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authorBrad Davis <[email protected]>2014-05-23 01:49:32 -0700
committerBrad Davis <[email protected]>2014-05-23 01:49:32 -0700
commit46acc0e194ff3c1f120199eeca8324b4502118e9 (patch)
treeb1030198d3ee4698445d1fc5161cebe4158e45d1 /Samples/CommonSrc/Render
parent07d0f4d0bbf3477ac6a9584f726e8ec6ab285707 (diff)
Updating to 0.3.2 (windows version)
Diffstat (limited to 'Samples/CommonSrc/Render')
-rw-r--r--Samples/CommonSrc/Render/Render_D3D1X_Device.cpp344
-rw-r--r--Samples/CommonSrc/Render/Render_D3D1X_Device.h3
-rw-r--r--Samples/CommonSrc/Render/Render_Device.cpp535
-rw-r--r--Samples/CommonSrc/Render/Render_Device.h67
-rw-r--r--Samples/CommonSrc/Render/Render_FontEmbed_DejaVu48.h2
-rw-r--r--Samples/CommonSrc/Render/Render_GL_Device.cpp593
-rw-r--r--Samples/CommonSrc/Render/Render_GL_Device.h72
-rw-r--r--Samples/CommonSrc/Render/Render_GL_Win32_Device.cpp143
-rw-r--r--Samples/CommonSrc/Render/Render_GL_Win32_Device.h3
-rw-r--r--Samples/CommonSrc/Render/Render_LoadTextureDDS.cpp41
10 files changed, 1207 insertions, 596 deletions
diff --git a/Samples/CommonSrc/Render/Render_D3D1X_Device.cpp b/Samples/CommonSrc/Render/Render_D3D1X_Device.cpp
index d7c606f..5476a6f 100644
--- a/Samples/CommonSrc/Render/Render_D3D1X_Device.cpp
+++ b/Samples/CommonSrc/Render/Render_D3D1X_Device.cpp
@@ -50,6 +50,7 @@ static D3D1x_(INPUT_ELEMENT_DESC) ModelVertexDesc[] =
{"Normal", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, offsetof(Vertex, Norm), D3D1x_(INPUT_PER_VERTEX_DATA), 0},
};
+#pragma region Geometry shaders
static const char* StdVertexShaderSrc =
"float4x4 Proj;\n"
"float4x4 View;\n"
@@ -95,7 +96,10 @@ static const char* SolidPixelShaderSrc =
"};\n"
"float4 main(in Varyings ov) : SV_Target\n"
"{\n"
- " return Color;\n"
+ " float4 finalColor = ov.Color;"
+ // blend state expects premultiplied alpha
+ " finalColor.rgb *= finalColor.a;\n"
+ " return finalColor;\n"
"}\n";
static const char* GouraudPixelShaderSrc =
@@ -107,7 +111,10 @@ static const char* GouraudPixelShaderSrc =
"};\n"
"float4 main(in Varyings ov) : SV_Target\n"
"{\n"
- " return ov.Color;\n"
+ " float4 finalColor = ov.Color;"
+ // blend state expects premultiplied alpha
+ " finalColor.rgb *= finalColor.a;\n"
+ " return finalColor;\n"
"}\n";
static const char* TexturePixelShaderSrc =
@@ -213,11 +220,14 @@ static const char* AlphaTexturePixelShaderSrc =
"float4 main(in Varyings ov) : SV_Target\n"
"{\n"
" float4 finalColor = ov.Color;\n"
- " finalColor.a *= Texture.Sample(Linear, ov.TexCoord).r;\n"
+ " finalColor.a *= Texture.Sample(Linear, ov.TexCoord).r;\n"
+ // blend state expects premultiplied alpha
+ " finalColor.rgb *= finalColor.a;\n"
" return finalColor;\n"
"}\n";
+#pragma endregion
-
+#pragma region Distortion shaders
// ***** PostProcess Shader
static const char* PostProcessVertexShaderSrc =
@@ -280,11 +290,12 @@ static const char* PostProcessPixelShaderWithChromAbSrc =
" EdgeFadeIn = saturate ( EdgeFadeIn );\n"
// Actually do the lookups.
- " float ResultR = Texture.Sample(Linear, SourceCoordR).r;\n"
- " float ResultG = Texture.Sample(Linear, SourceCoordG).g;\n"
- " float ResultB = Texture.Sample(Linear, SourceCoordB).b;\n"
-
- " return float4(ResultR * EdgeFadeIn, ResultG * EdgeFadeIn, ResultB * EdgeFadeIn, 1.0);\n"
+ " float4 Result = float4(0,0,0,1);\n"
+ " Result.r = Texture.Sample(Linear, SourceCoordR).r;\n"
+ " Result.g = Texture.Sample(Linear, SourceCoordG).g;\n"
+ " Result.b = Texture.Sample(Linear, SourceCoordB).b;\n"
+ " Result.rgb *= EdgeFadeIn;\n"
+ " return Result;\n"
"}\n";
//----------------------------------------------------------------------------
@@ -310,7 +321,6 @@ static D3D1x_(INPUT_ELEMENT_DESC) DistortionVertexDesc[] =
{"Color", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 8+8+8+8, D3D1x_(INPUT_PER_VERTEX_DATA), 0},
};
-
//----------------------------------------------------------------------------
// Simple distortion shader that does three texture reads.
// Used for mesh-based distortion without timewarp.
@@ -334,16 +344,33 @@ static const char* PostProcessMeshVertexShaderSrc =
"}\n";
static const char* PostProcessMeshPixelShaderSrc =
- "Texture2D Texture : register(t0);\n"
+ "Texture2D HmdSpcTexture : register(t0);\n"
+ "Texture2D OverlayTexture : register(t1);\n"
"SamplerState Linear : register(s0);\n"
+ "float UseOverlay = 1;\n"
"\n"
"float4 main(in float4 oPosition : SV_Position, in float4 oColor : COLOR,\n"
" in float2 oTexCoord0 : TEXCOORD0, in float2 oTexCoord1 : TEXCOORD1, in float2 oTexCoord2 : TEXCOORD2) : SV_Target\n"
"{\n"
- " float ResultR = Texture.Sample(Linear, oTexCoord0).r;\n"
- " float ResultG = Texture.Sample(Linear, oTexCoord1).g;\n"
- " float ResultB = Texture.Sample(Linear, oTexCoord2).b;\n"
- " return float4(ResultR * oColor.r, ResultG * oColor.g, ResultB * oColor.b, 1.0);\n"
+ " float4 finalColor = float4(0,0,0,1);\n"
+ " finalColor.r = HmdSpcTexture.Sample(Linear, oTexCoord0).r;\n"
+ " finalColor.g = HmdSpcTexture.Sample(Linear, oTexCoord1).g;\n"
+ " finalColor.b = HmdSpcTexture.Sample(Linear, oTexCoord2).b;\n"
+
+ " if(UseOverlay > 0)\n"
+ " {\n"
+ " float2 overlayColorR = OverlayTexture.Sample(Linear, oTexCoord0).ra;\n"
+ " float2 overlayColorG = OverlayTexture.Sample(Linear, oTexCoord1).ga;\n"
+ " float2 overlayColorB = OverlayTexture.Sample(Linear, oTexCoord2).ba;\n"
+
+ // do premultiplied alpha blending - overlayColorX.x is color, overlayColorX.y is alpha
+ " finalColor.r = finalColor.r * saturate(1-overlayColorR.y) + overlayColorR.x;\n"
+ " finalColor.g = finalColor.g * saturate(1-overlayColorG.y) + overlayColorG.x;\n"
+ " finalColor.b = finalColor.b * saturate(1-overlayColorB.y) + overlayColorB.x;\n"
+ " }\n"
+
+ " finalColor.rgb = saturate(finalColor.rgb * oColor.rgb);\n"
+ " return finalColor;\n"
"}\n";
@@ -357,8 +384,11 @@ static const char* PostProcessMeshTimewarpVertexShaderSrc =
"float2 EyeToSourceUVOffset;\n"
"float3x3 EyeRotationStart;\n"
"float3x3 EyeRotationEnd;\n"
- "void main(in float2 Position : POSITION, in float4 Color : COLOR0, in float2 TexCoord0 : TEXCOORD0, in float2 TexCoord1 : TEXCOORD1, in float2 TexCoord2 : TEXCOORD2,\n"
- " out float4 oPosition : SV_Position, out float4 oColor : COLOR, out float2 oTexCoord0 : TEXCOORD0, out float2 oTexCoord1 : TEXCOORD1, out float2 oTexCoord2 : TEXCOORD2)\n"
+ "void main(in float2 Position : POSITION, in float4 Color : COLOR0,\n"
+ " in float2 TexCoord0 : TEXCOORD0, in float2 TexCoord1 : TEXCOORD1, in float2 TexCoord2 : TEXCOORD2,\n"
+ " out float4 oPosition : SV_Position, out float4 oColor : COLOR,\n"
+ " out float2 oHmdSpcTexCoordR : TEXCOORD0, out float2 oHmdSpcTexCoordG : TEXCOORD1, out float2 oHmdSpcTexCoordB : TEXCOORD2,"
+ " out float2 oOverlayTexCoordR : TEXCOORD3, out float2 oOverlayTexCoordG : TEXCOORD4, out float2 oOverlayTexCoordB : TEXCOORD5)\n"
"{\n"
" oPosition.x = Position.x;\n"
" oPosition.y = Position.y;\n"
@@ -401,51 +431,73 @@ static const char* PostProcessMeshTimewarpVertexShaderSrc =
// These are now still in TanEyeAngle space.
// Scale them into the correct [0-1],[0-1] UV lookup space (depending on eye)
- " float2 SrcCoordR = FlattenedR * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
- " float2 SrcCoordG = FlattenedG * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
- " float2 SrcCoordB = FlattenedB * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
- " oTexCoord0 = SrcCoordR;\n"
- " oTexCoord1 = SrcCoordG;\n"
- " oTexCoord2 = SrcCoordB;\n"
+ " oHmdSpcTexCoordR = FlattenedR * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
+ " oHmdSpcTexCoordG = FlattenedG * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
+ " oHmdSpcTexCoordB = FlattenedB * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
+
+ // Static layer texcoords don't get any time warp offset
+ " oOverlayTexCoordR = TexCoord0 * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
+ " oOverlayTexCoordG = TexCoord1 * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
+ " oOverlayTexCoordB = TexCoord2 * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
+
" oColor = Color.r;\n" // Used for vignette fade.
"}\n";
static const char* PostProcessMeshTimewarpPixelShaderSrc =
- "Texture2D Texture : register(t0);\n"
+ "Texture2D HmdSpcTexture : register(t0);\n"
+ "Texture2D OverlayTexture : register(t1);\n"
"SamplerState Linear : register(s0);\n"
+ "float UseOverlay = 1;\n"
"\n"
"float4 main(in float4 oPosition : SV_Position, in float4 oColor : COLOR,\n"
- " in float2 oTexCoord0 : TEXCOORD0, in float2 oTexCoord1 : TEXCOORD1, in float2 oTexCoord2 : TEXCOORD2) : SV_Target\n"
+ " in float2 oHmdSpcTexCoordR : TEXCOORD0, in float2 oHmdSpcTexCoordG : TEXCOORD1, in float2 oHmdSpcTexCoordB : TEXCOORD2,"
+ " in float2 oOverlayTexCoordR : TEXCOORD3, in float2 oOverlayTexCoordG : TEXCOORD4, in float2 oOverlayTexCoordB : TEXCOORD5) : SV_Target\n"
"{\n"
- " float ResultR = Texture.Sample(Linear, oTexCoord0).r;\n"
- " float ResultG = Texture.Sample(Linear, oTexCoord1).g;\n"
- " float ResultB = Texture.Sample(Linear, oTexCoord2).b;\n"
- " return float4(ResultR * oColor.r, ResultG * oColor.g, ResultB * oColor.b, 1.0);\n"
+ " float4 finalColor = float4(0,0,0,1);\n"
+ " finalColor.r = HmdSpcTexture.Sample(Linear, oHmdSpcTexCoordR).r;\n"
+ " finalColor.g = HmdSpcTexture.Sample(Linear, oHmdSpcTexCoordG).g;\n"
+ " finalColor.b = HmdSpcTexture.Sample(Linear, oHmdSpcTexCoordB).b;\n"
+
+ " if(UseOverlay > 0)\n"
+ " {\n"
+ " float2 overlayColorR = OverlayTexture.Sample(Linear, oOverlayTexCoordR).ra;\n"
+ " float2 overlayColorG = OverlayTexture.Sample(Linear, oOverlayTexCoordG).ga;\n"
+ " float2 overlayColorB = OverlayTexture.Sample(Linear, oOverlayTexCoordB).ba;\n"
+
+ // do premultiplied alpha blending - overlayColorX.x is color, overlayColorX.y is alpha
+ " finalColor.r = finalColor.r * saturate(1-overlayColorR.y) + overlayColorR.x;\n"
+ " finalColor.g = finalColor.g * saturate(1-overlayColorG.y) + overlayColorG.x;\n"
+ " finalColor.b = finalColor.b * saturate(1-overlayColorB.y) + overlayColorB.x;\n"
+ " }\n"
+
+ " finalColor.rgb = saturate(finalColor.rgb * oColor.rgb);\n"
+ " return finalColor;\n"
"}\n";
+
//----------------------------------------------------------------------------
// Pixel shader is very simple - does three texture reads.
// Vertex shader does all the hard work.
// Used for mesh-based distortion with positional timewarp.
static const char* PostProcessMeshPositionalTimewarpVertexShaderSrc =
- "Texture2DMS<float,4> DepthTexture : register(t0);\n"
+ "Texture2DMS<float,4> DepthTexture : register(t0);\n"
// Padding because we are uploading "standard uniform buffer" constants
"float4x4 Padding1;\n"
"float4x4 Padding2;\n"
"float2 EyeToSourceUVScale;\n"
"float2 EyeToSourceUVOffset;\n"
- "float2 DepthProjector;\n"
- "float2 DepthDimSize;\n"
- "float4x4 EyeRotationStart;\n"
+ "float2 DepthProjector;\n"
+ "float2 DepthDimSize;\n"
+ "float4x4 EyeRotationStart;\n"
"float4x4 EyeRotationEnd;\n"
"float4 PositionFromDepth(float2 inTexCoord)\n"
"{\n"
" float2 eyeToSourceTexCoord = inTexCoord * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
- " float depth = DepthTexture.Load(int2(eyeToSourceTexCoord * DepthDimSize), 0).x;\n"
- " float linearDepth = DepthProjector.y / (depth - DepthProjector.x);\n"
- " float4 retVal = float4(inTexCoord, 1, 1);\n"
+ " float depth = DepthTexture.Load(int2(eyeToSourceTexCoord * DepthDimSize), 0).x;\n"
+ " float linearDepth = DepthProjector.y / (depth - DepthProjector.x);\n"
+ " float4 retVal = float4(inTexCoord, 1, 1);\n"
" retVal.xyz *= linearDepth;\n"
" return retVal;\n"
"}\n"
@@ -465,10 +517,11 @@ static const char* PostProcessMeshPositionalTimewarpVertexShaderSrc =
" return noDepthUV.xy;\n"
"}\n"
- "void main( in float2 Position : POSITION, in float4 Color : COLOR0, in float2 TexCoord0 : TEXCOORD0,\n"
- " in float2 TexCoord1 : TEXCOORD1, in float2 TexCoord2 : TEXCOORD2,\n"
- " out float4 oPosition : SV_Position, out float4 oColor : COLOR,\n"
- " out float2 oTexCoord0 : TEXCOORD0, out float2 oTexCoord1 : TEXCOORD1, out float2 oTexCoord2 : TEXCOORD2)\n"
+ "void main(in float2 Position : POSITION, in float4 Color : COLOR0, in float2 TexCoord0 : TEXCOORD0,\n"
+ " in float2 TexCoord1 : TEXCOORD1, in float2 TexCoord2 : TEXCOORD2,\n"
+ " out float4 oPosition : SV_Position, out float4 oColor : COLOR,\n"
+ " out float2 oHmdSpcTexCoordR : TEXCOORD0, out float2 oHmdSpcTexCoordG : TEXCOORD1, out float2 oHmdSpcTexCoordB : TEXCOORD2,"
+ " out float2 oOverlayTexCoordR : TEXCOORD3, out float2 oOverlayTexCoordG : TEXCOORD4, out float2 oOverlayTexCoordB : TEXCOORD5)\n"
"{\n"
" oPosition.x = Position.x;\n"
" oPosition.y = Position.y;\n"
@@ -480,28 +533,118 @@ static const char* PostProcessMeshPositionalTimewarpVertexShaderSrc =
//" float4x4 lerpedEyeRot = EyeRotationStart;\n"
// warped positions are a bit more involved, hence a separate function
- " oTexCoord0 = TimewarpTexCoordToWarpedPos(TexCoord0, lerpedEyeRot);\n"
- " oTexCoord1 = TimewarpTexCoordToWarpedPos(TexCoord1, lerpedEyeRot);\n"
- " oTexCoord2 = TimewarpTexCoordToWarpedPos(TexCoord2, lerpedEyeRot);\n"
+ " oHmdSpcTexCoordR = TimewarpTexCoordToWarpedPos(TexCoord0, lerpedEyeRot);\n"
+ " oHmdSpcTexCoordG = TimewarpTexCoordToWarpedPos(TexCoord1, lerpedEyeRot);\n"
+ " oHmdSpcTexCoordB = TimewarpTexCoordToWarpedPos(TexCoord2, lerpedEyeRot);\n"
+
+ " oOverlayTexCoordR = TexCoord0 * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
+ " oOverlayTexCoordG = TexCoord1 * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
+ " oOverlayTexCoordB = TexCoord2 * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
" oColor = Color.r; // Used for vignette fade.\n"
"}\n";
static const char* PostProcessMeshPositionalTimewarpPixelShaderSrc =
- "Texture2D Texture : register(t0);\n"
+ "Texture2D HmdSpcTexture : register(t0);\n"
+ "Texture2D OverlayTexture : register(t1);\n"
"SamplerState Linear : register(s0);\n"
+ "float2 DepthDimSize;\n"
+ "float UseOverlay = 1;\n"
+ "\n"
+ "float4 main(in float4 oPosition : SV_Position, in float4 oColor : COLOR,\n"
+ " in float2 oHmdSpcTexCoordR : TEXCOORD0, in float2 oHmdSpcTexCoordG : TEXCOORD1, in float2 oHmdSpcTexCoordB : TEXCOORD2,"
+ " in float2 oOverlayTexCoordR : TEXCOORD3, in float2 oOverlayTexCoordG : TEXCOORD4, in float2 oOverlayTexCoordB : TEXCOORD5) : SV_Target\n"
+ "{\n"
+ " float4 finalColor = float4(0,0,0,1);\n"
+ " finalColor.r = HmdSpcTexture.Sample(Linear, oHmdSpcTexCoordR).r;\n"
+ " finalColor.g = HmdSpcTexture.Sample(Linear, oHmdSpcTexCoordG).g;\n"
+ " finalColor.b = HmdSpcTexture.Sample(Linear, oHmdSpcTexCoordB).b;\n"
+
+ " if(UseOverlay > 0)\n"
+ " {\n"
+ " float2 overlayColorR = OverlayTexture.Sample(Linear, oOverlayTexCoordR).ra;\n"
+ " float2 overlayColorG = OverlayTexture.Sample(Linear, oOverlayTexCoordG).ga;\n"
+ " float2 overlayColorB = OverlayTexture.Sample(Linear, oOverlayTexCoordB).ba;\n"
+
+ // do premultiplied alpha blending - overlayColorX.x is color, overlayColorX.y is alpha
+ " finalColor.r = finalColor.r * saturate(1-overlayColorR.y) + overlayColorR.x;\n"
+ " finalColor.g = finalColor.g * saturate(1-overlayColorG.y) + overlayColorG.x;\n"
+ " finalColor.b = finalColor.b * saturate(1-overlayColorB.y) + overlayColorB.x;\n"
+ " }\n"
+
+ " finalColor.rgb = saturate(finalColor.rgb * oColor.rgb);\n"
+ " return finalColor;\n"
+ "}\n";
+
+//----------------------------------------------------------------------------
+// Pixel shader is very simple - does three texture reads.
