quakequest/Src/QuakeQuest_SurfaceView.c
Simon af4fa71858 Changes to weapon pitch adjustment
Positional value multiplier unfortunately needed to change
Toggle to adjust walk direction based on off-hand controller or HMD
2019-06-03 22:39:10 +01:00

2443 lines
79 KiB
C

/************************************************************************************
Filename : QuakeQuest.c based on VrCubeWorld_SurfaceView.c
Content : This sample uses a plain Android SurfaceView and handles all
Activity and Surface life cycle events in native code. This sample
does not use the application framework and also does not use LibOVR.
This sample only uses the VrApi.
Created : March, 2015
Authors : J.M.P. van Waveren / Simon Brown
Copyright : Copyright 2015 Oculus VR, LLC. All Rights reserved.
*************************************************************************************/
#include <stdio.h>
#include <ctype.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/native_window_jni.h> // for native window JNI
#include <android/input.h>
#include "argtable3.h"
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <GLES3/gl3.h>
#include <GLES3/gl3ext.h>
#include <qtypes.h>
#include <quakedef.h>
#include <menu.h>
#include <VrApi_Types.h>
#if !defined( EGL_OPENGL_ES3_BIT_KHR )
#define EGL_OPENGL_ES3_BIT_KHR 0x0040
#endif
#define PITCH 0
#define YAW 1
#define ROLL 2
#define SOURCE_GAMEPAD 0x00000401
#define SOURCE_JOYSTICK 0x01000010
// EXT_texture_border_clamp
#ifndef GL_CLAMP_TO_BORDER
#define GL_CLAMP_TO_BORDER 0x812D
#endif
#ifndef GL_TEXTURE_BORDER_COLOR
#define GL_TEXTURE_BORDER_COLOR 0x1004
#endif
#if !defined( GL_EXT_multisampled_render_to_texture )
typedef void (GL_APIENTRY* PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
typedef void (GL_APIENTRY* PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLsizei samples);
#endif
#if !defined( GL_OVR_multiview )
static const int GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_NUM_VIEWS_OVR = 0x9630;
static const int GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_BASE_VIEW_INDEX_OVR = 0x9632;
static const int GL_MAX_VIEWS_OVR = 0x9631;
typedef void (GL_APIENTRY* PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint baseViewIndex, GLsizei numViews);
#endif
#if !defined( GL_OVR_multiview_multisampled_render_to_texture )
typedef void (GL_APIENTRY* PFNGLFRAMEBUFFERTEXTUREMULTISAMPLEMULTIVIEWOVRPROC)(GLenum target, GLenum attachment, GLuint texture, GLint level, GLsizei samples, GLint baseViewIndex, GLsizei numViews);
#endif
// Must use EGLSyncKHR because the VrApi still supports OpenGL ES 2.0
#define EGL_SYNC
#if defined EGL_SYNC
// EGL_KHR_reusable_sync
PFNEGLCREATESYNCKHRPROC eglCreateSyncKHR;
PFNEGLDESTROYSYNCKHRPROC eglDestroySyncKHR;
PFNEGLCLIENTWAITSYNCKHRPROC eglClientWaitSyncKHR;
PFNEGLSIGNALSYNCKHRPROC eglSignalSyncKHR;
PFNEGLGETSYNCATTRIBKHRPROC eglGetSyncAttribKHR;
#endif
#include "VrApi.h"
#include "VrApi_Helpers.h"
#include "VrApi_SystemUtils.h"
#include "VrApi_Input.h"
#ifndef NDEBUG
#define DEBUG 1
#endif
#define LOG_TAG "QuakeQuest"
#define ALOGE(...) __android_log_print( ANDROID_LOG_ERROR, LOG_TAG, __VA_ARGS__ )
#if DEBUG
#define ALOGV(...) __android_log_print( ANDROID_LOG_VERBOSE, LOG_TAG, __VA_ARGS__ )
#else
#define ALOGV(...)
#endif
int CPU_LEVEL = 2;
int GPU_LEVEL = 3;
int NUM_MULTI_SAMPLES = 1;
float SS_MULTIPLIER = 1.0f;
extern float worldPosition[3];
float hmdPosition[3];
float playerHeight;
float positionDeltaThisFrame[3];
extern cvar_t r_worldscale;
extern cvar_t r_lasersight;
extern cvar_t cl_forwardspeed;
extern cvar_t cl_postrackmultiplier;
extern cvar_t cl_walkdirection;
extern cvar_t cl_controllerdeadzone;
extern cvar_t cl_righthanded;
extern cvar_t cl_weapon_offset_ud;
extern cvar_t cl_weapon_offset_lr;
extern cvar_t cl_weapon_offset_fb;
extern cvar_t cl_weaponpitchadjust;
extern int key_consoleactive;
static float radians(float deg) {
return (deg * M_PI) / 180.0;
}
static float degrees(float rad) {
return (rad * 180.0) / M_PI;
}
/* global arg_xxx structs */
struct arg_dbl *ss;
struct arg_int *cpu;
struct arg_int *gpu;
struct arg_dbl *msaa;
struct arg_end *end;
char **argv;
int argc=0;
/*
================================================================================
System Clock Time
================================================================================
*/
static double GetTimeInSeconds()
{
struct timespec now;
clock_gettime( CLOCK_MONOTONIC, &now );
return ( now.tv_sec * 1e9 + now.tv_nsec ) * 0.000000001;
}
/*
================================================================================
QQUEST Stuff
================================================================================
*/
//All the functionality we link to in the DarkPlaces Quake implementation
extern void QC_BeginFrame();
extern void QC_DrawFrame(int eye, int x, int y);
extern void QC_EndFrame();
extern void QC_GetAudio();
extern void QC_KeyEvent(int state,int key,int character);
extern void QC_MoveEvent(float yaw, float pitch, float roll);
extern void QC_SetCallbacks(void *init_audio, void *write_audio);
extern void QC_SetResolution(int width, int height);
extern void QC_Analog(int enable,float x,float y);
extern void QC_MotionEvent(float delta, float dx, float dy);
extern int main (int argc, char **argv);
extern int key_consoleactive;
static bool quake_initialised = false;
static JavaVM *jVM;
static jobject audioBuffer=0;
static jobject audioCallbackObj=0;
static jobject qquestCallbackObj=0;
jmethodID android_initAudio;
jmethodID android_writeAudio;
jmethodID android_pauseAudio;
jmethodID android_resumeAudio;
jmethodID android_terminateAudio;
void jni_initAudio(void *buffer, int size)
{
ALOGV("Calling: jni_initAudio");
JNIEnv *env;
jobject tmp;
(*jVM)->GetEnv(jVM, (void**) &env, JNI_VERSION_1_4);
tmp = (*env)->NewDirectByteBuffer(env, buffer, size);
audioBuffer = (jobject)(*env)->NewGlobalRef(env, tmp);
return (*env)->CallVoidMethod(env, audioCallbackObj, android_initAudio, size);
}
void jni_writeAudio(int offset, int length)
{
ALOGV("Calling: jni_writeAudio");
if (audioBuffer==0) return;
JNIEnv *env;
if (((*jVM)->GetEnv(jVM, (void**) &env, JNI_VERSION_1_4))<0)
{
(*jVM)->AttachCurrentThread(jVM,&env, NULL);
}
(*env)->CallVoidMethod(env, audioCallbackObj, android_writeAudio, audioBuffer, offset, length);
}
void jni_pauseAudio()
{
ALOGV("Calling: jni_pauseAudio");
if (audioBuffer==0) return;
JNIEnv *env;
if (((*jVM)->GetEnv(jVM, (void**) &env, JNI_VERSION_1_4))<0)
{
(*jVM)->AttachCurrentThread(jVM,&env, NULL);
}
(*env)->CallVoidMethod(env, audioCallbackObj, android_pauseAudio);
}
void jni_resumeAudio()
{
ALOGV("Calling: jni_resumeAudio");
if (audioBuffer==0) return;
JNIEnv *env;
if (((*jVM)->GetEnv(jVM, (void**) &env, JNI_VERSION_1_4))<0)
{
(*jVM)->AttachCurrentThread(jVM,&env, NULL);
}
(*env)->CallVoidMethod(env, audioCallbackObj, android_resumeAudio);
}
void jni_terminateAudio()
{
ALOGV("Calling: jni_terminateAudio");
if (audioBuffer==0) return;
JNIEnv *env;
if (((*jVM)->GetEnv(jVM, (void**) &env, JNI_VERSION_1_4))<0)
{
(*jVM)->AttachCurrentThread(jVM,&env, NULL);
}
(*env)->CallVoidMethod(env, audioCallbackObj, android_terminateAudio);
}
//Timing stuff for joypad control
static long oldtime=0;
long delta=0;
int curtime;
int Sys_Milliseconds (void)
{
struct timeval tp;
struct timezone tzp;
static int secbase;
gettimeofday(&tp, &tzp);
if (!secbase)
{
secbase = tp.tv_sec;
return tp.tv_usec/1000;
}
curtime = (tp.tv_sec - secbase)*1000 + tp.tv_usec/1000;
return curtime;
}
int runStatus = -1;
void QC_exit(int exitCode)
{
runStatus = exitCode;
}
vec3_t hmdorientation;
extern float gunangles[3];
float weaponOffset[3];
float horizFOV;
float vertFOV;
int bigScreen = 1;
ovrMatrix4f modelScreen;
ovrMatrix4f rotation;
void BigScreenMode(int mode)
{
if (mode == 1 && key_consoleactive == 0) // bit of a hack, but only way rotation set when menu first invoked
{
rotation = ovrMatrix4f_CreateRotation( 0.0f, radians(hmdorientation[YAW]), 0.0f );
}
if (bigScreen != 2)
{
bigScreen = mode;
}
}
extern int stereoMode;
qboolean demoplayback;
static void UnEscapeQuotes( char *arg )
{
char *last = NULL;
while( *arg ) {
if( *arg == '"' && *last == '\\' ) {
char *c_curr = arg;
char *c_last = last;
while( *c_curr ) {
*c_last = *c_curr;
c_last = c_curr;
c_curr++;
}
*c_last = '\0';
}
last = arg;
arg++;
}
}
static int ParseCommandLine(char *cmdline, char **argv)
{
char *bufp;
char *lastp = NULL;
int argc, last_argc;
argc = last_argc = 0;
for ( bufp = cmdline; *bufp; ) {
while ( isspace(*bufp) ) {
++bufp;
}
if ( *bufp == '"' ) {
++bufp;
if ( *bufp ) {
if ( argv ) {
argv[argc] = bufp;
}
++argc;
}
while ( *bufp && ( *bufp != '"' || *lastp == '\\' ) ) {
lastp = bufp;
++bufp;
}
} else {
if ( *bufp ) {
if ( argv ) {
argv[argc] = bufp;
}
++argc;
}
while ( *bufp && ! isspace(*bufp) ) {
++bufp;
}
}
if ( *bufp ) {
if ( argv ) {
*bufp = '\0';
}
++bufp;
}
if( argv && last_argc != argc ) {
UnEscapeQuotes( argv[last_argc] );
}
last_argc = argc;
}
if ( argv ) {
argv[argc] = NULL;
}
return(argc);
}
/*
================================================================================
OpenGL-ES Utility Functions
================================================================================
*/
typedef struct
{
bool multi_view; // GL_OVR_multiview, GL_OVR_multiview2
bool EXT_texture_border_clamp; // GL_EXT_texture_border_clamp, GL_OES_texture_border_clamp
} OpenGLExtensions_t;
OpenGLExtensions_t glExtensions;
static void EglInitExtensions()
{
#if defined EGL_SYNC
eglCreateSyncKHR = (PFNEGLCREATESYNCKHRPROC) eglGetProcAddress( "eglCreateSyncKHR" );
eglDestroySyncKHR = (PFNEGLDESTROYSYNCKHRPROC) eglGetProcAddress( "eglDestroySyncKHR" );
eglClientWaitSyncKHR = (PFNEGLCLIENTWAITSYNCKHRPROC) eglGetProcAddress( "eglClientWaitSyncKHR" );
eglSignalSyncKHR = (PFNEGLSIGNALSYNCKHRPROC) eglGetProcAddress( "eglSignalSyncKHR" );
eglGetSyncAttribKHR = (PFNEGLGETSYNCATTRIBKHRPROC) eglGetProcAddress( "eglGetSyncAttribKHR" );
#endif
const char * allExtensions = (const char *)glGetString( GL_EXTENSIONS );
