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
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
|
/************************************************************************************
Filename : Render_GL_Device.cpp
Content : RenderDevice implementation for OpenGL
Created : September 10, 2012
Authors : Andrew Reisse
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.
************************************************************************************/
#include "../Render/Render_GL_Device.h"
#include "Kernel/OVR_Log.h"
#include "OVR_CAPI_GL.h"
namespace OVR { namespace Render { namespace GL {
#if !defined(OVR_OS_MAC)
// GL Hooks for PC.
#if defined(OVR_OS_WIN32)
PFNWGLCHOOSEPIXELFORMATARBPROC wglChoosePixelFormatARB;
PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB;
PFNWGLGETSWAPINTERVALEXTPROC wglGetSwapIntervalEXT;
PFNWGLSWAPINTERVALEXTPROC wglSwapIntervalEXT;
void* GetFunction(const char* functionName)
{
return wglGetProcAddress(functionName);
}
#else
PFNGLXSWAPINTERVALEXTPROC glXSwapIntervalEXT;
void (*GetFunction(const char *functionName))( void )
{
return glXGetProcAddress((GLubyte*)functionName);
}
#endif
PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
PFNGLDELETESHADERPROC glDeleteShader;
PFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
PFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer;
PFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D;
PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
PFNGLACTIVETEXTUREPROC glActiveTexture;
PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray;
PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray;
PFNGLBINDBUFFERPROC glBindBuffer;
PFNGLUNIFORMMATRIX3FVPROC glUniformMatrix3fv;
PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv;
PFNGLDELETEBUFFERSPROC glDeleteBuffers;
PFNGLBUFFERDATAPROC glBufferData;
PFNGLGENBUFFERSPROC glGenBuffers;
PFNGLMAPBUFFERPROC glMapBuffer;
PFNGLUNMAPBUFFERPROC glUnmapBuffer;
PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
PFNGLGETSHADERIVPROC glGetShaderiv;
PFNGLCOMPILESHADERPROC glCompileShader;
PFNGLSHADERSOURCEPROC glShaderSource;
PFNGLCREATESHADERPROC glCreateShader;
PFNGLCREATEPROGRAMPROC glCreateProgram;
PFNGLATTACHSHADERPROC glAttachShader;
PFNGLDETACHSHADERPROC glDetachShader;
PFNGLDELETEPROGRAMPROC glDeleteProgram;
PFNGLUNIFORM1IPROC glUniform1i;
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;
PFNGLGETACTIVEUNIFORMPROC glGetActiveUniform;
PFNGLUSEPROGRAMPROC glUseProgram;
PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
PFNGLGETPROGRAMIVPROC glGetProgramiv;
PFNGLLINKPROGRAMPROC glLinkProgram;
PFNGLBINDATTRIBLOCATIONPROC glBindAttribLocation;
PFNGLUNIFORM4FVPROC glUniform4fv;
PFNGLUNIFORM3FVPROC glUniform3fv;
PFNGLUNIFORM2FVPROC glUniform2fv;
PFNGLUNIFORM1FVPROC glUniform1fv;
PFNGLCOMPRESSEDTEXIMAGE2DPROC glCompressedTexImage2D;
PFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage;
PFNGLBINDRENDERBUFFERPROC glBindRenderbuffer;
PFNGLGENRENDERBUFFERSPROC glGenRenderbuffers;
PFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers;
PFNGLGENVERTEXARRAYSPROC glGenVertexArrays;
PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays;
PFNGLBINDVERTEXARRAYPROC glBindVertexArray;
void InitGLExtensions()
{
if (glGenFramebuffers)
return;
#if defined(OVR_OS_WIN32)
wglGetSwapIntervalEXT = (PFNWGLGETSWAPINTERVALEXTPROC) GetFunction("wglGetSwapIntervalEXT");
wglSwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC) GetFunction("wglSwapIntervalEXT");
#else
glXSwapIntervalEXT = (PFNGLXSWAPINTERVALEXTPROC) GetFunction("glXSwapIntervalEXT");
#endif
glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC) GetFunction("glGenFramebuffersEXT");
glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC) GetFunction("glDeleteFramebuffersEXT");
glDeleteShader = (PFNGLDELETESHADERPROC) GetFunction("glDeleteShader");
glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC) GetFunction("glCheckFramebufferStatusEXT");
glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC) GetFunction("glFramebufferRenderbufferEXT");
glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC) GetFunction("glFramebufferTexture2DEXT");
glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC) GetFunction("glBindFramebufferEXT");
glActiveTexture = (PFNGLACTIVETEXTUREPROC) GetFunction("glActiveTexture");
glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC) GetFunction("glDisableVertexAttribArray");
glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC) GetFunction("glVertexAttribPointer");
glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC) GetFunction("glEnableVertexAttribArray");
glBindBuffer = (PFNGLBINDBUFFERPROC) GetFunction("glBindBuffer");
glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC) GetFunction("glUniformMatrix3fv");
glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC) GetFunction("glUniformMatrix4fv");
glDeleteBuffers = (PFNGLDELETEBUFFERSPROC) GetFunction("glDeleteBuffers");
glBufferData = (PFNGLBUFFERDATAPROC) GetFunction("glBufferData");
glGenBuffers = (PFNGLGENBUFFERSPROC) GetFunction("glGenBuffers");
glMapBuffer = (PFNGLMAPBUFFERPROC) GetFunction("glMapBuffer");
glUnmapBuffer = (PFNGLUNMAPBUFFERPROC) GetFunction("glUnmapBuffer");
glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC) GetFunction("glGetShaderInfoLog");
glGetShaderiv = (PFNGLGETSHADERIVPROC) GetFunction("glGetShaderiv");
glCompileShader = (PFNGLCOMPILESHADERPROC) GetFunction("glCompileShader");
glShaderSource = (PFNGLSHADERSOURCEPROC) GetFunction("glShaderSource");
glCreateShader = (PFNGLCREATESHADERPROC) GetFunction("glCreateShader");
glCreateProgram = (PFNGLCREATEPROGRAMPROC) GetFunction("glCreateProgram");
glAttachShader = (PFNGLATTACHSHADERPROC) GetFunction("glAttachShader");
glDetachShader = (PFNGLDETACHSHADERPROC) GetFunction("glDetachShader");
glDeleteProgram = (PFNGLDELETEPROGRAMPROC) GetFunction("glDeleteProgram");
glUniform1i = (PFNGLUNIFORM1IPROC) GetFunction("glUniform1i");
glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC) GetFunction("glGetUniformLocation");
glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC) GetFunction("glGetActiveUniform");
glUseProgram = (PFNGLUSEPROGRAMPROC) GetFunction("glUseProgram");
glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC) GetFunction("glGetProgramInfoLog");
glGetProgramiv = (PFNGLGETPROGRAMIVPROC) GetFunction("glGetProgramiv");