+// Vertex shader does all the hard work.
+// Used for mesh-based heightmap reprojection for positional timewarp.
+
+static D3D1x_(INPUT_ELEMENT_DESC) HeightmapVertexDesc[] =
+{
+ {"Position", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D1x_(INPUT_PER_VERTEX_DATA), 0},
+ {"TexCoord", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D1x_(INPUT_PER_VERTEX_DATA), 0},
+};
+
+static const char* PostProcessHeightmapTimewarpVertexShaderSrc =
+ "Texture2DMS<float,4> DepthTexture : register(t0);\n"
+ // Padding because we are uploading "standard uniform buffer" constants
+ "float4x4 Padding1;\n"
+ "float4x4 Padding2;\n"
+ "float2 EyeToSourceUVScale;\n"
+ "float2 EyeToSourceUVOffset;\n"
"float2 DepthDimSize;\n"
+ "float4x4 EyeXformStart;\n"
+ "float4x4 EyeXformEnd;\n"
+ //"float4x4 Projection;\n"
+ "float4x4 InvProjection;\n"
+
+ "float4 PositionFromDepth(float2 position, float2 inTexCoord)\n"
+ "{\n"
+ " float depth = DepthTexture.Load(int2(inTexCoord * DepthDimSize), 0).x;\n"
+ " float4 retVal = float4(position, depth, 1);\n"
+ " return retVal;\n"
+ "}\n"
+
+ "float4 TimewarpPos(float2 position, float2 inTexCoord, float4x4 rotMat)\n"
+ "{\n"
+ // Apply the 4x4 timewarp rotation to these vectors.
+ " float4 transformed = PositionFromDepth(position, inTexCoord);\n"
+ // TODO: Precombining InvProjection in rotMat causes loss of precision flickering
+ " transformed = mul ( InvProjection, transformed );\n"
+ " transformed = mul ( rotMat, transformed );\n"
+ // Commented out as Projection is currently contained in rotMat
+ //" transformed = mul ( Projection, transformed );\n"
+ " return transformed;\n"
+ "}\n"
+
+ "void main( in float2 Position : POSITION, in float3 TexCoord0 : TEXCOORD0,\n"
+ " out float4 oPosition : SV_Position, out float2 oTexCoord0 : TEXCOORD0)\n"
+ "{\n"
+ " float2 eyeToSrcTexCoord = TexCoord0.xy * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
+ " oTexCoord0 = eyeToSrcTexCoord;\n"
+
+ " float timewarpLerpFactor = TexCoord0.z;\n"
+ " float4x4 lerpedEyeRot = lerp(EyeXformStart, EyeXformEnd, timewarpLerpFactor);\n"
+ //" float4x4 lerpedEyeRot = EyeXformStart;\n"
+
+ " oPosition = TimewarpPos(Position.xy, oTexCoord0, lerpedEyeRot);\n"
+ "}\n";
+
+static const char* PostProcessHeightmapTimewarpPixelShaderSrc =
+ "Texture2D Texture : register(t0);\n"
+ "SamplerState Linear : register(s0);\n"
"\n"
- "float4 main(in float4 oPosition : SV_Position, in float4 oColor : COLOR,\n"
- " in float2 oTexCoord0 : TEXCOORD0, in float2 oTexCoord1 : TEXCOORD1, in float2 oTexCoord2 : TEXCOORD2) : SV_Target\n"
+ "float4 main(in float4 oPosition : SV_Position, in float2 oTexCoord0 : TEXCOORD0) : SV_Target\n"
"{\n"
" float3 result;\n"
- " result.r = Texture.Sample(Linear, oTexCoord0).r;\n"
- " result.g = Texture.Sample(Linear, oTexCoord1).g;\n"
- " result.b = Texture.Sample(Linear, oTexCoord2).b;\n"
- " return float4(result * oColor, 1.0);\n"
+ " result = Texture.Sample(Linear, oTexCoord0);\n"
+ " return float4(result, 1.0);\n"
"}\n";
+#pragma endregion
+
//----------------------------------------------------------------------------
static const char* VShaderSrcs[VShader_Count] =
@@ -511,7 +654,8 @@ static const char* VShaderSrcs[VShader_Count] =
PostProcessVertexShaderSrc,
PostProcessMeshVertexShaderSrc,
PostProcessMeshTimewarpVertexShaderSrc,
- PostProcessMeshPositionalTimewarpVertexShaderSrc
+ PostProcessMeshPositionalTimewarpVertexShaderSrc,
+ PostProcessHeightmapTimewarpVertexShaderSrc
};
static const char* FShaderSrcs[FShader_Count] =
{
@@ -525,7 +669,8 @@ static const char* FShaderSrcs[FShader_Count] =
MultiTexturePixelShaderSrc,
PostProcessMeshPixelShaderSrc,
PostProcessMeshTimewarpPixelShaderSrc,
- PostProcessMeshPositionalTimewarpPixelShaderSrc
+ PostProcessMeshPositionalTimewarpPixelShaderSrc,
+ PostProcessHeightmapTimewarpPixelShaderSrc
};
RenderDevice::RenderDevice(const RendererParams& p, HWND window)
@@ -630,12 +775,23 @@ RenderDevice::RenderDevice(const RendererParams& p, HWND window)
HRESULT validate = Device->CreateInputLayout(ModelVertexDesc, sizeof(ModelVertexDesc)/sizeof(ModelVertexDesc[0]), buffer, bufferSize, objRef);
OVR_UNUSED(validate);
- ID3D10Blob* vsData2 = CompileShader("vs_4_1", PostProcessMeshVertexShaderSrc);
- SPInt bufferSize2 = vsData2->GetBufferSize();
- const void* buffer2 = vsData2->GetBufferPointer();
- ID3D1xInputLayout** objRef2 = &DistortionVertexIL.GetRawRef();
- HRESULT validate2 = Device->CreateInputLayout(DistortionVertexDesc, sizeof(DistortionVertexDesc)/sizeof(DistortionVertexDesc[0]), buffer2, bufferSize2, objRef2);
- OVR_UNUSED(validate2);
+ {
+ ID3D10Blob* vsData2 = CompileShader("vs_4_1", PostProcessMeshVertexShaderSrc);
+ SPInt bufferSize2 = vsData2->GetBufferSize();
+ const void* buffer2 = vsData2->GetBufferPointer();
+ ID3D1xInputLayout** objRef2 = &DistortionVertexIL.GetRawRef();
+ HRESULT validate2 = Device->CreateInputLayout(DistortionVertexDesc, sizeof(DistortionVertexDesc)/sizeof(DistortionVertexDesc[0]), buffer2, bufferSize2, objRef2);
+ OVR_UNUSED(validate2);
+ }
+
+ {
+ ID3D10Blob* vsData2 = CompileShader("vs_4_1", PostProcessHeightmapTimewarpVertexShaderSrc);
+ SPInt bufferSize2 = vsData2->GetBufferSize();
+ const void* buffer2 = vsData2->GetBufferPointer();
+ ID3D1xInputLayout** objRef2 = &HeightmapVertexIL.GetRawRef();
+ HRESULT validate2 = Device->CreateInputLayout(HeightmapVertexDesc, sizeof(HeightmapVertexDesc)/sizeof(HeightmapVertexDesc[0]), buffer2, bufferSize2, objRef2);
+ OVR_UNUSED(validate2);
+ }
Ptr<ShaderSet> gouraudShaders = *new ShaderSet();
gouraudShaders->SetShader(VertexShaders[VShader_MVP]);
@@ -647,7 +803,7 @@ RenderDevice::RenderDevice(const RendererParams& p, HWND window)
memset(&bm, 0, sizeof(bm));
bm.BlendEnable[0] = true;
bm.BlendOp = bm.BlendOpAlpha = D3D1x_(BLEND_OP_ADD);
- bm.SrcBlend = bm.SrcBlendAlpha = D3D1x_(BLEND_SRC_ALPHA);
+ bm.SrcBlend = bm.SrcBlendAlpha = D3D1x_(BLEND_ONE); //premultiplied alpha
bm.DestBlend = bm.DestBlendAlpha = D3D1x_(BLEND_INV_SRC_ALPHA);
bm.RenderTargetWriteMask[0] = D3D1x_(COLOR_WRITE_ENABLE_ALL);
Device->CreateBlendState(&bm, &BlendState.GetRawRef());
@@ -656,7 +812,7 @@ RenderDevice::RenderDevice(const RendererParams& p, HWND window)
memset(&bm, 0, sizeof(bm));
bm.RenderTarget[0].BlendEnable = true;
bm.RenderTarget[0].BlendOp = bm.RenderTarget[0].BlendOpAlpha = D3D1x_(BLEND_OP_ADD);
- bm.RenderTarget[0].SrcBlend = bm.RenderTarget[0].SrcBlendAlpha = D3D1x_(BLEND_SRC_ALPHA);
+ bm.RenderTarget[0].SrcBlend = bm.RenderTarget[0].SrcBlendAlpha = D3D1x_(BLEND_ONE); //premultiplied alpha
bm.RenderTarget[0].DestBlend = bm.RenderTarget[0].DestBlendAlpha = D3D1x_(BLEND_INV_SRC_ALPHA);
bm.RenderTarget[0].RenderTargetWriteMask = D3D1x_(COLOR_WRITE_ENABLE_ALL);
Device->CreateBlendState(&bm, &BlendState.GetRawRef());
@@ -675,7 +831,7 @@ RenderDevice::RenderDevice(const RendererParams& p, HWND window)
const Render::Vertex QuadVertices[] =
{ Vertex(Vector3f(0, 1, 0)), Vertex(Vector3f(1, 1, 0)),
Vertex(Vector3f(0, 0, 0)), Vertex(Vector3f(1, 0, 0)) };
- QuadVertexBuffer->Data(Buffer_Vertex, QuadVertices, sizeof(QuadVertices));
+ QuadVertexBuffer->Data(Buffer_Vertex | Buffer_ReadOnly, QuadVertices, sizeof(QuadVertices));
SetDepthMode(0, 0);
}
@@ -802,6 +958,7 @@ bool RenderDevice::RecreateSwapChain()
scDesc.BufferDesc.Width = WindowWidth;
scDesc.BufferDesc.Height = WindowHeight;
scDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ //scDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
// Use default refresh rate; switching rate on CC prototype can cause screen lockup.