if ( allExtensions != NULL )
{
glExtensions.multi_view = strstr( allExtensions, "GL_OVR_multiview2" ) &&
strstr( allExtensions, "GL_OVR_multiview_multisampled_render_to_texture" );
glExtensions.EXT_texture_border_clamp = false;//strstr( allExtensions, "GL_EXT_texture_border_clamp" ) ||
//strstr( allExtensions, "GL_OES_texture_border_clamp" );
}
}
static const char * EglErrorString( const EGLint error )
{
switch ( error )
{
case EGL_SUCCESS: return "EGL_SUCCESS";
case EGL_NOT_INITIALIZED: return "EGL_NOT_INITIALIZED";
case EGL_BAD_ACCESS: return "EGL_BAD_ACCESS";
case EGL_BAD_ALLOC: return "EGL_BAD_ALLOC";
case EGL_BAD_ATTRIBUTE: return "EGL_BAD_ATTRIBUTE";
case EGL_BAD_CONTEXT: return "EGL_BAD_CONTEXT";
case EGL_BAD_CONFIG: return "EGL_BAD_CONFIG";
case EGL_BAD_CURRENT_SURFACE: return "EGL_BAD_CURRENT_SURFACE";
case EGL_BAD_DISPLAY: return "EGL_BAD_DISPLAY";
case EGL_BAD_SURFACE: return "EGL_BAD_SURFACE";
case EGL_BAD_MATCH: return "EGL_BAD_MATCH";
case EGL_BAD_PARAMETER: return "EGL_BAD_PARAMETER";
case EGL_BAD_NATIVE_PIXMAP: return "EGL_BAD_NATIVE_PIXMAP";
case EGL_BAD_NATIVE_WINDOW: return "EGL_BAD_NATIVE_WINDOW";
case EGL_CONTEXT_LOST: return "EGL_CONTEXT_LOST";
default: return "unknown";
}
}
static const char * GlFrameBufferStatusString( GLenum status )
{
switch ( status )
{
case GL_FRAMEBUFFER_UNDEFINED: return "GL_FRAMEBUFFER_UNDEFINED";
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: return "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT";
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: return "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT";
case GL_FRAMEBUFFER_UNSUPPORTED: return "GL_FRAMEBUFFER_UNSUPPORTED";
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE: return "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE";
default: return "unknown";
}
}
#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
/*
================================================================================
ovrEgl
================================================================================
*/
typedef struct
{
EGLint MajorVersion;
EGLint MinorVersion;
EGLDisplay Display;
EGLConfig Config;
EGLSurface TinySurface;
EGLSurface MainSurface;
EGLContext Context;
} ovrEgl;
static void ovrEgl_Clear( ovrEgl * egl )
{
egl->MajorVersion = 0;
egl->MinorVersion = 0;
egl->Display = 0;
egl->Config = 0;
egl->TinySurface = EGL_NO_SURFACE;
egl->MainSurface = EGL_NO_SURFACE;
egl->Context = EGL_NO_CONTEXT;
}
static void ovrEgl_CreateContext( ovrEgl * egl, const ovrEgl * shareEgl )
{
if ( egl->Display != 0 )
{
return;
}
egl->Display = eglGetDisplay( EGL_DEFAULT_DISPLAY );
ALOGV( " eglInitialize( Display, &MajorVersion, &MinorVersion )" );
eglInitialize( egl->Display, &egl->MajorVersion, &egl->MinorVersion );
// Do NOT use eglChooseConfig, because the Android EGL code pushes in multisample
// flags in eglChooseConfig if the user has selected the "force 4x MSAA" option in
// settings, and that is completely wasted for our warp target.
const int MAX_CONFIGS = 1024;
EGLConfig configs[MAX_CONFIGS];
EGLint numConfigs = 0;
if ( eglGetConfigs( egl->Display, configs, MAX_CONFIGS, &numConfigs ) == EGL_FALSE )
{
ALOGE( " eglGetConfigs() failed: %s", EglErrorString( eglGetError() ) );
return;
}
const EGLint configAttribs[] =
{
EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_BLUE_SIZE, 8,
EGL_ALPHA_SIZE, 8, // need alpha for the multi-pass timewarp compositor
EGL_DEPTH_SIZE, 0,
EGL_STENCIL_SIZE, 0,
EGL_SAMPLES, 0,
EGL_NONE
};
egl->Config = 0;
for ( int i = 0; i < numConfigs; i++ )
{
EGLint value = 0;
eglGetConfigAttrib( egl->Display, configs[i], EGL_RENDERABLE_TYPE, &value );
if ( ( value & EGL_OPENGL_ES3_BIT_KHR ) != EGL_OPENGL_ES3_BIT_KHR )
{
continue;
}
// The pbuffer config also needs to be compatible with normal window rendering
// so it can share textures with the window context.
eglGetConfigAttrib( egl->Display, configs[i], EGL_SURFACE_TYPE, &value );
if ( ( value & ( EGL_WINDOW_BIT | EGL_PBUFFER_BIT ) ) != ( EGL_WINDOW_BIT | EGL_PBUFFER_BIT ) )
{
continue;
}
int j = 0;
for ( ; configAttribs[j] != EGL_NONE; j += 2 )
{
eglGetConfigAttrib( egl->Display, configs[i], configAttribs[j], &value );
if ( value != configAttribs[j + 1] )
{
break;
}
}
if ( configAttribs[j] == EGL_NONE )
{
egl->Config = configs[i];
break;
}
}
if ( egl->Config == 0 )
{
ALOGE( " eglChooseConfig() failed: %s", EglErrorString( eglGetError() ) );
return;
}
EGLint contextAttribs[] =
{
EGL_CONTEXT_CLIENT_VERSION, 3,
EGL_NONE
};
ALOGV( " Context = eglCreateContext( Display, Config, EGL_NO_CONTEXT, contextAttribs )" );
egl->Context = eglCreateContext( egl->Display, egl->Config, ( shareEgl != NULL ) ? shareEgl->Context : EGL_NO_CONTEXT, contextAttribs );
if ( egl->Context == EGL_NO_CONTEXT )
{
ALOGE( " eglCreateContext() failed: %s", EglErrorString( eglGetError() ) );
return;
}
const EGLint surfaceAttribs[] =
{
EGL_WIDTH, 16,
EGL_HEIGHT, 16,
EGL_NONE
};
ALOGV( " TinySurface = eglCreatePbufferSurface( Display, Config, surfaceAttribs )" );
egl->TinySurface = eglCreatePbufferSurface( egl->Display, egl->Config, surfaceAttribs );
if ( egl->TinySurface == EGL_NO_SURFACE )
{
ALOGE( " eglCreatePbufferSurface() failed: %s", EglErrorString( eglGetError() ) );
eglDestroyContext( egl->Display, egl->Context );
egl->Context = EGL_NO_CONTEXT;
return;
}
ALOGV( " eglMakeCurrent( Display, TinySurface, TinySurface, Context )" );
if ( eglMakeCurrent( egl->Display, egl->TinySurface, egl->TinySurface, egl->Context ) == EGL_FALSE )
{
ALOGE( " eglMakeCurrent() failed: %s", EglErrorString( eglGetError() ) );
eglDestroySurface( egl->Display, egl->TinySurface );
eglDestroyContext( egl->Display, egl->Context );
egl->Context = EGL_NO_CONTEXT;
return;
}
}
static void ovrEgl_DestroyContext( ovrEgl * egl )
{
if ( egl->Display != 0 )
{
ALOGE( " eglMakeCurrent( Display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT )" );
if ( eglMakeCurrent( egl->Display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT ) == EGL_FALSE )
{
ALOGE( " eglMakeCurrent() failed: %s", EglErrorString( eglGetError() ) );
}
}
if ( egl->Context != EGL_NO_CONTEXT )
{
ALOGE( " eglDestroyContext( Display, Context )" );
if ( eglDestroyContext( egl->Display, egl->Context ) == EGL_FALSE )
{
ALOGE( " eglDestroyContext() failed: %s", EglErrorString( eglGetError() ) );
}
egl->Context = EGL_NO_CONTEXT;
}
if ( egl->TinySurface != EGL_NO_SURFACE )
{
ALOGE( " eglDestroySurface( Display, TinySurface )" );
if ( eglDestroySurface( egl->Display, egl->TinySurface ) == EGL_FALSE )
{
ALOGE( " eglDestroySurface() failed: %s", EglErrorString( eglGetError() ) );
}
egl->TinySurface = EGL_NO_SURFACE;
}
if ( egl->Display != 0 )
{
ALOGE( " eglTerminate( Display )" );
if ( eglTerminate( egl->Display ) == EGL_FALSE )
{
ALOGE( " eglTerminate() failed: %s", EglErrorString( eglGetError() ) );
}
egl->Display = 0;
}
}
/*
================================================================================
ovrFramebuffer
================================================================================
*/
typedef struct
{
int Width;
int Height;
int Multisamples;
int TextureSwapChainLength;
int TextureSwapChainIndex;
ovrTextureSwapChain * ColorTextureSwapChain;
GLuint * DepthBuffers;
GLuint * FrameBuffers;
} ovrFramebuffer;
static void ovrFramebuffer_Clear( ovrFramebuffer * frameBuffer )
{
frameBuffer->Width = 0;
frameBuffer->Height = 0;
frameBuffer->Multisamples = 0;
frameBuffer->TextureSwapChainLength = 0;
frameBuffer->TextureSwapChainIndex = 0;
frameBuffer->ColorTextureSwapChain = NULL;
frameBuffer->DepthBuffers = NULL;
frameBuffer->FrameBuffers = NULL;
}
static bool ovrFramebuffer_Create( ovrFramebuffer * frameBuffer, const GLenum colorFormat, const int width, const int height, const int multisamples )
{
PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC glRenderbufferStorageMultisampleEXT =
(PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC)eglGetProcAddress( "glRenderbufferStorageMultisampleEXT" );
PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC glFramebufferTexture2DMultisampleEXT =
(PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC)eglGetProcAddress( "glFramebufferTexture2DMultisampleEXT" );
PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC glFramebufferTextureMultiviewOVR =
(PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC) eglGetProcAddress( "glFramebufferTextureMultiviewOVR" );
PFNGLFRAMEBUFFERTEXTUREMULTISAMPLEMULTIVIEWOVRPROC glFramebufferTextureMultisampleMultiviewOVR =
(PFNGLFRAMEBUFFERTEXTUREMULTISAMPLEMULTIVIEWOVRPROC) eglGetProcAddress( "glFramebufferTextureMultisampleMultiviewOVR" );
frameBuffer->Width = width * SS_MULTIPLIER;
frameBuffer->Height = height * SS_MULTIPLIER;
frameBuffer->Multisamples = multisamples;
frameBuffer->ColorTextureSwapChain = vrapi_CreateTextureSwapChain3( VRAPI_TEXTURE_TYPE_2D, colorFormat, frameBuffer->Width, frameBuffer->Height, 1, 3 );
frameBuffer->TextureSwapChainLength = vrapi_GetTextureSwapChainLength( frameBuffer->ColorTextureSwapChain );
frameBuffer->DepthBuffers = (GLuint *)malloc( frameBuffer->TextureSwapChainLength * sizeof( GLuint ) );
frameBuffer->FrameBuffers = (GLuint *)malloc( frameBuffer->TextureSwapChainLength * sizeof( GLuint ) );
for ( int i = 0; i < frameBuffer->TextureSwapChainLength; i++ )
{
// Create the color buffer texture.
const GLuint colorTexture = vrapi_GetTextureSwapChainHandle( frameBuffer->ColorTextureSwapChain, i );
GLenum colorTextureTarget = GL_TEXTURE_2D;
GL( glBindTexture( colorTextureTarget, colorTexture ) );
if ( glExtensions.EXT_texture_border_clamp )
{
GL( glTexParameteri( colorTextureTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER ) );
GL( glTexParameteri( colorTextureTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER ) );
GLfloat borderColor[] = { 0.0f, 0.0f, 0.0f, 0.0f };
GL( glTexParameterfv( colorTextureTarget, GL_TEXTURE_BORDER_COLOR, borderColor ) );
}
else
{
// Just clamp to edge. However, this requires manually clearing the border
// around the layer to clear the edge texels.
