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RenderManagerOpenGL.cpp
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RenderManagerOpenGL.cpp
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/** d@file
@brief Source file implementing OSVR rendering interface for OpenGL
@date 2015
@author
Sensics, Inc.
<http://sensics.com/osvr>
*/
// Copyright 2015 Sensics, Inc.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "RenderManagerOpenGLVersion.h"
#ifndef OSVR_ANDROID
#include <SDL.h>
#include "RenderManagerSDLInitQuit.h"
#endif
#include <osvr/Util/Finally.h>
// clang-format off
#ifndef OSVR_ANDROID
#include <GL/glew.h>
#endif
#ifdef _WIN32
#include <GL/wglew.h>
#endif
// clang-format on
#include "RenderManagerOpenGL.h"
#include "GraphicsLibraryOpenGL.h"
#include "ComputeDistortionMesh.h"
#include <osvr/Util/Finally.h>
#include <osvr/Util/Logger.h>
#include <iostream>
#include <Eigen/Core>
#include <Eigen/Geometry>
#ifdef OSVR_RM_USE_OPENGLES20
// Bind the extensions from the DLL
#include <dlfcn.h>
PFNGLBINDVERTEXARRAYOESPROC glBindVertexArrayOES;
PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArraysOES;
PFNGLGENVERTEXARRAYSOESPROC glGenVertexArraysOES;
PFNGLDISCARDFRAMEBUFFEREXTPROC glDiscardFramebufferEXT;
class CalledBeforeCodeRuns {
public:
CalledBeforeCodeRuns() {
void *libhandle = dlopen("libGLESv2.so", RTLD_LAZY);
glBindVertexArrayOES = (PFNGLBINDVERTEXARRAYOESPROC)
dlsym(libhandle,
"glBindVertexArrayOES");
glDeleteVertexArraysOES = (PFNGLDELETEVERTEXARRAYSOESPROC)
dlsym(libhandle,
"glDeleteVertexArraysOES");
glGenVertexArraysOES = (PFNGLGENVERTEXARRAYSOESPROC)
dlsym(libhandle,
"glGenVertexArraysOES");
glDiscardFramebufferEXT = (PFNGLDISCARDFRAMEBUFFEREXTPROC)
dlsym(libhandle,
"glDiscardFramebufferEXT");
}
};
static CalledBeforeCodeRuns getFunctionPointers;
#endif
#ifndef OSVR_ANDROID
//==========================================================================
// In case the caller does not specify an OpenGL toolkit to use, we use this
// SDL-based toolkit by default.
class SDLToolkitImpl {
OSVR_OpenGLToolkitFunctions toolkit;
static void createImpl(void* data) {
}
static void destroyImpl(void* data) {
delete ((SDLToolkitImpl*)data);
}
static OSVR_CBool addOpenGLContextImpl(void* data, const OSVR_OpenGLContextParams* p) {
return ((SDLToolkitImpl*)data)->addOpenGLContext(p);
}
static OSVR_CBool removeOpenGLContextsImpl(void* data) {
return ((SDLToolkitImpl*)data)->removeOpenGLContexts();
}
static OSVR_CBool makeCurrentImpl(void* data, size_t display) {
return ((SDLToolkitImpl*)data)->makeCurrent(display);
}
static OSVR_CBool swapBuffersImpl(void* data, size_t display) {
return ((SDLToolkitImpl*)data)->swapBuffers(display);
}
static OSVR_CBool setVerticalSyncImpl(void* data, OSVR_CBool verticalSync) {
return ((SDLToolkitImpl*)data)->setVerticalSync(verticalSync == OSVR_TRUE);
}
static OSVR_CBool handleEventsImpl(void* data) {
return ((SDLToolkitImpl*)data)->handleEvents();
}
static OSVR_CBool getDisplayFrameBufferImpl(void* data, size_t display, GLuint* displayFrameBufferOut) {
return ((SDLToolkitImpl*)data)->getDisplayFrameBuffer(display, displayFrameBufferOut);
}
static OSVR_CBool getDisplaySizeOverrideImpl(void* data, size_t display, int* width, int* height) {
return ((SDLToolkitImpl*)data)->getDisplaySizeOverride(display, width, height);
}
static OSVR_CBool getRenderTimingInfoImpl(void* data, size_t display, size_t whichEye, OSVR_RenderTimingInfo* renderTimingInfoOut) {
return ((SDLToolkitImpl*)data)->getRenderTimingInfo(display, whichEye, renderTimingInfoOut);
}
// Classes and structures needed to do our rendering.
