/************************************************************************************ Filename : VrCompositor.h *************************************************************************************/ #include "VrInput.h" #define CHECK_GL_ERRORS #ifdef CHECK_GL_ERRORS static const char * GlErrorString( GLenum error ) { switch ( error ) { case GL_NO_ERROR: return "GL_NO_ERROR"; case GL_INVALID_ENUM: return "GL_INVALID_ENUM"; case GL_INVALID_VALUE: return "GL_INVALID_VALUE"; case GL_INVALID_OPERATION: return "GL_INVALID_OPERATION"; case GL_INVALID_FRAMEBUFFER_OPERATION: return "GL_INVALID_FRAMEBUFFER_OPERATION"; case GL_OUT_OF_MEMORY: return "GL_OUT_OF_MEMORY"; default: return "unknown"; } } static void GLCheckErrors( int line ) { for ( int i = 0; i < 10; i++ ) { const GLenum error = glGetError(); if ( error == GL_NO_ERROR ) { break; } ALOGE( "GL error on line %d: %s", line, GlErrorString( error ) ); } } #define GL( func ) func; GLCheckErrors( __LINE__ ); #else // CHECK_GL_ERRORS #define GL( func ) func; #endif // CHECK_GL_ERRORS /* ================================================================================ ovrFramebuffer ================================================================================ */ typedef struct { int Width; int Height; int Multisamples; int TextureSwapChainLength; int ProcessingTextureSwapChainIndex; int ReadyTextureSwapChainIndex; ovrTextureSwapChain * ColorTextureSwapChain; GLuint * DepthBuffers; GLuint * FrameBuffers; bool UseMultiview; } ovrFramebuffer; void ovrFramebuffer_SetCurrent( ovrFramebuffer * frameBuffer ); void ovrFramebuffer_Destroy( ovrFramebuffer * frameBuffer ); void ovrFramebuffer_SetNone(); void ovrFramebuffer_Resolve( ovrFramebuffer * frameBuffer ); void ovrFramebuffer_Advance( ovrFramebuffer * frameBuffer ); void ovrFramebuffer_ClearEdgeTexels( ovrFramebuffer * frameBuffer ); /* ================================================================================ ovrRenderer ================================================================================ */ typedef struct { ovrFramebuffer FrameBuffer; ovrMatrix4f ProjectionMatrix; int NumBuffers; } ovrRenderer; void ovrRenderer_Clear( ovrRenderer * renderer ); void ovrRenderer_Create( int width, int height, ovrRenderer * renderer, const ovrJava * java ); void ovrRenderer_Destroy( ovrRenderer * renderer ); /* ================================================================================ renderState ================================================================================ */ typedef struct { GLint VertexBuffer; GLint IndexBuffer; GLint VertexArrayObject; GLint Program; GLint VertexShader; GLint FragmentShader; } renderState; void getCurrentRenderState( renderState * state); void restoreRenderState( renderState * state ); /* ================================================================================ ovrGeometry ================================================================================ */ typedef struct { GLint Index; GLint Size; GLenum Type; GLboolean Normalized; GLsizei Stride; const GLvoid * Pointer; } ovrVertexAttribPointer; #define MAX_VERTEX_ATTRIB_POINTERS 3 typedef struct { GLuint VertexBuffer; GLuint IndexBuffer; GLuint VertexArrayObject; int VertexCount; int IndexCount; ovrVertexAttribPointer VertexAttribs[MAX_VERTEX_ATTRIB_POINTERS]; } ovrGeometry; /* ================================================================================ ovrProgram ================================================================================ */ #define MAX_PROGRAM_UNIFORMS 8 #define MAX_PROGRAM_TEXTURES 8 typedef struct { GLuint Program; GLuint VertexShader; GLuint FragmentShader; // These will be -1 if not used by the program. GLint UniformLocation[MAX_PROGRAM_UNIFORMS]; // ProgramUniforms[].name GLint UniformBinding[MAX_PROGRAM_UNIFORMS]; // ProgramUniforms[].name GLint Textures[MAX_PROGRAM_TEXTURES]; // Texture%i } ovrProgram; /* ================================================================================ ovrScene ================================================================================ */ typedef struct { bool CreatedScene; //Proper renderer for stereo rendering to the cylinder layer ovrRenderer CylinderRenderer; int CylinderWidth; int CylinderHeight; } ovrScene; void ovrScene_Clear( ovrScene * scene ); void ovrScene_Create( int width, int height, ovrScene * scene, const ovrJava * java ); /* ================================================================================ ovrRenderer ================================================================================ */ ovrLayerProjection2 ovrRenderer_RenderGroundPlaneToEyeBuffer( ovrRenderer * renderer, const ovrJava * java, const ovrScene * scene, const ovrTracking2 * tracking ); ovrLayerProjection2 ovrRenderer_RenderToEyeBuffer( ovrRenderer * renderer, const ovrJava * java, const ovrTracking2 * tracking ); ovrLayerCylinder2 BuildCylinderLayer( ovrRenderer * cylinderRenderer, const int textureWidth, const int textureHeight, const ovrTracking2 * tracking, float rotateYaw ); ;