GL( glTexParameteri( colorTextureTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ) );
GL( glTexParameteri( colorTextureTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ) );
}
GL( glTexParameteri( colorTextureTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR ) );
GL( glTexParameteri( colorTextureTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR ) );
GL( glBindTexture( colorTextureTarget, 0 ) );
{
if ( multisamples > 1 && glRenderbufferStorageMultisampleEXT != NULL && glFramebufferTexture2DMultisampleEXT != NULL )
{
// Create multisampled depth buffer.
GL( glGenRenderbuffers( 1, &frameBuffer->DepthBuffers[i] ) );
GL( glBindRenderbuffer( GL_RENDERBUFFER, frameBuffer->DepthBuffers[i] ) );
GL( glRenderbufferStorageMultisampleEXT( GL_RENDERBUFFER, multisamples, GL_DEPTH_COMPONENT24, frameBuffer->Width, frameBuffer->Height ) );
GL( glBindRenderbuffer( GL_RENDERBUFFER, 0 ) );
// Create the frame buffer.
// NOTE: glFramebufferTexture2DMultisampleEXT only works with GL_FRAMEBUFFER.
GL( glGenFramebuffers( 1, &frameBuffer->FrameBuffers[i] ) );
GL( glBindFramebuffer( GL_FRAMEBUFFER, frameBuffer->FrameBuffers[i] ) );
GL( glFramebufferTexture2DMultisampleEXT( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0, multisamples ) );
GL( glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, frameBuffer->DepthBuffers[i] ) );
GL( GLenum renderFramebufferStatus = glCheckFramebufferStatus( GL_FRAMEBUFFER ) );
GL( glBindFramebuffer( GL_FRAMEBUFFER, 0 ) );
if ( renderFramebufferStatus != GL_FRAMEBUFFER_COMPLETE )
{
ALOGE( "Incomplete frame buffer object: %s", GlFrameBufferStatusString( renderFramebufferStatus ) );
return false;
}
}
else
{
// Create depth buffer.
GL( glGenRenderbuffers( 1, &frameBuffer->DepthBuffers[i] ) );
GL( glBindRenderbuffer( GL_RENDERBUFFER, frameBuffer->DepthBuffers[i] ) );
GL( glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, frameBuffer->Width, frameBuffer->Height ) );
GL( glBindRenderbuffer( GL_RENDERBUFFER, 0 ) );
// Create the frame buffer.
GL( glGenFramebuffers( 1, &frameBuffer->FrameBuffers[i] ) );
GL( glBindFramebuffer( GL_DRAW_FRAMEBUFFER, frameBuffer->FrameBuffers[i] ) );
GL( glFramebufferRenderbuffer( GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, frameBuffer->DepthBuffers[i] ) );
GL( glFramebufferTexture2D( GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0 ) );
GL( GLenum renderFramebufferStatus = glCheckFramebufferStatus( GL_DRAW_FRAMEBUFFER ) );
GL( glBindFramebuffer( GL_DRAW_FRAMEBUFFER, 0 ) );
if ( renderFramebufferStatus != GL_FRAMEBUFFER_COMPLETE )
{
ALOGE( "Incomplete frame buffer object: %s", GlFrameBufferStatusString( renderFramebufferStatus ) );
return false;
}
}
}
}
return true;
}
static void ovrFramebuffer_Destroy( ovrFramebuffer * frameBuffer )
{
GL( glDeleteFramebuffers( frameBuffer->TextureSwapChainLength, frameBuffer->FrameBuffers ) );
GL( glDeleteRenderbuffers( frameBuffer->TextureSwapChainLength, frameBuffer->DepthBuffers ) );
vrapi_DestroyTextureSwapChain( frameBuffer->ColorTextureSwapChain );
free( frameBuffer->DepthBuffers );
free( frameBuffer->FrameBuffers );
ovrFramebuffer_Clear( frameBuffer );
}
static void ovrFramebuffer_SetCurrent( ovrFramebuffer * frameBuffer )
{
GL( glBindFramebuffer( GL_DRAW_FRAMEBUFFER, frameBuffer->FrameBuffers[frameBuffer->TextureSwapChainIndex] ) );
}
static void ovrFramebuffer_SetNone()
{
GL( glBindFramebuffer( GL_DRAW_FRAMEBUFFER, 0 ) );
}
static void ovrFramebuffer_Resolve( ovrFramebuffer * frameBuffer )
{
// Discard the depth buffer, so the tiler won't need to write it back out to memory.
const GLenum depthAttachment[1] = { GL_DEPTH_ATTACHMENT };
glInvalidateFramebuffer( GL_DRAW_FRAMEBUFFER, 1, depthAttachment );
// Flush this frame worth of commands.
glFlush();
}
static void ovrFramebuffer_Advance( ovrFramebuffer * frameBuffer )
{
// Advance to the next texture from the set.
frameBuffer->TextureSwapChainIndex = ( frameBuffer->TextureSwapChainIndex + 1 ) % frameBuffer->TextureSwapChainLength;
}
static void ovrFramebuffer_ClearEdgeTexels( ovrFramebuffer * frameBuffer )
{
GL( glEnable( GL_SCISSOR_TEST ) );
GL( glViewport( 0, 0, frameBuffer->Width, frameBuffer->Height ) );
// Explicitly clear the border texels to black because OpenGL-ES does not support GL_CLAMP_TO_BORDER.
// Clear to fully opaque black.
GL( glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ) );
// bottom
GL( glScissor( 0, 0, frameBuffer->Width, 1 ) );
GL( glClear( GL_COLOR_BUFFER_BIT ) );
// top
GL( glScissor( 0, frameBuffer->Height - 1, frameBuffer->Width, 1 ) );
GL( glClear( GL_COLOR_BUFFER_BIT ) );
// left
GL( glScissor( 0, 0, 1, frameBuffer->Height ) );
GL( glClear( GL_COLOR_BUFFER_BIT ) );
// right
GL( glScissor( frameBuffer->Width - 1, 0, 1, frameBuffer->Height ) );
GL( glClear( GL_COLOR_BUFFER_BIT ) );
GL( glScissor( 0, 0, 0, 0 ) );
GL( glDisable( GL_SCISSOR_TEST ) );
}
/*
================================================================================
ovrRenderer
================================================================================
*/
typedef struct
{
ovrFramebuffer FrameBuffer[VRAPI_FRAME_LAYER_EYE_MAX];
ovrFramebuffer QuakeFrameBuffer;
ovrMatrix4f ProjectionMatrix;
int NumBuffers;
} ovrRenderer;
static void ovrRenderer_Clear( ovrRenderer * renderer )
{
for ( int eye = 0; eye < VRAPI_FRAME_LAYER_EYE_MAX; eye++ )
{
ovrFramebuffer_Clear( &renderer->FrameBuffer[eye] );
}
ovrFramebuffer_Clear( &renderer->QuakeFrameBuffer );
renderer->ProjectionMatrix = ovrMatrix4f_CreateIdentity();
renderer->NumBuffers = VRAPI_FRAME_LAYER_EYE_MAX;
}
static const char VERTEX_SHADER[] =
"uniform mat4 u_MVPMatrix;"
"attribute vec4 a_Position;"
"attribute vec2 a_texCoord;"
"varying vec2 v_texCoord;"
"void main() {"
" gl_Position = u_MVPMatrix * a_Position;"
" v_texCoord = a_texCoord;"
"}";
static const char FRAGMENT_SHADER[] =
"precision mediump float;"
"varying vec2 v_texCoord;"
"uniform sampler2D s_texture;"
"uniform sampler2D s_texture1;"
"void main() {"
" gl_FragColor = texture2D( s_texture, v_texCoord ) * texture2D( s_texture1, v_texCoord );"
"}";
int loadShader(int type, const char * shaderCode){
int shader = glCreateShader(type);
GLint length = 0;
GL( glShaderSource(shader, 1, &shaderCode, 0));
GL( glCompileShader(shader));
return shader;
}
int BuildScreenVignetteTexture( )
{
static const int scale = 8;
static const int width = 10 * scale;
static const int height = 8 * scale;
unsigned char buffer[width * height];
memset( buffer, 255, sizeof( buffer ) );
for ( int i = 0; i < width; i++ )
{
buffer[i] = 0;
buffer[width*height - 1 - i] = 0;
}
for ( int i = 0; i < height; i++ )
{
buffer[i * width] = 0;
buffer[i * width + width - 1] = 0;
}
GLuint texId = 0;
glGenTextures( 1, &texId );
glBindTexture( GL_TEXTURE_2D, texId );
glTexImage2D( GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, buffer );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glBindTexture( GL_TEXTURE_2D, 0 );
return texId;
}
static short indices[6] = {0, 1, 2, 0, 2, 3};
static float uvs[8] = {
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f
};
static float SCREEN_COORDS[12] = {
-3.0f, 2.0f, 0.0f,
-3.0f, -2.0f, 0.0f,
3.0f, -2.0f, 0.0f,
3.0f, 2.0f, 0.0f
};
int vignetteTexture = 0;
int sp_Image = 0;
int positionParam = 0;
int texCoordParam = 0;
int samplerParam = 0;
int vignetteParam = 0;
int modelViewProjectionParam = 0;
static void ovrRenderer_Create( ovrRenderer * renderer, const ovrJava * java )
{
renderer->NumBuffers = VRAPI_FRAME_LAYER_EYE_MAX;
// Create the shaders, images
int vertexShader = loadShader(GL_VERTEX_SHADER, VERTEX_SHADER);
int fragmentShader = loadShader(GL_FRAGMENT_SHADER, FRAGMENT_SHADER);
sp_Image = glCreateProgram(); // create empty OpenGL ES Program
GL( glAttachShader(sp_Image, vertexShader)); // add the vertex shader to program
GL( glAttachShader(sp_Image, fragmentShader)); // add the fragment shader to program
GL( glLinkProgram(sp_Image)); // creates OpenGL ES program executable
positionParam = GL( glGetAttribLocation(sp_Image, "a_Position"));
texCoordParam = GL( glGetAttribLocation(sp_Image, "a_texCoord"));
modelViewProjectionParam = GL( glGetUniformLocation(sp_Image, "u_MVPMatrix"));
samplerParam = GL( glGetUniformLocation(sp_Image, "s_texture"));
vignetteParam = GL( glGetUniformLocation(sp_Image, "s_texture1"));
vignetteTexture = BuildScreenVignetteTexture();
modelScreen = ovrMatrix4f_CreateIdentity();
rotation = ovrMatrix4f_CreateIdentity();
ovrMatrix4f translation = ovrMatrix4f_CreateTranslation( 0, 0, -5.0f );
modelScreen = ovrMatrix4f_Multiply( &modelScreen, &translation );
horizFOV = vrapi_GetSystemPropertyInt( java, VRAPI_SYS_PROP_SUGGESTED_EYE_FOV_DEGREES_X);
vertFOV = vrapi_GetSystemPropertyInt( java, VRAPI_SYS_PROP_SUGGESTED_EYE_FOV_DEGREES_Y);
// Create the render Textures.
