diff options
author | Brad Davis <[email protected]> | 2014-05-23 01:49:32 -0700 |
---|---|---|
committer | Brad Davis <[email protected]> | 2014-05-23 01:49:32 -0700 |
commit | 46acc0e194ff3c1f120199eeca8324b4502118e9 (patch) | |
tree | b1030198d3ee4698445d1fc5161cebe4158e45d1 /Samples/CommonSrc/Render | |
parent | 07d0f4d0bbf3477ac6a9584f726e8ec6ab285707 (diff) |
Updating to 0.3.2 (windows version)
Diffstat (limited to 'Samples/CommonSrc/Render')
-rw-r--r-- | Samples/CommonSrc/Render/Render_D3D1X_Device.cpp | 344 | ||||
-rw-r--r-- | Samples/CommonSrc/Render/Render_D3D1X_Device.h | 3 | ||||
-rw-r--r-- | Samples/CommonSrc/Render/Render_Device.cpp | 535 | ||||
-rw-r--r-- | Samples/CommonSrc/Render/Render_Device.h | 67 | ||||
-rw-r--r-- | Samples/CommonSrc/Render/Render_FontEmbed_DejaVu48.h | 2 | ||||
-rw-r--r-- | Samples/CommonSrc/Render/Render_GL_Device.cpp | 593 | ||||
-rw-r--r-- | Samples/CommonSrc/Render/Render_GL_Device.h | 72 | ||||
-rw-r--r-- | Samples/CommonSrc/Render/Render_GL_Win32_Device.cpp | 143 | ||||
-rw-r--r-- | Samples/CommonSrc/Render/Render_GL_Win32_Device.h | 3 | ||||
-rw-r--r-- | Samples/CommonSrc/Render/Render_LoadTextureDDS.cpp | 41 |
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); |