGLRENDERBUFFERSTORAGEEXTPROC glRenderbufferStorageEXT;
extern PFNGLBINDRENDERBUFFEREXTPROC glBindRenderbufferEXT;
extern PFNGLGENRENDERBUFFERSEXTPROC glGenRenderbuffersEXT;
extern PFNGLDELETERENDERBUFFERSEXTPROC glDeleteRenderbuffersEXT;
// For testing
extern PFNGLGENVERTEXARRAYSPROC glGenVertexArrays;
extern void InitGLExtensions();
#endif
// Rendering primitive type used to render Model.
enum PrimitiveType
{
Prim_Triangles,
Prim_Lines,
Prim_TriangleStrip,
Prim_Unknown,
Prim_Count
};
// Types of shaders that can be stored together in a ShaderSet.
enum ShaderStage
{
Shader_Vertex = 0,
Shader_Fragment = 2,
Shader_Pixel = 2,
Shader_Count = 3,
};
enum MapFlags
{
Map_Discard = 1,
Map_Read = 2, // do not use
Map_Unsynchronized = 4, // like D3D11_MAP_NO_OVERWRITE
};
// Buffer types used for uploading geometry & constants.
enum BufferUsage
{
Buffer_Unknown = 0,
Buffer_Vertex = 1,
Buffer_Index = 2,
Buffer_Uniform = 4,
Buffer_TypeMask = 0xff,
Buffer_ReadOnly = 0x100, // Buffer must be created with Data().
};
enum TextureFormat
{
Texture_RGBA = 0x0100,
Texture_Depth = 0x8000,
Texture_TypeMask = 0xff00,
Texture_SamplesMask = 0x00ff,
Texture_RenderTarget = 0x10000,
Texture_GenMipmaps = 0x20000,
};
// Texture sampling modes.
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,
};
// Rendering parameters/pointers describing GL rendering setup.
struct RenderParams
{
#ifdef OVR_OS_WIN32
HWND Window;
HGLRC WglContext;
HDC GdiDc;
#endif
ovrSizei RTSize;
int Multisample;
};
class Buffer : public RefCountBase<Buffer>
{
public:
RenderParams* pParams;
size_t Size;
GLenum Use;
GLuint GLBuffer;
public:
Buffer(RenderParams* r);
~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 RefCountBase<Texture>
{
bool IsUserAllocated;
public:
RenderParams* pParams;
GLuint TexId;
int Width, Height;
Texture(RenderParams* rp, int w, int h);
~Texture();
virtual int GetWidth() const { return Width; }
virtual int GetHeight() const { return Height; }
virtual void SetSampleMode(int sm);
// Updates texture to point to specified resources
// - used for slave rendering.
void UpdatePlaceholderTexture(GLuint texId,
const Sizei& textureSize);
virtual void Set(int slot, ShaderStage stage = Shader_Fragment) const;
};
// Base class for vertex and pixel shaders. Stored in ShaderSet.
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); }
protected:
virtual bool SetUniform(const char* name, int n, const float* v) { OVR_UNUSED3(name, n, v); return false; }
virtual bool SetUniformBool(const char* name, int n, const bool* v) { OVR_UNUSED3(name, n, v); return false; }
};
// A group of shaders, one per stage.
// A ShaderSet is applied for rendering with a given fill.
class ShaderSet : public RefCountBase<ShaderSet>
{
protected:
Ptr<Shader> Shaders[Shader_Count];
struct Uniform
{
String Name;
int Location, Size;
int Type; // currently number of floats in vector
};
Array<Uniform> UniformInfo;
public:
GLuint Prog;
GLint ProjLoc, ViewLoc;
GLint TexLoc[8];
bool UsesLighting;
int LightingVer;
ShaderSet();
~ShaderSet();
virtual void SetShader(Shader *s);
virtual void UnsetShader(int stage);
Shader* GetShader(int stage) { return Shaders[stage]; }
virtual void Set(PrimitiveType prim) const
{
glUseProgram(Prog);
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 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 SetUniform3f(const char* name, float x, float y, float z)
{
const float v[] = {x,y,z};
return SetUniform(name, 3, 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);
}
virtual bool SetUniform4x4f(const char* name, const Matrix4f& m)
{
Matrix4f mt = m.Transposed();
return SetUniform(name, 16, &mt.M[0][0]);
}
protected:
GLint GetGLShader(Shader* s);
bool Link();
};
// Fill combines a ShaderSet (vertex, pixel) with textures, if any.
// Every model has a fill.
class ShaderFill : public RefCountBase<ShaderFill>
{
Ptr<ShaderSet> Shaders;
Ptr<class Texture> Textures[8];
void* InputLayout; // HACK this should be abstracted
public:
ShaderFill(ShaderSet* sh) : Shaders(sh) { InputLayout = NULL; }
ShaderFill(ShaderSet& sh) : Shaders(sh) { InputLayout = NULL; }
ShaderSet* GetShaders() const { return Shaders; }
void* GetInputLayout() const { return InputLayout; }
virtual void Set(PrimitiveType prim = Prim_Unknown) const {
Shaders->Set(prim);
for(int i = 0; i < 8; i++)
{
if(Textures[i])
{
Textures[i]->Set(i);
}
}
}
virtual void SetTexture(int i, class Texture* tex) { if (i < 8) Textures[i] = tex; }
};
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()));
}
};
class ShaderBase : public Shader
{
public:
RenderParams* pParams;
unsigned char* UniformData;
int UniformsSize;
enum VarType
{
VARTYPE_FLOAT,
VARTYPE_INT,
VARTYPE_BOOL,
};
struct Uniform
{
const char* Name;
VarType Type;
int Offset, Size;
};
const Uniform* UniformRefl;
size_t UniformReflSize;
ShaderBase(RenderParams* rp, ShaderStage stage) : Shader(stage), pParams(rp), UniformData(0), UniformsSize(0) {}
~ShaderBase()
{
if (UniformData)
OVR_FREE(UniformData);
}
void InitUniforms(const Uniform* refl, size_t reflSize);
bool SetUniform(const char* name, int n, const float* v);
bool SetUniformBool(const char* name, int n, const bool* v);
void UpdateBuffer(Buffer* b);
};
template<ShaderStage SStage, GLenum SType>
class ShaderImpl : public ShaderBase
{
friend class ShaderSet;
public:
ShaderImpl(RenderParams* rp, void* s, size_t size, const Uniform* refl, size_t reflSize)
: ShaderBase(rp, SStage)
, GLShader(0)
{
BOOL success;
OVR_UNUSED(size);
success = Compile((const char*) s);
OVR_ASSERT(success);
InitUniforms(refl, reflSize);
}
~ShaderImpl()
{
if (GLShader)
{
glDeleteShader(GLShader);
GLShader = 0;
}
}
bool 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));
return 0;
}
return 1;
}
GLenum GLStage() const
{
return SType;
}
private:
GLuint GLShader;
};
typedef ShaderImpl<Shader_Vertex, GL_VERTEX_SHADER> VertexShader;
typedef ShaderImpl<Shader_Fragment, GL_FRAGMENT_SHADER> FragmentShader;
}}}
#endif // INC_OVR_CAPI_GL_Util_h
|