for ( int eye = 0; eye < VRAPI_FRAME_LAYER_EYE_MAX; eye++ )
{
ovrFramebuffer_Create( &renderer->FrameBuffer[eye],
GL_RGBA8,
vrapi_GetSystemPropertyInt( java, VRAPI_SYS_PROP_SUGGESTED_EYE_TEXTURE_WIDTH ),
vrapi_GetSystemPropertyInt( java, VRAPI_SYS_PROP_SUGGESTED_EYE_TEXTURE_HEIGHT ),
NUM_MULTI_SAMPLES );
}
ovrFramebuffer_Create( &renderer->QuakeFrameBuffer,
GL_RGBA8,
vrapi_GetSystemPropertyInt( java, VRAPI_SYS_PROP_SUGGESTED_EYE_TEXTURE_WIDTH ),
vrapi_GetSystemPropertyInt( java, VRAPI_SYS_PROP_SUGGESTED_EYE_TEXTURE_HEIGHT ),
NUM_MULTI_SAMPLES );
// Setup the projection matrix.
renderer->ProjectionMatrix = ovrMatrix4f_CreateProjectionFov(
vrapi_GetSystemPropertyFloat( java, VRAPI_SYS_PROP_SUGGESTED_EYE_FOV_DEGREES_X ),
vrapi_GetSystemPropertyFloat( java, VRAPI_SYS_PROP_SUGGESTED_EYE_FOV_DEGREES_Y ),
0.0f, 0.0f, 1.0f, 0.0f );
}
static void ovrRenderer_Destroy( ovrRenderer * renderer )
{
for ( int eye = 0; eye < renderer->NumBuffers; eye++ )
{
ovrFramebuffer_Destroy( &renderer->FrameBuffer[eye] );
}
ovrFramebuffer_Destroy( &renderer->QuakeFrameBuffer );
renderer->ProjectionMatrix = ovrMatrix4f_CreateIdentity();
}
void QuatToYawPitchRoll(ovrQuatf q, vec3_t out) {
float sqw = q.w*q.w;
float sqx = q.x*q.x;
float sqy = q.y*q.y;
float sqz = q.z*q.z;
float unit = sqx + sqy + sqz + sqw; // if normalised is one, otherwise is correction factor
float test = q.x*q.y + q.z*q.w;
if( test > 0.49999*unit ) { // singularity at north pole
out[YAW] = 2 * atan2f(q.x,q.w) / ((float)M_PI / 180.0f);
out[ROLL] = -(float)M_PI/2 / ((float)M_PI / 180.0f) ;
out[PITCH] = 0;
}
else if( test < -0.49999*unit ) { // singularity at south pole
out[YAW] = -2 * atan2f(q.x,q.w) / ((float)M_PI / 180.0f);
out[ROLL] = (float)M_PI/2 / ((float)M_PI / 180.0f);
out[PITCH] = 0;
}
else {
//out[YAW] = atan2(2*q.y*q.w-2*q.x*q.z , sqx - sqy - sqz + sqw) / (M_PI / 180.0f);
out[YAW] = atan2f(2*q.y*q.w-2*q.x*q.z , 1 - 2*sqy - 2*sqz) / ((float)M_PI / 180.0f);
out[ROLL] = -asinf(2*test/unit) / ((float)M_PI / 180.0f);
//out[PITCH] = -atan2(2*q.x*q.w-2*q.y*q.z , -sqx + sqy - sqz + sqw) / (M_PI / 180.0f);
out[PITCH] = -atan2f(2*q.x*q.w-2*q.y*q.z , 1 - 2*sqx - 2*sqz) / ((float)M_PI / 180.0f);
}
}
static void adjustYaw(float adjustment, float* out)
{
*out -= adjustment;
if (*out > 180.0f)
*out -= 360.0f;
if (*out < -180.0f)
*out += 360.0f;
}
void setWorldPosition( float x, float y, float z )
{
positionDeltaThisFrame[0] = (worldPosition[0] - x);
positionDeltaThisFrame[1] = (worldPosition[1] - y);
positionDeltaThisFrame[2] = (worldPosition[2] - z);
worldPosition[0] = x;
worldPosition[1] = y;
worldPosition[2] = z;
}
void setHMDPosition( float x, float y, float z )
{
hmdPosition[0] = x;
hmdPosition[1] = y;
if (bigScreen)
{
playerHeight = y;
}
hmdPosition[2] = z;
}
static ovrLayerProjection2 ovrRenderer_RenderFrame( ovrRenderer * renderer, const ovrJava * java,
const ovrTracking2 * tracking, ovrMobile * ovr )
{
ovrTracking2 updatedTracking = *tracking;
//Get orientation
// We extract Yaw, Pitch, Roll instead of directly using the orientation
// to allow "additional" yaw manipulation with mouse/controller.
const ovrQuatf quatHmd = tracking->HeadPose.Pose.Orientation;
const ovrVector3f positionHmd = tracking->HeadPose.Pose.Position;
QuatToYawPitchRoll(quatHmd, hmdorientation);
setHMDPosition(positionHmd.x, positionHmd.y, positionHmd.z);
ALOGE(" HMD-Yaw: %f", hmdorientation[YAW]);
ALOGE(" HMD-Position: %f, %f, %f", positionHmd.x, positionHmd.y, positionHmd.z);
//Set move information - if showing menu, don't pass head orientation through
if (m_state == m_none)
QC_MoveEvent(hmdorientation[YAW], hmdorientation[PITCH], hmdorientation[ROLL]);
else
QC_MoveEvent(0, 0, 0);
//Set everything up
QC_BeginFrame(/* true to stop time if needed in future */ false);
ovrMatrix4f eyeViewMatrixTransposed[2];
eyeViewMatrixTransposed[0] = ovrMatrix4f_Transpose( &updatedTracking.Eye[0].ViewMatrix );
eyeViewMatrixTransposed[1] = ovrMatrix4f_Transpose( &updatedTracking.Eye[1].ViewMatrix );
ovrMatrix4f projectionMatrixTransposed[2];
projectionMatrixTransposed[0] = ovrMatrix4f_Transpose( &updatedTracking.Eye[0].ProjectionMatrix );
projectionMatrixTransposed[1] = ovrMatrix4f_Transpose( &updatedTracking.Eye[1].ProjectionMatrix );
ovrLayerProjection2 layer = vrapi_DefaultLayerProjection2();
layer.HeadPose = updatedTracking.HeadPose;
for ( int eye = 0; eye < VRAPI_FRAME_LAYER_EYE_MAX; eye++ )
{
ovrFramebuffer * frameBuffer = &renderer->FrameBuffer[renderer->NumBuffers == 1 ? 0 : eye];
layer.Textures[eye].ColorSwapChain = frameBuffer->ColorTextureSwapChain;
layer.Textures[eye].SwapChainIndex = frameBuffer->TextureSwapChainIndex;
ovrMatrix4f projectionMatrix;
if (bigScreen) {
projectionMatrix = ovrMatrix4f_CreateProjectionFov(horizFOV, vertFOV,
0.0f, 0.0f, 0.1f,
0.0f);
} else{
projectionMatrix = ovrMatrix4f_CreateProjectionFov(90, 96,
0.0f, 0.0f, 0.1f,
0.0f);
}
layer.Textures[eye].TexCoordsFromTanAngles = ovrMatrix4f_TanAngleMatrixFromProjection(
&projectionMatrix);
layer.Textures[eye].TextureRect.x = 0;
layer.Textures[eye].TextureRect.y = 0;
layer.Textures[eye].TextureRect.width = 1.0f;
layer.Textures[eye].TextureRect.height = 1.0f;
}
layer.Header.Flags |= VRAPI_FRAME_LAYER_FLAG_CHROMATIC_ABERRATION_CORRECTION;
// Render the eye images.
for ( int eye = 0; eye < renderer->NumBuffers; eye++ )
{
ovrFramebuffer * frameBuffer = &renderer->FrameBuffer[eye];
if (bigScreen != 0 || demoplayback)
frameBuffer = &renderer->QuakeFrameBuffer;
ovrFramebuffer_SetCurrent( frameBuffer );
//If showing the menu, then render mono, easier to navigate menu
if (eye > 0 && m_state != m_none)
{
//Do nothing, we just use the left eye again, render in Mono
}
else
{
GL( glEnable( GL_SCISSOR_TEST ) );
GL( glDepthMask( GL_TRUE ) );
GL( glEnable( GL_DEPTH_TEST ) );
GL( glDepthFunc( GL_LEQUAL ) );
//We are using the size of the render target
GL( glViewport( 0, 0, frameBuffer->Width, frameBuffer->Height ) );
GL( glScissor( 0, 0, frameBuffer->Width, frameBuffer->Height ) );
GL( glClearColor( 0.01f, 0.0f, 0.0f, 1.0f ) );
GL( glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ) );
GL( glDisable(GL_SCISSOR_TEST));
//Now do the drawing for this eye
QC_DrawFrame(eye, 0, 0);
}
//Clear edge to prevent smearing
ovrFramebuffer_ClearEdgeTexels( frameBuffer );
if (bigScreen != 0 || demoplayback || key_consoleactive)
{
frameBuffer = &renderer->FrameBuffer[eye];
ovrFramebuffer_SetCurrent( frameBuffer );
// Apply the projection and view transformation
ovrMatrix4f modelView = ovrMatrix4f_Multiply( &updatedTracking.Eye[0].ViewMatrix, &rotation );
modelView = ovrMatrix4f_Multiply( &modelView, &modelScreen );
ovrMatrix4f modelViewProjection = ovrMatrix4f_Multiply( &renderer->ProjectionMatrix, &modelView );
GLint originalTex0 = 0;
GLint originalTex1 = 0;
GL( glEnable( GL_SCISSOR_TEST ) );
GL( glDepthMask( GL_TRUE ) );
GL( glEnable( GL_DEPTH_TEST ) );
GL( glDepthFunc( GL_LEQUAL ) );
GL( glViewport( 0, 0, frameBuffer->Width, frameBuffer->Height ) );
GL( glScissor( 0, 0, frameBuffer->Width, frameBuffer->Height ) );
GL( glClearColor( 0.01f, 0.0f, 0.0f, 1.0f ) );
GL( glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ) );
GL( glDisable(GL_SCISSOR_TEST));
GL( glUseProgram(sp_Image));
// Set the position of the screen
GL( glVertexAttribPointer(positionParam, 3, GL_FLOAT, GL_FALSE, 0, SCREEN_COORDS));
// Prepare the texture coordinates
GL( glVertexAttribPointer(texCoordParam, 2, GL_FLOAT, GL_FALSE, 0, uvs) );
// Apply the projection and view transformation
modelView = ovrMatrix4f_Multiply( &modelView, &modelScreen );
GL( glUniformMatrix4fv(modelViewProjectionParam, 1, GL_TRUE, (const GLfloat *)modelViewProjection.M[0]) );
GL( glActiveTexture(GL_TEXTURE0) );
GLuint colorTexture = vrapi_GetTextureSwapChainHandle(
renderer->QuakeFrameBuffer.ColorTextureSwapChain,
renderer->QuakeFrameBuffer.TextureSwapChainIndex);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &originalTex0);
GL( glBindTexture( GL_TEXTURE_2D, colorTexture ) );
// Set the sampler texture unit to our fbo's color texture
GL( glUniform1i(samplerParam, 0) );
//Bind vignette texture to texture 1
GL( glActiveTexture( GL_TEXTURE1 ) );
glGetIntegerv(GL_TEXTURE_BINDING_2D, &originalTex1);
