ovr_sdk

diff LibOVR/Src/CAPI/GL/CAPI_GL_DistortionRenderer.h @ 0:1b39a1b46319

initial 0.4.4
author John Tsiombikas <nuclear@member.fsf.org>
date Wed, 14 Jan 2015 06:51:16 +0200
parents
children
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/LibOVR/Src/CAPI/GL/CAPI_GL_DistortionRenderer.h	Wed Jan 14 06:51:16 2015 +0200
     1.3 @@ -0,0 +1,150 @@
     1.4 +/************************************************************************************
     1.5 +
     1.6 +Filename    :   CAPI_GL_DistortionRenderer.h
     1.7 +Content     :   Distortion renderer header for GL
     1.8 +Created     :   November 11, 2013
     1.9 +Authors     :   David Borel, Lee Cooper
    1.10 +
    1.11 +Copyright   :   Copyright 2014 Oculus VR, LLC All Rights reserved.
    1.12 +
    1.13 +Licensed under the Oculus VR Rift SDK License Version 3.2 (the "License");
    1.14 +you may not use the Oculus VR Rift SDK except in compliance with the License,
    1.15 +which is provided at the time of installation or download, or which
    1.16 +otherwise accompanies this software in either electronic or hard copy form.
    1.17 +
    1.18 +You may obtain a copy of the License at
    1.19 +
    1.20 +http://www.oculusvr.com/licenses/LICENSE-3.2
    1.21 +
    1.22 +Unless required by applicable law or agreed to in writing, the Oculus VR SDK
    1.23 +distributed under the License is distributed on an "AS IS" BASIS,
    1.24 +WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
    1.25 +See the License for the specific language governing permissions and
    1.26 +limitations under the License.
    1.27 +
    1.28 +************************************************************************************/
    1.29 +
    1.30 +#ifndef OVR_CAPI_GL_DistortionRenderer_h
    1.31 +#define OVR_CAPI_GL_DistortionRenderer_h
    1.32 +
    1.33 +#include "../CAPI_DistortionRenderer.h"
    1.34 +
    1.35 +#include "../../Kernel/OVR_Log.h"
    1.36 +#include "CAPI_GL_Util.h"
    1.37 +
    1.38 +namespace OVR { namespace CAPI { namespace GL {
    1.39 +
    1.40 +// ***** GL::DistortionRenderer
    1.41 +
    1.42 +// Implementation of DistortionRenderer for GL.
    1.43 +
    1.44 +class DistortionRenderer : public CAPI::DistortionRenderer
    1.45 +{
    1.46 +public:    
    1.47 +    DistortionRenderer(ovrHmd hmd,
    1.48 +                       FrameTimeManager& timeManager,
    1.49 +                       const HMDRenderState& renderState);
    1.50 +    virtual ~DistortionRenderer();
    1.51 +
    1.52 +    
    1.53 +    // Creation function for the device.    
    1.54 +    static CAPI::DistortionRenderer* Create(ovrHmd hmd,
    1.55 +                                            FrameTimeManager& timeManager,
    1.56 +                                            const HMDRenderState& renderState);
    1.57 +
    1.58 +
    1.59 +    // ***** Public DistortionRenderer interface
    1.60 +	
    1.61 +    virtual bool Initialize(const ovrRenderAPIConfig* apiConfig) OVR_OVERRIDE;
    1.62 +
    1.63 +    virtual void SubmitEye(int eyeId, const ovrTexture* eyeTexture);
    1.64 +
    1.65 +    virtual void EndFrame(bool swapBuffers);
    1.66 +
    1.67 +    void         WaitUntilGpuIdle();
    1.68 +
    1.69 +	// Similar to ovr_WaitTillTime but it also flushes GPU.
    1.70 +	// Note, it exits when time expires, even if GPU is not in idle state yet.