glLinkProgram = (PFNGLLINKPROGRAMPROC) GetFunction("glLinkProgram");
glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC) GetFunction("glBindAttribLocation");
glUniform4fv = (PFNGLUNIFORM4FVPROC) GetFunction("glUniform4fv");
glUniform3fv = (PFNGLUNIFORM3FVPROC) GetFunction("glUniform3fv");
glUniform2fv = (PFNGLUNIFORM2FVPROC) GetFunction("glUniform2fv");
glUniform1fv = (PFNGLUNIFORM1FVPROC) GetFunction("glUniform1fv");
glCompressedTexImage2D = (PFNGLCOMPRESSEDTEXIMAGE2DPROC) GetFunction("glCompressedTexImage2D");
glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC) GetFunction("glRenderbufferStorageEXT");
glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC) GetFunction("glBindRenderbufferEXT");
glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC) GetFunction("glGenRenderbuffersEXT");
glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC) GetFunction("glDeleteRenderbuffersEXT");
glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC) GetFunction("glGenVertexArrays");
glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC) GetFunction("glDeleteVertexArrays");
glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC) GetFunction("glBindVertexArray");
}
#endif
static const char* StdVertexShaderSrc =
"#version 110\n"
"uniform mat4 Proj;\n"
"uniform mat4 View;\n"
"attribute vec4 Position;\n"
"attribute vec4 Color;\n"
"attribute vec2 TexCoord;\n"
"attribute vec2 TexCoord1;\n"
"attribute vec3 Normal;\n"
"varying vec4 oColor;\n"
"varying vec2 oTexCoord;\n"
"varying vec2 oTexCoord1;\n"
"varying vec3 oNormal;\n"
"varying vec3 oVPos;\n"
"void main()\n"
"{\n"
" gl_Position = Proj * (View * Position);\n"
" oNormal = vec3(View * vec4(Normal,0));\n"
" oVPos = vec3(View * Position);\n"
" oTexCoord = TexCoord;\n"
" oTexCoord1 = TexCoord1;\n"
" oColor = Color;\n"
"}\n";
static const char* DirectVertexShaderSrc =
"#version 110\n"
"uniform mat4 View;\n"
"attribute vec4 Position;\n"
"attribute vec4 Color;\n"
"attribute vec2 TexCoord;\n"
"attribute vec3 Normal;\n"
"varying vec4 oColor;\n"
"varying vec2 oTexCoord;\n"
"varying vec3 oNormal;\n"
"void main()\n"
"{\n"
" gl_Position = View * Position;\n"
" oTexCoord = TexCoord;\n"
" oColor = Color;\n"
" oNormal = vec3(View * vec4(Normal,0));\n"
"}\n";
static const char* SolidFragShaderSrc =
"#version 110\n"
"uniform vec4 Color;\n"
"void main()\n"
"{\n"
" gl_FragColor = Color;\n"
"}\n";
static const char* GouraudFragShaderSrc =
"#version 110\n"
"varying vec4 oColor;\n"
"void main()\n"
"{\n"
" gl_FragColor = oColor;\n"
"}\n";
static const char* TextureFragShaderSrc =
"#version 110\n"
"uniform sampler2D Texture0;\n"
"varying vec4 oColor;\n"
"varying vec2 oTexCoord;\n"
"void main()\n"
"{\n"
" gl_FragColor = oColor * texture2D(Texture0, oTexCoord);\n"
" if (gl_FragColor.a < 0.4)\n"
" discard;\n"
"}\n";
#define LIGHTING_COMMON \
"#version 110\n" \
"uniform vec3 Ambient;\n" \
"uniform vec4 LightPos[8];\n" \
"uniform vec4 LightColor[8];\n" \
"uniform float LightCount;\n" \
"varying vec4 oColor;\n" \
"varying vec2 oTexCoord;\n" \
"varying vec3 oNormal;\n" \
"varying vec3 oVPos;\n" \
"vec4 DoLight()\n" \
"{\n" \
" vec3 norm = normalize(oNormal);\n" \
" vec3 light = Ambient;\n" \
" for (int i = 0; i < int(LightCount); i++)\n" \
" {\n" \
" vec3 ltp = (LightPos[i].xyz - oVPos);\n" \
" float ldist = length(ltp);\n" \
" ltp = normalize(ltp);\n" \
" light += clamp(LightColor[i].rgb * oColor.rgb * (dot(norm, ltp) / ldist), 0.0,1.0);\n" \
" }\n" \
" return vec4(light, oColor.a);\n" \
"}\n"
static const char* LitSolidFragShaderSrc =
LIGHTING_COMMON
"void main()\n"
"{\n"
" gl_FragColor = DoLight() * oColor;\n"
"}\n";
static const char* LitTextureFragShaderSrc =
LIGHTING_COMMON
"uniform sampler2D Texture0;\n"
"void main()\n"
"{\n"
" gl_FragColor = DoLight() * texture2D(Texture0, oTexCoord);\n"
"}\n";
static const char* AlphaTextureFragShaderSrc =
"#version 110\n"
"uniform sampler2D Texture0;\n"
"varying vec4 oColor;\n"
"varying vec2 oTexCoord;\n"
"void main()\n"
"{\n"
" gl_FragColor = oColor * vec4(1,1,1,texture2D(Texture0, oTexCoord).r);\n"
"}\n";
static const char* MultiTextureFragShaderSrc =
"#version 110\n"
"uniform sampler2D Texture0;\n"
"uniform sampler2D Texture1;\n"
"varying vec4 oColor;\n"
"varying vec2 oTexCoord;\n"
"varying vec2 oTexCoord1;\n"
"void main()\n"
"{\n"
" vec4 color = texture2D(Texture0, oTexCoord);\n"
" gl_FragColor = texture2D(Texture1, oTexCoord1);\n"
" gl_FragColor.rgb = gl_FragColor.rgb * mix(1.9, 1.2, clamp(length(gl_FragColor.rgb),0.0,1.0));\n"
" gl_FragColor = color * gl_FragColor;\n"
" if (gl_FragColor.a <= 0.6)\n"
" discard;\n"
"}\n";
static const char* PostProcessMeshFragShaderSrc =
"#version 110\n"
"uniform sampler2D Texture;\n"
"varying vec4 oColor;\n"
"varying vec2 oTexCoord0;\n"
"varying vec2 oTexCoord1;\n"
"varying vec2 oTexCoord2;\n"
"void main()\n"
"{\n"
" gl_FragColor.r = oColor.r * texture2D(Texture, oTexCoord0).r;\n"
" gl_FragColor.g = oColor.g * texture2D(Texture, oTexCoord1).g;\n"
" gl_FragColor.b = oColor.b * texture2D(Texture, oTexCoord2).b;\n"
" gl_FragColor.a = 1.0;\n"
"}\n";
static const char* PostProcessMeshTimewarpFragShaderSrc = PostProcessMeshFragShaderSrc;
static const char* PostProcessMeshPositionalTimewarpFragShaderSrc = PostProcessMeshFragShaderSrc;
static const char* PostProcessHeightmapTimewarpFragShaderSrc = PostProcessMeshFragShaderSrc;
static const char* PostProcessVertexShaderSrc =
"#version 110\n"
"uniform mat4 View;\n"
"uniform mat4 Texm;\n"
"attribute vec4 Position;\n"
"attribute vec2 TexCoord;\n"
"varying vec2 oTexCoord;\n"
"void main()\n"
"{\n"
" gl_Position = View * Position;\n"
" oTexCoord = vec2(Texm * vec4(TexCoord,0,1));\n"
"}\n";
static const char* PostProcessMeshVertexShaderSrc =
"#version 110\n"
"uniform vec2 EyeToSourceUVScale;\n"
"uniform vec2 EyeToSourceUVOffset;\n"
"attribute vec2 Position;\n"
"attribute vec4 Color;\n"
"attribute vec2 TexCoord0;\n"
"attribute vec2 TexCoord1;\n"
"attribute vec2 TexCoord2;\n"
"varying vec4 oColor;\n"
"varying vec2 oTexCoord0;\n"
"varying vec2 oTexCoord1;\n"
"varying vec2 oTexCoord2;\n"
"void main()\n"
"{\n"
" gl_Position.x = Position.x;\n"
" gl_Position.y = Position.y;\n"
" gl_Position.z = 0.5;\n"
" gl_Position.w = 1.0;\n"
// Vertex inputs are in TanEyeAngle space for the R,G,B channels (i.e. after chromatic aberration and distortion).