GL( glBindTexture( GL_TEXTURE_2D, vignetteTexture) );
GL( glUniform1i(vignetteParam, 1) );
// Draw the triangles
GL( glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices) );
//Restore previously active textures
GL( glBindTexture(GL_TEXTURE_2D, originalTex1) );
GL( glActiveTexture(GL_TEXTURE0) );
GL( glBindTexture(GL_TEXTURE_2D, originalTex0) );
//Clear edge to prevent smearing
ovrFramebuffer_ClearEdgeTexels( frameBuffer );
}
ovrFramebuffer_Resolve( frameBuffer );
ovrFramebuffer_Advance( frameBuffer );
}
QC_EndFrame();
ovrFramebuffer_SetNone();
return layer;
}
/*
================================================================================
ovrRenderThread
================================================================================
*/
/*
================================================================================
ovrApp
================================================================================
*/
typedef struct
{
ovrJava Java;
ovrEgl Egl;
ANativeWindow * NativeWindow;
bool Resumed;
ovrMobile * Ovr;
long long FrameIndex;
double DisplayTime;
int SwapInterval;
int CpuLevel;
int GpuLevel;
int MainThreadTid;
int RenderThreadTid;
ovrRenderer Renderer;
} ovrApp;
static void ovrApp_Clear( ovrApp * app )
{
app->Java.Vm = NULL;
app->Java.Env = NULL;
app->Java.ActivityObject = NULL;
app->NativeWindow = NULL;
app->Resumed = false;
app->Ovr = NULL;
app->FrameIndex = 1;
app->DisplayTime = 0;
app->SwapInterval = 1;
app->CpuLevel = 2;
app->GpuLevel = 2;
app->MainThreadTid = 0;
app->RenderThreadTid = 0;
ovrEgl_Clear( &app->Egl );
ovrRenderer_Clear( &app->Renderer );
}
static void ovrApp_PushBlackFinal( ovrApp * app )
{
int frameFlags = 0;
frameFlags |= VRAPI_FRAME_FLAG_FLUSH | VRAPI_FRAME_FLAG_FINAL;
ovrLayerProjection2 layer = vrapi_DefaultLayerBlackProjection2();
layer.Header.Flags |= VRAPI_FRAME_LAYER_FLAG_INHIBIT_SRGB_FRAMEBUFFER;
const ovrLayerHeader2 * layers[] =
{
&layer.Header
};
ovrSubmitFrameDescription2 frameDesc = {};
frameDesc.Flags = frameFlags;
frameDesc.SwapInterval = 1;
frameDesc.FrameIndex = app->FrameIndex;
frameDesc.DisplayTime = app->DisplayTime;
frameDesc.LayerCount = 1;
frameDesc.Layers = layers;
vrapi_SubmitFrame2( app->Ovr, &frameDesc );
}
static void ovrApp_HandleVrModeChanges( ovrApp * app )
{
if ( app->Resumed != false && app->NativeWindow != NULL )
{
if ( app->Ovr == NULL )
{
ovrModeParms parms = vrapi_DefaultModeParms( &app->Java );
// Must reset the FLAG_FULLSCREEN window flag when using a SurfaceView
parms.Flags |= VRAPI_MODE_FLAG_RESET_WINDOW_FULLSCREEN;
parms.Flags |= VRAPI_MODE_FLAG_NATIVE_WINDOW;
parms.Display = (size_t)app->Egl.Display;
parms.WindowSurface = (size_t)app->NativeWindow;
parms.ShareContext = (size_t)app->Egl.Context;
ALOGV( " eglGetCurrentSurface( EGL_DRAW ) = %p", eglGetCurrentSurface( EGL_DRAW ) );
ALOGV( " vrapi_EnterVrMode()" );
app->Ovr = vrapi_EnterVrMode( &parms );
ALOGV( " eglGetCurrentSurface( EGL_DRAW ) = %p", eglGetCurrentSurface( EGL_DRAW ) );
// If entering VR mode failed then the ANativeWindow was not valid.
if ( app->Ovr == NULL )
{
ALOGE( "Invalid ANativeWindow!" );
app->NativeWindow = NULL;
}
// Set performance parameters once we have entered VR mode and have a valid ovrMobile.
if ( app->Ovr != NULL )
{
vrapi_SetClockLevels( app->Ovr, app->CpuLevel, app->GpuLevel );
ALOGV( " vrapi_SetClockLevels( %d, %d )", app->CpuLevel, app->GpuLevel );
vrapi_SetPerfThread( app->Ovr, VRAPI_PERF_THREAD_TYPE_MAIN, app->MainThreadTid );
ALOGV( " vrapi_SetPerfThread( MAIN, %d )", app->MainThreadTid );
vrapi_SetPerfThread( app->Ovr, VRAPI_PERF_THREAD_TYPE_RENDERER, app->RenderThreadTid );
ALOGV( " vrapi_SetPerfThread( RENDERER, %d )", app->RenderThreadTid );
}
}
}
else
{
if ( app->Ovr != NULL )
{
ALOGV( " eglGetCurrentSurface( EGL_DRAW ) = %p", eglGetCurrentSurface( EGL_DRAW ) );
ALOGV( " vrapi_LeaveVrMode()" );
vrapi_LeaveVrMode( app->Ovr );
app->Ovr = NULL;
ALOGV( " eglGetCurrentSurface( EGL_DRAW ) = %p", eglGetCurrentSurface( EGL_DRAW ) );
}
}
}
static void handleTrackedControllerButton(ovrInputStateTrackedRemote * trackedRemoteState, ovrInputStateTrackedRemote * prevTrackedRemoteState, uint32_t button, int key)
{
if ((trackedRemoteState->Buttons & button) != (prevTrackedRemoteState->Buttons & button))
{
QC_KeyEvent((trackedRemoteState->Buttons & button) > 0 ? 1 : 0, key, 0);
}
}
static void rotateAboutOrigin(float v1, float v2, float rotation, vec2_t out)
{
vec3_t temp;
temp[0] = v1;
temp[1] = v2;
vec3_t v;
matrix4x4_t matrix;
Matrix4x4_CreateFromQuakeEntity(&matrix, 0.0f, 0.0f, 0.0f, 0.0f, rotation, 0.0f, 1.0f);
Matrix4x4_Transform(&matrix, temp, v);
out[0] = v[0];
out[1] = v[1];
}
static void rotateAboutOrigin2(vec3_t in, float pitch, float yaw, vec3_t out)
{
vec3_t v;
matrix4x4_t matrix;
Matrix4x4_CreateFromQuakeEntity(&matrix, 0.0f, 0.0f, 0.0f, pitch, yaw, 0.0f, 1.0f);
Matrix4x4_Transform(&matrix, in, v);
Vector2Copy(out, v);
}
ovrInputStateTrackedRemote leftTrackedRemoteState_old;
ovrInputStateTrackedRemote leftTrackedRemoteState_new;
ovrTracking leftRemoteTracking;
ovrInputStateTrackedRemote rightTrackedRemoteState_old;
ovrInputStateTrackedRemote rightTrackedRemoteState_new;
ovrTracking rightRemoteTracking;
static void ovrApp_HandleInput( ovrApp * app )
{
float remote_movementSideways = 0.0f;
float remote_movementForward = 0.0f;
float positional_movementSideways = 0.0f;
float positional_movementForward = 0.0f;
float controllerAngles[3];
//The amount of yaw changed by controller
float yawOffset = cl.viewangles[YAW] - hmdorientation[YAW];
for ( int i = 0; ; i++ ) {
ovrInputCapabilityHeader cap;
ovrResult result = vrapi_EnumerateInputDevices(app->Ovr, i, &cap);
if (result < 0) {
break;
}
if (cap.Type == ovrControllerType_TrackedRemote) {
ovrTracking remoteTracking;
ovrInputStateTrackedRemote trackedRemoteState;
trackedRemoteState.Header.ControllerType = ovrControllerType_TrackedRemote;
result = vrapi_GetCurrentInputState(app->Ovr, i, &trackedRemoteState.Header);
if (result == ovrSuccess) {
ovrInputTrackedRemoteCapabilities remoteCapabilities;
remoteCapabilities.Header = cap;
result = vrapi_GetInputDeviceCapabilities(app->Ovr, &remoteCapabilities.Header);
result = vrapi_GetInputTrackingState(app->Ovr, i, app->DisplayTime,
&remoteTracking);
if (remoteCapabilities.ControllerCapabilities & ovrControllerCaps_RightHand) {
rightTrackedRemoteState_new = trackedRemoteState;
rightRemoteTracking = remoteTracking;
} else{
leftTrackedRemoteState_new = trackedRemoteState;
leftRemoteTracking = remoteTracking;
}
}
}
}
ovrInputStateTrackedRemote *dominantTrackedRemoteState = cl_righthanded.integer ? &rightTrackedRemoteState_new : &leftTrackedRemoteState_new;
ovrInputStateTrackedRemote *dominantTrackedRemoteStateOld = cl_righthanded.integer ? &rightTrackedRemoteState_old : &leftTrackedRemoteState_old;
ovrTracking *dominantRemoteTracking = cl_righthanded.integer ? &rightRemoteTracking : &leftRemoteTracking;
ovrInputStateTrackedRemote *offHandTrackedRemoteState = !cl_righthanded.integer ? &rightTrackedRemoteState_new : &leftTrackedRemoteState_new;
ovrInputStateTrackedRemote *offHandTrackedRemoteStateOld = !cl_righthanded.integer ? &rightTrackedRemoteState_old : &leftTrackedRemoteState_old;
ovrTracking *offHandRemoteTracking = !cl_righthanded.integer ? &rightRemoteTracking : &leftRemoteTracking;
//dominant hand stuff first
{
weaponOffset[0] = dominantRemoteTracking->HeadPose.Pose.Position.x - hmdPosition[0];
weaponOffset[1] = dominantRemoteTracking->HeadPose.Pose.Position.y - hmdPosition[1];
weaponOffset[2] = dominantRemoteTracking->HeadPose.Pose.Position.z - hmdPosition[2];
setWorldPosition(dominantRemoteTracking->HeadPose.Pose.Position.x, dominantRemoteTracking->HeadPose.Pose.Position.y, dominantRemoteTracking->HeadPose.Pose.Position.z);
///Weapon location relative to view
vec2_t v;
rotateAboutOrigin(weaponOffset[0], weaponOffset[2], -yawOffset, v);
weaponOffset[0] = v[0];
weaponOffset[2] = v[1];
//Set gun angles
const ovrQuatf quatRemote = dominantRemoteTracking->HeadPose.Pose.Orientation;
QuatToYawPitchRoll(quatRemote, gunangles);
//TODO: THIS NEEDS WORK!! - can't get it working and it is doing my head in!!
