quake2quest/Projects/Android/jni/Quake2VR/VrCompositor.c

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C
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2019-09-25 21:46:42 +00:00
/************************************************************************************
Filename : VrCompositor.c
*************************************************************************************/
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <time.h>
#include <unistd.h>
#include <pthread.h>
#include <sys/prctl.h> // for prctl( PR_SET_NAME )
#include <android/log.h>
#include <android/window.h> // for AWINDOW_FLAG_KEEP_SCREEN_ON
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <GLES3/gl3.h>
#include <GLES3/gl3ext.h>
#include <VrApi.h>
#include <VrApi_Helpers.h>
#include "../gl4es/src/gl/loader.h"
#include "VrCompositor.h"
/*
================================================================================
renderState
================================================================================
*/
void getCurrentRenderState( renderState * state)
{
LOAD_GLES2(glGetIntegerv);
state->VertexBuffer = 0;
state->IndexBuffer = 0;
state->VertexArrayObject = 0;
state->Program = 0;
gles_glGetIntegerv(GL_ARRAY_BUFFER, &state->VertexBuffer );
gles_glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER, &state->IndexBuffer );
gles_glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &state->VertexArrayObject );
gles_glGetIntegerv(GL_CURRENT_PROGRAM, &state->Program );
}
void restoreRenderState( renderState * state )
{
LOAD_GLES2(glBindBuffer);
LOAD_GLES2(glUseProgram);
GL( gles_glUseProgram( state->Program ) );
GL( glBindVertexArray( state->VertexArrayObject ) );
GL( gles_glBindBuffer( GL_ARRAY_BUFFER, state->VertexBuffer ) );
GL( gles_glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, state->IndexBuffer ) );
}
/*
================================================================================
ovrGeometry
================================================================================
*/
enum VertexAttributeLocation
{
VERTEX_ATTRIBUTE_LOCATION_POSITION,
VERTEX_ATTRIBUTE_LOCATION_COLOR,
VERTEX_ATTRIBUTE_LOCATION_UV,
};
typedef struct
{
enum VertexAttributeLocation location;
const char * name;
} ovrVertexAttribute;
static ovrVertexAttribute ProgramVertexAttributes[] =
{
{ VERTEX_ATTRIBUTE_LOCATION_POSITION, "vertexPosition" },
{ VERTEX_ATTRIBUTE_LOCATION_COLOR, "vertexColor" },
{ VERTEX_ATTRIBUTE_LOCATION_UV, "vertexUv" },
};
static void ovrGeometry_Clear( ovrGeometry * geometry )
{
geometry->VertexBuffer = 0;
geometry->IndexBuffer = 0;
geometry->VertexArrayObject = 0;
geometry->VertexCount = 0;
geometry->IndexCount = 0;
for ( int i = 0; i < MAX_VERTEX_ATTRIB_POINTERS; i++ )
{
memset( &geometry->VertexAttribs[i], 0, sizeof( geometry->VertexAttribs[i] ) );
geometry->VertexAttribs[i].Index = -1;
}
}
static void ovrGeometry_CreateGroundPlane( ovrGeometry * geometry )
{
LOAD_GLES2(glGenBuffers);
LOAD_GLES2(glBindBuffer);
LOAD_GLES2(glBufferData);
typedef struct
{
float positions[4][4];
unsigned char colors[4][4];
} ovrCubeVertices;
static const ovrCubeVertices cubeVertices =
{
// positions
{
{ 4.5f, -1.2f, 4.5f, 1.0f },
{ 4.5f, -1.2f, -4.5f, 1.0f },
{ -4.5f, -1.2f, -4.5f, 1.0f },
{ -4.5f, -1.2f, 4.5f, 1.0f }
},
// colors
{
{ 255, 0, 0, 255 },
{ 0, 255, 0, 255 },
{ 0, 0, 255, 255 },