scDesc.BufferDesc.RefreshRate.Numerator = 0;
scDesc.BufferDesc.RefreshRate.Denominator = 1;
@@ -1486,7 +1643,7 @@ ID3D1xSamplerState* RenderDevice::GetSamplerState(int sm)
else if (sm & Sample_Anisotropic)
{
ss.Filter = D3D1x_(FILTER_ANISOTROPIC);
- ss.MaxAnisotropy = 8;
+ ss.MaxAnisotropy = 4;
}
else
{
@@ -1573,10 +1730,14 @@ void RenderDevice::GenerateSubresourceData(
{
bytesPerBlock = 8;
}
- else if (format == DXGI_FORMAT_BC3_UNORM)
- {
- bytesPerBlock = 16;
- }
+ else if (format == DXGI_FORMAT_BC2_UNORM)
+ {
+ bytesPerBlock = 16;
+ }
+ else if (format == DXGI_FORMAT_BC3_UNORM)
+ {
+ bytesPerBlock = 16;
+ }
unsigned blockWidth = 0;
blockWidth = (subresWidth + 3) / 4;
@@ -1659,9 +1820,21 @@ Texture* RenderDevice::CreateTexture(int format, int width, int height, const vo
imageDimUpperLimit = 1024;
}
- if (format == Texture_DXT1 || format == Texture_DXT5)
+ if (format == Texture_DXT1 || format == Texture_DXT3 || format == Texture_DXT5)
{
- int convertedFormat = (format == Texture_DXT1) ? DXGI_FORMAT_BC1_UNORM : DXGI_FORMAT_BC3_UNORM;
+ int convertedFormat;
+ switch (format) {
+ case Texture_DXT1:
+ convertedFormat = DXGI_FORMAT_BC1_UNORM;
+ break;
+ case Texture_DXT3:
+ convertedFormat = DXGI_FORMAT_BC2_UNORM;
+ break;
+ case Texture_DXT5:
+ default:
+ convertedFormat = DXGI_FORMAT_BC3_UNORM;
+ break;
+ }
unsigned largestMipWidth = 0;
unsigned largestMipHeight = 0;
unsigned effectiveMipCount = mipcount;
@@ -1670,7 +1843,7 @@ Texture* RenderDevice::CreateTexture(int format, int width, int height, const vo
#ifdef OVR_DEFINE_NEW
#undef new
#endif
-
+
D3D1x_(SUBRESOURCE_DATA)* subresData = (D3D1x_(SUBRESOURCE_DATA)*)
OVR_ALLOC(sizeof(D3D1x_(SUBRESOURCE_DATA)) * mipcount);
GenerateSubresourceData(width, height, convertedFormat, imageDimUpperLimit, data, subresData, largestMipWidth,
@@ -1923,7 +2096,6 @@ void RenderDevice::SetRenderTarget(Render::Texture* color, Render::Texture* dept
Context->OMSetRenderTargets(1, &((Texture*)color)->TexRtv.GetRawRef(), ((Texture*)depth)->TexDsv);
}
-
void RenderDevice::SetWorldUniforms(const Matrix4f& proj)
{
StdUniforms.Proj = proj.Transposed();
@@ -1937,13 +2109,13 @@ void RenderDevice::Render(const Matrix4f& matrix, Model* model)
if (!model->VertexBuffer)
{
Ptr<Buffer> vb = *CreateBuffer();
- vb->Data(Buffer_Vertex, &model->Vertices[0], model->Vertices.GetSize() * sizeof(Vertex));
+ vb->Data(Buffer_Vertex | Buffer_ReadOnly, &model->Vertices[0], model->Vertices.GetSize() * sizeof(Vertex));
model->VertexBuffer = vb;
}
if (!model->IndexBuffer)
{
Ptr<Buffer> ib = *CreateBuffer();
- ib->Data(Buffer_Index, &model->Indices[0], model->Indices.GetSize() * 2);
+ ib->Data(Buffer_Index | Buffer_ReadOnly, &model->Indices[0], model->Indices.GetSize() * 2);
model->IndexBuffer = ib;
}
@@ -1961,21 +2133,28 @@ void RenderDevice::RenderWithAlpha( const Fill* fill, Render::Buffer* vertices,
}
void RenderDevice::Render(const Fill* fill, Render::Buffer* vertices, Render::Buffer* indices,
- const Matrix4f& matrix, int offset, int count, PrimitiveType rprim, bool useDistortionVertex/* = false*/)
+ const Matrix4f& matrix, int offset, int count, PrimitiveType rprim, MeshType meshType/* = Mesh_Scene*/)
{
ID3D1xBuffer* vertexBuffer = ((Buffer*)vertices)->GetBuffer();
UINT vertexOffset = offset;
UINT vertexStride = sizeof(Vertex);
- if ( useDistortionVertex )
- {
- Context->IASetInputLayout(DistortionVertexIL);
- vertexStride = sizeof(DistortionVertex);
- }
- else
+ switch(meshType)
{
+ case Mesh_Scene:
Context->IASetInputLayout(ModelVertexIL);
vertexStride = sizeof(Vertex);
+ break;
+ case Mesh_Distortion:
+ Context->IASetInputLayout(DistortionVertexIL);
+ vertexStride = sizeof(DistortionVertex);
+ break;
+ case Mesh_Heightmap:
+ Context->IASetInputLayout(HeightmapVertexIL);
+ vertexStride = sizeof(HeightmapVertex);
+ break;
+ default: OVR_ASSERT(false);
}
+
Context->IASetVertexBuffers(0, 1, &vertexBuffer, &vertexStride, &vertexOffset);
if (indices)
@@ -2058,9 +2237,12 @@ UPInt RenderDevice::QueryGPUMemorySize()
void RenderDevice::Present ( bool withVsync )
{
- if( OVR::Util::ImageWindow::GlobalWindow() )
+ for( int i = 0; i < 4; ++i )
{
- OVR::Util::ImageWindow::GlobalWindow()->Process();
+ if( OVR::Util::ImageWindow::GlobalWindow( i ) )
+ {
+ OVR::Util::ImageWindow::GlobalWindow( i )->Process();
+ }
}
if ( withVsync )
diff --git a/Samples/CommonSrc/Render/Render_D3D1X_Device.h b/Samples/CommonSrc/Render/Render_D3D1X_Device.h
index e06bcda..bd733cc 100644
--- a/Samples/CommonSrc/Render/Render_D3D1X_Device.h
+++ b/Samples/CommonSrc/Render/Render_D3D1X_Device.h
@@ -265,6 +265,7 @@ public:
Ptr<ID3D1xDepthStencilState> CurDepthState;
Ptr<ID3D1xInputLayout> ModelVertexIL;
Ptr<ID3D1xInputLayout> DistortionVertexIL;
+ Ptr<ID3D1xInputLayout> HeightmapVertexIL;
Ptr<ID3D1xSamplerState> SamplerStates[Sample_Count];
@@ -351,7 +352,7 @@ public:
virtual void Render(const Matrix4f& matrix, Model* model);
virtual void Render(const Fill* fill, Render::Buffer* vertices, Render::Buffer* indices,
- const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles, bool useDistortionVertex = false);
+ const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles, MeshType meshType = Mesh_Scene);
virtual void RenderWithAlpha( const Fill* fill, Render::Buffer* vertices, Render::Buffer* indices,
const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles);
diff --git a/Samples/CommonSrc/Render/Render_Device.cpp b/Samples/CommonSrc/Render/Render_Device.cpp
index e917fb0..88e611a 100644
--- a/Samples/CommonSrc/Render/Render_Device.cpp
+++ b/Samples/CommonSrc/Render/Render_Device.cpp
@@ -206,35 +206,35 @@ namespace OVR { namespace Render {
// Cube vertices and their normals.
Vector3f CubeVertices[][3] =
{
- Vector3f(x1, y2, z1), Vector3f(z1, x1), Vector3f(0.0f, 1.0f, 0.0f),
- Vector3f(x2, y2, z1), Vector3f(z1, x2), Vector3f(0.0f, 1.0f, 0.0f),
- Vector3f(x2, y2, z2), Vector3f(z2, x2), Vector3f(0.0f, 1.0f, 0.0f),
- Vector3f(x1, y2, z2), Vector3f(z2, x1), Vector3f(0.0f, 1.0f, 0.0f),
-
- Vector3f(x1, y1, z1), Vector3f(z1, x1), Vector3f(0.0f, -1.0f, 0.0f),
- Vector3f(x2, y1, z1), Vector3f(z1, x2), Vector3f(0.0f, -1.0f, 0.0f),
- Vector3f(x2, y1, z2), Vector3f(z2, x2), Vector3f(0.0f, -1.0f, 0.0f),
- Vector3f(x1, y1, z2), Vector3f(z2, x1), Vector3f(0.0f, -1.0f, 0.0f),
-
- Vector3f(x1, y1, z2), Vector3f(z2, y1), Vector3f(-1.0f, 0.0f, 0.0f),
- Vector3f(x1, y1, z1), Vector3f(z1, y1), Vector3f(-1.0f, 0.0f, 0.0f),
- Vector3f(x1, y2, z1), Vector3f(z1, y2), Vector3f(-1.0f, 0.0f, 0.0f),
- Vector3f(x1, y2, z2), Vector3f(z2, y2), Vector3f(-1.0f, 0.0f, 0.0f),
-
- Vector3f(x2, y1, z2), Vector3f(z2, y1), Vector3f(1.0f, 0.0f, 0.0f),
- Vector3f(x2, y1, z1), Vector3f(z1, y1), Vector3f(1.0f, 0.0f, 0.0f),
- Vector3f(x2, y2, z1), Vector3f(z1, y2), Vector3f(1.0f, 0.0f, 0.0f),
- Vector3f(x2, y2, z2), Vector3f(z2, y2), Vector3f(1.0f, 0.0f, 0.0f),
-
- Vector3f(x1, y1, z1), Vector3f(x1, y1), Vector3f(0.0f, 0.0f, -1.0f),
- Vector3f(x2, y1, z1), Vector3f(x2, y1), Vector3f(0.0f, 0.0f, -1.0f),
- Vector3f(x2, y2, z1), Vector3f(x2, y2), Vector3f(0.0f, 0.0f, -1.0f),
- Vector3f(x1, y2, z1), Vector3f(x1, y2), Vector3f(0.0f, 0.0f, -1.0f),
-
- Vector3f(x1, y1, z2), Vector3f(x1, y1), Vector3f(0.0f, 0.0f, 1.0f),
- Vector3f(x2, y1, z2), Vector3f(x2, y1), Vector3f(0.0f, 0.0f, 1.0f),
- Vector3f(x2, y2, z2), Vector3f(x2, y2), Vector3f(0.0f, 0.0f, 1.0f),
- Vector3f(x1, y2, z2), Vector3f(x1, y2), Vector3f(0.0f, 0.0f, 1.0f)
+ { Vector3f(x1, y2, z1), Vector3f(z1, x1), Vector3f(0.0f, 1.0f, 0.0f) },
+ { Vector3f(x2, y2, z1), Vector3f(z1, x2), Vector3f(0.0f, 1.0f, 0.0f) },
+ { Vector3f(x2, y2, z2), Vector3f(z2, x2), Vector3f(0.0f, 1.0f, 0.0f) },
+ { Vector3f(x1, y2, z2), Vector3f(z2, x1), Vector3f(0.0f, 1.0f, 0.0f) },
+
+ { Vector3f(x1, y1, z1), Vector3f(z1, x1), Vector3f(0.0f, -1.0f, 0.0f) },
+ { Vector3f(x2, y1, z1), Vector3f(z1, x2), Vector3f(0.0f, -1.0f, 0.0f) },
+ { Vector3f(x2, y1, z2), Vector3f(z2, x2), Vector3f(0.0f, -1.0f, 0.0f) },
+ { Vector3f(x1, y1, z2), Vector3f(z2, x1), Vector3f(0.0f, -1.0f, 0.0f) },
+
+ { Vector3f(x1, y1, z2), Vector3f(z2, y1), Vector3f(-1.0f, 0.0f, 0.0f) },
+ { Vector3f(x1, y1, z1), Vector3f(z1, y1), Vector3f(-1.0f, 0.0f, 0.0f) },
+ { Vector3f(x1, y2, z1), Vector3f(z1, y2), Vector3f(-1.0f, 0.0f, 0.0f) },
+ { Vector3f(x1, y2, z2), Vector3f(z2, y2), Vector3f(-1.0f, 0.0f, 0.0f) },
+
+ { Vector3f(x2, y1, z2), Vector3f(z2, y1), Vector3f(1.0f, 0.0f, 0.0f) },
+ { Vector3f(x2, y1, z1), Vector3f(z1, y1), Vector3f(1.0f, 0.0f, 0.0f) },
+ { Vector3f(x2, y2, z1), Vector3f(z1, y2), Vector3f(1.0f, 0.0f, 0.0f) },
+ { Vector3f(x2, y2, z2), Vector3f(z2, y2), Vector3f(1.0f, 0.0f, 0.0f) },
+
+ { Vector3f(x1, y1, z1), Vector3f(x1, y1), Vector3f(0.0f, 0.0f, -1.0f) },
+ { Vector3f(x2, y1, z1), Vector3f(x2, y1), Vector3f(0.0f, 0.0f, -1.0f) },
+ { Vector3f(x2, y2, z1), Vector3f(x2, y2), Vector3f(0.0f, 0.0f, -1.0f) },
+ { Vector3f(x1, y2, z1), Vector3f(x1, y2), Vector3f(0.0f, 0.0f, -1.0f) },
+
+ { Vector3f(x1, y1, z2), Vector3f(x1, y1), Vector3f(0.0f, 0.0f, 1.0f) },
+ { Vector3f(x2, y1, z2), Vector3f(x2, y1), Vector3f(0.0f, 0.0f, 1.0f) },
+ { Vector3f(x2, y2, z2), Vector3f(x2, y2), Vector3f(0.0f, 0.0f, 1.0f) },
+ { Vector3f(x1, y2, z2), Vector3f(x1, y2), Vector3f(0.0f, 0.0f, 1.0f) }
};
@@ -899,7 +899,8 @@ namespace OVR { namespace Render {
ppfs = LoadBuiltinShader(Shader_Fragment, FShader_PostProcessWithChromAb);
vs = LoadBuiltinShader(Shader_Vertex, VShader_PostProcess);
}
- else if (PostProcessShaderActive == PostProcessShader_MeshDistortionAndChromAb)
+ else if (PostProcessShaderActive == PostProcessShader_MeshDistortionAndChromAb ||
+ PostProcessShaderActive == PostProcessShader_MeshDistortionAndChromAbHeightmapTimewarp)
{
ppfs = LoadBuiltinShader(Shader_Fragment, FShader_PostProcessMeshWithChromAb);
vs = LoadBuiltinShader(Shader_Vertex, VShader_PostProcessMesh);
@@ -909,11 +910,11 @@ namespace OVR { namespace Render {
ppfs = LoadBuiltinShader(Shader_Fragment, FShader_PostProcessMeshWithChromAbTimewarp);
vs = LoadBuiltinShader(Shader_Vertex, VShader_PostProcessMeshTimewarp);
}
- else if (PostProcessShaderActive == PostProcessShader_MeshDistortionAndChromAbPositionalTimewarp)
- {
- ppfs = LoadBuiltinShader(Shader_Fragment, FShader_PostProcessMeshWithChromAbPositionalTimewarp);
- vs = LoadBuiltinShader(Shader_Vertex, VShader_PostProcessMeshPositionalTimewarp);
- }
+ else if (PostProcessShaderActive == PostProcessShader_MeshDistortionAndChromAbPositionalTimewarp)
+ {
+ ppfs = LoadBuiltinShader(Shader_Fragment, FShader_PostProcessMeshWithChromAbPositionalTimewarp);
+ vs = LoadBuiltinShader(Shader_Vertex, VShader_PostProcessMeshPositionalTimewarp);
+ }
else
{
OVR_ASSERT(false);
@@ -926,6 +927,23 @@ namespace OVR { namespace Render {
pPostProcessShader->SetShader(ppfs);
}
+ // Heightmap method does the timewarp on the first pass
+ if (!pPostProcessHeightmapShader &&
+ PostProcessShaderActive == PostProcessShader_MeshDistortionAndChromAbHeightmapTimewarp)
+ {
+ Shader *vs = NULL;
+ Shader *ppfs = NULL;
+
+ ppfs = LoadBuiltinShader(Shader_Fragment, FShader_PostProcessHeightmapTimewarp);
+ vs = LoadBuiltinShader(Shader_Vertex, VShader_PostProcessHeightmapTimewarp);
+
+ OVR_ASSERT(ppfs); // Means the shader failed to compile - look in the debug spew.
+ OVR_ASSERT(vs);
+
+ pPostProcessHeightmapShader = *CreateShaderSet();
+ pPostProcessHeightmapShader->SetShader(vs);
+ pPostProcessHeightmapShader->SetShader(ppfs);
+ }
if(!pFullScreenVertexBuffer)
{
@@ -937,7 +955,7 @@ namespace OVR { namespace Render {
Vertex(Vector3f(0, 0, 0), Color(1, 1, 1, 1), 0, 1),
Vertex(Vector3f(1, 0, 0), Color(1, 1, 1, 1), 1, 1)
};
- pFullScreenVertexBuffer->Data(Buffer_Vertex, QuadVertices, sizeof(QuadVertices));
+ pFullScreenVertexBuffer->Data(Buffer_Vertex | Buffer_ReadOnly, QuadVertices, sizeof(QuadVertices));
}
return true;
}
@@ -960,7 +978,7 @@ namespace OVR { namespace Render {
void RenderDevice::FinishScene()
{
SetExtraShaders(0);
- SetRenderTarget(0);
+ SetDefaultRenderTarget();
}
@@ -971,9 +989,10 @@ namespace OVR { namespace Render {
{
PostProcessingType = pptype;
- if ( ( pptype == PostProcess_MeshDistortion ) ||
+ if (( pptype == PostProcess_MeshDistortion ) ||
( pptype == PostProcess_MeshDistortionTimewarp ) ||
- ( pptype == PostProcess_MeshDistortionPositionalTimewarp ) )
+ ( pptype == PostProcess_MeshDistortionPositionalTimewarp ) ||
+ ( pptype == PostProcess_MeshDistortionHeightmapTimewarp))
{
for ( int eyeNum = 0; eyeNum < 2; eyeNum++ )
{
@@ -1009,13 +1028,55 @@ namespace OVR { namespace Render {
DistortionMeshNumTris[eyeNum] = numTris;
pDistortionMeshVertexBuffer[eyeNum] = *CreateBuffer();
- pDistortionMeshVertexBuffer[eyeNum]->Data ( Buffer_Vertex, pVerts, sizeof(DistortionVertex) * numVerts );
+ pDistortionMeshVertexBuffer[eyeNum]->Data ( Buffer_Vertex | Buffer_ReadOnly, pVerts, sizeof(DistortionVertex) * numVerts );
pDistortionMeshIndexBuffer[eyeNum] = *CreateBuffer();
- pDistortionMeshIndexBuffer[eyeNum]->Data ( Buffer_Index, pIndices, ( sizeof(UInt16) * numIndices ) );
+ pDistortionMeshIndexBuffer[eyeNum]->Data ( Buffer_Index | Buffer_ReadOnly, pIndices, ( sizeof(UInt16) * numIndices ) );
DistortionMeshDestroy ( pRawVerts, pIndices );
OVR_FREE ( pVerts );
}
+
+ if(pptype == PostProcess_MeshDistortionHeightmapTimewarp)
+ {
+ // Create the positional timewarp rectangular heightmap mesh
+ for ( int eyeNum = 0; eyeNum < 2; eyeNum++ )
+ {
+ const StereoEyeParams &stereoParams = ( eyeNum == 0 ) ? stereoParamsLeft : stereoParamsRight;
+
+ // Get the mesh data.
+ int numVerts = 0;
+ int numTris = 0;
+ HeightmapMeshVertexData *pRawVerts = NULL;
+ UInt16 *pIndices = NULL;
+ HeightmapMeshCreate ( &pRawVerts, &pIndices, &numVerts, &numTris, stereoParams, hmdRenderInfo );
+ int numIndices = numTris * 3;
+
+ // Convert to final vertex data.