/* // Adjust right (+ve), adjust Back (+ve), up (+ve)
vec3_t adjustment;
//VectorSet(adjustment, cl_weapon_offset_lr.value, cl_weapon_offset_ud.value, cl_weapon_offset_fb.value);
VectorSet(adjustment, 0.0f, 0.2f, 0.2f);
rotateAboutOrigin2(adjustment, gunangles[PITCH], gunangles[YAW]-yawOffset, adjustment);
VectorAdd(adjustment, weaponOffset, weaponOffset);*/
//Adjust gun pitch for user preference
gunangles[PITCH] += cl_weaponpitchadjust.value;
gunangles[YAW] += yawOffset;
//Change laser sight on joystick click
if ((dominantTrackedRemoteState->Buttons & ovrButton_Joystick) &&
(dominantTrackedRemoteState->Buttons & ovrButton_Joystick) != (dominantTrackedRemoteStateOld->Buttons & ovrButton_Joystick))
{
Cvar_SetValueQuick (&r_lasersight, (r_lasersight.integer+1) % 3);
}
}
//off-hand stuff
float controllerYawHeading;
float hmdYawHeading;
{
QuatToYawPitchRoll(offHandRemoteTracking->HeadPose.Pose.Orientation,
controllerAngles);
controllerYawHeading = controllerAngles[YAW] - gunangles[YAW] + yawOffset;
hmdYawHeading = hmdorientation[YAW] - gunangles[YAW] + yawOffset;
//Change heading mode on click of off=hand joystick
if ((offHandTrackedRemoteState->Buttons & ovrButton_Joystick) && bigScreen == 0 &&
(offHandTrackedRemoteState->Buttons & ovrButton_Joystick) != (offHandTrackedRemoteStateOld->Buttons & ovrButton_Joystick))
{
Cvar_SetValueQuick (&cl_walkdirection, 1 - cl_walkdirection.integer);
if (cl_walkdirection.integer == 1) {
SCR_CenterPrint("Heading Mode: Direction of HMD");
} else{
SCR_CenterPrint("Heading Mode: Direction of off-hand controller");
}
}
}
//Right-hand specific stuff
{
ALOGE(" Right-Controller-Position: %f, %f, %f", rightRemoteTracking.HeadPose.Pose.Position.x, rightRemoteTracking.HeadPose.Pose.Position.y, rightRemoteTracking.HeadPose.Pose.Position.z);
//This section corrects for the fact that the controller actually controls direction of movement, but we want to move relative to the direction the
//player is facing for positional tracking
float multiplier = /*arbitrary value that works ->*/
(2500.0f * cl_postrackmultiplier.value) / cl_forwardspeed.value;
vec2_t v;
rotateAboutOrigin(-positionDeltaThisFrame[0] * multiplier, positionDeltaThisFrame[2] * multiplier, -hmdorientation[YAW], v);
positional_movementSideways = v[0];
positional_movementForward = v[1];
long t = Sys_Milliseconds();
delta = t - oldtime;
oldtime = t;
if (delta > 1000)
delta = 1000;
QC_MotionEvent(delta, rightTrackedRemoteState_new.Joystick.x, rightTrackedRemoteState_new.Joystick.y);
if (bigScreen != 0) {
int rightJoyState = (rightTrackedRemoteState_new.Joystick.x > 0.7f ? 1 : 0);
if (rightJoyState != (rightTrackedRemoteState_old.Joystick.x > 0.7f ? 1 : 0)) {
QC_KeyEvent(rightJoyState, 'd', 0);
}
rightJoyState = (rightTrackedRemoteState_new.Joystick.x < -0.7f ? 1 : 0);
if (rightJoyState != (rightTrackedRemoteState_old.Joystick.x < -0.7f ? 1 : 0)) {
QC_KeyEvent(rightJoyState, 'a', 0);
}
rightJoyState = (rightTrackedRemoteState_new.Joystick.y < -0.7f ? 1 : 0);
if (rightJoyState != (rightTrackedRemoteState_old.Joystick.y < -0.7f ? 1 : 0)) {
QC_KeyEvent(rightJoyState, K_DOWNARROW, 0);
}
rightJoyState = (rightTrackedRemoteState_new.Joystick.y > 0.7f ? 1 : 0);
if (rightJoyState != (rightTrackedRemoteState_old.Joystick.y > 0.7f ? 1 : 0)) {
QC_KeyEvent(rightJoyState, K_UPARROW, 0);
}
//Click an option
handleTrackedControllerButton(&rightTrackedRemoteState_new, &rightTrackedRemoteState_old, ovrButton_A, K_ENTER);
//Back button
handleTrackedControllerButton(&rightTrackedRemoteState_new, &rightTrackedRemoteState_old, ovrButton_B, K_ESCAPE);
} else {
//Jump
handleTrackedControllerButton(&rightTrackedRemoteState_new, &rightTrackedRemoteState_old, ovrButton_A, K_SPACE);
}
if (cl_righthanded.integer) {
//Fire
handleTrackedControllerButton(&rightTrackedRemoteState_new,
&rightTrackedRemoteState_old,
ovrButton_Trigger, K_MOUSE1);
} else{
//Run
handleTrackedControllerButton(&rightTrackedRemoteState_new,
&rightTrackedRemoteState_old,
ovrButton_Trigger, K_SHIFT);
}
//Next Weapon
handleTrackedControllerButton(&rightTrackedRemoteState_new, &rightTrackedRemoteState_old, ovrButton_GripTrigger, '/');
//Adjust weapon aim pitch
if ((rightTrackedRemoteState_new.Buttons & ovrButton_B) &&
(rightTrackedRemoteState_new.Buttons & ovrButton_B) != (rightTrackedRemoteState_old.Buttons & ovrButton_B)) {
float newPitchAdjust = cl_weaponpitchadjust.value + 1.0f;
if (newPitchAdjust > 23.0f)
{
newPitchAdjust = -7.0f;
}
Cvar_SetValueQuick(&cl_weaponpitchadjust, newPitchAdjust);
ALOGV("Pitch Adjust: %f", newPitchAdjust );
}
rightTrackedRemoteState_old = rightTrackedRemoteState_new;
}
//Left-hand specific stuff
{
ALOGE(" Left-Controller-Position: %f, %f, %f", leftRemoteTracking.HeadPose.Pose.Position.x, leftRemoteTracking.HeadPose.Pose.Position.y, leftRemoteTracking.HeadPose.Pose.Position.z);
//Menu button
handleTrackedControllerButton(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, ovrButton_Enter, K_ESCAPE);
if (bigScreen != 0) {
int leftJoyState = (leftTrackedRemoteState_new.Joystick.x > 0.7f ? 1 : 0);
if (leftJoyState != (leftTrackedRemoteState_old.Joystick.x > 0.7f ? 1 : 0)) {
QC_KeyEvent(leftJoyState, 'd', 0);
}
leftJoyState = (leftTrackedRemoteState_new.Joystick.x < -0.7f ? 1 : 0);
if (leftJoyState != (leftTrackedRemoteState_old.Joystick.x < -0.7f ? 1 : 0)) {
QC_KeyEvent(leftJoyState, 'a', 0);
}
leftJoyState = (leftTrackedRemoteState_new.Joystick.y < -0.7f ? 1 : 0);
if (leftJoyState != (leftTrackedRemoteState_old.Joystick.y < -0.7f ? 1 : 0)) {
QC_KeyEvent(leftJoyState, K_DOWNARROW, 0);
}
leftJoyState = (leftTrackedRemoteState_new.Joystick.y > 0.7f ? 1 : 0);
if (leftJoyState != (leftTrackedRemoteState_old.Joystick.y > 0.7f ? 1 : 0)) {
QC_KeyEvent(leftJoyState, K_UPARROW, 0);
}
}
//Adjust to be off-hand controller oriented
vec2_t v;
rotateAboutOrigin(leftTrackedRemoteState_new.Joystick.x, leftTrackedRemoteState_new.Joystick.y, cl_walkdirection.integer == 1 ? hmdYawHeading : controllerYawHeading, v);
remote_movementSideways = v[0];
remote_movementForward = v[1];
if (cl_righthanded.integer) {
//Run
handleTrackedControllerButton(&leftTrackedRemoteState_new,
&leftTrackedRemoteState_old,
ovrButton_Trigger, K_SHIFT);
} else{
//Fire
handleTrackedControllerButton(&leftTrackedRemoteState_new,
&leftTrackedRemoteState_old,
ovrButton_Trigger, K_MOUSE1);
}
//Prev Weapon
handleTrackedControllerButton(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, ovrButton_GripTrigger, '#');
#ifndef NDEBUG
//Give all weapons and all ammo and god mode
if ((leftTrackedRemoteState_new.Buttons & ovrButton_X) &&
(leftTrackedRemoteState_new.Buttons & ovrButton_X) != (leftTrackedRemoteState_old.Buttons & ovrButton_X)) {
Cbuf_InsertText("God\n");
Cbuf_InsertText("Impulse 9\n");
}
//Change handedness - temporary for testing
if ((leftTrackedRemoteState_new.Buttons & ovrButton_Y) &&
(leftTrackedRemoteState_new.Buttons & ovrButton_Y) != (leftTrackedRemoteState_old.Buttons & ovrButton_Y))
{
Cvar_SetValueQuick (&cl_righthanded, 1 - cl_righthanded.integer);
}
#endif
leftTrackedRemoteState_old = leftTrackedRemoteState_new;
}
QC_Analog(true, remote_movementSideways + positional_movementSideways, remote_movementForward + positional_movementForward);
}
/*
================================================================================
ovrMessageQueue
================================================================================
*/
typedef enum
{
MQ_WAIT_NONE, // don't wait
MQ_WAIT_RECEIVED, // wait until the consumer thread has received the message
MQ_WAIT_PROCESSED // wait until the consumer thread has processed the message
} ovrMQWait;
#define MAX_MESSAGE_PARMS 8
#define MAX_MESSAGES 1024
typedef struct
{
int Id;
ovrMQWait Wait;
long long Parms[MAX_MESSAGE_PARMS];
} ovrMessage;
static void ovrMessage_Init( ovrMessage * message, const int id, const int wait )
{
message->Id = id;
message->Wait = wait;
memset( message->Parms, 0, sizeof( message->Parms ) );
}
static void ovrMessage_SetPointerParm( ovrMessage * message, int index, void * ptr ) { *(void **)&message->Parms[index] = ptr; }
static void * ovrMessage_GetPointerParm( ovrMessage * message, int index ) { return *(void **)&message->Parms[index]; }
static void ovrMessage_SetIntegerParm( ovrMessage * message, int index, int value ) { message->Parms[index] = value; }
static int ovrMessage_GetIntegerParm( ovrMessage * message, int index ) { return (int)message->Parms[index]; }
static void ovrMessage_SetFloatParm( ovrMessage * message, int index, float value ) { *(float *)&message->Parms[index] = value; }
static float ovrMessage_GetFloatParm( ovrMessage * message, int index ) { return *(float *)&message->Parms[index]; }
// Cyclic queue with messages.