{ 255, 255, 0, 255 },
},
};
static const unsigned short cubeIndices[6] =
{
0, 1, 2,
0, 2, 3,
};
geometry->VertexCount = 4;
geometry->IndexCount = 6;
geometry->VertexAttribs[0].Index = VERTEX_ATTRIBUTE_LOCATION_POSITION;
geometry->VertexAttribs[0].Size = 4;
geometry->VertexAttribs[0].Type = GL_FLOAT;
geometry->VertexAttribs[0].Normalized = false;
geometry->VertexAttribs[0].Stride = sizeof( cubeVertices.positions[0] );
geometry->VertexAttribs[0].Pointer = (const GLvoid *)offsetof( ovrCubeVertices, positions );
geometry->VertexAttribs[1].Index = VERTEX_ATTRIBUTE_LOCATION_COLOR;
geometry->VertexAttribs[1].Size = 4;
geometry->VertexAttribs[1].Type = GL_UNSIGNED_BYTE;
geometry->VertexAttribs[1].Normalized = true;
geometry->VertexAttribs[1].Stride = sizeof( cubeVertices.colors[0] );
geometry->VertexAttribs[1].Pointer = (const GLvoid *)offsetof( ovrCubeVertices, colors );
renderState state;
getCurrentRenderState(&state);
GL( gles_glGenBuffers( 1, &geometry->VertexBuffer ) );
GL( gles_glBindBuffer( GL_ARRAY_BUFFER, geometry->VertexBuffer ) );
GL( gles_glBufferData( GL_ARRAY_BUFFER, sizeof( cubeVertices ), &cubeVertices, GL_STATIC_DRAW ) );
GL( gles_glGenBuffers( 1, &geometry->IndexBuffer ) );
GL( gles_glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, geometry->IndexBuffer ) );
GL( gles_glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof( cubeIndices ), cubeIndices, GL_STATIC_DRAW ) );
restoreRenderState(&state);
}
static void ovrGeometry_Destroy( ovrGeometry * geometry )
{
LOAD_GLES2(glDeleteBuffers);
GL( gles_glDeleteBuffers( 1, &geometry->IndexBuffer ) );
GL( gles_glDeleteBuffers( 1, &geometry->VertexBuffer ) );
ovrGeometry_Clear( geometry );
}
static void ovrGeometry_CreateVAO( ovrGeometry * geometry )
{
LOAD_GLES2(glBindBuffer);
renderState state;
getCurrentRenderState(&state);
GL( glGenVertexArrays( 1, &geometry->VertexArrayObject ) );
GL( glBindVertexArray( geometry->VertexArrayObject ) );
GL( gles_glBindBuffer( GL_ARRAY_BUFFER, geometry->VertexBuffer ) );
for ( int i = 0; i < MAX_VERTEX_ATTRIB_POINTERS; i++ )
{
if ( geometry->VertexAttribs[i].Index != -1 )
{
GL( glEnableVertexAttribArray( geometry->VertexAttribs[i].Index ) );
GL( glVertexAttribPointer( geometry->VertexAttribs[i].Index, geometry->VertexAttribs[i].Size,
geometry->VertexAttribs[i].Type, geometry->VertexAttribs[i].Normalized,
geometry->VertexAttribs[i].Stride, geometry->VertexAttribs[i].Pointer ) );
}
}
GL( gles_glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, geometry->IndexBuffer ) );
restoreRenderState(&state);
}
static void ovrGeometry_DestroyVAO( ovrGeometry * geometry )
{
GL( glDeleteVertexArrays( 1, &geometry->VertexArrayObject ) );
}
/*
================================================================================
ovrProgram
================================================================================
*/
typedef struct
{
enum
{
UNIFORM_VIEW_PROJ_MATRIX,
} index;
enum
{
UNIFORM_TYPE_VECTOR4,
UNIFORM_TYPE_MATRIX4X4,
UNIFORM_TYPE_INT,
UNIFORM_TYPE_BUFFER,
} type;
const char * name;
} ovrUniform;
static ovrUniform ProgramUniforms[] =
{
{ UNIFORM_VIEW_PROJ_MATRIX, UNIFORM_TYPE_MATRIX4X4, "viewProjectionMatrix" },
};
static void ovrProgram_Clear( ovrProgram * program )
{
program->Program = 0;
program->VertexShader = 0;
program->FragmentShader = 0;
memset( program->UniformLocation, 0, sizeof( program->UniformLocation ) );