+ HeightmapVertex *pVerts = (HeightmapVertex*)OVR_ALLOC ( sizeof(HeightmapVertex) * numVerts );
+ HeightmapVertex *pCurVert = pVerts;
+ HeightmapMeshVertexData *pCurRawVert = pRawVerts;
+ for ( int vertNum = 0; vertNum < numVerts; vertNum++ )
+ {
+ pCurVert->Pos.x = pCurRawVert->ScreenPosNDC.x;
+ pCurVert->Pos.y = pCurRawVert->ScreenPosNDC.y;
+ Vector2f texCoord = pCurRawVert->TanEyeAngles;
+ pCurVert->Tex.x = texCoord.x;
+ pCurVert->Tex.y = texCoord.y;
+ pCurVert->Tex.z = (OVR::UByte)( floorf ( pCurRawVert->TimewarpLerp * 255.999f ) );
+ pCurRawVert++;
+ pCurVert++;
+ }
+
+ HeightmapMeshNumTris[eyeNum] = numTris;
+ pHeightmapMeshVertexBuffer[eyeNum] = *CreateBuffer();
+ pHeightmapMeshVertexBuffer[eyeNum]->Data ( Buffer_Vertex, pVerts, sizeof(HeightmapVertex) * numVerts );
+ pHeightmapMeshIndexBuffer[eyeNum] = *CreateBuffer();
+ pHeightmapMeshIndexBuffer[eyeNum]->Data ( Buffer_Index, pIndices, ( sizeof(UInt16) * numIndices ) );
+
+ HeightmapMeshDestroy ( pRawVerts, pIndices );
+ OVR_FREE ( pVerts );
+ }
+ }
}
else
{
@@ -1025,117 +1086,265 @@ namespace OVR { namespace Render {
void RenderDevice::ApplyPostProcess(Matrix4f const &matNowFromWorldStart, Matrix4f const &matNowFromWorldEnd,
- Matrix4f const &matRenderFromWorldLeft, Matrix4f const &matRenderFromWorldRight,
- StereoEyeParams const &stereoParamsLeft, StereoEyeParams const &stereoParamsRight,
- Ptr<Texture> pSourceTextureLeftOrOnly,
- Ptr<Texture> pSourceTextureRight,
- Ptr<Texture> pSourceTextureLeftOrOnlyDepth,
- Ptr<Texture> pSourceTextureRightDepth)
+ Matrix4f const &matRenderFromWorldLeft, Matrix4f const &matRenderFromWorldRight,
+ StereoEyeParams const &stereoParamsLeft, StereoEyeParams const &stereoParamsRight,
+ RenderTarget* pHmdSpaceLayerRenderTargetLeftOrBothEyes,
+ RenderTarget* pHmdSpaceLayerRenderTargetRight,
+ RenderTarget* pOverlayLayerRenderTargetLeftOrBothEyes,
+ RenderTarget* pOverlayLayerRenderTargetRight)
{
SetExtraShaders(0);
- if ( PostProcessingType == PostProcess_MeshDistortion )
- {
- Recti vp ( 0, 0, WindowWidth, WindowHeight );
- SetViewport(vp);
- float r, g, b, a;
- DistortionClearColor.GetRGBA(&r, &g, &b, &a);
- Clear(r, g, b, a);
-
- Matrix4f dummy;
- ShaderFill fill(pPostProcessShader);
-
- fill.SetTexture ( 0, pSourceTextureLeftOrOnly );
- pPostProcessShader->SetUniform2f("EyeToSourceUVScale", stereoParamsLeft.EyeToSourceUV.Scale.x, stereoParamsLeft.EyeToSourceUV.Scale.y );
- pPostProcessShader->SetUniform2f("EyeToSourceUVOffset", stereoParamsLeft.EyeToSourceUV.Offset.x, stereoParamsLeft.EyeToSourceUV.Offset.y );
- Render(&fill, pDistortionMeshVertexBuffer[0], pDistortionMeshIndexBuffer[0], dummy, 0, DistortionMeshNumTris[0] * 3, Prim_Triangles, true);
-
- if ( pSourceTextureRight != NULL )
- {
- fill.SetTexture ( 0, pSourceTextureRight );
- }
- pPostProcessShader->SetUniform2f("EyeToSourceUVScale", stereoParamsRight.EyeToSourceUV.Scale.x, stereoParamsRight.EyeToSourceUV.Scale.y );
- pPostProcessShader->SetUniform2f("EyeToSourceUVOffset", stereoParamsRight.EyeToSourceUV.Offset.x, stereoParamsRight.EyeToSourceUV.Offset.y );
- Render(&fill, pDistortionMeshVertexBuffer[1], pDistortionMeshIndexBuffer[1], dummy, 0, DistortionMeshNumTris[1] * 3, Prim_Triangles, true);
- }
- else if ( PostProcessingType == PostProcess_MeshDistortionTimewarp )
- {
- Recti vp ( 0, 0, WindowWidth, WindowHeight );
- SetViewport(vp);
- float r, g, b, a;
- DistortionClearColor.GetRGBA(&r, &g, &b, &a);
- Clear(r, g, b, a);
-
- ShaderFill fill(pPostProcessShader);
- fill.SetTexture ( 0, pSourceTextureLeftOrOnly );
-
- for ( int eyeNum = 0; eyeNum < 2; eyeNum++ )
- {
- Matrix4f const &matRenderFromWorld = ( eyeNum == 0 ) ? matRenderFromWorldLeft : matRenderFromWorldRight;
- const StereoEyeParams &stereoParams = ( eyeNum == 0 ) ? stereoParamsLeft : stereoParamsRight;
-
- Matrix4f matRenderFromNowStart = TimewarpComputePoseDelta ( matRenderFromWorld, matNowFromWorldStart );
- Matrix4f matRenderFromNowEnd = TimewarpComputePoseDelta ( matRenderFromWorld, matNowFromWorldEnd );
-
- pPostProcessShader->SetUniform2f("EyeToSourceUVScale", stereoParams.EyeToSourceUV.Scale.x, stereoParams.EyeToSourceUV.Scale.y );
- pPostProcessShader->SetUniform2f("EyeToSourceUVOffset", stereoParams.EyeToSourceUV.Offset.x, stereoParams.EyeToSourceUV.Offset.y );
- pPostProcessShader->SetUniform3x3f("EyeRotationStart", matRenderFromNowStart);
- pPostProcessShader->SetUniform3x3f("EyeRotationEnd", matRenderFromNowEnd);
-
- Matrix4f dummy;
- if ( ( pSourceTextureRight != NULL ) && ( eyeNum == 1 ) )
- {
- fill.SetTexture ( 0, pSourceTextureRight );
- }
- Render(&fill, pDistortionMeshVertexBuffer[eyeNum], pDistortionMeshIndexBuffer[eyeNum], dummy, 0, DistortionMeshNumTris[eyeNum] * 3, Prim_Triangles, true);
- }
- }
- else if ( PostProcessingType == PostProcess_MeshDistortionPositionalTimewarp )
- {
- Recti vp( 0, 0, WindowWidth, WindowHeight );
- SetViewport(vp);
- float r, g, b, a;
- DistortionClearColor.GetRGBA(&r, &g, &b, &a);
- Clear(r, g, b, a);
-
- ShaderFill fill(pPostProcessShader);
- fill.SetTexture ( 0, pSourceTextureLeftOrOnly );
- fill.SetTexture ( 0, pSourceTextureLeftOrOnlyDepth, Shader_Vertex );
-
- for ( int eyeNum = 0; eyeNum < 2; eyeNum++ )
- {
- Matrix4f const &matRenderFromWorld = ( eyeNum == 0 ) ? matRenderFromWorldLeft : matRenderFromWorldRight;
- const StereoEyeParams &stereoParams = ( eyeNum == 0 ) ? stereoParamsLeft : stereoParamsRight;
-
- Matrix4f matRenderFromNowStart = TimewarpComputePoseDelta ( matRenderFromWorld, matNowFromWorldStart );
- Matrix4f matRenderFromNowEnd = TimewarpComputePoseDelta ( matRenderFromWorld, matNowFromWorldEnd );
-
- pPostProcessShader->SetUniform2f("EyeToSourceUVScale", stereoParams.EyeToSourceUV.Scale.x, stereoParams.EyeToSourceUV.Scale.y );
- pPostProcessShader->SetUniform2f("EyeToSourceUVOffset", stereoParams.EyeToSourceUV.Offset.x, stereoParams.EyeToSourceUV.Offset.y );
-
- // DepthProjector values can also be calculated as:
- // float DepthProjectorX = FarClip / (FarClip - NearClip);
- // float DepthProjectorY = (-FarClip * NearClip) / (FarClip - NearClip);
- pPostProcessShader->SetUniform2f("DepthProjector", -stereoParams.RenderedProjection.M[2][2], stereoParams.RenderedProjection.M[2][3]);
- pPostProcessShader->SetUniform2f("DepthDimSize", (float)pSourceTextureLeftOrOnlyDepth->GetWidth(), (float)pSourceTextureLeftOrOnlyDepth->GetHeight());
- pPostProcessShader->SetUniform4x4f("EyeRotationStart", matRenderFromNowStart);
- pPostProcessShader->SetUniform4x4f("EyeRotationEnd", matRenderFromNowEnd);
-
-
- Matrix4f dummy;
- if ( ( pSourceTextureRight != NULL ) && ( eyeNum == 1 ) )
- {
- OVR_ASSERT(pSourceTextureRightDepth != NULL);
- fill.SetTexture ( 0, pSourceTextureRight );
- fill.SetTexture ( 0, pSourceTextureRightDepth, Shader_Vertex );
- }
-
- Render(&fill, pDistortionMeshVertexBuffer[eyeNum], pDistortionMeshIndexBuffer[eyeNum], dummy, 0, DistortionMeshNumTris[eyeNum] * 3, Prim_Triangles, true);
- }
- }
- else
- {
- if ( PostProcessingType == PostProcess_PixelDistortion )
+ bool usingOverlay = pOverlayLayerRenderTargetLeftOrBothEyes != NULL;
+
+ switch( PostProcessingType )
+ {
+ case PostProcess_MeshDistortion:
+ {
+ Recti vp ( 0, 0, WindowWidth, WindowHeight );
+ SetViewport(vp);
+ float r, g, b, a;
+ DistortionClearColor.GetRGBA(&r, &g, &b, &a);
+ Clear(r, g, b, a);
+
+ Matrix4f dummy;
+ ShaderFill fill(pPostProcessShader);
+
+ fill.SetTexture ( 0, pHmdSpaceLayerRenderTargetLeftOrBothEyes->pColorTex );
+ fill.SetTexture ( 1, (usingOverlay ? pOverlayLayerRenderTargetLeftOrBothEyes->pColorTex : NULL));
+ pPostProcessShader->SetUniform1f("UseOverlay", usingOverlay ? 1.0f : 0.0f);
+ pPostProcessShader->SetUniform2f("EyeToSourceUVScale", stereoParamsLeft.EyeToSourceUV.Scale.x, stereoParamsLeft.EyeToSourceUV.Scale.y );
+ pPostProcessShader->SetUniform2f("EyeToSourceUVOffset", stereoParamsLeft.EyeToSourceUV.Offset.x, stereoParamsLeft.EyeToSourceUV.Offset.y );
+ Render(&fill, pDistortionMeshVertexBuffer[0], pDistortionMeshIndexBuffer[0], dummy, 0, DistortionMeshNumTris[0] * 3, Prim_Triangles, Mesh_Distortion);
+
+ if ( pHmdSpaceLayerRenderTargetRight != NULL )
+ {
+ fill.SetTexture ( 0, pHmdSpaceLayerRenderTargetRight->pColorTex );
+ fill.SetTexture ( 1, (usingOverlay ? pOverlayLayerRenderTargetRight->pColorTex : NULL));
+ }
+ pPostProcessShader->SetUniform2f("EyeToSourceUVScale", stereoParamsRight.EyeToSourceUV.Scale.x, stereoParamsRight.EyeToSourceUV.Scale.y );
+ pPostProcessShader->SetUniform2f("EyeToSourceUVOffset", stereoParamsRight.EyeToSourceUV.Offset.x, stereoParamsRight.EyeToSourceUV.Offset.y );
+ Render(&fill, pDistortionMeshVertexBuffer[1], pDistortionMeshIndexBuffer[1], dummy, 0, DistortionMeshNumTris[1] * 3, Prim_Triangles, Mesh_Distortion);
+ }
+ break;
+
+ case PostProcess_MeshDistortionTimewarp:
+ {
+ Recti vp ( 0, 0, WindowWidth, WindowHeight );
+ SetViewport(vp);
+ float r, g, b, a;
+ DistortionClearColor.GetRGBA(&r, &g, &b, &a);
+ Clear(r, g, b, a);
+
+ ShaderFill fill(pPostProcessShader);
+ fill.SetTexture ( 0, pHmdSpaceLayerRenderTargetLeftOrBothEyes->pColorTex );
+ fill.SetTexture ( 1, (usingOverlay ? pOverlayLayerRenderTargetLeftOrBothEyes->pColorTex : NULL));
+ pPostProcessShader->SetUniform1f("UseOverlay", usingOverlay ? 1.0f : 0.0f);
+
+ for ( int eyeNum = 0; eyeNum < 2; eyeNum++ )
+ {
+ Matrix4f const &matRenderFromWorld = ( eyeNum == 0 ) ? matRenderFromWorldLeft : matRenderFromWorldRight;
+ const StereoEyeParams &stereoParams = ( eyeNum == 0 ) ? stereoParamsLeft : stereoParamsRight;
+
+ Matrix4f matRenderFromNowStart = TimewarpComputePoseDelta ( matRenderFromWorld, matNowFromWorldStart, stereoParams.ViewAdjust );
+ Matrix4f matRenderFromNowEnd = TimewarpComputePoseDelta ( matRenderFromWorld, matNowFromWorldEnd, stereoParams.ViewAdjust );
+
+ pPostProcessShader->SetUniform2f("EyeToSourceUVScale", stereoParams.EyeToSourceUV.Scale.x, stereoParams.EyeToSourceUV.Scale.y );
+ pPostProcessShader->SetUniform2f("EyeToSourceUVOffset", stereoParams.EyeToSourceUV.Offset.x, stereoParams.EyeToSourceUV.Offset.y );
+ pPostProcessShader->SetUniform3x3f("EyeRotationStart", matRenderFromNowStart);
+ pPostProcessShader->SetUniform3x3f("EyeRotationEnd", matRenderFromNowEnd);
+
+ Matrix4f dummy;
+ if ( ( pHmdSpaceLayerRenderTargetRight != NULL ) && ( eyeNum == 1 ) )
+ {
+ fill.SetTexture ( 0, pHmdSpaceLayerRenderTargetRight->pColorTex );
+ fill.SetTexture ( 1, (usingOverlay ? pOverlayLayerRenderTargetRight->pColorTex : NULL));
+ }
+ Render(&fill, pDistortionMeshVertexBuffer[eyeNum], pDistortionMeshIndexBuffer[eyeNum], dummy, 0, DistortionMeshNumTris[eyeNum] * 3, Prim_Triangles, Mesh_Distortion);
+ }
+ }
+ break;
+
+ case PostProcess_MeshDistortionPositionalTimewarp:
+ {
+ Recti vp( 0, 0, WindowWidth, WindowHeight );
+ SetViewport(vp);
+ float r, g, b, a;
+ DistortionClearColor.GetRGBA(&r, &g, &b, &a);
+ Clear(r, g, b, a);
+
+ ShaderFill fill(pPostProcessShader);
+ fill.SetTexture ( 0, pHmdSpaceLayerRenderTargetLeftOrBothEyes->pColorTex );
+ fill.SetTexture ( 0, pHmdSpaceLayerRenderTargetLeftOrBothEyes->pDepthTex, Shader_Vertex );
+ fill.SetTexture ( 1, (usingOverlay ? pOverlayLayerRenderTargetLeftOrBothEyes->pColorTex : NULL));
+ pPostProcessShader->SetUniform1f("UseOverlay", usingOverlay ? 1.0f : 0.0f);
+
+ for ( int eyeNum = 0; eyeNum < 2; eyeNum++ )
+ {
+ Matrix4f const &matRenderFromWorld = ( eyeNum == 0 ) ? matRenderFromWorldLeft : matRenderFromWorldRight;
+ const StereoEyeParams &stereoParams = ( eyeNum == 0 ) ? stereoParamsLeft : stereoParamsRight;
+
+ Matrix4f matRenderFromNowStart = TimewarpComputePoseDelta ( matRenderFromWorld, matNowFromWorldStart, stereoParams.ViewAdjust );
+ Matrix4f matRenderFromNowEnd = TimewarpComputePoseDelta ( matRenderFromWorld, matNowFromWorldEnd, stereoParams.ViewAdjust );
+
+ pPostProcessShader->SetUniform2f("EyeToSourceUVScale", stereoParams.EyeToSourceUV.Scale.x, stereoParams.EyeToSourceUV.Scale.y );
+ pPostProcessShader->SetUniform2f("EyeToSourceUVOffset", stereoParams.EyeToSourceUV.Offset.x, stereoParams.EyeToSourceUV.Offset.y );
+
+ // DepthProjector values can also be calculated as:
+ // float DepthProjectorX = FarClip / (FarClip - NearClip);
+ // float DepthProjectorY = (-FarClip * NearClip) / (FarClip - NearClip);
+ pPostProcessShader->SetUniform2f("DepthProjector", -stereoParams.RenderedProjection.M[2][2], stereoParams.RenderedProjection.M[2][3]);
+ pPostProcessShader->SetUniform2f("DepthDimSize", (float)pHmdSpaceLayerRenderTargetLeftOrBothEyes->Size.w, (float)pHmdSpaceLayerRenderTargetLeftOrBothEyes->Size.h);
+ pPostProcessShader->SetUniform4x4f("EyeRotationStart", matRenderFromNowStart);
+ pPostProcessShader->SetUniform4x4f("EyeRotationEnd", matRenderFromNowEnd);
+
+
+ Matrix4f dummy;