class DisplayInfo {
public:
SDL_Window* m_window = nullptr; ///< The window we're rendering into
};
std::vector<DisplayInfo> m_displays;
SDL_GLContext
m_GLContext; ///< The context we use to render to all displays
osvr::util::log::LoggerPtr m_log;
public:
SDLToolkitImpl(osvr::util::log::LoggerPtr log) {
memset(&toolkit, 0, sizeof(toolkit));
toolkit.size = sizeof(toolkit);
toolkit.data = this;
m_log = log;
toolkit.create = createImpl;
toolkit.destroy = destroyImpl;
toolkit.addOpenGLContext = addOpenGLContextImpl;
toolkit.removeOpenGLContexts = removeOpenGLContextsImpl;
toolkit.makeCurrent = makeCurrentImpl;
toolkit.swapBuffers = swapBuffersImpl;
toolkit.setVerticalSync = setVerticalSyncImpl;
toolkit.handleEvents = handleEventsImpl;
toolkit.getDisplayFrameBuffer = getDisplayFrameBufferImpl;
toolkit.getDisplaySizeOverride = getDisplaySizeOverrideImpl;
toolkit.getRenderTimingInfo = getRenderTimingInfoImpl;
}
~SDLToolkitImpl() {
}
const OSVR_OpenGLToolkitFunctions* getToolkit() const { return &toolkit; }
bool addOpenGLContext(const OSVR_OpenGLContextParams* p) {
// Initialize the SDL video subsystem.
if (!osvr::renderkit::SDLInitQuit()) {
m_log->error() << "RenderManagerOpenGL::addOpenGLContext: Could not "
"initialize SDL";
return false;
}
// Figure out the flags we want
Uint32 flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE;
if (p->fullScreen) {
// flags |= SDL_WINDOW_FULLSCREEN | SDL_WINDOW_BORDERLESS;
flags |= SDL_WINDOW_BORDERLESS;
}
if (p->visible) {
flags |= SDL_WINDOW_SHOWN;
} else {
flags |= SDL_WINDOW_HIDDEN;
}
// Set the OpenGL attributes we want before opening the window
if (p->numBuffers > 1) {
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
}
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, p->bitsPerPixel);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, p->bitsPerPixel);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, p->bitsPerPixel);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, p->bitsPerPixel);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
#ifdef __APPLE__
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
SDL_GL_CONTEXT_PROFILE_CORE);
#endif
// If we have multiple displays, we need to re-use the
// same context between them. In fact, we always want
// to re-use the context if the application has one open
// when it asks us to create its windows.
#if 0
if (m_displays.size() > 0) {
// Share the current context
SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
} else {
// Replace the current context
SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 0);
}
#else
SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
#endif
// Push back a new window and context.
m_displays.push_back(DisplayInfo());
m_displays.back().m_window = SDL_CreateWindow(
p->windowTitle, p->xPos, p->yPos, p->width, p->height, flags);
if (m_displays.back().m_window == nullptr) {
m_log->error()
<< "RenderManagerOpenGL::addOpenGLContext: Could not get window";
return false;
}
m_GLContext = SDL_GL_CreateContext(m_displays.back().m_window);
if (m_GLContext == nullptr) {
m_log->error() << "RenderManagerOpenGL::addOpenGLContext: Could not get "
"OpenGL context";
return false;
}
return true;
}
bool removeOpenGLContexts() {
if (m_GLContext) {
SDL_GL_DeleteContext(m_GLContext);
m_GLContext = 0;
}
while (m_displays.size() > 0) {
if (m_displays.back().m_window == nullptr) {
m_log->error() << "RenderManagerOpenGL::closeOpenGLContext: No "
"window pointer";
return false;
}
SDL_DestroyWindow(m_displays.back().m_window);
m_displays.back().m_window = nullptr;
m_displays.pop_back();
}
return true;
}
bool makeCurrent(size_t display) {
SDL_GL_MakeCurrent(m_displays[display].m_window, m_GLContext);
return true;
}
bool swapBuffers(size_t display) {
SDL_GL_SwapWindow(m_displays[display].m_window);
return true;
}
bool setVerticalSync(bool verticalSync) {
if (verticalSync) {
if (SDL_GL_SetSwapInterval(1) != 0) {
m_log->error() << "RenderManagerOpenGL::OpenDisplay: Warning: Could "
"not set vertical retrace on";
return false;
}
}
else {
if (SDL_GL_SetSwapInterval(0) != 0) {
m_log->error() << "RenderManagerOpenGL::OpenDisplay: Warning: Could "
"not set vertical retrace off";
return false;
}
}
return true;
}
bool handleEvents() {
// Let SDL handle any system events that it needs to.
