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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 2014 Oculus VR, LLC All Rights reserved.

Licensed under the Oculus VR Rift SDK License Version 3.2 (the "License");
you may not use the Oculus VR Rift SDK except in compliance with the License,
which is provided at the time of installation or download, or which
otherwise accompanies this software in either electronic or hard copy form.

You may obtain a copy of the License at

http://www.oculusvr.com/licenses/LICENSE-3.2

Unless required by applicable law or agreed to in writing, the Oculus VR SDK
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_DISABLE_GLE)   // By default we use the GLE module in order to link to OpenGL functions. However, if an external user 
#include "CAPI_GLE.h"           // wants to use an alternative mechanism to connect to OpenGL functions, they can #define OVR_DISABLE_GLE.
#endif


#if defined(OVR_OS_MAC)
    #include <CoreGraphics/CGDirectDisplay.h>
    #include <OpenGL/CGLTypes.h>
#endif


namespace OVR
{
    // Get the shared LibOVR GLEContext instance.
    class GLEContext;
    GLEContext* GetGLEContext();
}

namespace OVR { namespace CAPI { namespace GL {
void InitGLExtensions();


// 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)
    struct _XDisplay* Disp;
#endif

    ovrSizei    BackBufferSize;
    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

        Uniform() : Name(), Location(0), Size(0), Type(0){}
    };
    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]);
    }

    virtual bool SetUniform3x3f(const char* name, const Matrix4f& m)
    {
        Matrix4f mt = m.Transposed();
        // float3x3 is actually stored the same way as float4x3, with the last items ignored by the code.
        return SetUniform(name, 12, &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;
        int         Size;
	};

    const Uniform*  UniformRefl;
    size_t          UniformReflSize;

	ShaderBase(RenderParams* rp, ShaderStage stage) :
        Shader(stage),
        pParams(rp),
        UniformData(NULL),
        UniformsSize(0),
        UniformRefl(NULL),
        UniformReflSize(0)
    {
    }
	~ShaderBase()
	{
        if (UniformData)
        {
            OVR_FREE(UniformData);
            UniformData = NULL;
        }

        // Do not need to free UniformRefl
        UniformRefl = NULL;
	}

    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);
        OVR_UNUSED(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;



// Allows us to have independent OpenGL contexts for our systems.
class Context
{
    bool                initialized;
    bool                ownsContext;
    int                 incarnation;
#if defined(OVR_OS_WIN32)
    HDC                 hdc;
    HGLRC               systemContext;
#elif defined(OVR_OS_LINUX)
    Display            *x11Display;
    GLXDrawable         x11Drawable;
    GLXContext          systemContext;
    XVisualInfo         x11Visual;
#elif defined(OVR_OS_MAC)
    CGLContextObj       systemContext;
#endif
        
public:

    Context();
    void InitFromCurrent();
    void CreateShared( Context & ctx );
#if defined(OVR_OS_MAC)
    void SetSurface( Context & ctx );
#endif
    void Destroy();
    void Bind();
    void Unbind();
    int  GetIncarnation() const { return incarnation; }

};


// AutoContext
//
// Implements a common sequence of function calls with the Context class.
// See the AutoContext constructor below for what it does. 
//
// Example usage:
//     void SomeClass::Draw()
//     {
//         AutoContext autoContext(someClassContext);
//
//         <draw calls>
//     }

struct AutoContext
{
    Context  savedCurrentContext;
    Context& ourContext;

    AutoContext(Context& context) :
        savedCurrentContext(), ourContext(context)
    {
        // We use a member savedCurrentContext which is initialized here, as opposed to having the user pass in a 
        // pre-existing Context (which the user could declare as a global or C++ member variable). We have to do this
        // because if we were to use some pre-existing Context the app might delete its underlying GL context behind our back
        // or associate it with another thread, which would cause our bind of it in our dtor to be a bad operation.
        savedCurrentContext.InitFromCurrent();
        if(ourContext.GetIncarnation() == 0) // If not yet initialized...
            ourContext.CreateShared(savedCurrentContext);
        ourContext.Bind();
        #if defined(OVR_OS_MAC) // To consider: merge the following into the Bind function.
            ourContext.SetSurface(savedCurrentContext);
        #endif
    }

   ~AutoContext()
    {
        savedCurrentContext.Bind();
    }

    OVR_NON_COPYABLE(AutoContext)
};


}}} // namespace OVR::CAPI::GL


#endif // INC_OVR_CAPI_GL_Util_h