memset( program->UniformBinding, 0, sizeof( program->UniformBinding ) );
memset( program->Textures, 0, sizeof( program->Textures ) );
}
static bool ovrProgram_Create( ovrProgram * program, const char * vertexSource, const char * fragmentSource )
{
LOAD_GLES2(glGetIntegerv);
LOAD_GLES2(glCreateShader);
LOAD_GLES2(glShaderSource);
LOAD_GLES2(glCompileShader);
LOAD_GLES2(glGetShaderiv);
LOAD_GLES2(glGetShaderInfoLog);
LOAD_GLES2(glAttachShader);
LOAD_GLES2(glBindAttribLocation);
LOAD_GLES2(glLinkProgram);
LOAD_GLES2(glGetProgramiv);
LOAD_GLES2(glGetUniformLocation);
LOAD_GLES2(glCreateProgram);
LOAD_GLES2(glUseProgram);
LOAD_GLES2(glUniform1i);
LOAD_GLES2(glGetProgramInfoLog);
GLint r;
GL( program->VertexShader = gles_glCreateShader( GL_VERTEX_SHADER ) );
GL( gles_glShaderSource( program->VertexShader, 1, &vertexSource, 0 ) );
GL( gles_glCompileShader( program->VertexShader ) );
GL( gles_glGetShaderiv( program->VertexShader, GL_COMPILE_STATUS, &r ) );
if ( r == GL_FALSE )
{
GLchar msg[4096];
GL( gles_glGetShaderInfoLog( program->VertexShader, sizeof( msg ), 0, msg ) );
ALOGE( "%s\n%s\n", vertexSource, msg );
return false;
}
GL( program->FragmentShader = gles_glCreateShader( GL_FRAGMENT_SHADER ) );
GL( gles_glShaderSource( program->FragmentShader, 1, &fragmentSource, 0 ) );
GL( gles_glCompileShader( program->FragmentShader ) );
GL( gles_glGetShaderiv( program->FragmentShader, GL_COMPILE_STATUS, &r ) );
if ( r == GL_FALSE )
{
GLchar msg[4096];
GL( gles_glGetShaderInfoLog( program->FragmentShader, sizeof( msg ), 0, msg ) );
ALOGE( "%s\n%s\n", fragmentSource, msg );
return false;
}
GL( program->Program = gles_glCreateProgram() );
GL( gles_glAttachShader( program->Program, program->VertexShader ) );
GL( gles_glAttachShader( program->Program, program->FragmentShader ) );
// Bind the vertex attribute locations.
for ( int i = 0; i < sizeof( ProgramVertexAttributes ) / sizeof( ProgramVertexAttributes[0] ); i++ )
{
GL( gles_glBindAttribLocation( program->Program, ProgramVertexAttributes[i].location, ProgramVertexAttributes[i].name ) );
}
GL( gles_glLinkProgram( program->Program ) );
GL( gles_glGetProgramiv( program->Program, GL_LINK_STATUS, &r ) );
if ( r == GL_FALSE )
{
GLchar msg[4096];
GL( gles_glGetProgramInfoLog( program->Program, sizeof( msg ), 0, msg ) );
ALOGE( "Linking program failed: %s\n", msg );
return false;
}
int numBufferBindings = 0;
// Get the uniform locations.
memset( program->UniformLocation, -1, sizeof( program->UniformLocation ) );
for ( int i = 0; i < sizeof( ProgramUniforms ) / sizeof( ProgramUniforms[0] ); i++ )
{
const int uniformIndex = ProgramUniforms[i].index;
if ( ProgramUniforms[i].type == UNIFORM_TYPE_BUFFER )
{
GL( program->UniformLocation[uniformIndex] = glGetUniformBlockIndex( program->Program, ProgramUniforms[i].name ) );
program->UniformBinding[uniformIndex] = numBufferBindings++;
GL( glUniformBlockBinding( program->Program, program->UniformLocation[uniformIndex], program->UniformBinding[uniformIndex] ) );
}
else
{
GL( program->UniformLocation[uniformIndex] = gles_glGetUniformLocation( program->Program, ProgramUniforms[i].name ) );
program->UniformBinding[uniformIndex] = program->UniformLocation[uniformIndex];
}
}
renderState state;
getCurrentRenderState(&state);
GL( gles_glUseProgram( program->Program ) );
// Get the texture locations.