SDL_Event e;
while (SDL_PollEvent(&e)) {
// If SDL has been given a quit event, what should we do?
// We return false to let the app know that something went wrong.
if (e.window.event == SDL_WINDOWEVENT_CLOSE) {
return false;
}
}
return true;
}
bool getDisplayFrameBuffer(size_t display, GLuint* displayFrameBufferOut) {
// @todo: can this be determined by inspection?
*displayFrameBufferOut = 0;
return true;
}
bool getDisplaySizeOverride(size_t display, int* width, int* height) {
// we don't override the display. Use default behavior.
return false;
}
bool getRenderTimingInfo(size_t display, size_t whichEye, OSVR_RenderTimingInfo* renderTimingInfoOut) {
// @todo get render timing info from SDL?
return false;
}
};
#endif // #ifndef OSVR_ANDROID
//==========================================================================
// Vertex and fragment shaders to perform our combination of asynchronous
// time warp and distortion correction.
static const GLchar* distortionVertexShader =
"#version 100\n"
"attribute vec4 position;\n"
"attribute vec2 textureCoordinateR;\n"
"attribute vec2 textureCoordinateG;\n"
"attribute vec2 textureCoordinateB;\n"
"uniform mat4 projectionMatrix;\n"
"uniform mat4 modelViewMatrix;\n"
"uniform mat4 textureMatrix;\n"
"varying vec2 warpedCoordinateR;\n"
"varying vec2 warpedCoordinateG;\n"
"varying vec2 warpedCoordinateB;\n"
"void main()\n"
"{\n"
" gl_Position = projectionMatrix * modelViewMatrix * position;\n"
" warpedCoordinateR = vec2(textureMatrix * "
" vec4(textureCoordinateR,0,1));\n"
" warpedCoordinateG = vec2(textureMatrix * "
" vec4(textureCoordinateG,0,1));\n"
" warpedCoordinateB = vec2(textureMatrix * "
" vec4(textureCoordinateB,0,1));\n"
"}\n";
static const GLchar* distortionFragmentShader =
"#version 100\n"
"precision mediump float;\n"
"uniform sampler2D tex;\n"
"varying vec2 warpedCoordinateR;\n"
"varying vec2 warpedCoordinateG;\n"
"varying vec2 warpedCoordinateB;\n"
"void main()\n"
"{\n"
" gl_FragColor.r = texture2D(tex, warpedCoordinateR).r;\n"
" gl_FragColor.g = texture2D(tex, warpedCoordinateG).g;\n"
" gl_FragColor.b = texture2D(tex, warpedCoordinateB).b;\n"
"}\n";
static bool checkShaderError(GLuint shaderId, osvr::util::log::LoggerPtr m_log) {
GLint result = GL_FALSE;
glGetShaderiv(shaderId, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE) {
GLint maxLength = 0;
glGetProgramiv(shaderId, GL_INFO_LOG_LENGTH, &maxLength);
if (maxLength > 1) {
std::unique_ptr<GLchar[]> infoLog(new GLchar[maxLength + 1]);
glGetProgramInfoLog(shaderId, maxLength, NULL, infoLog.get());
m_log->error() << "osvr::renderkit::RenderManager::RenderManagerOpenGL"
<< "::checkShaderError: Message returned from shader compiler: " << infoLog.get();
} else {
m_log->error() << "osvr::renderkit::RenderManager::RenderManagerOpenGL"
<< "::checkShaderError: Empty error message from shader compiler.";
}
return false;
}
return true;
}
static bool checkProgramError(GLuint programId, osvr::util::log::LoggerPtr m_log) {
GLint result = GL_FALSE;
glGetProgramiv(programId, GL_LINK_STATUS, &result);
if (result == GL_FALSE) {
int infoLength = 0;
glGetProgramiv(programId, GL_INFO_LOG_LENGTH, &infoLength);
if (infoLength > 1) {
std::unique_ptr<GLchar[]> infoLog(new GLchar[infoLength + 1]);
glGetProgramInfoLog(programId, infoLength, NULL, infoLog.get());
m_log->error() << "osvr::renderkit::RenderManager::RenderManagerOpenGL"
<< "::checkProgramError: Message returned from shader compiler: " << infoLog.get();
} else {
m_log->error() << "osvr::renderkit::RenderManager::RenderManagerOpenGL"
<< "::checkProgramError: Empty error message from shader compiler.";
}
return false;
}
return true;
}
namespace osvr {
namespace renderkit {
/// @todo Make this compile to no-op when debugging is off.
