aboutsummaryrefslogtreecommitdiffstats
path: root/LibOVR/Src/CAPI/GL/CAPI_GL_Util.h
blob: e9320d242b9b3461949a324baaecc8d7ea1587a9 (plain)
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
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
/************************************************************************************

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"
#include "../../Kernel/OVR_Log.h"

#if defined(OVR_OS_WIN32)
#define WIN32_LEAN_AND_MEAN
#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>
#elif defined(OVR_OS_LINUX)
#include <GL/glx.h>
#endif
#endif

namespace OVR { namespace CAPI { namespace GL {

// GL extension Hooks for Non-Mac.
#if !defined(OVR_OS_MAC)

// Let Windows apps build without linking GL.
#if defined(OVR_OS_WIN32)

typedef GLenum (__stdcall *PFNGLGETERRORPROC) ();
typedef void (__stdcall *PFNGLENABLEPROC) (GLenum);
typedef void (__stdcall *PFNGLDISABLEPROC) (GLenum);
typedef void (__stdcall *PFNGLGETFLOATVPROC) (GLenum, GLfloat*);
typedef const GLubyte * (__stdcall *PFNGLGETSTRINGPROC) (GLenum);
typedef void (__stdcall *PFNGLGETINTEGERVPROC) (GLenum, GLint*);
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 *PFNGLCOLORMASKPROC) (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
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 *PFNGLTEXIMAGE2DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLint format, GLenum type, const GLvoid *pixels);
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);
typedef void (__stdcall *PFNGLBLENDFUNCPROC) (GLenum sfactor, GLenum dfactor);
typedef void (__stdcall *PFNGLFRONTFACEPROC) (GLenum mode);

extern PFNWGLGETPROCADDRESS                     wglGetProcAddress;
extern PFNWGLGETSWAPINTERVALEXTPROC             wglGetSwapIntervalEXT;
extern PFNWGLSWAPINTERVALEXTPROC                wglSwapIntervalEXT;

extern PFNGLGETERRORPROC                        glGetError;
extern PFNGLENABLEPROC                          glEnable;
extern PFNGLENABLEIPROC                         glEnablei;
extern PFNGLDISABLEPROC                         glDisable;
extern PFNGLDISABLEIPROC                        glDisablei;
extern PFNGLCOLORMASKPROC                       glColorMask;
extern PFNGLCOLORMASKIPROC                      glColorMaski;
extern PFNGLGETFLOATVPROC                       glGetFloatv;
extern PFNGLGETSTRINGPROC                       glGetString;
extern PFNGLGETINTEGERVPROC                     glGetIntegerv;
extern PFNGLGETINTEGERI_VPROC                   glGetIntegeri_v;
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 PFNGLTEXIMAGE2DPROC                      glTexImage2D;
extern PFNGLTEXPARAMETERIPROC                   glTexParameteri;
extern PFNGLFLUSHPROC                           glFlush;
extern PFNGLFINISHPROC                          glFinish;
extern PFNGLBLENDFUNCPROC                       glBlendFunc;
extern PFNGLFRONTFACEPROC                       glFrontFace;

#elif defined(OVR_OS_LINUX)

extern PFNGLXSWAPINTERVALEXTPROC                glXSwapIntervalEXT;

#endif // defined(OVR_OS_WIN32)

extern PFNGLGENFRAMEBUFFERSPROC                 glGenFramebuffers;
extern PFNGLDELETEFRAMEBUFFERSPROC              glDeleteFramebuffers;
extern PFNGLDELETESHADERPROC                    glDeleteShader;
extern PFNGLCHECKFRAMEBUFFERSTATUSPROC          glCheckFramebufferStatus;
extern PFNGLFRAMEBUFFERRENDERBUFFERPROC         glFramebufferRenderbuffer;
extern PFNGLFRAMEBUFFERTEXTURE2DPROC            glFramebufferTexture2D;
extern PFNGLBINDFRAMEBUFFERPROC                 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 PFNGLGETATTRIBLOCATIONPROC               glGetAttribLocation;
extern PFNGLUNIFORM4FVPROC                      glUniform4fv;
extern PFNGLUNIFORM3FVPROC                      glUniform3fv;
extern PFNGLUNIFORM2FVPROC                      glUniform2fv;
extern PFNGLUNIFORM1FVPROC                      glUniform1fv;
extern PFNGLGENVERTEXARRAYSPROC                 glGenVertexArrays;
extern PFNGLDELETEVERTEXARRAYSPROC              glDeleteVertexArrays;
extern PFNGLBINDVERTEXARRAYPROC                 glBindVertexArray;

extern void InitGLExtensions();

#endif // !defined(OVR_OS_MAC)


// 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
{
#if defined(OVR_OS_WIN32)
    HWND   Window;
    HDC    DC;
#elif defined(OVR_OS_LINUX)
    _XDisplay*  Disp;
    Window      Win;
#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);
};


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