+ if ( ( pHmdSpaceLayerRenderTargetRight != NULL ) && ( eyeNum == 1 ) )
+ {
+ OVR_ASSERT(pHmdSpaceLayerRenderTargetRight->pDepthTex != NULL);
+ fill.SetTexture ( 0, pHmdSpaceLayerRenderTargetRight->pColorTex );
+ fill.SetTexture ( 0, pHmdSpaceLayerRenderTargetRight->pDepthTex, Shader_Vertex );
+ fill.SetTexture ( 1, (usingOverlay ? pOverlayLayerRenderTargetRight->pColorTex : NULL));
+ }
+
+ Render(&fill, pDistortionMeshVertexBuffer[eyeNum], pDistortionMeshIndexBuffer[eyeNum], dummy, 0, DistortionMeshNumTris[eyeNum] * 3, Prim_Triangles, Mesh_Distortion);
+ }
+ }
+ break;
+
+ case PostProcess_MeshDistortionHeightmapTimewarp:
+ {
+ // Create pass1 textures if not already done
+ for ( int eyeNum = 0; eyeNum < 2; eyeNum++ )
+ {
+ Texture* templateTexture = NULL;
+ switch(eyeNum)
+ {
+ case 0: templateTexture = pHmdSpaceLayerRenderTargetLeftOrBothEyes->pColorTex; break;
+ case 1: templateTexture = pHmdSpaceLayerRenderTargetRight->pColorTex; break;
+ default: OVR_ASSERT(false);
+ }
+
+ if( templateTexture == NULL)
+ {
+ if(HeightmapTimewarpRTs[eyeNum].pColorTex != NULL)
+ {
+ HeightmapTimewarpRTs[eyeNum].pColorTex = NULL;
+ HeightmapTimewarpRTs[eyeNum].pDepthTex = NULL;
+ }
+ }
+ else if( HeightmapTimewarpRTs[eyeNum].pColorTex == NULL ||
+ HeightmapTimewarpRTs[eyeNum].Size.w != templateTexture->GetWidth() ||
+ HeightmapTimewarpRTs[eyeNum].Size.h != templateTexture->GetHeight())
+ {
+ HeightmapTimewarpRTs[eyeNum].Size.w = templateTexture->GetWidth();
+ HeightmapTimewarpRTs[eyeNum].Size.h = templateTexture->GetHeight();
+
+ HeightmapTimewarpRTs[eyeNum].pColorTex = *CreateTexture(Texture_RGBA | Texture_RenderTarget | templateTexture->GetSamples(),
+ HeightmapTimewarpRTs[eyeNum].Size.w, HeightmapTimewarpRTs[eyeNum].Size.h, NULL);
+
+ HeightmapTimewarpRTs[eyeNum].pColorTex->SetSampleMode ( Sample_ClampBorder | Sample_Linear);
+
+ HeightmapTimewarpRTs[eyeNum].pDepthTex = *CreateTexture(Texture_Depth | Texture_RenderTarget | Texture_SampleDepth | templateTexture->GetSamples(),
+ HeightmapTimewarpRTs[eyeNum].Size.w, HeightmapTimewarpRTs[eyeNum].Size.h, NULL);
+ }
+ }
+
+ Matrix4f identity;
+
+ // Pass 1 - do heightmap-based positional time warp
+ {
+ SetDepthMode(true, true);
+
+ ShaderFill heightmapFill(pPostProcessHeightmapShader);
+
+ for ( int eyeNum = 0; eyeNum < 2; eyeNum++ )
+ {
+ const StereoEyeParams &stereoParams = ( eyeNum == 0 ) ? stereoParamsLeft : stereoParamsRight;
+
+ switch(eyeNum)
+ {
+ case 0:
+ {
+ heightmapFill.SetTexture ( 0, pHmdSpaceLayerRenderTargetLeftOrBothEyes->pColorTex );
+ heightmapFill.SetTexture ( 0, pHmdSpaceLayerRenderTargetLeftOrBothEyes->pDepthTex, Shader_Vertex );
+ SetRenderTarget(HeightmapTimewarpRTs[eyeNum]); // output to temp buffers
+ }
+ break;
+ case 1:
+ if ( ( pHmdSpaceLayerRenderTargetRight != NULL ) )
+ {
+ heightmapFill.SetTexture ( 0, pHmdSpaceLayerRenderTargetRight->pColorTex );
+ heightmapFill.SetTexture ( 0, pHmdSpaceLayerRenderTargetRight->pDepthTex, Shader_Vertex );
+ SetRenderTarget(HeightmapTimewarpRTs[eyeNum]); // output to temp buffers
+ }
+ break;
+ default: OVR_ASSERT(false);
+ }
+
+ SetViewport(stereoParams.RenderedViewport);
+ Clear();
+
+ Matrix4f const &matRenderFromWorld = ( eyeNum == 0 ) ? matRenderFromWorldLeft : matRenderFromWorldRight;
+
+ Matrix4f matRenderFromNowStart = TimewarpComputePoseDeltaPosition ( matRenderFromWorld, matNowFromWorldStart, stereoParams.ViewAdjust );
+ Matrix4f matRenderFromNowEnd = TimewarpComputePoseDeltaPosition ( matRenderFromWorld, matNowFromWorldEnd, stereoParams.ViewAdjust );
+
+ pPostProcessHeightmapShader->SetUniform2f("EyeToSourceUVScale", stereoParams.EyeToSourceUV.Scale.x, stereoParams.EyeToSourceUV.Scale.y );
+ pPostProcessHeightmapShader->SetUniform2f("EyeToSourceUVOffset", stereoParams.EyeToSourceUV.Offset.x, stereoParams.EyeToSourceUV.Offset.y );
+
+ pPostProcessHeightmapShader->SetUniform2f("DepthDimSize", (float)pHmdSpaceLayerRenderTargetLeftOrBothEyes->Size.w, (float)pHmdSpaceLayerRenderTargetLeftOrBothEyes->Size.h);
+
+ // TODO: Combining "proj * xform * invProj" leads to artifacts due to precision loss with the inversion
+ pPostProcessHeightmapShader->SetUniform4x4f("EyeXformStart", stereoParams.RenderedProjection * matRenderFromNowStart);
+ pPostProcessHeightmapShader->SetUniform4x4f("EyeXformEnd", stereoParams.RenderedProjection * matRenderFromNowEnd);
+ //pPostProcessHeightmapShader->SetUniform4x4f("EyeXformStart", stereoParams.RenderedProjection * matRenderFromNowStart * stereoParams.RenderedProjection.Inverted());
+ //pPostProcessHeightmapShader->SetUniform4x4f("EyeXformEnd", stereoParams.RenderedProjection * matRenderFromNowEnd * stereoParams.RenderedProjection.Inverted());
+ //pPostProcessHeightmapShader->SetUniform4x4f("Projection", stereoParams.RenderedProjection);
+ pPostProcessHeightmapShader->SetUniform4x4f("InvProjection", stereoParams.RenderedProjection.Inverted());
+
+ Render(&heightmapFill, pHeightmapMeshVertexBuffer[eyeNum], pHeightmapMeshIndexBuffer[eyeNum], identity, 0, HeightmapMeshNumTris[eyeNum] * 3, Prim_Triangles, Mesh_Heightmap);
+ }
+ }
+
+ // Pass 2 - do distortion
+ {
+ SetDefaultRenderTarget();
+ SetDepthMode(false, false);
+
+ Recti vp( 0, 0, WindowWidth, WindowHeight );
+ SetViewport(vp);
+ float r, g, b, a;
+ DistortionClearColor.GetRGBA(&r, &g, &b, &a);
+ Clear(r, g, b, a);
+
+ ShaderFill fill(pPostProcessShader);
+ fill.SetTexture ( 0, HeightmapTimewarpRTs[0].pColorTex );
+ fill.SetTexture ( 1, (usingOverlay ? pOverlayLayerRenderTargetLeftOrBothEyes->pColorTex : NULL));
+ pPostProcessShader->SetUniform1f("UseOverlay", usingOverlay ? 1.0f : 0.0f);
+
+ for ( int eyeNum = 0; eyeNum < 2; eyeNum++ )
+ {
+ const StereoEyeParams &stereoParams = ( eyeNum == 0 ) ? stereoParamsLeft : stereoParamsRight;
+
+ // TODO: Could avoid the need for these vars since the mesh doesn't actually to time warping
+ pPostProcessShader->SetUniform2f("EyeToSourceUVScale", stereoParams.EyeToSourceUV.Scale.x, stereoParams.EyeToSourceUV.Scale.y );
+ pPostProcessShader->SetUniform2f("EyeToSourceUVOffset", stereoParams.EyeToSourceUV.Offset.x, stereoParams.EyeToSourceUV.Offset.y );
+
+ if ( ( HeightmapTimewarpRTs[1].pColorTex != NULL ) && ( eyeNum == 1 ) )
+ {
+ fill.SetTexture ( 0, HeightmapTimewarpRTs[1].pColorTex );
+ fill.SetTexture ( 1, (usingOverlay ? pOverlayLayerRenderTargetRight->pColorTex : NULL));
+ }
+
+ Render(&fill, pDistortionMeshVertexBuffer[eyeNum], pDistortionMeshIndexBuffer[eyeNum], identity, 0, DistortionMeshNumTris[eyeNum] * 3, Prim_Triangles, Mesh_Distortion);
+ }
+ }
+ }
+ break;
+
+ case PostProcess_PixelDistortion:
{
float r, g, b, a;
DistortionClearColor.GetRGBA(&r, &g, &b, &a);
@@ -1201,18 +1410,20 @@ namespace OVR { namespace Render {
0, 0, 0, 1);
ShaderFill fill(pPostProcessShader);
- if ( ( pSourceTextureRight != NULL ) && ( eyeNum == 1 ) )
+ if ( ( pHmdSpaceLayerRenderTargetRight != NULL ) && ( eyeNum == 1 ) )
{
- fill.SetTexture ( 0, pSourceTextureRight );
+ fill.SetTexture ( 0, pHmdSpaceLayerRenderTargetRight->pColorTex );
}
else
{
- fill.SetTexture ( 0, pSourceTextureLeftOrOnly );
+ fill.SetTexture ( 0, pHmdSpaceLayerRenderTargetLeftOrBothEyes->pColorTex );
}
Render(&fill, pFullScreenVertexBuffer, NULL, view, 0, 4, Prim_TriangleStrip);
}
}
- else if ( PostProcessingType == PostProcess_NoDistortion )
+ break;
+
+ case PostProcess_NoDistortion:
{
// Just splat the thing on the framebuffer with no distortion.
Clear ( 0.0f, 0.4f, 0.0f, 1.0f, 1.0f );
@@ -1225,8 +1436,8 @@ namespace OVR { namespace Render {
ortho.M[1][3] = 0.0f;
ortho.M[2][2] = 0;
SetProjection(ortho);
- int rtWidth = pSourceTextureLeftOrOnly->GetWidth();
- int rtHeight = pSourceTextureLeftOrOnly->GetHeight();
+ int rtWidth = pHmdSpaceLayerRenderTargetLeftOrBothEyes->pColorTex->GetWidth();
+ int rtHeight = pHmdSpaceLayerRenderTargetLeftOrBothEyes->pColorTex->GetHeight();
for ( int eyeNum = 0; eyeNum < 2; eyeNum++ )
{
@@ -1234,13 +1445,13 @@ namespace OVR { namespace Render {
SetViewport ( stereoParams.DistortionViewport );
Ptr<Texture> pTex;
- if ( ( pSourceTextureRight != NULL ) && ( eyeNum == 1 ) )
+ if ( ( pHmdSpaceLayerRenderTargetRight != NULL ) && ( eyeNum == 1 ) )
{
- pTex = pSourceTextureRight;
+ pTex = pHmdSpaceLayerRenderTargetRight->pColorTex;
}
else
{
- pTex = pSourceTextureLeftOrOnly;
+ pTex = pHmdSpaceLayerRenderTargetLeftOrBothEyes->pColorTex;
}
float ul = (float)( stereoParams.RenderedViewport.x ) / (float)rtWidth;
@@ -1253,10 +1464,10 @@ namespace OVR { namespace Render {
Color(255,255,255,255), pTex );
}
}
- else
- {
- OVR_ASSERT ( !"Unknown distortion type" );
- }
+ break;
+
+ default:
+ OVR_ASSERT ( !"Unknown distortion type" );
}
}
diff --git a/Samples/CommonSrc/Render/Render_Device.h b/Samples/CommonSrc/Render/Render_Device.h
index f8a6dff..eea352e 100644
--- a/Samples/CommonSrc/Render/Render_Device.h
+++ b/Samples/CommonSrc/Render/Render_Device.h
@@ -83,6 +83,7 @@ enum BuiltinShaders
VShader_PostProcessMesh ,
VShader_PostProcessMeshTimewarp ,
VShader_PostProcessMeshPositionalTimewarp ,
+ VShader_PostProcessHeightmapTimewarp ,
VShader_Count ,
FShader_Solid = 0,
@@ -96,6 +97,7 @@ enum BuiltinShaders
FShader_PostProcessMeshWithChromAb ,
FShader_PostProcessMeshWithChromAbTimewarp ,
FShader_PostProcessMeshWithChromAbPositionalTimewarp ,
+ FShader_PostProcessHeightmapTimewarp ,
FShader_Count ,
};
@@ -151,6 +153,12 @@ enum SampleMode
Sample_Count =13,
};
+enum MeshType
+{
+ Mesh_Scene,
+ Mesh_Distortion,
+ Mesh_Heightmap,
+};
struct Color4f
{
@@ -354,7 +362,12 @@ public:
virtual void* GetInternalImplementation() { return NULL; };
};
-
+struct RenderTarget
+{
+ Ptr<Texture> pColorTex;
+ Ptr<Texture> pDepthTex;
+ Sizei Size;
+};
//-----------------------------------------------------------------------------------
@@ -438,7 +451,7 @@ struct Vertex
Vertex (const Vector3f& p, const Color& c = Color(64,0,0,255),
float u = 0, float v = 0, Vector3f n = Vector3f(1,0,0))
- : Pos(p), C(c), U(u), V(v), Norm(n), U2(u), V2(v) {}
+ : Pos(p), C(c), U(u), V(v), U2(u), V2(v), Norm(n) {}
Vertex(float x, float y, float z, const Color& c = Color(64,0,0,255),
float u = 0, float v = 0) : Pos(x,y,z), C(c), U(u), V(v), U2(u), V2(v) { }
@@ -461,6 +474,12 @@ struct DistortionVertex
Color Col;
};
+struct HeightmapVertex
+{
+ Vector2f Pos;
+ Vector3f Tex;
+};
+
// this is stored in a uniform buffer, don't change it without fixing all renderers
struct LightingParams
{
@@ -685,6 +704,7 @@ enum PostProcessType
PostProcess_MeshDistortion,
PostProcess_MeshDistortionTimewarp,
PostProcess_MeshDistortionPositionalTimewarp,
+ PostProcess_MeshDistortionHeightmapTimewarp,
PostProcess_NoDistortion,
};
@@ -701,11 +721,11 @@ struct DisplayId
String MonitorName; // Monitor name for fullscreen mode
// MacOS
- long CgDisplayId; // CGDirectDisplayID
+ int CgDisplayId; // CGDirectDisplayID
DisplayId() : CgDisplayId(0) {}
- DisplayId(long id) : CgDisplayId(id) {}
- DisplayId(String m, long id=0) : MonitorName(m), CgDisplayId(id) {}
+ DisplayId(int id) : CgDisplayId(id) {}
+ DisplayId(String m, int id=0) : MonitorName(m), CgDisplayId(id) {}
operator bool () const
{
@@ -754,6 +774,7 @@ protected:
PostProcessType PostProcessingType;
Ptr<ShaderSet> pPostProcessShader;
+ Ptr<ShaderSet> pPostProcessHeightmapShader;
Ptr<Buffer> pFullScreenVertexBuffer;
Color DistortionClearColor;
UPInt TotalTextureMemoryUsage;
@@ -763,9 +784,15 @@ protected:
Ptr<Buffer> pDistortionMeshVertexBuffer[2];
Ptr<Buffer> pDistortionMeshIndexBuffer[2];
+ int HeightmapMeshNumTris[2];
+ Ptr<Buffer> pHeightmapMeshVertexBuffer[2];
+ Ptr<Buffer> pHeightmapMeshIndexBuffer[2];
+
// For lighting on platforms with uniform buffers
Ptr<Buffer> LightingBuffer;
+ RenderTarget HeightmapTimewarpRTs[2]; // one for each eye
+
public:
enum CompareFunc
{
@@ -784,7 +811,11 @@ public:
virtual void Init() {}
virtual void Shutdown();
- virtual bool SetParams(const RendererParams&) { return 0; }
+ virtual bool SetParams(const RendererParams& rp)
+ {
+ Params = rp;
+ return true;
+ }
const RendererParams& GetParams() const { return Params; }
@@ -859,10 +890,11 @@ public:
virtual void ApplyPostProcess(Matrix4f const &matNowFromWorldStart, Matrix4f const &matNowFromWorldEnd,
Matrix4f const &matRenderFromWorldLeft, Matrix4f const &matRenderFromWorldRight,
StereoEyeParams const &stereoParamsLeft, StereoEyeParams const &stereoParamsRight,
- Ptr<Texture> pSourceTextureLeftOrOnly,
- Ptr<Texture> pSourceTextureRight,
- Ptr<Texture> pSourceTextureLeftOrOnlyDepth,
- Ptr<Texture> pSourceTextureRightDepth);
+ RenderTarget* pHmdSpaceLayerRenderTargetLeftOrBothEyes,
+ RenderTarget* pHmdSpaceLayerRenderTargetRight,
+ RenderTarget* pStaticLayerRenderTargetLeftOrBothEyes,
+ RenderTarget* pStaticLayerRenderTargetRight);
+
// Finish scene.