bool RenderManagerOpenGL::checkForGLError(const std::string& message) {
#ifndef _DEBUG
return false;
#else
GLenum err;
bool ret = false;
while((err = glGetError()) != GL_NO_ERROR) {
std::string errorString;
switch (err) {
case GL_NO_ERROR:
errorString = "GL_NO_ERROR";
break;
case GL_INVALID_ENUM:
errorString = "GL_INVALID_ENUM";
break;
case GL_INVALID_VALUE:
errorString = "GL_INVALID_VALUE";
break;
case GL_INVALID_OPERATION:
errorString = "GL_INVALID_OPERATION";
break;
case GL_INVALID_FRAMEBUFFER_OPERATION:
errorString = "GL_INVALID_FRAMEBUFFER_OPERATION";
break;
case GL_OUT_OF_MEMORY:
errorString = "GL_OUT_OF_MEMORY";
break;
default:
errorString = "(unknown error)";
break;
}
m_log->warn() << message << ": OpenGL error " << errorString << "(" << err << ")";
ret = true;
}
return ret;
#endif
}
RenderManagerOpenGL::RenderManagerOpenGL(OSVR_ClientContext context, ConstructorParameters p)
: RenderManager(context, p) {
// Initialize all of the variables that don't have to be done in the
// list above, so we don't get warnings about out-of-order
// initialization if they are re-ordered in the header file.
m_displayOpen = false;
m_programId = 0;
// Set our toolkit pointer based on the one that is
// passed it. If none are passed in, then set it to
// use SDL calls.
if (p.m_graphicsLibrary.OpenGL && p.m_graphicsLibrary.OpenGL->toolkit) {
m_toolkit = *p.m_graphicsLibrary.OpenGL->toolkit;
} else {
#ifndef OSVR_ANDROID
SDLToolkitImpl *SDLToolKit = new SDLToolkitImpl(m_log);
m_toolkit = *SDLToolKit->getToolkit();
#endif
}
// Construct the appropriate GraphicsLibrary pointer.
m_library.OpenGL = new GraphicsLibraryOpenGL;
m_buffers.OpenGL = new RenderBufferOpenGL;
// @todo: there's only one m_displayWidth and m_displayHeight member pair
// and it corresponds to display 0. Probably should be made more generic?
size_t display = 0;
int widthOverride, heightOverride;
if (m_toolkit.getDisplaySizeOverride && m_toolkit.getDisplaySizeOverride(m_toolkit.data, display, &widthOverride, &heightOverride)) {
m_displayWidth = widthOverride;
m_displayHeight = heightOverride;
}
#ifdef OSVR_RM_USE_OPENGLES20
m_GLVAOExtensionAvailable = IsGLExtensionSupported("GL_OES_vertex_array_object");
m_GLDiscardExtensionAvailable = IsGLExtensionSupported("GL_EXT_discard_framebuffer");
#endif
}
RenderManagerOpenGL::~RenderManagerOpenGL() {
if (m_displayOpen) {
for (size_t i = 0; i < GetNumDisplays(); i++) {
if (!m_toolkit.makeCurrent ||
!m_toolkit.makeCurrent(m_toolkit.data, i)) {
// If makeCurrent() fails give up on destroying OpenGL objects
delete m_buffers.OpenGL;
delete m_library.OpenGL;
return;
}
}
deleteProgram();
// @todo Handle the case of multiple displays per eye
// @todo have these std::vectors contain RAII objects that self-destruct
// properly (including setting current context) as this code below is brittle
for (size_t i = 0; i < m_colorBuffers.size(); i++) {
glDeleteTextures(1, &m_colorBuffers[i].OpenGL->colorBufferName);
delete m_colorBuffers[i].OpenGL;
}
m_colorBuffers.clear();
for(size_t i = 0; i < m_depthBuffers.size(); i++) {
glDeleteRenderbuffers(1, &m_depthBuffers[i]);
}
m_depthBuffers.clear();
for(size_t i = 0; i < m_frameBuffers.size(); i++) {
glDeleteFramebuffers(1, &m_frameBuffers[i]);
}
m_frameBuffers.clear();
m_distortionMeshBuffer.clear();
// Remove all of the windows/contexts we created if they are
// still open.