// Scale them into the correct [0-1],[0-1] UV lookup space (depending on eye)
" oTexCoord0 = TexCoord0 * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
" oTexCoord0.y = 1.0-oTexCoord0.y;\n"
" oTexCoord1 = TexCoord1 * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
" oTexCoord1.y = 1.0-oTexCoord1.y;\n"
" oTexCoord2 = TexCoord2 * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
" oTexCoord2.y = 1.0-oTexCoord2.y;\n"
" oColor = Color;\n" // Used for vignette fade.
"}\n";
static const char* PostProcessMeshTimewarpVertexShaderSrc =
"#version 110\n"
"uniform vec2 EyeToSourceUVScale;\n"
"uniform vec2 EyeToSourceUVOffset;\n"
"uniform mat4 EyeRotationStart;\n"
"uniform mat4 EyeRotationEnd;\n"
"attribute vec2 Position;\n"
"attribute vec4 Color;\n"
"attribute vec2 TexCoord0;\n"
"attribute vec2 TexCoord1;\n"
"attribute vec2 TexCoord2;\n"
"varying vec4 oColor;\n"
"varying vec2 oTexCoord0;\n"
"varying vec2 oTexCoord1;\n"
"varying vec2 oTexCoord2;\n"
"void main()\n"
"{\n"
" gl_Position.x = Position.x;\n"
" gl_Position.y = Position.y;\n"
" gl_Position.z = 0.0;\n"
" gl_Position.w = 1.0;\n"
// Vertex inputs are in TanEyeAngle space for the R,G,B channels (i.e. after chromatic aberration and distortion).
// These are now "real world" vectors in direction (x,y,1) relative to the eye of the HMD.
" vec3 TanEyeAngleR = vec3 ( TexCoord0.x, TexCoord0.y, 1.0 );\n"
" vec3 TanEyeAngleG = vec3 ( TexCoord1.x, TexCoord1.y, 1.0 );\n"
" vec3 TanEyeAngleB = vec3 ( TexCoord2.x, TexCoord2.y, 1.0 );\n"
// Accurate time warp lerp vs. faster
#if 0
// Apply the two 3x3 timewarp rotations to these vectors.
" vec3 TransformedRStart = (EyeRotationStart * vec4(TanEyeAngleR, 0)).xyz;\n"
" vec3 TransformedGStart = (EyeRotationStart * vec4(TanEyeAngleG, 0)).xyz;\n"
" vec3 TransformedBStart = (EyeRotationStart * vec4(TanEyeAngleB, 0)).xyz;\n"
" vec3 TransformedREnd = (EyeRotationEnd * vec4(TanEyeAngleR, 0)).xyz;\n"
" vec3 TransformedGEnd = (EyeRotationEnd * vec4(TanEyeAngleG, 0)).xyz;\n"
" vec3 TransformedBEnd = (EyeRotationEnd * vec4(TanEyeAngleB, 0)).xyz;\n"
// And blend between them.
" vec3 TransformedR = mix ( TransformedRStart, TransformedREnd, Color.a );\n"
" vec3 TransformedG = mix ( TransformedGStart, TransformedGEnd, Color.a );\n"
" vec3 TransformedB = mix ( TransformedBStart, TransformedBEnd, Color.a );\n"
#else
" mat3 EyeRotation;\n"
" EyeRotation[0] = mix ( EyeRotationStart[0], EyeRotationEnd[0], Color.a ).xyz;\n"
" EyeRotation[1] = mix ( EyeRotationStart[1], EyeRotationEnd[1], Color.a ).xyz;\n"
" EyeRotation[2] = mix ( EyeRotationStart[2], EyeRotationEnd[2], Color.a ).xyz;\n"
" vec3 TransformedR = EyeRotation * TanEyeAngleR;\n"
" vec3 TransformedG = EyeRotation * TanEyeAngleG;\n"
" vec3 TransformedB = EyeRotation * TanEyeAngleB;\n"
#endif
// Project them back onto the Z=1 plane of the rendered images.
" float RecipZR = 1.0 / TransformedR.z;\n"
" float RecipZG = 1.0 / TransformedG.z;\n"
" float RecipZB = 1.0 / TransformedB.z;\n"
" vec2 FlattenedR = vec2 ( TransformedR.x * RecipZR, TransformedR.y * RecipZR );\n"
" vec2 FlattenedG = vec2 ( TransformedG.x * RecipZG, TransformedG.y * RecipZG );\n"
" vec2 FlattenedB = vec2 ( TransformedB.x * RecipZB, TransformedB.y * RecipZB );\n"
// These are now still in TanEyeAngle space.