virtual void FinishScene();
@@ -870,6 +902,12 @@ public:
// NULL depth buffer means use an internal, temporary one.
virtual void SetRenderTarget(Texture* color, Texture* depth = NULL, Texture* stencil = NULL)
{ OVR_UNUSED3(color, depth, stencil); }
+ void SetRenderTarget(const RenderTarget& renderTarget)
+ {
+ SetRenderTarget(renderTarget.pColorTex, renderTarget.pDepthTex);
+ }
+ // go to back buffer
+ void SetDefaultRenderTarget() { SetRenderTarget(NULL, NULL); }
virtual void SetDepthMode(bool enable, bool write, CompareFunc func = Compare_Less) = 0;
virtual void SetProjection(const Matrix4f& proj);
virtual void SetWorldUniforms(const Matrix4f& proj) = 0;
@@ -887,7 +925,7 @@ public:
virtual void Render(const Matrix4f& matrix, Model* model) = 0;
// offset is in bytes; indices can be null.
virtual void Render(const Fill* fill, Buffer* vertices, Buffer* indices,
- const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles, bool useDistortionVertex = false) = 0;
+ const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles, MeshType meshType = Mesh_Scene) = 0;
virtual void RenderWithAlpha(const Fill* fill, Render::Buffer* vertices, Render::Buffer* indices,
const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles) = 0;
@@ -913,7 +951,11 @@ public:
}
// Don't call these directly, use App/Platform instead
- virtual bool SetFullscreen(DisplayMode fullscreen) { OVR_UNUSED(fullscreen); return false; }
+ virtual bool SetFullscreen(DisplayMode fullscreen)
+ {
+ Params.Fullscreen = fullscreen;
+ return true;
+ }
virtual void SetWindowSize(int w, int h)
{
WindowWidth = w;
@@ -932,6 +974,7 @@ public:
PostProcessShader_MeshDistortionAndChromAb,
PostProcessShader_MeshDistortionAndChromAbTimewarp,
PostProcessShader_MeshDistortionAndChromAbPositionalTimewarp,
+ PostProcessShader_MeshDistortionAndChromAbHeightmapTimewarp,
PostProcessShader_Count
};
diff --git a/Samples/CommonSrc/Render/Render_FontEmbed_DejaVu48.h b/Samples/CommonSrc/Render/Render_FontEmbed_DejaVu48.h
index 2428ddd..2683244 100644
--- a/Samples/CommonSrc/Render/Render_FontEmbed_DejaVu48.h
+++ b/Samples/CommonSrc/Render/Render_FontEmbed_DejaVu48.h
@@ -9457,7 +9457,7 @@ const unsigned char DejaVu_tex[] = {
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0};
-Font DejaVu = {56, 45, -11, DejaVu_chars, DejaVu_kern, 1016, 141, DejaVu_tex};
+Font DejaVu = {56, 45, -11, DejaVu_chars, DejaVu_kern, 1016, 141, DejaVu_tex, 0};
}}
diff --git a/Samples/CommonSrc/Render/Render_GL_Device.cpp b/Samples/CommonSrc/Render/Render_GL_Device.cpp
index 4b3ddec..774af07 100644
--- a/Samples/CommonSrc/Render/Render_GL_Device.cpp
+++ b/Samples/CommonSrc/Render/Render_GL_Device.cpp
@@ -26,19 +26,40 @@ limitations under the License.
#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;
-PFNGLGENFRAMEBUFFERSEXTPROC glGenFramebuffersEXT;
-PFNGLDELETEFRAMEBUFFERSEXTPROC glDeleteFramebuffersEXT;
+
+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;
-PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC glCheckFramebufferStatusEXT;
-PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC glFramebufferRenderbufferEXT;
-PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glFramebufferTexture2DEXT;
-PFNGLBINDFRAMEBUFFEREXTPROC glBindFramebufferEXT;
+PFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
+PFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer;
+PFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D;
+PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
PFNGLACTIVETEXTUREPROC glActiveTexture;
PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray;
PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
@@ -73,87 +94,96 @@ PFNGLUNIFORM3FVPROC glUniform3fv;
PFNGLUNIFORM2FVPROC glUniform2fv;
PFNGLUNIFORM1FVPROC glUniform1fv;
PFNGLCOMPRESSEDTEXIMAGE2DPROC glCompressedTexImage2D;
-PFNGLRENDERBUFFERSTORAGEEXTPROC glRenderbufferStorageEXT;
-PFNGLBINDRENDERBUFFEREXTPROC glBindRenderbufferEXT;
-PFNGLGENRENDERBUFFERSEXTPROC glGenRenderbuffersEXT;
-PFNGLDELETERENDERBUFFERSEXTPROC glDeleteRenderbuffersEXT;
-
+PFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage;
+PFNGLBINDRENDERBUFFERPROC glBindRenderbuffer;
+PFNGLGENRENDERBUFFERSPROC glGenRenderbuffers;
+PFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers;
PFNGLGENVERTEXARRAYSPROC glGenVertexArrays;
+PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays;
+PFNGLBINDVERTEXARRAYPROC glBindVertexArray;
void InitGLExtensions()
{
- if (glGenFramebuffersEXT)
+ if (glGenFramebuffers)
return;
-
-
- wglGetSwapIntervalEXT = (PFNWGLGETSWAPINTERVALEXTPROC) wglGetProcAddress("wglGetSwapIntervalEXT");
- wglSwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC) wglGetProcAddress("wglSwapIntervalEXT");
- glGenFramebuffersEXT = (PFNGLGENFRAMEBUFFERSEXTPROC) wglGetProcAddress("glGenFramebuffersEXT");
- glDeleteFramebuffersEXT = (PFNGLDELETEFRAMEBUFFERSEXTPROC) wglGetProcAddress("glDeleteFramebuffersEXT");
- glDeleteShader = (PFNGLDELETESHADERPROC) wglGetProcAddress("glDeleteShader");
- glCheckFramebufferStatusEXT = (PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC) wglGetProcAddress("glCheckFramebufferStatusEXT");
- glFramebufferRenderbufferEXT = (PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC) wglGetProcAddress("glFramebufferRenderbufferEXT");
- glFramebufferTexture2DEXT = (PFNGLFRAMEBUFFERTEXTURE2DEXTPROC) wglGetProcAddress("glFramebufferTexture2DEXT");
- glBindFramebufferEXT = (PFNGLBINDFRAMEBUFFEREXTPROC) wglGetProcAddress("glBindFramebufferEXT");
- glActiveTexture = (PFNGLACTIVETEXTUREPROC) wglGetProcAddress("glActiveTexture");
- glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC) wglGetProcAddress("glDisableVertexAttribArray");
- glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC) wglGetProcAddress("glVertexAttribPointer");
- glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC) wglGetProcAddress("glEnableVertexAttribArray");
- glBindBuffer = (PFNGLBINDBUFFERPROC) wglGetProcAddress("glBindBuffer");
- glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC) wglGetProcAddress("glUniformMatrix3fv");
- glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC) wglGetProcAddress("glUniformMatrix4fv");
- glDeleteBuffers = (PFNGLDELETEBUFFERSPROC) wglGetProcAddress("glDeleteBuffers");
- glBufferData = (PFNGLBUFFERDATAPROC) wglGetProcAddress("glBufferData");
- glGenBuffers = (PFNGLGENBUFFERSPROC) wglGetProcAddress("glGenBuffers");
- glMapBuffer = (PFNGLMAPBUFFERPROC) wglGetProcAddress("glMapBuffer");
- glUnmapBuffer = (PFNGLUNMAPBUFFERPROC) wglGetProcAddress("glUnmapBuffer");
- glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC) wglGetProcAddress("glGetShaderInfoLog");
- glGetShaderiv = (PFNGLGETSHADERIVPROC) wglGetProcAddress("glGetShaderiv");
- glCompileShader = (PFNGLCOMPILESHADERPROC) wglGetProcAddress("glCompileShader");
- glShaderSource = (PFNGLSHADERSOURCEPROC) wglGetProcAddress("glShaderSource");
- glCreateShader = (PFNGLCREATESHADERPROC) wglGetProcAddress("glCreateShader");
- glCreateProgram = (PFNGLCREATEPROGRAMPROC) wglGetProcAddress("glCreateProgram");
- glAttachShader = (PFNGLATTACHSHADERPROC) wglGetProcAddress("glAttachShader");
- glDetachShader = (PFNGLDETACHSHADERPROC) wglGetProcAddress("glDetachShader");
- glDeleteProgram = (PFNGLDELETEPROGRAMPROC) wglGetProcAddress("glDeleteProgram");
- glUniform1i = (PFNGLUNIFORM1IPROC) wglGetProcAddress("glUniform1i");
- glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC) wglGetProcAddress("glGetUniformLocation");
- glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC) wglGetProcAddress("glGetActiveUniform");
- glUseProgram = (PFNGLUSEPROGRAMPROC) wglGetProcAddress("glUseProgram");
- glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC) wglGetProcAddress("glGetProgramInfoLog");
- glGetProgramiv = (PFNGLGETPROGRAMIVPROC) wglGetProcAddress("glGetProgramiv");
- glLinkProgram = (PFNGLLINKPROGRAMPROC) wglGetProcAddress("glLinkProgram");
- glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC) wglGetProcAddress("glBindAttribLocation");
- glUniform4fv = (PFNGLUNIFORM4FVPROC) wglGetProcAddress("glUniform4fv");
- glUniform3fv = (PFNGLUNIFORM3FVPROC) wglGetProcAddress("glUniform3fv");
- glUniform2fv = (PFNGLUNIFORM2FVPROC) wglGetProcAddress("glUniform2fv");
- glUniform1fv = (PFNGLUNIFORM1FVPROC) wglGetProcAddress("glUniform1fv");
- glCompressedTexImage2D = (PFNGLCOMPRESSEDTEXIMAGE2DPROC) wglGetProcAddress("glCompressedTexImage2D");
- glRenderbufferStorageEXT = (PFNGLRENDERBUFFERSTORAGEEXTPROC) wglGetProcAddress("glRenderbufferStorageEXT");
- glBindRenderbufferEXT = (PFNGLBINDRENDERBUFFEREXTPROC) wglGetProcAddress("glBindRenderbufferEXT");
- glGenRenderbuffersEXT = (PFNGLGENRENDERBUFFERSEXTPROC) wglGetProcAddress("glGenRenderbuffersEXT");
- glDeleteRenderbuffersEXT = (PFNGLDELETERENDERBUFFERSEXTPROC) wglGetProcAddress("glDeleteRenderbuffersEXT");
-
-
- glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC) wglGetProcAddress("glGenVertexArrays");
-}
+#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"
+
+ "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"
@@ -165,14 +195,19 @@ static const char* StdVertexShaderSrc =
"}\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"
+
+ "varying vec4 oColor;\n"
+ "varying vec2 oTexCoord;\n"
+ "varying vec3 oNormal;\n"
+
"void main()\n"
"{\n"
" gl_Position = View * Position;\n"
@@ -182,23 +217,33 @@ static const char* DirectVertexShaderSrc =
"}\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"
@@ -207,6 +252,7 @@ static const char* TextureFragShaderSrc =
"}\n";
#define LIGHTING_COMMON \
+ "#version 110\n" \
"uniform vec3 Ambient;\n" \
"uniform vec4 LightPos[8];\n" \
"uniform vec4 LightColor[8];\n" \
@@ -231,98 +277,91 @@ static const char* TextureFragShaderSrc =
static const char* LitSolidFragShaderSrc =
LIGHTING_COMMON
+
"void main()\n"
"{\n"
" gl_FragColor = DoLight() * oColor;\n"
"}\n";
static const char* LitTextureFragShaderSrc =
- "uniform sampler2D Texture0;\n"
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).a);\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 color1 = texture2D(Texture0, oTexCoord);\n"
- " vec4 color2 = texture2D(Texture1, oTexCoord1);\n"
- " color2.rgb = color2.rgb * mix(1.9, 1.2, clamp(length(color2.rgb),0.0,1.0));\n"
- " color2 = color1 * color2;\n"
- " if (color2.a <= 0.6)\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"
- " gl_FragColor = color2;\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"
- "\n"
- "void main()\n"
- "{\n"
- " float ResultR = texture2D(Texture, oTexCoord0).r;\n"
- " float ResultG = texture2D(Texture, oTexCoord1).g;\n"
- " float ResultB = texture2D(Texture, oTexCoord2).b;\n"
- " gl_FragColor = vec4(ResultR * oColor.r, ResultG * oColor.g, ResultB * oColor.b, 1.0);\n"
- "}\n";
-
-static const char* PostProcessMeshTimewarpFragShaderSrc =
- "uniform sampler2D Texture;\n"
- "varying vec4 oColor;\n"
- "varying vec2 oTexCoord0;\n"
- "varying vec2 oTexCoord1;\n"
- "varying vec2 oTexCoord2;\n"
- "\n"
- "void main()\n"
- "{\n"
- " float ResultR = texture2D(Texture, oTexCoord0).r;\n"
- " float ResultG = texture2D(Texture, oTexCoord1).g;\n"
- " float ResultB = texture2D(Texture, oTexCoord2).b;\n"
- " gl_FragColor = vec4(ResultR * oColor.r, ResultG * oColor.g, ResultB * oColor.b, 1.0);\n"
- "}\n";
-
-static const char* PostProcessMeshPositionalTimewarpFragShaderSrc =
- "uniform sampler2D Texture0;\n"
- "uniform sampler2D Texture1;\n"
- "varying vec4 oColor;\n"
- "varying vec2 oTexCoord0;\n"
- "varying vec2 oTexCoord1;\n"
- "varying vec2 oTexCoord2;\n"
- "\n"
+
"void main()\n"
"{\n"
- " gl_FragColor.r = oColor.r * texture2D(Texture1, oTexCoord0).r;\n"
- " gl_FragColor.g = oColor.g * texture2D(Texture1, oTexCoord1).g;\n"
- " gl_FragColor.b = oColor.b * texture2D(Texture1, oTexCoord2).b;\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"
+
+ "varying vec2 oTexCoord;\n"
+
"void main()\n"
"{\n"
" gl_Position = View * Position;\n"
@@ -330,6 +369,8 @@ static const char* PostProcessVertexShaderSrc =
"}\n";
static const char* PostProcessMeshVertexShaderSrc =
+ "#version 110\n"
+
"uniform vec2 EyeToSourceUVScale;\n"
"uniform vec2 EyeToSourceUVOffset;\n"
@@ -353,15 +394,17 @@ static const char* PostProcessMeshVertexShaderSrc =
// 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-oTexCoord0.y;\n"
+ " oTexCoord0.y = 1.0-oTexCoord0.y;\n"
" oTexCoord1 = TexCoord1 * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
- " oTexCoord1.y = 1-oTexCoord1.y;\n"
+ " oTexCoord1.y = 1.0-oTexCoord1.y;\n"
" oTexCoord2 = TexCoord2 * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
- " oTexCoord2.y = 1-oTexCoord2.y;\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"
@@ -392,7 +435,7 @@ static const char* PostProcessMeshTimewarpVertexShaderSrc =
" vec3 TanEyeAngleB = vec3 ( TexCoord2.x, TexCoord2.y, 1.0 );\n"
// Accurate time warp lerp vs. faster
-#if 1
+#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"
@@ -405,7 +448,10 @@ static const char* PostProcessMeshTimewarpVertexShaderSrc =
" vec3 TransformedG = mix ( TransformedGStart, TransformedGEnd, Color.a );\n"
" vec3 TransformedB = mix ( TransformedBStart, TransformedBEnd, Color.a );\n"
#else
- " mat3 EyeRotation = mix ( EyeRotationStart, EyeRotationEnd, Color.a );\n"
+ " 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"
@@ -425,42 +471,46 @@ static const char* PostProcessMeshTimewarpVertexShaderSrc =
" vec2 SrcCoordG = FlattenedG * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
" vec2 SrcCoordB = FlattenedB * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
" oTexCoord0 = SrcCoordR;\n"
- " oTexCoord0.y = 1-oTexCoord0.y;\n"
+ " oTexCoord0.y = 1.0-oTexCoord0.y;\n"
" oTexCoord1 = SrcCoordG;\n"
- " oTexCoord1.y = 1-oTexCoord1.y;\n"
+ " oTexCoord1.y = 1.0-oTexCoord1.y;\n"
" oTexCoord2 = SrcCoordB;\n"
- " oTexCoord2.y = 1-oTexCoord2.y;\n"
- " oColor = Color.r;\n" // Used for vignette fade.