for ( int i = 0; i < MAX_PROGRAM_TEXTURES; i++ )
{
char name[32];
sprintf( name, "Texture%i", i );
program->Textures[i] = gles_glGetUniformLocation( program->Program, name );
if ( program->Textures[i] != -1 )
{
GL( gles_glUniform1i( program->Textures[i], i ) );
}
}
restoreRenderState(&state);
return true;
}
static void ovrProgram_Destroy( ovrProgram * program )
{
LOAD_GLES2(glDeleteProgram);
LOAD_GLES2(glDeleteShader);
if ( program->Program != 0 )
{
GL( gles_glDeleteProgram( program->Program ) );
program->Program = 0;
}
if ( program->VertexShader != 0 )
{
GL( gles_glDeleteShader( program->VertexShader ) );
program->VertexShader = 0;
}
if ( program->FragmentShader != 0 )
{
GL( gles_glDeleteShader( program->FragmentShader ) );
program->FragmentShader = 0;
}
}
static const char VERTEX_SHADER[] =
"#version 300 es\n"
"in vec3 vertexPosition;\n"
"in vec4 vertexColor;\n"
"uniform mat4 viewProjectionMatrix;\n"
"out vec4 fragmentColor;\n"
"void main()\n"
"{\n"
" gl_Position = viewProjectionMatrix * vec4( vertexPosition, 1.0 );\n"
" fragmentColor = vertexColor;\n"
"}\n";
static const char FRAGMENT_SHADER[] =
"#version 300 es\n"
"in lowp vec4 fragmentColor;\n"
"out lowp vec4 outColor;\n"
"void main()\n"
"{\n"
" outColor = fragmentColor;\n"
"}\n";
/*
================================================================================
ovrScene
================================================================================
*/
void ovrScene_Clear( ovrScene * scene )
{
scene->CreatedScene = false;
scene->CreatedVAOs = false;
ovrProgram_Clear( &scene->Program );
ovrGeometry_Clear( &scene->GroundPlane );
ovrRenderer_Clear( &scene->CylinderRenderer );
scene->CylinderWidth = 0;
scene->CylinderHeight = 0;
}
bool ovrScene_IsCreated( ovrScene * scene )
{
return scene->CreatedScene;
}
void ovrScene_CreateVAOs( ovrScene * scene )
{
if ( !scene->CreatedVAOs )
{
ovrGeometry_CreateVAO( &scene->GroundPlane );
scene->CreatedVAOs = true;
}
}
void ovrScene_DestroyVAOs( ovrScene * scene )
{
if ( scene->CreatedVAOs )
{
ovrGeometry_DestroyVAO( &scene->GroundPlane );
scene->CreatedVAOs = false;
}
}
void ovrScene_Create( int width, int height, ovrScene * scene, const ovrJava * java )
{
// Simple ground plane geometry.