typedef struct
{
ovrMessage Messages[MAX_MESSAGES];
volatile int Head; // dequeue at the head
volatile int Tail; // enqueue at the tail
ovrMQWait Wait;
volatile bool EnabledFlag;
volatile bool PostedFlag;
volatile bool ReceivedFlag;
volatile bool ProcessedFlag;
pthread_mutex_t Mutex;
pthread_cond_t PostedCondition;
pthread_cond_t ReceivedCondition;
pthread_cond_t ProcessedCondition;
} ovrMessageQueue;
static void ovrMessageQueue_Create( ovrMessageQueue * messageQueue )
{
messageQueue->Head = 0;
messageQueue->Tail = 0;
messageQueue->Wait = MQ_WAIT_NONE;
messageQueue->EnabledFlag = false;
messageQueue->PostedFlag = false;
messageQueue->ReceivedFlag = false;
messageQueue->ProcessedFlag = false;
pthread_mutexattr_t attr;
pthread_mutexattr_init( &attr );
pthread_mutexattr_settype( &attr, PTHREAD_MUTEX_ERRORCHECK );
pthread_mutex_init( &messageQueue->Mutex, &attr );
pthread_mutexattr_destroy( &attr );
pthread_cond_init( &messageQueue->PostedCondition, NULL );
pthread_cond_init( &messageQueue->ReceivedCondition, NULL );
pthread_cond_init( &messageQueue->ProcessedCondition, NULL );
}
static void ovrMessageQueue_Destroy( ovrMessageQueue * messageQueue )
{
pthread_mutex_destroy( &messageQueue->Mutex );
pthread_cond_destroy( &messageQueue->PostedCondition );
pthread_cond_destroy( &messageQueue->ReceivedCondition );
pthread_cond_destroy( &messageQueue->ProcessedCondition );
}
static void ovrMessageQueue_Enable( ovrMessageQueue * messageQueue, const bool set )
{
messageQueue->EnabledFlag = set;
}
static void ovrMessageQueue_PostMessage( ovrMessageQueue * messageQueue, const ovrMessage * message )
{
if ( !messageQueue->EnabledFlag )
{
return;
}
while ( messageQueue->Tail - messageQueue->Head >= MAX_MESSAGES )
{
usleep( 1000 );
}
pthread_mutex_lock( &messageQueue->Mutex );
messageQueue->Messages[messageQueue->Tail & ( MAX_MESSAGES - 1 )] = *message;
messageQueue->Tail++;
messageQueue->PostedFlag = true;
pthread_cond_broadcast( &messageQueue->PostedCondition );
if ( message->Wait == MQ_WAIT_RECEIVED )
{
while ( !messageQueue->ReceivedFlag )
{
pthread_cond_wait( &messageQueue->ReceivedCondition, &messageQueue->Mutex );
}
messageQueue->ReceivedFlag = false;
}
else if ( message->Wait == MQ_WAIT_PROCESSED )
{
while ( !messageQueue->ProcessedFlag )
{
pthread_cond_wait( &messageQueue->ProcessedCondition, &messageQueue->Mutex );
}
messageQueue->ProcessedFlag = false;
}
pthread_mutex_unlock( &messageQueue->Mutex );
}
static void ovrMessageQueue_SleepUntilMessage( ovrMessageQueue * messageQueue )
{
if ( messageQueue->Wait == MQ_WAIT_PROCESSED )
{
messageQueue->ProcessedFlag = true;
pthread_cond_broadcast( &messageQueue->ProcessedCondition );
messageQueue->Wait = MQ_WAIT_NONE;
}
pthread_mutex_lock( &messageQueue->Mutex );
if ( messageQueue->Tail > messageQueue->Head )
{
pthread_mutex_unlock( &messageQueue->Mutex );
return;
}
while ( !messageQueue->PostedFlag )
{
pthread_cond_wait( &messageQueue->PostedCondition, &messageQueue->Mutex );
}
messageQueue->PostedFlag = false;
pthread_mutex_unlock( &messageQueue->Mutex );
}
static bool ovrMessageQueue_GetNextMessage( ovrMessageQueue * messageQueue, ovrMessage * message, bool waitForMessages )
{
if ( messageQueue->Wait == MQ_WAIT_PROCESSED )
{
messageQueue->ProcessedFlag = true;
pthread_cond_broadcast( &messageQueue->ProcessedCondition );
messageQueue->Wait = MQ_WAIT_NONE;
}
if ( waitForMessages )
{
ovrMessageQueue_SleepUntilMessage( messageQueue );
}
pthread_mutex_lock( &messageQueue->Mutex );
if ( messageQueue->Tail <= messageQueue->Head )
{
pthread_mutex_unlock( &messageQueue->Mutex );
return false;
}
*message = messageQueue->Messages[messageQueue->Head & ( MAX_MESSAGES - 1 )];
messageQueue->Head++;
pthread_mutex_unlock( &messageQueue->Mutex );
if ( message->Wait == MQ_WAIT_RECEIVED )
{
messageQueue->ReceivedFlag = true;
pthread_cond_broadcast( &messageQueue->ReceivedCondition );
}
else if ( message->Wait == MQ_WAIT_PROCESSED )
{
messageQueue->Wait = MQ_WAIT_PROCESSED;
}
return true;
}
/*
================================================================================
ovrAppThread
================================================================================
*/
enum
{
MESSAGE_ON_CREATE,
MESSAGE_ON_START,
MESSAGE_ON_RESUME,
MESSAGE_ON_PAUSE,
MESSAGE_ON_STOP,
MESSAGE_ON_DESTROY,
MESSAGE_ON_SURFACE_CREATED,
MESSAGE_ON_SURFACE_DESTROYED
};
typedef struct
{
JavaVM * JavaVm;
jobject ActivityObject;
pthread_t Thread;
ovrMessageQueue MessageQueue;
ANativeWindow * NativeWindow;
} ovrAppThread;
long shutdownCountdown;
void * AppThreadFunction( void * parm )
{
ovrAppThread * appThread = (ovrAppThread *)parm;
ovrJava java;
java.Vm = appThread->JavaVm;
(*java.Vm)->AttachCurrentThread( java.Vm, &java.Env, NULL );
java.ActivityObject = appThread->ActivityObject;
// Note that AttachCurrentThread will reset the thread name.
prctl( PR_SET_NAME, (long)"OVR::Main", 0, 0, 0 );
const ovrInitParms initParms = vrapi_DefaultInitParms( &java );
int32_t initResult = vrapi_Initialize( &initParms );
if ( initResult != VRAPI_INITIALIZE_SUCCESS )
{
// If intialization failed, vrapi_* function calls will not be available.
exit( 0 );
}
ovrApp appState;
ovrApp_Clear( &appState );
appState.Java = java;
// This app will handle android gamepad events itself.
vrapi_SetPropertyInt( &appState.Java, VRAPI_EAT_NATIVE_GAMEPAD_EVENTS, 0 );
ovrEgl_CreateContext( &appState.Egl, NULL );
EglInitExtensions();
appState.CpuLevel = CPU_LEVEL;
appState.GpuLevel = GPU_LEVEL;
appState.MainThreadTid = gettid();
ovrRenderer_Create( &appState.Renderer, &java );
//Always use this folder
chdir("/sdcard/QuakeQuest");
const double startTime = GetTimeInSeconds();
for ( bool destroyed = false; destroyed == false; )
{
for ( ; ; )
{
ovrMessage message;
const bool waitForMessages = ( appState.Ovr == NULL && destroyed == false );
if ( !ovrMessageQueue_GetNextMessage( &appThread->MessageQueue, &message, waitForMessages ) )
{
break;
}
switch ( message.Id )
{
case MESSAGE_ON_CREATE:
{
break;
}
case MESSAGE_ON_START:
{
if (!quake_initialised)
{
char *arg = (char*)ovrMessage_GetPointerParm( &message, 0 );
ALOGV( " Initialising Quake Engine" );
if (arg)
{
QC_SetResolution(vrapi_GetSystemPropertyInt( &java, VRAPI_SYS_PROP_SUGGESTED_EYE_TEXTURE_WIDTH ) * SS_MULTIPLIER,
vrapi_GetSystemPropertyInt( &java, VRAPI_SYS_PROP_SUGGESTED_EYE_TEXTURE_HEIGHT ) * SS_MULTIPLIER);
main(argc, argv);
}
else
{
int argc = 1; char *argv[] = { "quake" };
QC_SetResolution(vrapi_GetSystemPropertyInt( &java, VRAPI_SYS_PROP_SUGGESTED_EYE_TEXTURE_WIDTH ) * SS_MULTIPLIER,
vrapi_GetSystemPropertyInt( &java, VRAPI_SYS_PROP_SUGGESTED_EYE_TEXTURE_HEIGHT ) * SS_MULTIPLIER);
main(argc, argv);
}
quake_initialised = true;
//Ensure game starts with credits active
MR_ToggleMenu(2);
}
break;
}
case MESSAGE_ON_RESUME:
{
//If we get here, then user has opted not to quit
jni_resumeAudio();
appState.Resumed = true;
break;
}
case MESSAGE_ON_PAUSE:
{
jni_pauseAudio();
appState.Resumed = false;
break;
}
case MESSAGE_ON_STOP:
{
break;
}
case MESSAGE_ON_DESTROY:
{
appState.NativeWindow = NULL;
destroyed = true;
break;
}
case MESSAGE_ON_SURFACE_CREATED: { appState.NativeWindow = (ANativeWindow *)ovrMessage_GetPointerParm( &message, 0 ); break; }
case MESSAGE_ON_SURFACE_DESTROYED: { appState.NativeWindow = NULL; break; }
}
ovrApp_HandleVrModeChanges( &appState );
}
if ( appState.Ovr == NULL )
{
continue;
}
// This is the only place the frame index is incremented, right before
// calling vrapi_GetPredictedDisplayTime().
appState.FrameIndex++;
// Create the scene if not yet created.
// The scene is created here to be able to show a loading icon.
if (!quake_initialised || runStatus != -1)
{
// Show a loading icon.
int frameFlags = 0;
frameFlags |= VRAPI_FRAME_FLAG_FLUSH;
ovrLayerProjection2 blackLayer = vrapi_DefaultLayerBlackProjection2();
blackLayer.Header.Flags |= VRAPI_FRAME_LAYER_FLAG_INHIBIT_SRGB_FRAMEBUFFER;
ovrLayerLoadingIcon2 iconLayer = vrapi_DefaultLayerLoadingIcon2();
iconLayer.Header.Flags |= VRAPI_FRAME_LAYER_FLAG_INHIBIT_SRGB_FRAMEBUFFER;
const ovrLayerHeader2 * layers[] =
{
&blackLayer.Header,
&iconLayer.Header,
};
ovrSubmitFrameDescription2 frameDesc = {};
frameDesc.Flags = frameFlags;
frameDesc.SwapInterval = 1;
frameDesc.FrameIndex = appState.FrameIndex;
frameDesc.DisplayTime = appState.DisplayTime;
frameDesc.LayerCount = 2;
frameDesc.Layers = layers;
vrapi_SubmitFrame2( appState.Ovr, &frameDesc );
}
if (runStatus == -1) {
#ifndef NDEBUG
if (appState.FrameIndex > 10800)
{
//Trigger shutdown after a couple of minutes in debug mode
runStatus = 0;
}
#endif
// Get the HMD pose, predicted for the middle of the time period during which
// the new eye images will be displayed. The number of frames predicted ahead
// depends on the pipeline depth of the engine and the synthesis rate.
// The better the prediction, the less black will be pulled in at the edges.
const double predictedDisplayTime = vrapi_GetPredictedDisplayTime(appState.Ovr,
appState.FrameIndex);
const ovrTracking2 tracking = vrapi_GetPredictedTracking2(appState.Ovr,
predictedDisplayTime);
appState.DisplayTime = predictedDisplayTime;
ovrApp_HandleInput(&appState);
// Render eye images and setup the primary layer using ovrTracking2.
const ovrLayerProjection2 worldLayer = ovrRenderer_RenderFrame(&appState.Renderer,
&appState.Java,
&tracking, appState.Ovr);
const ovrLayerHeader2 *layers[] =
{
&worldLayer.Header
};
ovrSubmitFrameDescription2 frameDesc = {};
frameDesc.Flags = 0;
frameDesc.SwapInterval = appState.SwapInterval;
frameDesc.FrameIndex = appState.FrameIndex;
frameDesc.DisplayTime = appState.DisplayTime;
frameDesc.LayerCount = 1;
frameDesc.Layers = layers;
// Hand over the eye images to the time warp.