+ " 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 sampler2D Texture0;\n"
"uniform vec2 EyeToSourceUVScale;\n"
"uniform vec2 EyeToSourceUVOffset;\n"
- "uniform vec2 DepthProjector;\n"
- "uniform vec2 DepthDimSize;\n"
- "uniform mat4 EyeRotationStart;\n"
+ "uniform vec2 DepthProjector;\n"
+ "uniform vec2 DepthDimSize;\n"
+ "uniform mat4 EyeRotationStart;\n"
"uniform mat4 EyeRotationEnd;\n"
- "in vec2 Position;\n"
- "in vec4 Color;\n"
- "in vec2 TexCoord0;\n"
- "in vec2 TexCoord1;\n"
- "in vec2 TexCoord2;\n"
+ "attribute vec2 Position;\n"
+ "attribute vec4 Color;\n"
+ "attribute vec2 TexCoord0;\n"
+ "attribute vec2 TexCoord1;\n"
+ "attribute vec2 TexCoord2;\n"
- "out vec4 oColor;\n"
- "out vec2 oTexCoord0;\n"
- "out vec2 oTexCoord1;\n"
- "out vec2 oTexCoord2;\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 - eyeToSourceTexCoord.y;\n"
- " float depth = texelFetch(Texture0, ivec2(eyeToSourceTexCoord * DepthDimSize), 0).x;\n"
- " float linearDepth = DepthProjector.y / (depth - DepthProjector.x);\n"
- " vec4 retVal = vec4(inTexCoord, 1, 1);\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"
@@ -468,7 +518,7 @@ static const char* PostProcessMeshPositionalTimewarpVertexShaderSrc =
"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.
+ // 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"
@@ -476,7 +526,7 @@ static const char* PostProcessMeshPositionalTimewarpVertexShaderSrc =
" 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 = texture2DLod(Texture0, noDepthUV, 0).r;\n"
+ //" float depth = texture2D(Texture0, noDepthUV).r;\n"
" return noDepthUV.xy;\n"
"}\n"
@@ -489,45 +539,76 @@ static const char* PostProcessMeshPositionalTimewarpVertexShaderSrc =
// warped positions are a bit more involved, hence a separate function
" oTexCoord0 = TimewarpTexCoordToWarpedPos(TexCoord0, Color.a);\n"
- " oTexCoord0.y = 1-oTexCoord0.y;\n"
+ " oTexCoord0.y = 1.0 - oTexCoord0.y;\n"
" oTexCoord1 = TimewarpTexCoordToWarpedPos(TexCoord1, Color.a);\n"
- " oTexCoord1.y = 1-oTexCoord1.y;\n"
+ " oTexCoord1.y = 1.0 - oTexCoord1.y;\n"
" oTexCoord2 = TimewarpTexCoordToWarpedPos(TexCoord2, Color.a);\n"
- " oTexCoord2.y = 1-oTexCoord2.y;\n"
+ " oTexCoord2.y = 1.0 - oTexCoord2.y;\n"
- " oColor = vec4(Color.r); // Used for vignette fade.\n"
+ " oColor = vec4(Color.r, Color.r, Color.r, Color.r); // Used for vignette fade.\n"
"}\n";
+#endif
-static const char* PostProcessFragShaderSrc =
- "uniform vec2 LensCenter;\n"
- "uniform vec2 ScreenCenter;\n"
+
+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 EyeToSourceNDCScale;\n"
- "uniform vec4 HmdWarpParam;\n"
- "uniform sampler2D Texture1;\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"
- "varying vec2 oTexCoord;\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"
- "vec2 HmdWarp(vec2 in01)\n"
+ "vec4 TimewarpPos(vec2 position, vec2 inTexCoord, mat4 rotMat)\n"
"{\n"
- " vec2 theta = (in01 - LensCenter) * EyeToSourceNDCScale;\n" // Scales to [-1, 1]
- " float rSq = theta.x * theta.x + theta.y * theta.y;\n"
- " vec2 theta1 = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq + "
- " HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq);\n"
- " return LensCenter + EyeToSourceUVScale * theta1;\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 tc = HmdWarp(oTexCoord);\n"
- " if (!all(equal(clamp(tc, ScreenCenter-vec2(0.25,0.5), ScreenCenter+vec2(0.25,0.5)), tc)))\n"
- " gl_FragColor = vec4(0);\n"
- " else\n"
- " gl_FragColor = texture2D(Texture1, tc);\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"
@@ -562,19 +643,19 @@ static const char* PostProcessFragShaderWithChromAbSrc =
// 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 - SourceCoordR.y;\n"
+ " SourceCoordR.y = 1.0 - SourceCoordR.y;\n"
" vec2 SourceCoordG = TanEyeAngleG * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
- " SourceCoordG.y = 1 - SourceCoordG.y;\n"
+ " SourceCoordG.y = 1.0 - SourceCoordG.y;\n"
" vec2 SourceCoordB = TanEyeAngleB * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
- " SourceCoordB.y = 1 - SourceCoordB.y;\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, 1e5 ) * ( 1.0 - max ( abs ( NDCCoord.x ), abs ( NDCCoord.y ) ) );\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"
+ " return;\n"
" }\n"
" EdgeFadeIn = clamp ( EdgeFadeIn, 0.0, 1.0 );\n"
@@ -583,7 +664,7 @@ static const char* PostProcessFragShaderWithChromAbSrc =
" 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"
+ " gl_FragColor = vec4(ResultR * EdgeFadeIn, ResultG * EdgeFadeIn, ResultB * EdgeFadeIn, 1.0);\n"
"}\n";
@@ -595,7 +676,8 @@ static const char* VShaderSrcs[VShader_Count] =
PostProcessVertexShaderSrc,
PostProcessMeshVertexShaderSrc,
PostProcessMeshTimewarpVertexShaderSrc,
- PostProcessMeshPositionalTimewarpVertexShaderSrc
+ PostProcessMeshPositionalTimewarpVertexShaderSrc,
+ PostProcessHeightmapTimewarpVertexShaderSrc,
};
static const char* FShaderSrcs[FShader_Count] =
{
@@ -609,24 +691,71 @@ static const char* FShaderSrcs[FShader_Count] =
MultiTextureFragShaderSrc,
PostProcessMeshFragShaderSrc,
PostProcessMeshTimewarpFragShaderSrc,
- PostProcessMeshPositionalTimewarpFragShaderSrc
+ 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);
- glGenFramebuffersEXT(1, &CurrentFbo);
+ glGenFramebuffers(1, &CurrentFbo);
+
+ if (SupportsVao)
+ glGenVertexArrays(1, &Vao);
}
RenderDevice::~RenderDevice()
@@ -641,7 +770,10 @@ void RenderDevice::Shutdown()
// This runs before the subclass's Shutdown(), where the context, etc, may be deleted.
- glDeleteFramebuffersEXT(1, &CurrentFbo);
+ glDeleteFramebuffers(1, &CurrentFbo);
+
+ if (SupportsVao)
+ glDeleteVertexArrays(1, &Vao);
for (int i = 0; i < VShader_Count; ++i)
VertexShaders[i].Clear();
@@ -674,17 +806,14 @@ Shader *RenderDevice::LoadBuiltinShader(ShaderStage stage, int shader)
void RenderDevice::BeginRendering()
{
+ //glEnable(GL_FRAMEBUFFER_SRGB);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glFrontFace(GL_CW);
- glLineWidth(3.0f);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
}
void RenderDevice::SetDepthMode(bool enable, bool write, CompareFunc func)
@@ -707,15 +836,12 @@ void RenderDevice::SetDepthMode(bool enable, bool write, CompareFunc func)
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);
-
- //glEnable(GL_SCISSOR_TEST);
- //glScissor(vp.x, wh-vp.y-vp.h, vp.w, vp.h);
+ 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()
@@ -752,22 +878,22 @@ void RenderDevice::SetRenderTarget(Render::Texture* color, Render::Texture* dept
CurRenderTarget = (Texture*)color;
if (color == NULL)
{
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
return;
}
if (depth == NULL)
depth = GetDepthBuffer(color->GetWidth(), color->GetHeight(), CurRenderTarget->GetSamples());
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, CurrentFbo);
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, ((Texture*)color)->TexId, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, CurrentFbo);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, ((Texture*)color)->TexId, 0);
if (depth)
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, ((Texture*)depth)->TexId, 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, ((Texture*)depth)->TexId, 0);
else
- glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
- GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE)
OVR_DEBUG_LOG(("framebuffer not complete: %x", status));
}
@@ -781,7 +907,6 @@ void RenderDevice::SetTexture(Render::ShaderStage, int slot, const Texture* t)
{
glActiveTexture(GL_TEXTURE0 + slot);
glBindTexture(GL_TEXTURE_2D, ((Texture*)t)->TexId);
- glActiveTexture(GL_TEXTURE0);
}
Buffer* RenderDevice::CreateBuffer()
@@ -797,17 +922,20 @@ Fill* RenderDevice::CreateSimpleFill(int flags)
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, &model->Vertices[0], model->Vertices.GetSize() * sizeof(Vertex));
+ 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, &model->Indices[0], model->Indices.GetSize() * 2);
+ ib->Data(Buffer_Index | Buffer_ReadOnly, &model->Indices[0], model->Indices.GetSize() * 2);
model->IndexBuffer = ib;
}
@@ -817,7 +945,7 @@ void RenderDevice::Render(const Matrix4f& matrix, Model* model)
}
void RenderDevice::Render(const Fill* fill, Render::Buffer* vertices, Render::Buffer* indices,
- const Matrix4f& matrix, int offset, int count, PrimitiveType rprim, bool useDistortionVertex/* = false*/)
+ const Matrix4f& matrix, int offset, int count, PrimitiveType rprim, MeshType meshType /*= Mesh_Scene*/)
{
ShaderSet* shaders = (ShaderSet*) ((ShaderFill*)fill)->GetShaders();
@@ -854,28 +982,33 @@ void RenderDevice::Render(const Fill* fill, Render::Buffer* vertices, Render::Bu
for (int i = 0; i < 5; i++)
glEnableVertexAttribArray(i);
- if (useDistortionVertex)
- {
- glVertexAttribPointer(0, 2, GL_FLOAT, false, sizeof(DistortionVertex), (char*)offset + offsetof(DistortionVertex, Pos));
- glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, true, sizeof(DistortionVertex), (char*)offset + offsetof(DistortionVertex, Col));
- glVertexAttribPointer(2, 2, GL_FLOAT, false, sizeof(DistortionVertex), (char*)offset + offsetof(DistortionVertex, TexR));
- glVertexAttribPointer(3, 2, GL_FLOAT, false, sizeof(DistortionVertex), (char*)offset + offsetof(DistortionVertex, TexG));
- glVertexAttribPointer(4, 2, GL_FLOAT, false, sizeof(DistortionVertex), (char*)offset + offsetof(DistortionVertex, TexB));
- }
- else
- {
- glVertexAttribPointer(0, 3, GL_FLOAT, false, sizeof(Vertex), (char*)offset + offsetof(Vertex, Pos));
- glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, true, sizeof(Vertex), (char*)offset + offsetof(Vertex, C));
- glVertexAttribPointer(2, 2, GL_FLOAT, false, sizeof(Vertex), (char*)offset + offsetof(Vertex, U));
- glVertexAttribPointer(3, 2, GL_FLOAT, false, sizeof(Vertex), (char*)offset + offsetof(Vertex, U2));
- glVertexAttribPointer(4, 3, GL_FLOAT, false, sizeof(Vertex), (char*)offset + offsetof(Vertex, Norm));
- }
+ 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);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
else
{
@@ -922,7 +1055,6 @@ bool Buffer::Data(int use, const void* buffer, size_t size)
glBindBuffer(Use, GLBuffer);
glBufferData(Use, size, buffer, mode);
- glBindBuffer(Use, 0);
return 1;
}
@@ -934,7 +1066,6 @@ void* Buffer::Map(size_t, size_t, int)
glBindBuffer(Use, GLBuffer);
void* v = glMapBuffer(Use, mode);
- glBindBuffer(Use, 0);
return v;
}
@@ -942,7 +1073,6 @@ bool Buffer::Unmap(void*)
{
glBindBuffer(Use, GLBuffer);
int r = glUnmapBuffer(Use);
- glBindBuffer(Use, 0);
return r != 0;
}
@@ -997,7 +1127,6 @@ void ShaderSet::UnsetShader(int stage)
if (gls)
glDetachShader(Prog, gls->GLShader);
Shaders[stage] = NULL;
- Link();
}
bool ShaderSet::Link()
@@ -1160,7 +1289,7 @@ void Texture::SetSampleMode(int sm)
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, 8);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 4);
break;
case Sample_Nearest:
@@ -1187,7 +1316,6 @@ void Texture::SetSampleMode(int sm)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
break;
}
- glBindTexture(GL_TEXTURE_2D, 0);
}
ovrTexture Texture::Get_ovrTexture()
@@ -1210,7 +1338,7 @@ Texture* RenderDevice::CreateTexture(int format, int width, int height, const vo
switch(format & Texture_TypeMask)
{
case Texture_RGBA: glformat = GL_RGBA; break;
- case Texture_R: glformat = GL_ALPHA; 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;
@@ -1220,7 +1348,7 @@ Texture* RenderDevice::CreateTexture(int format, int width, int height, const vo
}
Texture* NewTex = new Texture(this, width, height);
glBindTexture(GL_TEXTURE_2D, NewTex->TexId);
- OVR_ASSERT(!glGetError());
+ OVR_ASSERT(!glGetError());
if (format & Texture_Compressed)
{
@@ -1275,7 +1403,6 @@ Texture* RenderDevice::CreateTexture(int format, int width, int height, const vo
}
OVR_ASSERT(!glGetError());
- glBindTexture(GL_TEXTURE_2D, 0);
return NewTex;
}
@@ -1283,16 +1410,16 @@ RBuffer::RBuffer(GLenum format, GLint w, GLint h)
{
Width = w;
Height = h;
- glGenRenderbuffersEXT(1, &BufId);
- glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, BufId);
- glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, format, w, h);
- glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
+ glGenRenderbuffers(1, &BufId);
+ glBindRenderbuffer(GL_RENDERBUFFER, BufId);
+ glRenderbufferStorage(GL_RENDERBUFFER, format, w, h);
+ glBindRenderbuffer(GL_RENDERBUFFER, 0);
}
RBuffer::~RBuffer()
{
if (BufId)
- glDeleteRenderbuffersEXT(1, &BufId);
+ glDeleteRenderbuffers(1, &BufId);
}
}}}
diff --git a/Samples/CommonSrc/Render/Render_GL_Device.h b/Samples/CommonSrc/Render/Render_GL_Device.h
index 5d97eef..563c87b 100644
--- a/Samples/CommonSrc/Render/Render_GL_Device.h
+++ b/Samples/CommonSrc/Render/Render_GL_Device.h
@@ -3,7 +3,7 @@
Filename : Render_GL_Device.h
Content : RenderDevice implementation header for OpenGL
Created : September 10, 2012
-Authors : Andrew Reisse
+Authors : Andrew Reisse, David Borel
Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved.
@@ -27,37 +27,45 @@ limitations under the License.
#include "../Render/Render_Device.h"
#if defined(OVR_OS_WIN32)
-#include <Windows.h>
-#endif
-
-#if defined(OVR_OS_MAC)
-#include <OpenGL/gl.h>
-#include <OpenGL/glext.h>
+ #include <Windows.h>
+ #include <GL/gl.h>
+ #include <GL/glext.h>
+ #include <GL/wglext.h>
+#elif defined(OVR_OS_MAC)
+ #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>
-#endif
+ #include <GL/gl.h>
+ #include <GL/glext.h>
+ #include <GL/glx.h>
#endif
+
namespace OVR { namespace Render { namespace GL {
+
+#if !defined(OVR_OS_MAC)
// GL extension Hooks for PC.