{
ovrProgram_Create( &scene->Program, VERTEX_SHADER, FRAGMENT_SHADER );
ovrGeometry_CreateGroundPlane( &scene->GroundPlane );
ovrScene_CreateVAOs( scene );
}
// Create Cylinder renderer
{
scene->CylinderWidth = width;
scene->CylinderHeight = height;
//Create cylinder renderer
ovrRenderer_Create( width, height, &scene->CylinderRenderer, java );
}
scene->CreatedScene = true;
}
void ovrScene_Destroy( ovrScene * scene )
{
ovrScene_DestroyVAOs( scene );
ovrProgram_Destroy( &scene->Program );
ovrGeometry_Destroy( &scene->GroundPlane );
ovrRenderer_Destroy( &scene->CylinderRenderer );
scene->CreatedScene = false;
}
/*
================================================================================
ovrRenderer
================================================================================
*/
ovrLayerProjection2 ovrRenderer_RenderGroundPlaneToEyeBuffer( ovrRenderer * renderer, const ovrJava * java,
const ovrScene * scene, const ovrTracking2 * tracking )
{
LOAD_GLES2(glEnable);
LOAD_GLES2(glDepthMask);
LOAD_GLES2(glDepthFunc);
LOAD_GLES2(glViewport);
LOAD_GLES2(glScissor);
LOAD_GLES2(glClearColor);
LOAD_GLES2(glClear);
LOAD_GLES2(glDisable);
LOAD_GLES2(glGetIntegerv);
LOAD_GLES2(glBindBuffer);
LOAD_GLES2(glCullFace);
LOAD_GLES2(glDrawElements);
LOAD_GLES2(glUseProgram);
LOAD_GLES(glUniformMatrix4fv);
ovrLayerProjection2 layer = vrapi_DefaultLayerProjection2();
layer.HeadPose = tracking->HeadPose;
for ( int eye = 0; eye < VRAPI_FRAME_LAYER_EYE_MAX; eye++ )
{
ovrFramebuffer * frameBuffer = &renderer->FrameBuffer[eye];
layer.Textures[eye].ColorSwapChain = frameBuffer->ColorTextureSwapChain;
layer.Textures[eye].SwapChainIndex = frameBuffer->TextureSwapChainIndex;
layer.Textures[eye].TexCoordsFromTanAngles = ovrMatrix4f_TanAngleMatrixFromProjection( &tracking->Eye[eye].ProjectionMatrix );
}
layer.Header.Flags |= VRAPI_FRAME_LAYER_FLAG_CHROMATIC_ABERRATION_CORRECTION;
for ( int eye = 0; eye < VRAPI_FRAME_LAYER_EYE_MAX; eye++ )
{
ovrFramebuffer * frameBuffer = &renderer->FrameBuffer[eye];
ovrFramebuffer_SetCurrent( frameBuffer );
renderState state;
getCurrentRenderState(&state);
GL( gles_glUseProgram( scene->Program.Program ) );
ovrMatrix4f viewProjMatrix = ovrMatrix4f_Multiply( &tracking->Eye[eye].ProjectionMatrix, &tracking->Eye[eye].ViewMatrix );
glUniformMatrix4fv( scene->Program.UniformLocation[UNIFORM_VIEW_PROJ_MATRIX], 1, GL_TRUE, &viewProjMatrix.M[0][0] );
GL( gles_glEnable( GL_SCISSOR_TEST ) );
GL( gles_glDepthMask( GL_TRUE ) );
GL( gles_glEnable( GL_DEPTH_TEST ) );
GL( gles_glDepthFunc( GL_LEQUAL ) );
GL( gles_glEnable( GL_CULL_FACE ) );
GL( gles_glCullFace( GL_BACK ) );
GL( gles_glViewport( 0, 0, frameBuffer->Width, frameBuffer->Height ) );
GL( gles_glScissor( 0, 0, frameBuffer->Width, frameBuffer->Height ) );
GL( gles_glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ) );
GL( gles_glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ) );
//bind buffers
GL( gles_glBindBuffer( GL_ARRAY_BUFFER, scene->GroundPlane.VertexBuffer ) );
GL( gles_glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, scene->GroundPlane.IndexBuffer ) );
GL( glBindVertexArray( scene->GroundPlane.VertexArrayObject ) );
GL( gles_glDrawElements( GL_TRIANGLES, scene->GroundPlane.IndexCount, GL_UNSIGNED_SHORT, NULL ) );
restoreRenderState(&state);
// Explicitly clear the border texels to black when GL_CLAMP_TO_BORDER is not available.
ovrFramebuffer_ClearEdgeTexels( frameBuffer );
ovrFramebuffer_Resolve( frameBuffer );
ovrFramebuffer_Advance( frameBuffer );
}
ovrFramebuffer_SetNone();
return layer;
}
// Assumes landscape cylinder shape.