    1.71 +	double       FlushGpuAndWaitTillTime(double absTime);
    1.72 +
    1.73 +protected:
    1.74 +
    1.75 +	struct FOR_EACH_EYE
    1.76 +	{
    1.77 +        FOR_EACH_EYE() : numVerts(0), numIndices(0), texture(0), /*UVScaleOffset[],*/ TextureSize(0, 0), RenderViewport(0, 0, 0, 0) { }
    1.78 +
    1.79 +		int                       numVerts;
    1.80 +		int                       numIndices;
    1.81 +
    1.82 +		GLuint                    texture;
    1.83 +
    1.84 +		ovrVector2f			 	  UVScaleOffset[2];
    1.85 +        Sizei                     TextureSize;
    1.86 +        Recti                     RenderViewport;
    1.87 +	} eachEye[2];
    1.88 +
    1.89 +    Ptr<Texture>    pOverdriveTextures[NumOverdriveTextures];
    1.90 +    Ptr<Texture>    OverdriveBackBufferTexture;
    1.91 +
    1.92 +    // GL context and utility variables.
    1.93 +    RenderParams        RParams;
    1.94 +    Context             distortionContext;  // We are currently using this private OpenGL context instead of using the CAPI SaveGraphicsState/RestoreGraphicsState mechanism. To consider: Move this Context into SaveGraphicsState/RestoreGraphicState so there's consistency between DirectX and OpenGL.
    1.95 +
    1.96 +	// Helpers
    1.97 +    void initOverdrive();
    1.98 +    void initBuffersAndShaders();
    1.99 +    void initShaders();
   1.100 +    void initFullscreenQuad();
   1.101 +    void destroy();
   1.102 +	
   1.103 +    void setViewport(const Recti& vp);
   1.104 +
   1.105 +    void renderDistortion(Texture* leftEyeTexture, Texture* rightEyeTexture);
   1.106 +
   1.107 +    void renderPrimitives(const ShaderFill* fill, Buffer* vertices, Buffer* indices,
   1.108 +                          int offset, int count,
   1.109 +						  PrimitiveType rprim, GLuint* vao, bool isDistortionMesh);
   1.110 +
   1.111 +	void createDrawQuad();
   1.112 +    void renderLatencyQuad(unsigned char* latencyTesterDrawColor);
   1.113 +    void renderLatencyPixel(unsigned char* latencyTesterPixelColor);
   1.114 +	
   1.115 +    void renderEndFrame();
   1.116 +
   1.117 +    Ptr<Texture>        pEyeTextures[2];
   1.118 +
   1.119 +	Ptr<Buffer>         DistortionMeshVBs[2];    // one per-eye
   1.120 +	Ptr<Buffer>         DistortionMeshIBs[2];    // one per-eye
   1.121 +	GLuint              DistortionMeshVAOs[2];   // one per-eye
   1.122 +
   1.123 +	Ptr<ShaderSet>      DistortionShader;
   1.124 +
   1.125 +    bool                RotateCCW90;
   1.126 +
   1.127 +    struct StandardUniformData
   1.128 +    {
   1.129 +        Matrix4f  Proj;
   1.130 +        Matrix4f  View;
   1.131 +    }                   StdUniforms;
   1.132 +	
   1.133 +	GLuint              LatencyVAO;
   1.134 +    Ptr<Buffer>         LatencyTesterQuadVB;
   1.135 +    Ptr<ShaderSet>      SimpleQuadShader;
   1.136 +    Ptr<ShaderSet>      SimpleQuadGammaShader;
   1.137 +
   1.138 +    GLuint              OverdriveFbo;
   1.139 +
   1.140 +	GLint SavedViewport[4];
   1.141 +	GLfloat SavedClearColor[4];
   1.142 +	GLint SavedDepthTest;
   1.143 +	GLint SavedCullFace;
   1.144 +	GLint SavedProgram;
   1.145 +	GLint SavedActiveTexture;
   1.146 +	GLint SavedBoundTexture;
   1.147 +	GLint SavedVertexArray;
   1.148 +    GLint SavedBoundFrameBuffer;
   1.149 +};
   1.150 +
   1.151 +}}} // OVR::CAPI::GL
   1.152 +
   1.153 +#endif // OVR_CAPI_GL_DistortionRenderer_h