// Scale them into the correct [0-1],[0-1] UV lookup space (depending on eye)
" vec2 SrcCoordR = FlattenedR * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
" vec2 SrcCoordG = FlattenedG * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
" vec2 SrcCoordB = FlattenedB * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
" oTexCoord0 = SrcCoordR;\n"
" oTexCoord0.y = 1.0-oTexCoord0.y;\n"
" oTexCoord1 = SrcCoordG;\n"
" oTexCoord1.y = 1.0-oTexCoord1.y;\n"
" oTexCoord2 = SrcCoordB;\n"
" oTexCoord2.y = 1.0-oTexCoord2.y;\n"
" oColor = vec4(Color.r, Color.r, Color.r, Color.r);\n" // Used for vignette fade.
"}\n";
static const char* PostProcessMeshPositionalTimewarpVertexShaderSrc =
#if 1 //TODO: Disabled until we fix positional timewarp and layering on GL.
PostProcessMeshTimewarpVertexShaderSrc;
#else
"#version 150\n"
"uniform sampler2D Texture0;\n"
"uniform vec2 EyeToSourceUVScale;\n"
"uniform vec2 EyeToSourceUVOffset;\n"
"uniform vec2 DepthProjector;\n"
"uniform vec2 DepthDimSize;\n"
"uniform mat4 EyeRotationStart;\n"
"uniform mat4 EyeRotationEnd;\n"
"attribute vec2 Position;\n"
"attribute vec4 Color;\n"
"attribute vec2 TexCoord0;\n"
"attribute vec2 TexCoord1;\n"
"attribute vec2 TexCoord2;\n"
"varying vec4 oColor;\n"
"varying vec2 oTexCoord0;\n"
"varying vec2 oTexCoord1;\n"
"varying vec2 oTexCoord2;\n"
"vec4 PositionFromDepth(vec2 inTexCoord)\n"
"{\n"
" vec2 eyeToSourceTexCoord = inTexCoord * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
" eyeToSourceTexCoord.y = 1.0 - eyeToSourceTexCoord.y;\n"
" float depth = texelFetch(Texture0, ivec2(eyeToSourceTexCoord * DepthDimSize), 0).x;\n" //FIXME: Use Texture2DLod for #version 110 support.
" float linearDepth = DepthProjector.y / (depth - DepthProjector.x);\n"
" vec4 retVal = vec4(inTexCoord, 1, 1);\n"
" retVal.xyz *= linearDepth;\n"
" return retVal;\n"
"}\n"
"vec2 TimewarpTexCoordToWarpedPos(vec2 inTexCoord, float a)\n"
"{\n"
// Vertex inputs are in TanEyeAngle space for the R,G,B channels (i.e. after chromatic aberration and distortion).
// These are now "real world" vectors in direction (x,y,1) relative to the eye of the HMD.
// Apply the 4x4 timewarp rotation to these vectors.
" vec4 inputPos = PositionFromDepth(inTexCoord);\n"
" vec3 transformed = mix ( EyeRotationStart * inputPos, EyeRotationEnd * inputPos, a ).xyz;\n"
// Project them back onto the Z=1 plane of the rendered images.
" vec2 flattened = transformed.xy / transformed.z;\n"
// Scale them into ([0,0.5],[0,1]) or ([0.5,0],[0,1]) UV lookup space (depending on eye)
" vec2 noDepthUV = flattened * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
//" float depth = texture2D(Texture0, noDepthUV).r;\n"
" return noDepthUV.xy;\n"
"}\n"
"void main()\n"
"{\n"
" gl_Position.x = Position.x;\n"
" gl_Position.y = Position.y;\n"
" gl_Position.z = 0.0;\n"
" gl_Position.w = 1.0;\n"
// warped positions are a bit more involved, hence a separate function
" oTexCoord0 = TimewarpTexCoordToWarpedPos(TexCoord0, Color.a);\n"
" oTexCoord0.y = 1.0 - oTexCoord0.y;\n"
" oTexCoord1 = TimewarpTexCoordToWarpedPos(TexCoord1, Color.a);\n"
" oTexCoord1.y = 1.0 - oTexCoord1.y;\n"
" oTexCoord2 = TimewarpTexCoordToWarpedPos(TexCoord2, Color.a);\n"
" oTexCoord2.y = 1.0 - oTexCoord2.y;\n"
" oColor = vec4(Color.r, Color.r, Color.r, Color.r); // Used for vignette fade.\n"
"}\n";
#endif
static const char* PostProcessHeightmapTimewarpVertexShaderSrc =
#if 1 //TODO: Disabled until we fix positional timewarp and layering on GL.
PostProcessMeshTimewarpVertexShaderSrc;
#else
"#version 150\n"
"uniform sampler2D Texture0;\n"
"uniform vec2 EyeToSourceUVScale;\n"
"uniform vec2 EyeToSourceUVOffset;\n"
"uniform vec2 DepthDimSize;\n"
"uniform mat4 EyeXformStart;\n"
"uniform mat4 EyeXformEnd;\n"
//"uniform mat4 Projection;\n"
"uniform mat4 InvProjection;\n"
"attribute vec2 Position;\n"
"attribute vec3 TexCoord0;\n"
"varying vec2 oTexCoord0;\n"
"vec4 PositionFromDepth(vec2 position, vec2 inTexCoord)\n"
"{\n"
" float depth = texelFetch(Texture0, ivec2(inTexCoord * DepthDimSize), 0).x;\n" //FIXME: Use Texture2DLod for #version 110 support.
" vec4 retVal = vec4(position, depth, 1);\n"
" return retVal;\n"
"}\n"
"vec4 TimewarpPos(vec2 position, vec2 inTexCoord, mat4 rotMat)\n"
"{\n"
// Apply the 4x4 timewarp rotation to these vectors.
" vec4 transformed = PositionFromDepth(position, inTexCoord);\n"
" transformed = InvProjection * transformed;\n"
" transformed = rotMat * transformed;\n"
//" transformed = mul ( Projection, transformed );\n"
" return transformed;\n"
"}\n"
"void main()\n"
"{\n"
" vec2 eyeToSrcTexCoord = TexCoord0.xy * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
" oTexCoord0 = eyeToSrcTexCoord;\n"
" float timewarpLerpFactor = TexCoord0.z;\n"
" mat4 lerpedEyeRot; // GL cannot mix() matrices :-( \n"
" lerpedEyeRot[0] = mix(EyeXformStart[0], EyeXformEnd[0], timewarpLerpFactor);\n"
" lerpedEyeRot[1] = mix(EyeXformStart[1], EyeXformEnd[1], timewarpLerpFactor);\n"
" lerpedEyeRot[2] = mix(EyeXformStart[2], EyeXformEnd[2], timewarpLerpFactor);\n"
" lerpedEyeRot[3] = mix(EyeXformStart[3], EyeXformEnd[3], timewarpLerpFactor);\n"
//" float4x4 lerpedEyeRot = EyeXformStart;\n"
// warped positions are a bit more involved, hence a separate function
" gl_Position = TimewarpPos(Position.xy, oTexCoord0, lerpedEyeRot);\n"
"}\n";
#endif
// Shader with lens distortion and chromatic aberration correction.
static const char* PostProcessFragShaderWithChromAbSrc =
"#version 110\n"
"uniform sampler2D Texture;\n"
"uniform vec3 DistortionClearColor;\n"
"uniform float EdgeFadeScale;\n"
"uniform vec2 EyeToSourceUVScale;\n"
"uniform vec2 EyeToSourceUVOffset;\n"
"uniform vec2 EyeToSourceNDCScale;\n"
"uniform vec2 EyeToSourceNDCOffset;\n"
"uniform vec2 TanEyeAngleScale;\n"
"uniform vec2 TanEyeAngleOffset;\n"
"uniform vec4 HmdWarpParam;\n"
"uniform vec4 ChromAbParam;\n"
"varying vec4 oPosition;\n"
"varying vec2 oTexCoord;\n"
"void main()\n"
"{\n"
// Input oTexCoord is [-1,1] across the half of the screen used for a single eye.