vrapi_SubmitFrame2(appState.Ovr, &frameDesc);
}
else
{
//We are now shutting down
if (runStatus == 0)
{
//Give us half a second (36 frames)
shutdownCountdown = 36;
runStatus++;
} else if (runStatus == 1)
{
if (--shutdownCountdown == 0) {
runStatus++;
}
} else if (runStatus == 2)
{
Host_Shutdown();
jni_terminateAudio();
runStatus++;
} else if (runStatus == 3)
{
ovrRenderer_Destroy( &appState.Renderer );
ovrEgl_DestroyContext( &appState.Egl );
(*java.Vm)->DetachCurrentThread( java.Vm );
vrapi_Shutdown();
exit( 0 );
}
}
}
return NULL;
}
static void ovrAppThread_Create( ovrAppThread * appThread, JNIEnv * env, jobject activityObject )
{
(*env)->GetJavaVM( env, &appThread->JavaVm );
appThread->ActivityObject = (*env)->NewGlobalRef( env, activityObject );
appThread->Thread = 0;
appThread->NativeWindow = NULL;
ovrMessageQueue_Create( &appThread->MessageQueue );
const int createErr = pthread_create( &appThread->Thread, NULL, AppThreadFunction, appThread );
if ( createErr != 0 )
{
ALOGE( "pthread_create returned %i", createErr );
}
}
static void ovrAppThread_Destroy( ovrAppThread * appThread, JNIEnv * env )
{
pthread_join( appThread->Thread, NULL );
(*env)->DeleteGlobalRef( env, appThread->ActivityObject );
ovrMessageQueue_Destroy( &appThread->MessageQueue );
}
/*
================================================================================
Activity lifecycle
================================================================================
*/
int JNI_OnLoad(JavaVM* vm, void* reserved)
{
JNIEnv *env;
jVM = vm;
if((*vm)->GetEnv(vm, (void**) &env, JNI_VERSION_1_4) != JNI_OK)
{
ALOGE("Failed JNI_OnLoad");
return -1;
}
return JNI_VERSION_1_4;
}
JNIEXPORT jlong JNICALL Java_com_drbeef_quakequest_GLES3JNILib_onCreate( JNIEnv * env, jclass activityClass, jobject activity,
jstring commandLineParams)
{
ALOGV( " GLES3JNILib::onCreate()" );
/* the global arg_xxx structs are initialised within the argtable */
void *argtable[] = {
ss = arg_dbl0("s", "supersampling", "<double>", "super sampling value (e.g. 1.0)"),
cpu = arg_int0("c", "cpu", "<int>", "CPU perf index 1-3 (default: 2)"),
gpu = arg_int0("g", "gpu", "<int>", "GPU perf index 1-3 (default: 3)"),
msaa = arg_dbl0("m", "msaa", "<int>", "msaa value 1-4 (default 1)"), // Don't think this actually works
end = arg_end(20)
};
jboolean iscopy;
const char *arg = (*env)->GetStringUTFChars(env, commandLineParams, &iscopy);
char *cmdLine = NULL;
if (arg && strlen(arg))
{
cmdLine = strdup(arg);
}
(*env)->ReleaseStringUTFChars(env, commandLineParams, arg);
ALOGV("Command line %s", arg);
argv = malloc(sizeof(char*) * 255);
argc = ParseCommandLine(strdup(arg), argv);
/* verify the argtable[] entries were allocated sucessfully */
if (arg_nullcheck(argtable) == 0) {
/* Parse the command line as defined by argtable[] */
arg_parse(argc, argv, argtable);
if (ss->count > 0 && ss->dval[0] > 0.0)
{
SS_MULTIPLIER = ss->dval[0];
}
if (cpu->count > 0 && cpu->ival[0] > 0 && cpu->ival[0] < 10)
{
CPU_LEVEL = cpu->ival[0];
}
if (gpu->count > 0 && gpu->ival[0] > 0 && gpu->ival[0] < 10)
{
GPU_LEVEL = gpu->ival[0];
}
if (msaa->count > 0 && msaa->dval[0] > 0 && msaa->dval[0] < 5)
{
NUM_MULTI_SAMPLES = msaa->dval[0];
}
}
ovrAppThread * appThread = (ovrAppThread *) malloc( sizeof( ovrAppThread ) );
ovrAppThread_Create( appThread, env, activity );
ovrMessageQueue_Enable( &appThread->MessageQueue, true );
ovrMessage message;
ovrMessage_Init( &message, MESSAGE_ON_CREATE, MQ_WAIT_PROCESSED );
ovrMessageQueue_PostMessage( &appThread->MessageQueue, &message );
return (jlong)((size_t)appThread);
}
JNIEXPORT void JNICALL Java_com_drbeef_quakequest_GLES3JNILib_setCallbackObjects(JNIEnv *env, jobject obj, jobject obj1, jobject obj2)
{
jclass audioCallbackClass;
(*jVM)->GetEnv(jVM, (void**) &env, JNI_VERSION_1_4);
audioCallbackObj = (jobject)(*env)->NewGlobalRef(env, obj1);
audioCallbackClass = (*env)->GetObjectClass(env, audioCallbackObj);
android_initAudio = (*env)->GetMethodID(env,audioCallbackClass,"initAudio","(I)V");
android_writeAudio = (*env)->GetMethodID(env,audioCallbackClass,"writeAudio","(Ljava/nio/ByteBuffer;II)V");
android_pauseAudio = (*env)->GetMethodID(env,audioCallbackClass,"pauseAudio","()V");
android_resumeAudio = (*env)->GetMethodID(env,audioCallbackClass,"resumeAudio","()V");
android_terminateAudio = (*env)->GetMethodID(env,audioCallbackClass,"terminateAudio","()V");
jclass qquestCallbackClass;
qquestCallbackObj = (jobject)(*env)->NewGlobalRef(env, obj2);
qquestCallbackClass = (*env)->GetObjectClass(env, qquestCallbackObj);
}
JNIEXPORT void JNICALL Java_com_drbeef_quakequest_GLES3JNILib_onStart( JNIEnv * env, jobject obj, jlong handle)
{
ALOGV( " GLES3JNILib::onStart()" );
ovrAppThread * appThread = (ovrAppThread *)((size_t)handle);
ovrMessage message;
ovrMessage_Init( &message, MESSAGE_ON_START, MQ_WAIT_PROCESSED );
ovrMessageQueue_PostMessage( &appThread->MessageQueue, &message );
}
JNIEXPORT void JNICALL Java_com_drbeef_quakequest_GLES3JNILib_onResume( JNIEnv * env, jobject obj, jlong handle )
{
ALOGV( " GLES3JNILib::onResume()" );
ovrAppThread * appThread = (ovrAppThread *)((size_t)handle);
ovrMessage message;
ovrMessage_Init( &message, MESSAGE_ON_RESUME, MQ_WAIT_PROCESSED );
ovrMessageQueue_PostMessage( &appThread->MessageQueue, &message );
}
JNIEXPORT void JNICALL Java_com_drbeef_quakequest_GLES3JNILib_onPause( JNIEnv * env, jobject obj, jlong handle )
{
ALOGV( " GLES3JNILib::onPause()" );
ovrAppThread * appThread = (ovrAppThread *)((size_t)handle);
ovrMessage message;
ovrMessage_Init( &message, MESSAGE_ON_PAUSE, MQ_WAIT_PROCESSED );
ovrMessageQueue_PostMessage( &appThread->MessageQueue, &message );
}
JNIEXPORT void JNICALL Java_com_drbeef_quakequest_GLES3JNILib_onStop( JNIEnv * env, jobject obj, jlong handle )
{
ALOGV( " GLES3JNILib::onStop()" );
ovrAppThread * appThread = (ovrAppThread *)((size_t)handle);
ovrMessage message;
ovrMessage_Init( &message, MESSAGE_ON_STOP, MQ_WAIT_PROCESSED );
ovrMessageQueue_PostMessage( &appThread->MessageQueue, &message );
}
JNIEXPORT void JNICALL Java_com_drbeef_quakequest_GLES3JNILib_onDestroy( JNIEnv * env, jobject obj, jlong handle )
{
ALOGV( " GLES3JNILib::onDestroy()" );
ovrAppThread * appThread = (ovrAppThread *)((size_t)handle);
ovrMessage message;
ovrMessage_Init( &message, MESSAGE_ON_DESTROY, MQ_WAIT_PROCESSED );
ovrMessageQueue_PostMessage( &appThread->MessageQueue, &message );
ovrMessageQueue_Enable( &appThread->MessageQueue, false );
ovrAppThread_Destroy( appThread, env );
free( appThread );
}
/*
================================================================================
Surface lifecycle
================================================================================
*/
JNIEXPORT void JNICALL Java_com_drbeef_quakequest_GLES3JNILib_onSurfaceCreated( JNIEnv * env, jobject obj, jlong handle, jobject surface )
{
ALOGV( " GLES3JNILib::onSurfaceCreated()" );
ovrAppThread * appThread = (ovrAppThread *)((size_t)handle);
ANativeWindow * newNativeWindow = ANativeWindow_fromSurface( env, surface );
if ( ANativeWindow_getWidth( newNativeWindow ) < ANativeWindow_getHeight( newNativeWindow ) )
{
// An app that is relaunched after pressing the home button gets an initial surface with
// the wrong orientation even though android:screenOrientation="landscape" is set in the
// manifest. The choreographer callback will also never be called for this surface because
// the surface is immediately replaced with a new surface with the correct orientation.
ALOGE( " Surface not in landscape mode!" );
}
ALOGV( " NativeWindow = ANativeWindow_fromSurface( env, surface )" );
appThread->NativeWindow = newNativeWindow;
ovrMessage message;
ovrMessage_Init( &message, MESSAGE_ON_SURFACE_CREATED, MQ_WAIT_PROCESSED );
ovrMessage_SetPointerParm( &message, 0, appThread->NativeWindow );
ovrMessageQueue_PostMessage( &appThread->MessageQueue, &message );
}
JNIEXPORT void JNICALL Java_com_drbeef_quakequest_GLES3JNILib_onSurfaceChanged( JNIEnv * env, jobject obj, jlong handle, jobject surface )
{
ALOGV( " GLES3JNILib::onSurfaceChanged()" );
ovrAppThread * appThread = (ovrAppThread *)((size_t)handle);
ANativeWindow * newNativeWindow = ANativeWindow_fromSurface( env, surface );
if ( ANativeWindow_getWidth( newNativeWindow ) < ANativeWindow_getHeight( newNativeWindow ) )
{
// An app that is relaunched after pressing the home button gets an initial surface with
// the wrong orientation even though android:screenOrientation="landscape" is set in the
// manifest. The choreographer callback will also never be called for this surface because
// the surface is immediately replaced with a new surface with the correct orientation.
ALOGE( " Surface not in landscape mode!" );
}
if ( newNativeWindow != appThread->NativeWindow )
{
if ( appThread->NativeWindow != NULL )
{
ovrMessage message;
ovrMessage_Init( &message, MESSAGE_ON_SURFACE_DESTROYED, MQ_WAIT_PROCESSED );
ovrMessageQueue_PostMessage( &appThread->MessageQueue, &message );
ALOGV( " ANativeWindow_release( NativeWindow )" );
ANativeWindow_release( appThread->NativeWindow );
appThread->NativeWindow = NULL;
}
if ( newNativeWindow != NULL )
{
ALOGV( " NativeWindow = ANativeWindow_fromSurface( env, surface )" );
appThread->NativeWindow = newNativeWindow;
ovrMessage message;
ovrMessage_Init( &message, MESSAGE_ON_SURFACE_CREATED, MQ_WAIT_PROCESSED );
ovrMessage_SetPointerParm( &message, 0, appThread->NativeWindow );
ovrMessageQueue_PostMessage( &appThread->MessageQueue, &message );
}
}
else if ( newNativeWindow != NULL )
{
ANativeWindow_release( newNativeWindow );
}
}
JNIEXPORT void JNICALL Java_com_drbeef_quakequest_GLES3JNILib_onSurfaceDestroyed( JNIEnv * env, jobject obj, jlong handle )
{
ALOGV( " GLES3JNILib::onSurfaceDestroyed()" );
ovrAppThread * appThread = (ovrAppThread *)((size_t)handle);
ovrMessage message;
ovrMessage_Init( &message, MESSAGE_ON_SURFACE_DESTROYED, MQ_WAIT_PROCESSED );
ovrMessageQueue_PostMessage( &appThread->MessageQueue, &message );
ALOGV( " ANativeWindow_release( NativeWindow )" );
ANativeWindow_release( appThread->NativeWindow );
appThread->NativeWindow = NULL;
}
JNIEXPORT void JNICALL Java_com_drbeef_quakequest_GLES3JNILib_requestAudioData(JNIEnv *env, jclass c, jlong handle)
{
ALOGV("Calling: QC_GetAudio");
QC_GetAudio();
}