#if defined(OVR_OS_WIN32)
-
+
extern PFNWGLGETSWAPINTERVALEXTPROC wglGetSwapIntervalEXT;
extern PFNWGLSWAPINTERVALEXTPROC wglSwapIntervalEXT;
-extern PFNGLGENFRAMEBUFFERSEXTPROC glGenFramebuffersEXT;
-extern PFNGLDELETEFRAMEBUFFERSEXTPROC glDeleteFramebuffersEXT;
+extern PFNWGLCHOOSEPIXELFORMATARBPROC wglChoosePixelFormatARB;
+extern PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB;
+
+#elif defined(OVR_OS_LINUX)
+
+extern PFNGLXSWAPINTERVALEXTPROC glXSwapIntervalEXT;
+
+#endif
+
+extern PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
+extern PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
extern PFNGLDELETESHADERPROC glDeleteShader;
-extern PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC glCheckFramebufferStatusEXT;
-extern PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC glFramebufferRenderbufferEXT;
-extern PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glFramebufferTexture2DEXT;
-extern PFNGLBINDFRAMEBUFFEREXTPROC glBindFramebufferEXT;
+extern PFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
+extern PFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer;
+extern PFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D;
+extern PFNGLBINDFRAMEBUFFEREXTPROC glBindFramebuffer;
extern PFNGLACTIVETEXTUREPROC glActiveTexture;
extern PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray;
extern PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
@@ -91,19 +99,18 @@ extern PFNGLUNIFORM3FVPROC glUniform3fv;
extern PFNGLUNIFORM2FVPROC glUniform2fv;
extern PFNGLUNIFORM1FVPROC glUniform1fv;
extern PFNGLCOMPRESSEDTEXIMAGE2DPROC glCompressedTexImage2D;
-extern PFNGLRENDERBUFFERSTORAGEEXTPROC glRenderbufferStorageEXT;
-extern PFNGLBINDRENDERBUFFEREXTPROC glBindRenderbufferEXT;
-extern PFNGLGENRENDERBUFFERSEXTPROC glGenRenderbuffersEXT;
-extern PFNGLDELETERENDERBUFFERSEXTPROC glDeleteRenderbuffersEXT;
-
-// For testing
+extern PFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage;
+extern PFNGLBINDRENDERBUFFERPROC glBindRenderbuffer;
+extern PFNGLGENRENDERBUFFERSPROC glGenRenderbuffers;
+extern PFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers;
extern PFNGLGENVERTEXARRAYSPROC glGenVertexArrays;
+extern PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays;
+extern PFNGLBINDVERTEXARRAYPROC glBindVertexArray;
extern void InitGLExtensions();
#endif
-
class RenderDevice;
class Buffer : public Render::Buffer
@@ -227,12 +234,15 @@ class RenderDevice : public Render::RenderDevice
Matrix4f Proj;
+ GLuint Vao;
+
protected:
Ptr<Texture> CurRenderTarget;
Array<Ptr<Texture> > DepthBuffers;
GLuint CurrentFbo;
const LightingParams* Lighting;
+ bool SupportsVao;
public:
RenderDevice(const RendererParams& p);
@@ -243,8 +253,6 @@ public:
virtual void FillTexturedRect(float left, float top, float right, float bottom, float ul, float vt, float ur, float vb, Color c, Ptr<OVR::Render::Texture> tex);
virtual void SetViewport(const Recti& vp);
-
- //virtual void SetScissor(int x, int y, int w, int h);
virtual void WaitUntilGpuIdle();
@@ -266,7 +274,7 @@ public:
virtual void Render(const Matrix4f& matrix, Model* model);
virtual void Render(const Fill* fill, Render::Buffer* vertices, Render::Buffer* indices,
- const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles, bool useDistortionVertex = false);
+ const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles, MeshType meshType = Mesh_Scene);
virtual void RenderWithAlpha(const Fill* fill, Render::Buffer* vertices, Render::Buffer* indices,
const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles);
diff --git a/Samples/CommonSrc/Render/Render_GL_Win32_Device.cpp b/Samples/CommonSrc/Render/Render_GL_Win32_Device.cpp
index 1065c98..9bfcec9 100644
--- a/Samples/CommonSrc/Render/Render_GL_Win32_Device.cpp
+++ b/Samples/CommonSrc/Render/Render_GL_Win32_Device.cpp
@@ -36,11 +36,10 @@ PFNDWMENABLECOMPOSITIONPROC DwmEnableComposition;
// ***** GL::Win32::RenderDevice
-RenderDevice::RenderDevice(const Render::RendererParams& p, HWND win, HDC dc, HGLRC gl)
+RenderDevice::RenderDevice(const Render::RendererParams& p, HWND win, HGLRC gl)
: GL::RenderDevice(p)
, Window(win)
, WglContext(gl)
- , GdiDc(dc)
, PreFullscreen(0, 0, 0, 0)
, HMonitor(0)
, FSDesktop(0, 0, 0, 0)
@@ -52,6 +51,7 @@ RenderDevice::RenderDevice(const Render::RendererParams& p, HWND win, HDC dc, HG
Render::RenderDevice* RenderDevice::CreateDevice(const RendererParams& rp, void* oswnd)
{
HWND hwnd = (HWND)oswnd;
+ HDC dc = GetDC(hwnd);
if (!DwmEnableComposition)
{
@@ -62,40 +62,93 @@ Render::RenderDevice* RenderDevice::CreateDevice(const RendererParams& rp, void*
}
DwmEnableComposition(DWM_EC_DISABLECOMPOSITION);
+ {
+ PIXELFORMATDESCRIPTOR pfd;
+ memset(&pfd, 0, sizeof(pfd));
+
+ pfd.nSize = sizeof(pfd);
+ pfd.nVersion = 1;
+ pfd.iPixelType = PFD_TYPE_RGBA;
+ pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DRAW_TO_WINDOW | PFD_DOUBLEBUFFER;
+ pfd.cColorBits = 32;
+ pfd.cDepthBits = 16;
+
+ int pf = ChoosePixelFormat(dc, &pfd);
+ if (!pf)
+ {
+ ReleaseDC(hwnd, dc);
+ return NULL;
+ }
+
+ if (!SetPixelFormat(dc, pf, &pfd))
+ {
+ ReleaseDC(hwnd, dc);
+ return NULL;
+ }
+
+ HGLRC context = wglCreateContext(dc);
+ if (!wglMakeCurrent(dc, context))
+ {
+ wglDeleteContext(context);
+ ReleaseDC(hwnd, dc);
+ return NULL;
+ }
+
+ wglChoosePixelFormatARB = (PFNWGLCHOOSEPIXELFORMATARBPROC)wglGetProcAddress("wglChoosePixelFormatARB");
+ wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB");
+
+ wglDeleteContext(context);
+ }
- PIXELFORMATDESCRIPTOR pfd;
- memset(&pfd, 0, sizeof(pfd));
- pfd.nSize = sizeof(pfd);
- pfd.nVersion = 1;
- pfd.iPixelType = PFD_TYPE_RGBA;
- pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DRAW_TO_WINDOW | PFD_DOUBLEBUFFER;
- pfd.cColorBits = 32;
- pfd.cDepthBits = 16;
+ int iAttributes[] = {
+ //WGL_DRAW_TO_WINDOW_ARB, GL_TRUE,
+ WGL_SUPPORT_OPENGL_ARB, GL_TRUE,
+ WGL_COLOR_BITS_ARB, 32,
+ WGL_DEPTH_BITS_ARB, 16,
+ WGL_DOUBLE_BUFFER_ARB, GL_TRUE,
+ WGL_FRAMEBUFFER_SRGB_CAPABLE_ARB, GL_TRUE,
+ 0, 0};
+
+ float fAttributes[] = {0,0};
+
+ int pf = 0;
+ UINT numFormats = 0;
- HDC dc = GetDC(hwnd);
- int pf = ChoosePixelFormat(dc, &pfd);
- if (!pf)
+ if (!wglChoosePixelFormatARB(dc, iAttributes, fAttributes, 1, &pf, &numFormats))
{
ReleaseDC(hwnd, dc);
return NULL;
}
+
+ PIXELFORMATDESCRIPTOR pfd;
+ memset(&pfd, 0, sizeof(pfd));
+
if (!SetPixelFormat(dc, pf, &pfd))
{
ReleaseDC(hwnd, dc);
return NULL;
}
- HGLRC context = wglCreateContext(dc);
- if (!wglMakeCurrent(dc, context))
- {
- wglDeleteContext(context);
- ReleaseDC(hwnd, dc);
- return NULL;
- }
+
+ GLint attribs[] =
+ {
+ WGL_CONTEXT_MAJOR_VERSION_ARB, 2,
+ WGL_CONTEXT_MINOR_VERSION_ARB, 1,
+ WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
+ 0
+ };
+
+ HGLRC context = wglCreateContextAttribsARB(dc, 0, attribs);
+ if (!wglMakeCurrent(dc, context))
+ {
+ wglDeleteContext(context);
+ ReleaseDC(hwnd, dc);
+ return NULL;
+ }
InitGLExtensions();
- return new RenderDevice(rp, hwnd, dc, context);
+ return new RenderDevice(rp, hwnd, context);
}
ovrRenderAPIConfig RenderDevice::Get_ovrRenderAPIConfig() const
@@ -104,9 +157,7 @@ ovrRenderAPIConfig RenderDevice::Get_ovrRenderAPIConfig() const
cfg.OGL.Header.API = ovrRenderAPI_OpenGL;
cfg.OGL.Header.RTSize = Sizei(WindowWidth, WindowHeight);
cfg.OGL.Header.Multisample = Params.Multisample;
- cfg.OGL.WglContext = WglContext;
cfg.OGL.Window = Window;
- cfg.OGL.GdiDc = GdiDc;
return cfg.Config;
}
@@ -118,7 +169,10 @@ void RenderDevice::Present(bool useVsync)
if (wglGetSwapIntervalEXT() != swapInterval)
wglSwapIntervalEXT(swapInterval);
- success = SwapBuffers(GdiDc);
+ HDC dc = GetDC(Window);
+ success = SwapBuffers(dc);
+ ReleaseDC(Window, dc);
+
OVR_ASSERT(success);
}
@@ -131,9 +185,7 @@ void RenderDevice::Shutdown()
{
wglMakeCurrent(NULL,NULL);
wglDeleteContext(WglContext);
- ReleaseDC(Window, GdiDc);
WglContext = NULL;
- GdiDc = NULL;
Window = NULL;
}
}
@@ -263,25 +315,6 @@ bool RenderDevice::SetFullscreen(DisplayMode fullscreen)
monInfo.cbSize = sizeof(MONITORINFOEX);
GetMonitorInfo(HMonitor, &monInfo);
- // Find the requested device mode
- DEVMODE dmode;
- bool foundMode = false;
- memset(&dmode, 0, sizeof(DEVMODE));
- dmode.dmSize = sizeof(DEVMODE);
- Recti vp = VP;
- for(int i=0 ; EnumDisplaySettings(monInfo.szDevice, i, &dmode); ++i)
- {
- foundMode = (dmode.dmPelsWidth==(DWORD)vp.w) &&
- (dmode.dmPelsHeight==(DWORD)vp.h) &&
- (dmode.dmBitsPerPel==(DWORD)32);
- if (foundMode)
- break;
- }
- if(!foundMode)
- return false;
-
- dmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
-
// Save the current window position/size
RECT rect;
GetWindowRect(Window, &rect);
@@ -296,26 +329,20 @@ bool RenderDevice::SetFullscreen(DisplayMode fullscreen)
SetWindowLongPtr(Window, GWL_STYLE, style & (~WS_OVERLAPPEDWINDOW));
SetWindowLongPtr(Window, GWL_EXSTYLE, exstyle | WS_EX_APPWINDOW | WS_EX_TOPMOST);
- // Attempt to change the resolution
- LONG ret = ChangeDisplaySettingsEx(monInfo.szDevice, &dmode, NULL, CDS_FULLSCREEN, NULL);
- //LONG ret = ChangeDisplaySettings(&dmode, CDS_FULLSCREEN);
-
- // If it failed, clean up and return.
- if (ret != DISP_CHANGE_SUCCESSFUL)
- {
- SetWindowLongPtr(Window, GWL_STYLE, style);
- SetWindowLongPtr(Window, GWL_EXSTYLE, exstyle);
- return false;
- }
+ ChangeDisplaySettingsEx(monInfo.szDevice, NULL, NULL, CDS_FULLSCREEN, NULL);
// We need to call GetMonitorInfo() again becase
// details may have changed with the resolution
GetMonitorInfo(HMonitor, &monInfo);
+ int x = monInfo.rcMonitor.left;
+ int y = monInfo.rcMonitor.top;
+ int w = monInfo.rcMonitor.right - monInfo.rcMonitor.left;
+ int h = monInfo.rcMonitor.bottom - monInfo.rcMonitor.top;
+
// Set the window's size and position so
// that it covers the entire screen
- SetWindowPos(Window, HWND_TOPMOST, monInfo.rcMonitor.left, monInfo.rcMonitor.top, vp.w, vp.h,
- SWP_SHOWWINDOW | SWP_NOZORDER | SWP_FRAMECHANGED);
+ SetWindowPos(Window, HWND_TOPMOST, x, y, w, h, SWP_SHOWWINDOW | SWP_NOZORDER | SWP_FRAMECHANGED);
}
Params.Fullscreen = fullscreen;
diff --git a/Samples/CommonSrc/Render/Render_GL_Win32_Device.h b/Samples/CommonSrc/Render/Render_GL_Win32_Device.h
index de81a80..273e997 100644
--- a/Samples/CommonSrc/Render/Render_GL_Win32_Device.h
+++ b/Samples/CommonSrc/Render/Render_GL_Win32_Device.h
@@ -42,13 +42,12 @@ class RenderDevice : public GL::RenderDevice
HWND Window;
HGLRC WglContext;
- HDC GdiDc;
Recti PreFullscreen;
Recti FSDesktop;
HMONITOR HMonitor;
public:
- RenderDevice(const Render::RendererParams& p, HWND win, HDC dc, HGLRC gl);
+ RenderDevice(const Render::RendererParams& p, HWND win, HGLRC gl);
virtual ~RenderDevice() { Shutdown(); }
// Implement static initializer function to create this class.
diff --git a/Samples/CommonSrc/Render/Render_LoadTextureDDS.cpp b/Samples/CommonSrc/Render/Render_LoadTextureDDS.cpp
index 5bbdb21..cf20cdd 100644
--- a/Samples/CommonSrc/Render/Render_LoadTextureDDS.cpp
+++ b/Samples/CommonSrc/Render/Render_LoadTextureDDS.cpp
@@ -29,8 +29,11 @@ limitations under the License.
namespace OVR { namespace Render {
static const UPInt OVR_DDS_PF_FOURCC = 0x4;
-static const UInt32 OVR_DTX1_MAGIC_NUMBER = 827611204;
-static const UInt32 OVR_DTX5_MAGIC_NUMBER = 894720068;
+static const UInt32 OVR_DXT1_MAGIC_NUMBER = 0x31545844; // "DXT1"
+static const UInt32 OVR_DXT2_MAGIC_NUMBER = 0x32545844; // "DXT2"
+static const UInt32 OVR_DXT3_MAGIC_NUMBER = 0x33545844; // "DXT3"
+static const UInt32 OVR_DXT4_MAGIC_NUMBER = 0x34545844; // "DXT4"
+static const UInt32 OVR_DXT5_MAGIC_NUMBER = 0x35545844; // "DXT5"
struct OVR_DDS_PIXELFORMAT
{
@@ -62,6 +65,20 @@ struct OVR_DDS_HEADER
UInt32 Reserved2;
};
+// Returns -1 on failure, or a valid TextureFormat value on success
+static inline int InterpretPixelFormatFourCC(UInt32 fourCC) {
+ switch (fourCC) {
+ case OVR_DXT1_MAGIC_NUMBER: return Texture_DXT1;
+ case OVR_DXT2_MAGIC_NUMBER: return Texture_DXT3;
+ case OVR_DXT3_MAGIC_NUMBER: return Texture_DXT3;
+ case OVR_DXT4_MAGIC_NUMBER: return Texture_DXT5;
+ case OVR_DXT5_MAGIC_NUMBER: return Texture_DXT5;
+ }
+
+ // Unrecognized FourCC
+ return -1;
+}
+
Texture* LoadTextureDDS(RenderDevice* ren, File* f)
{
OVR_DDS_HEADER header;
@@ -87,24 +104,20 @@ Texture* LoadTextureDDS(RenderDevice* ren, File* f)
}
if(header.PixelFormat.Flags & OVR_DDS_PF_FOURCC)
{
- if(header.PixelFormat.FourCC == OVR_DTX1_MAGIC_NUMBER)
- {
- format = Texture_DXT1;
- }
- else if(header.PixelFormat.FourCC == OVR_DTX5_MAGIC_NUMBER)
- {
- format = Texture_DXT5;
- }
- else
- {
- return NULL;
- }
+ format = InterpretPixelFormatFourCC(header.PixelFormat.FourCC);
+ if (format == -1) {
+ return NULL;
+ }
}
int byteLen = f->BytesAvailable();
unsigned char* bytes = new unsigned char[byteLen];
f->Read(bytes, byteLen);
Texture* out = ren->CreateTexture(format, (int)width, (int)height, bytes, mipCount);
+ if (!out) {
+ return NULL;
+ }
+
if(strstr(f->GetFilePath(), "_c."))
{
out->SetSampleMode(Sample_Clamp);