" vec2 TanEyeAngleDistorted = oTexCoord * TanEyeAngleScale + TanEyeAngleOffset;\n" // Scales to tan(thetaX),tan(thetaY), but still distorted (i.e. only the center is correct)
" float RadiusSq = TanEyeAngleDistorted.x * TanEyeAngleDistorted.x + TanEyeAngleDistorted.y * TanEyeAngleDistorted.y;\n"
" float Distort = 1.0 / ( 1.0 + RadiusSq * ( HmdWarpParam.y + RadiusSq * ( HmdWarpParam.z + RadiusSq * ( HmdWarpParam.w ) ) ) );\n"
" float DistortR = Distort * ( ChromAbParam.x + RadiusSq * ChromAbParam.y );\n"
" float DistortG = Distort;\n"
" float DistortB = Distort * ( ChromAbParam.z + RadiusSq * ChromAbParam.w );\n"
" vec2 TanEyeAngleR = DistortR * TanEyeAngleDistorted;\n"
" vec2 TanEyeAngleG = DistortG * TanEyeAngleDistorted;\n"
" vec2 TanEyeAngleB = DistortB * TanEyeAngleDistorted;\n"
// These are now in "TanEyeAngle" space.
// The vectors (TanEyeAngleRGB.x, TanEyeAngleRGB.y, 1.0) are real-world vectors pointing from the eye to where the components of the pixel appear to be.
// If you had a raytracer, you could just use them directly.
// Scale them into ([0,0.5],[0,1]) or ([0.5,0],[0,1]) UV lookup space (depending on eye)
" vec2 SourceCoordR = TanEyeAngleR * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
" SourceCoordR.y = 1.0 - SourceCoordR.y;\n"
" vec2 SourceCoordG = TanEyeAngleG * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
" SourceCoordG.y = 1.0 - SourceCoordG.y;\n"
" vec2 SourceCoordB = TanEyeAngleB * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
" SourceCoordB.y = 1.0 - SourceCoordB.y;\n"
// Find the distance to the nearest edge.
" vec2 NDCCoord = TanEyeAngleG * EyeToSourceNDCScale + EyeToSourceNDCOffset;\n"
" float EdgeFadeIn = clamp ( EdgeFadeScale, 0.0, 1e5 ) * ( 1.0 - max ( abs ( NDCCoord.x ), abs ( NDCCoord.y ) ) );\n"
" if ( EdgeFadeIn < 0.0 )\n"
" {\n"
" gl_FragColor = vec4(DistortionClearColor.r, DistortionClearColor.g, DistortionClearColor.b, 1.0);\n"
" return;\n"
" }\n"
" EdgeFadeIn = clamp ( EdgeFadeIn, 0.0, 1.0 );\n"
// Actually do the lookups.
" float ResultR = texture2D(Texture, SourceCoordR).r;\n"
" float ResultG = texture2D(Texture, SourceCoordG).g;\n"
" float ResultB = texture2D(Texture, SourceCoordB).b;\n"
" gl_FragColor = vec4(ResultR * EdgeFadeIn, ResultG * EdgeFadeIn, ResultB * EdgeFadeIn, 1.0);\n"
"}\n";
static const char* VShaderSrcs[VShader_Count] =
{
DirectVertexShaderSrc,
StdVertexShaderSrc,
PostProcessVertexShaderSrc,
PostProcessMeshVertexShaderSrc,
PostProcessMeshTimewarpVertexShaderSrc,
PostProcessMeshPositionalTimewarpVertexShaderSrc,
PostProcessHeightmapTimewarpVertexShaderSrc,
};
static const char* FShaderSrcs[FShader_Count] =
{
SolidFragShaderSrc,
GouraudFragShaderSrc,
TextureFragShaderSrc,
AlphaTextureFragShaderSrc,
PostProcessFragShaderWithChromAbSrc,
LitSolidFragShaderSrc,
LitTextureFragShaderSrc,
MultiTextureFragShaderSrc,
PostProcessMeshFragShaderSrc,
PostProcessMeshTimewarpFragShaderSrc,
PostProcessMeshPositionalTimewarpFragShaderSrc,
PostProcessHeightmapTimewarpFragShaderSrc
};
RenderDevice::RenderDevice(const RendererParams&)
{
int GlMajorVersion = 0;
int GlMinorVersion = 0;
const char* glVersionString = (const char*)glGetString(GL_VERSION);
char prefix[64];
bool foundVersion = false;
for (int i = 10; i < 30; ++i)
{
int major = i / 10;
int minor = i % 10;
OVR_sprintf(prefix, 64, "%d.%d", major, minor);
if (strstr(glVersionString, prefix) == glVersionString)
{
GlMajorVersion = major;
GlMinorVersion = minor;
foundVersion = true;
break;
}
}
if (!foundVersion)
{
glGetIntegerv(GL_MAJOR_VERSION, &GlMajorVersion);
glGetIntegerv(GL_MAJOR_VERSION, &GlMinorVersion);
}
if (GlMajorVersion >= 3)
{
SupportsVao = true;
}
else
{
const char* extensions = (const char*)glGetString(GL_EXTENSIONS);
SupportsVao = (strstr("GL_ARB_vertex_array_object", extensions) != NULL);
}
for (int i = 0; i < VShader_Count; i++)
{
OVR_ASSERT ( VShaderSrcs[i] != NULL ); // You forgot a shader!
VertexShaders[i] = *new Shader(this, Shader_Vertex, VShaderSrcs[i]);
}
for (int i = 0; i < FShader_Count; i++)
{
OVR_ASSERT ( FShaderSrcs[i] != NULL ); // You forgot a shader!
