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/************************************************************************************
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)
#define GL_DO_NOT_WARN_IF_MULTI_GL_VERSION_HEADERS_INCLUDED
#include <OpenGL/gl.h>
#include <OpenGL/glext.h>
#include <OpenGL/gl3.h>
#include <OpenGL/gl3ext.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 void (__stdcall *PFNGLGETDOUBLEVPROC) (GLenum, GLdouble*);
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 *PFNGLDEPTHMASKPROC) (GLboolean flag);
typedef void (__stdcall *PFNGLDEPTHRANGEPROC) (GLclampd nearVal, GLclampd farVal);
typedef void (__stdcall *PFNGLDEPTHRANGEFPROC) (GLclampf nearVal, GLclampf farVal);
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);
typedef void (__stdcall *PFNGLFEEDBACKBUFFERPROC) (GLsizei size, GLenum type, GLfloat *buffer);
typedef GLint (__stdcall *PFNGLRENDERMODEPROC) (GLenum mode);
typedef void (__stdcall *PFNGLPOLYGONMODEPROC) (GLenum face, 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 PFNGLGETDOUBLEVPROC glGetDoublev;
extern PFNGLCLEARPROC glClear;
extern PFNGLCLEARCOLORPROC glClearColor;
extern PFNGLCLEARDEPTHPROC glClearDepth;
extern PFNGLDEPTHMASKPROC glDepthMask;
extern PFNGLDEPTHRANGEPROC glDepthRange;
extern PFNGLDEPTHRANGEFPROC glDepthRangef;
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;
extern PFNGLRENDERMODEPROC glRenderMode;
extern PFNGLPOLYGONMODEPROC glPolygonMode;
#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 PFNGLGETVERTEXATTRIBIVPROC glGetVertexAttribiv;
extern PFNGLGETVERTEXATTRIBPOINTERVPROC glGetVertexAttribPointerv;
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 PFNGLFEEDBACKBUFFERPROC glFeedbackBuffer;
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
|