static ovrMatrix4f CylinderModelMatrix( const int texWidth, const int texHeight,
const ovrVector3f translation,
const float rotateYaw,
const float rotatePitch,
const float radius,
const float density )
{
const ovrMatrix4f scaleMatrix = ovrMatrix4f_CreateScale( radius, radius * (float)texHeight * VRAPI_PI / density, radius );
const ovrMatrix4f transMatrix = ovrMatrix4f_CreateTranslation( translation.x, translation.y, translation.z );
const ovrMatrix4f rotXMatrix = ovrMatrix4f_CreateRotation( rotateYaw, 0.0f, 0.0f );
const ovrMatrix4f rotYMatrix = ovrMatrix4f_CreateRotation( 0.0f, rotatePitch, 0.0f );
const ovrMatrix4f m0 = ovrMatrix4f_Multiply( &transMatrix, &scaleMatrix );
const ovrMatrix4f m1 = ovrMatrix4f_Multiply( &rotXMatrix, &m0 );
const ovrMatrix4f m2 = ovrMatrix4f_Multiply( &rotYMatrix, &m1 );
return m2;
}
ovrLayerCylinder2 BuildCylinderLayer( ovrRenderer * cylinderRenderer,
const int textureWidth, const int textureHeight,
const ovrTracking2 * tracking, float rotatePitch )
{
ovrLayerCylinder2 layer = vrapi_DefaultLayerCylinder2();
const float fadeLevel = 1.0f;
layer.Header.ColorScale.x =
layer.Header.ColorScale.y =
layer.Header.ColorScale.z =
layer.Header.ColorScale.w = fadeLevel;
layer.Header.SrcBlend = VRAPI_FRAME_LAYER_BLEND_SRC_ALPHA;
layer.Header.DstBlend = VRAPI_FRAME_LAYER_BLEND_ONE_MINUS_SRC_ALPHA;
//layer.Header.Flags = VRAPI_FRAME_LAYER_FLAG_CLIP_TO_TEXTURE_RECT;
layer.HeadPose = tracking->HeadPose;
const float density = 4500.0f;
const float rotateYaw = 0.0f;
const float radius = 2.0f;
const ovrVector3f translation = { 0.0f, playerHeight, -0.5f };
ovrMatrix4f cylinderTransform =
CylinderModelMatrix( textureWidth, textureHeight, translation,
rotateYaw, rotatePitch, radius, density );
const float circScale = density * 0.5f / textureWidth;
const float circBias = -circScale * ( 0.5f * ( 1.0f - 1.0f / circScale ) );
for ( int eye = 0; eye < VRAPI_FRAME_LAYER_EYE_MAX; eye++ )
{
ovrFramebuffer * cylinderFrameBuffer = &cylinderRenderer->FrameBuffer[eye];
ovrMatrix4f modelViewMatrix = ovrMatrix4f_Multiply( &tracking->Eye[eye].ViewMatrix, &cylinderTransform );
layer.Textures[eye].TexCoordsFromTanAngles = ovrMatrix4f_Inverse( &modelViewMatrix );
layer.Textures[eye].ColorSwapChain = cylinderFrameBuffer->ColorTextureSwapChain;
layer.Textures[eye].SwapChainIndex = cylinderFrameBuffer->TextureSwapChainIndex;
// Texcoord scale and bias is just a representation of the aspect ratio. The positioning
// of the cylinder is handled entirely by the TexCoordsFromTanAngles matrix.
const float texScaleX = circScale;
const float texBiasX = circBias;
const float texScaleY = -0.5f;
const float texBiasY = texScaleY * ( 0.5f * ( 1.0f - ( 1.0f / texScaleY ) ) );
layer.Textures[eye].TextureMatrix.M[0][0] = texScaleX;
layer.Textures[eye].TextureMatrix.M[0][2] = texBiasX;
layer.Textures[eye].TextureMatrix.M[1][1] = texScaleY;
layer.Textures[eye].TextureMatrix.M[1][2] = -texBiasY;
layer.Textures[eye].TextureRect.width = 1.0f;
layer.Textures[eye].TextureRect.height = 1.0f;
}
return layer;
}