FragShaders[i] = *new Shader(this, Shader_Fragment, FShaderSrcs[i]);
}
Ptr<ShaderSet> gouraudShaders = *new ShaderSet();
gouraudShaders->SetShader(VertexShaders[VShader_MVP]);
gouraudShaders->SetShader(FragShaders[FShader_Gouraud]);
DefaultFill = *new ShaderFill(gouraudShaders);
glGenFramebuffers(1, &CurrentFbo);
if (SupportsVao)
glGenVertexArrays(1, &Vao);
}
RenderDevice::~RenderDevice()
{
Shutdown();
}
void RenderDevice::Shutdown()
{
// Release any other resources first.
OVR::Render::RenderDevice::Shutdown();
// This runs before the subclass's Shutdown(), where the context, etc, may be deleted.
glDeleteFramebuffers(1, &CurrentFbo);
if (SupportsVao)
glDeleteVertexArrays(1, &Vao);
for (int i = 0; i < VShader_Count; ++i)
VertexShaders[i].Clear();
for (int i = 0; i < FShader_Count; ++i)
FragShaders[i].Clear();
DefaultFill.Clear();
DepthBuffers.Clear();
}
void RenderDevice::FillTexturedRect(float left, float top, float right, float bottom, float ul, float vt, float ur, float vb, Color c, Ptr<OVR::Render::Texture> tex)
{
Render::RenderDevice::FillTexturedRect(left, top, right, bottom, ul, vb, ur, vt, c, tex);
}
Shader *RenderDevice::LoadBuiltinShader(ShaderStage stage, int shader)
{
switch (stage)
{
case Shader_Vertex: return VertexShaders[shader];
case Shader_Fragment: return FragShaders[shader];
default:
return NULL;
}
}
void RenderDevice::BeginRendering()
{
//glEnable(GL_FRAMEBUFFER_SRGB);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glFrontFace(GL_CW);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
void RenderDevice::SetDepthMode(bool enable, bool write, CompareFunc func)
{
if (enable)
{
glEnable(GL_DEPTH_TEST);
glDepthMask(write);
switch (func)
{
case Compare_Always: glDepthFunc(GL_ALWAYS); break;
case Compare_Less: glDepthFunc(GL_LESS); break;
case Compare_Greater: glDepthFunc(GL_GREATER); break;
default: assert(0);
}
}
else
glDisable(GL_DEPTH_TEST);
}
void RenderDevice::SetViewport(const Recti& vp)
{
int wh;
if (CurRenderTarget)
wh = CurRenderTarget->Height;
else
wh = WindowHeight;
glViewport(vp.x, wh - vp.y - vp.h, vp.w, vp.h);
}
void RenderDevice::WaitUntilGpuIdle()
{
glFlush();
glFinish();
}
void RenderDevice::Clear(float r, float g, float b, float a, float depth, bool clearColor /*= true*/, bool clearDepth /*= true*/)
{
glClearColor(r,g,b,a);
glClearDepth(depth);
glClear(
( clearColor ? ( GL_COLOR_BUFFER_BIT ) : 0 ) |
( clearDepth ? ( GL_DEPTH_BUFFER_BIT ) : 0 )
);
}
Texture* RenderDevice::GetDepthBuffer(int w, int h, int ms)
{
for (unsigned i = 0; i < DepthBuffers.GetSize(); i++)
if (w == DepthBuffers[i]->Width && h == DepthBuffers[i]->Height && ms == DepthBuffers[i]->GetSamples())
return DepthBuffers[i];
Ptr<Texture> newDepth = *CreateTexture(Texture_Depth|Texture_RenderTarget|ms, w, h, NULL);
DepthBuffers.PushBack(newDepth);
return newDepth.GetPtr();
}
void RenderDevice::SetRenderTarget(Render::Texture* color, Render::Texture* depth, Render::Texture* stencil)
{
OVR_UNUSED(stencil);
CurRenderTarget = (Texture*)color;
if (color == NULL)
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
return;
}
if (depth == NULL)
depth = GetDepthBuffer(color->GetWidth(), color->GetHeight(), CurRenderTarget->GetSamples());
glBindFramebuffer(GL_FRAMEBUFFER, CurrentFbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, ((Texture*)color)->TexId, 0);
if (depth)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, ((Texture*)depth)->TexId, 0);
else
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
OVR_DEBUG_LOG(("framebuffer not complete: %x", status));
}
void RenderDevice::SetWorldUniforms(const Matrix4f& proj)
{
Proj = proj.Transposed();
}
void RenderDevice::SetTexture(Render::ShaderStage, int slot, const Texture* t)
{
glActiveTexture(GL_TEXTURE0 + slot);
glBindTexture(GL_TEXTURE_2D, ((Texture*)t)->TexId);
}
Buffer* RenderDevice::CreateBuffer()
{
return new Buffer(this);
}
Fill* RenderDevice::CreateSimpleFill(int flags)
{
OVR_UNUSED(flags);
return DefaultFill;
}
void RenderDevice::Render(const Matrix4f& matrix, Model* model)
{
if (SupportsVao)
glBindVertexArray(Vao);
// Store data in buffers if not already
if (!model->VertexBuffer)
{
Ptr<Render::Buffer> vb = *CreateBuffer();
vb->Data(Buffer_Vertex | Buffer_ReadOnly, &model->Vertices[0], model->Vertices.GetSize() * sizeof(Vertex));
model->VertexBuffer = vb;
}
if (!model->IndexBuffer)
{
Ptr<Render::Buffer> ib = *CreateBuffer();
ib->Data(Buffer_Index | Buffer_ReadOnly, &model->Indices[0], model->Indices.GetSize() * 2);
model->IndexBuffer = ib;
}
Render(model->Fill ? (const Fill*)model->Fill : (const Fill*)DefaultFill,
model->VertexBuffer, model->IndexBuffer,
matrix, 0, (int)model->Indices.GetSize(), model->GetPrimType());
}
void RenderDevice::Render(const Fill* fill, Render::Buffer* vertices, Render::Buffer* indices,
const Matrix4f& matrix, int offset, int count, PrimitiveType rprim, MeshType meshType /*= Mesh_Scene*/)
{
ShaderSet* shaders = (ShaderSet*) ((ShaderFill*)fill)->GetShaders();
GLenum prim;
switch (rprim)
{
case Prim_Triangles:
prim = GL_TRIANGLES;
break;
case Prim_Lines:
prim = GL_LINES;
break;
case Prim_TriangleStrip:
prim = GL_TRIANGLE_STRIP;
break;
default:
assert(0);
return;
}
fill->Set();
if (shaders->ProjLoc >= 0)
glUniformMatrix4fv(shaders->ProjLoc, 1, 0, &Proj.M[0][0]);
if (shaders->ViewLoc >= 0)
glUniformMatrix4fv(shaders->ViewLoc, 1, 0, &matrix.Transposed().M[0][0]);
if (shaders->UsesLighting && Lighting->Version != shaders->LightingVer)
{
shaders->LightingVer = Lighting->Version;
Lighting->Set(shaders);
}
glBindBuffer(GL_ARRAY_BUFFER, ((Buffer*)vertices)->GLBuffer);
for (int i = 0; i < 5; i++)
glEnableVertexAttribArray(i);
switch (meshType)
{
case Mesh_Distortion:
glVertexAttribPointer(0, 2, GL_FLOAT, false, sizeof(DistortionVertex), reinterpret_cast<char*>(offset) + offsetof(DistortionVertex, Pos));
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, true, sizeof(DistortionVertex), reinterpret_cast<char*>(offset) + offsetof(DistortionVertex, Col));
glVertexAttribPointer(2, 2, GL_FLOAT, false, sizeof(DistortionVertex), reinterpret_cast<char*>(offset) + offsetof(DistortionVertex, TexR));
glVertexAttribPointer(3, 2, GL_FLOAT, false, sizeof(DistortionVertex), reinterpret_cast<char*>(offset) + offsetof(DistortionVertex, TexG));
glVertexAttribPointer(4, 2, GL_FLOAT, false, sizeof(DistortionVertex), reinterpret_cast<char*>(offset) + offsetof(DistortionVertex, TexB));
break;
case Mesh_Heightmap:
glVertexAttribPointer(0, 2, GL_FLOAT, false, sizeof(HeightmapVertex), reinterpret_cast<char*>(offset) + offsetof(HeightmapVertex, Pos));
glVertexAttribPointer(1, 2, GL_FLOAT, false, sizeof(HeightmapVertex), reinterpret_cast<char*>(offset) + offsetof(HeightmapVertex, Tex));
break;
default:
glVertexAttribPointer(0, 3, GL_FLOAT, false, sizeof(Vertex), reinterpret_cast<char*>(offset) + offsetof(Vertex, Pos));
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, true, sizeof(Vertex), reinterpret_cast<char*>(offset) + offsetof(Vertex, C));
glVertexAttribPointer(2, 2, GL_FLOAT, false, sizeof(Vertex), reinterpret_cast<char*>(offset) + offsetof(Vertex, U));
glVertexAttribPointer(3, 2, GL_FLOAT, false, sizeof(Vertex), reinterpret_cast<char*>(offset) + offsetof(Vertex, U2));
glVertexAttribPointer(4, 3, GL_FLOAT, false, sizeof(Vertex), reinterpret_cast<char*>(offset) + offsetof(Vertex, Norm));
}
if (indices)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ((Buffer*)indices)->GLBuffer);
glDrawElements(prim, count, GL_UNSIGNED_SHORT, NULL);
}
else
{
glDrawArrays(prim, 0, count);
}
for (int i = 0; i < 5; i++)
glDisableVertexAttribArray(i);
}
void RenderDevice::RenderWithAlpha(const Fill* fill, Render::Buffer* vertices, Render::Buffer* indices,
const Matrix4f& matrix, int offset, int count, PrimitiveType rprim)
{
//glEnable(GL_BLEND);
Render(fill, vertices, indices, matrix, offset, count, rprim);
//glDisable(GL_BLEND);
}
void RenderDevice::SetLighting(const LightingParams* lt)
{
Lighting = lt;
}
Buffer::~Buffer()
{
if (GLBuffer)
glDeleteBuffers(1, &GLBuffer);
}
bool Buffer::Data(int use, const void* buffer, size_t size)
{
switch (use & Buffer_TypeMask)
{
case Buffer_Index: Use = GL_ELEMENT_ARRAY_BUFFER; break;
default: Use = GL_ARRAY_BUFFER; break;
}
if (!GLBuffer)
glGenBuffers(1, &GLBuffer);
int mode = GL_DYNAMIC_DRAW;
if (use & Buffer_ReadOnly)
mode = GL_STATIC_DRAW;
glBindBuffer(Use, GLBuffer);
glBufferData(Use, size, buffer, mode);
return 1;
}
void* Buffer::Map(size_t, size_t, int)
{
int mode = GL_WRITE_ONLY;
//if (flags & Map_Unsynchronized)
// mode |= GL_MAP_UNSYNCHRONIZED;
glBindBuffer(Use, GLBuffer);
void* v = glMapBuffer(Use, mode);
return v;
}
bool Buffer::Unmap(void*)
{
glBindBuffer(Use, GLBuffer);
int r = glUnmapBuffer(Use);
return r != 0;
}
Shader::~Shader()
{
if (GLShader)
glDeleteShader(GLShader);
}
bool Shader::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));
if (!r)
return 0;
}
return 1;
}
ShaderSet::ShaderSet()
{
Prog = glCreateProgram();
}
ShaderSet::~ShaderSet()
{
glDeleteProgram(Prog);
}
void ShaderSet::SetShader(Render::Shader *s)
{
Shaders[s->GetStage()] = s;
Shader* gls = (Shader*)s;
glAttachShader(Prog, gls->GLShader);
if (Shaders[Shader_Vertex] && Shaders[Shader_Fragment])
Link();
}
void ShaderSet::UnsetShader(int stage)
{
Shader* gls = (Shader*)(Render::Shader*)Shaders[stage];
if (gls)
glDetachShader(Prog, gls->GLShader);
Shaders[stage] = NULL;
}
bool ShaderSet::Link()
{
glBindAttribLocation(Prog, 0, "Position");
glBindAttribLocation(Prog, 1, "Color");
glBindAttribLocation(Prog, 2, "TexCoord");
glBindAttribLocation(Prog, 3, "TexCoord1");
glBindAttribLocation(Prog, 4, "Normal");
glLinkProgram(Prog);
GLint r;
glGetProgramiv(Prog, GL_LINK_STATUS, &r);
if (!r)
{
GLchar msg[1024];
glGetProgramInfoLog(Prog, sizeof(msg), 0, msg);
OVR_DEBUG_LOG(("Linking shaders failed: %s\n", msg));
if (!r)
return 0;
}
glUseProgram(Prog);
UniformInfo.Clear();
LightingVer = 0;
UsesLighting = 0;
GLint uniformCount = 0;
glGetProgramiv(Prog, GL_ACTIVE_UNIFORMS, &uniformCount);
OVR_ASSERT(uniformCount >= 0);
for(GLuint i = 0; i < (GLuint)uniformCount; i++)
{
GLsizei namelen;
GLint size = 0;
GLenum type;
GLchar name[32];
glGetActiveUniform(Prog, i, sizeof(name), &namelen, &size, &type, name);
if (size)
{
int l = glGetUniformLocation(Prog, name);
char *np = name;
while (*np)
{
if (*np == '[')
*np = 0;
np++;
}
Uniform u;
u.Name = name;
u.Location = l;
u.Size = size;
switch (type)
{
case GL_FLOAT: u.Type = 1; break;
case GL_FLOAT_VEC2: u.Type = 2; break;
case GL_FLOAT_VEC3: u.Type = 3; break;
case GL_FLOAT_VEC4: u.Type = 4; break;
case GL_FLOAT_MAT3: u.Type = 12; break;
case GL_FLOAT_MAT4: u.Type = 16; break;
default:
continue;
}
UniformInfo.PushBack(u);
if (!strcmp(name, "LightCount"))
UsesLighting = 1;
}
else
break;
}
ProjLoc = glGetUniformLocation(Prog, "Proj");
ViewLoc = glGetUniformLocation(Prog, "View");
for (int i = 0; i < 8; i++)
{
char texv[32];
OVR_sprintf(texv, 10, "Texture%d", i);
TexLoc[i] = glGetUniformLocation(Prog, texv);
if (TexLoc[i] < 0)
break;
glUniform1i(TexLoc[i], i);
}
if (UsesLighting)
OVR_ASSERT(ProjLoc >= 0 && ViewLoc >= 0);
return 1;
}
void ShaderSet::Set(PrimitiveType) const
{
glUseProgram(Prog);
}
bool ShaderSet::SetUniform(const char* name, int n, const float* v)
{
for (unsigned int i = 0; i < UniformInfo.GetSize(); i++)
if (!strcmp(UniformInfo[i].Name.ToCStr(), name))
{
OVR_ASSERT(UniformInfo[i].Location >= 0);
glUseProgram(Prog);
switch (UniformInfo[i].Type)
{
case 1: glUniform1fv(UniformInfo[i].Location, n, v); break;
case 2: glUniform2fv(UniformInfo[i].Location, n/2, v); break;
case 3: glUniform3fv(UniformInfo[i].Location, n/3, v); break;
case 4: glUniform4fv(UniformInfo[i].Location, n/4, v); break;
case 12: glUniformMatrix3fv(UniformInfo[i].Location, 1, 1, v); break;
case 16: glUniformMatrix4fv(UniformInfo[i].Location, 1, 1, v); break;
default: OVR_ASSERT(0);
}
return 1;
}
OVR_DEBUG_LOG(("Warning: uniform %s not present in selected shader", name));
return 0;
}
bool ShaderSet::SetUniform4x4f(const char* name, const Matrix4f& m)
{
for (unsigned int i = 0; i < UniformInfo.GetSize(); i++)
if (!strcmp(UniformInfo[i].Name.ToCStr(), name))
{
glUseProgram(Prog);
glUniformMatrix4fv(UniformInfo[i].Location, 1, 1, &m.M[0][0]);
return 1;
}
OVR_DEBUG_LOG(("Warning: uniform %s not present in selected shader", name));
return 0;
}
Texture::Texture(RenderDevice* r, int w, int h) : Ren(r), Width(w), Height(h)
{
glGenTextures(1, &TexId);
}
Texture::~Texture()
{
if (TexId)
glDeleteTextures(1, &TexId);
}
void Texture::Set(int slot, Render::ShaderStage stage) const
{
Ren->SetTexture(stage, slot, this);
}
void Texture::SetSampleMode(int sm)
{
glBindTexture(GL_TEXTURE_2D, TexId);
switch (sm & Sample_FilterMask)
{
case Sample_Linear:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
break;
case Sample_Anisotropic:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 4);
break;
case Sample_Nearest:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
break;
}
switch (sm & Sample_AddressMask)
{
case Sample_Repeat:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
break;
case Sample_Clamp:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
break;
case Sample_ClampBorder:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
break;
}
}
ovrTexture Texture::Get_ovrTexture()
{
ovrTexture tex;
OVR::Sizei newRTSize(Width, Height);
ovrGLTextureData* texData = (ovrGLTextureData*)&tex;
texData->Header.API = ovrRenderAPI_OpenGL;
texData->Header.TextureSize = newRTSize;
texData->Header.RenderViewport = Recti(newRTSize);
texData->TexId = TexId;
return tex;
}
Texture* RenderDevice::CreateTexture(int format, int width, int height, const void* data, int mipcount)
{
GLenum glformat, gltype = GL_UNSIGNED_BYTE;
switch(format & Texture_TypeMask)
{
case Texture_RGBA: glformat = GL_RGBA; break;
case Texture_R: glformat = GL_RED; break;
case Texture_Depth: glformat = GL_DEPTH_COMPONENT32F; gltype = GL_FLOAT; break;
case Texture_DXT1: glformat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
case Texture_DXT3: glformat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
case Texture_DXT5: glformat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
default:
return NULL;
}
Texture* NewTex = new Texture(this, width, height);
glBindTexture(GL_TEXTURE_2D, NewTex->TexId);
OVR_ASSERT(!glGetError());
if (format & Texture_Compressed)
{
const unsigned char* level = (const unsigned char*)data;
int w = width, h = height;
for (int i = 0; i < mipcount; i++)
{
int mipsize = GetTextureSize(format, w, h);
glCompressedTexImage2D(GL_TEXTURE_2D, i, glformat, w, h, 0, mipsize, level);
level += mipsize;
w >>= 1;
h >>= 1;
if (w < 1) w = 1;
if (h < 1) h = 1;
}
}
else if (format & Texture_Depth)
glTexImage2D(GL_TEXTURE_2D, 0, glformat, width, height, 0, GL_DEPTH_COMPONENT, gltype, data);
else
glTexImage2D(GL_TEXTURE_2D, 0, glformat, width, height, 0, glformat, gltype, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if (format == (Texture_RGBA|Texture_GenMipmaps)) // not render target
{
int srcw = width, srch = height;
int level = 0;
UByte* mipmaps = NULL;
do
{
level++;
int mipw = srcw >> 1; if (mipw < 1) mipw = 1;
int miph = srch >> 1; if (miph < 1) miph = 1;
if (mipmaps == NULL)
mipmaps = (UByte*)OVR_ALLOC(mipw * miph * 4);
FilterRgba2x2(level == 1 ? (const UByte*)data : mipmaps, srcw, srch, mipmaps);
glTexImage2D(GL_TEXTURE_2D, level, glformat, mipw, miph, 0, glformat, gltype, mipmaps);
srcw = mipw;
srch = miph;
} while (srcw > 1 || srch > 1);
if (mipmaps)
OVR_FREE(mipmaps);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level);
}
else
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, mipcount-1);
}
OVR_ASSERT(!glGetError());
return NewTex;
}
RBuffer::RBuffer(GLenum format, GLint w, GLint h)
{
Width = w;
Height = h;
glGenRenderbuffers(1, &BufId);
glBindRenderbuffer(GL_RENDERBUFFER, BufId);
glRenderbufferStorage(GL_RENDERBUFFER, format, w, h);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
}
RBuffer::~RBuffer()
{
if (BufId)
glDeleteRenderbuffers(1, &BufId);
}
}}}
|