if (m_toolkit.removeOpenGLContexts) {
m_toolkit.removeOpenGLContexts(m_toolkit.data);
}
/// @todo Clean up anything else we need to
m_displayOpen = false;
}
delete m_buffers.OpenGL;
delete m_library.OpenGL;
}
bool RenderManagerOpenGL::GetTimingInfo(size_t whichEye, OSVR_RenderTimingInfo& info) {
if(!m_toolkit.getRenderTimingInfo) {
return false;
}
return (m_toolkit.getRenderTimingInfo(m_toolkit.data, 0, whichEye, &info) == OSVR_TRUE);
}
bool RenderManagerOpenGL::RenderPathSetup() {
//======================================================
// Construct the present buffers we're going to use when in Render()
// mode, to wrap the PresentMode interface.
if (!constructRenderBuffers()) {
m_log->error() << "RenderManagerOpenGL::RenderPathSetup: Could not "
"construct present buffers to wrap Render() path";
return false;
}
return true;
}
bool RenderManagerOpenGL::constructRenderBuffers() {
// Put back the frame buffer that was bound before, so we don't
// mess with client state.
GLint prevFrameBuffer;
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &prevFrameBuffer);
auto resetFrameBuffer = util::finally([&]{
glBindFramebuffer(GL_FRAMEBUFFER, prevFrameBuffer);
});
//======================================================
// Create the framebuffer which regroups 0, 1,
// or more textures, and 0 or 1 depth buffer.
// It gets bound to the appropriate buffer for each eye
// during rendering.
for (size_t i = 0; i < GetNumDisplays(); i++) {
if (!m_toolkit.makeCurrent ||
!m_toolkit.makeCurrent(m_toolkit.data, i)) {
return false;
}
}
//======================================================
// Create the render textures (and Z buffer textures) we're going
// to use to render into before presenting them as buffers to be
// displayed. We make one per eye. We'll set up to render into
// each of these before calling the render callbacks.
size_t numEyes = GetNumEyes();
for (size_t i = 0; i < numEyes; i++) {
if (!m_toolkit.makeCurrent ||
!m_toolkit.makeCurrent(m_toolkit.data, GetDisplayUsedByEye(i))) {
return false;
}
GLuint frameBuffer = 0;
glGenFramebuffers(1, &frameBuffer);
m_frameBuffers.push_back(frameBuffer);
// The color buffer for this eye
GLuint colorBufferName = 0;
glGenTextures(1, &colorBufferName);
RenderBuffer rb;
rb.OpenGL = new RenderBufferOpenGL;
rb.OpenGL->colorBufferName = colorBufferName;
m_colorBuffers.push_back(rb);
// "Bind" the newly created texture : all future texture functions
// will modify this texture glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, colorBufferName);
// Determine the appropriate size for the frame buffer to be used
// for this eye.
OSVR_ViewportDescription v;
ConstructViewportForRender(i, v);
int width = static_cast<int>(v.width);
int height = static_cast<int>(v.height);
// Give an empty image to OpenGL ( the last "0" means "empty" )
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB,
GL_UNSIGNED_BYTE, 0);
// Bilinear filtering and clamp to the edge of the texture.
const GLfloat border[] = { 0, 0, 0, 0 };
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
#ifndef OSVR_RM_USE_OPENGLES20
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, border);
#endif
// The depth buffer
GLuint depthrenderbuffer;
glGenRenderbuffers(1, &depthrenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthrenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width,
height);
m_depthBuffers.push_back(depthrenderbuffer);
// Attach color and depth buffers to framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, m_frameBuffers.at(i));
if (checkForGLError(
"RenderManagerOpenGL::constructRenderBuffers glBindFrameBuffer")) {
return false;
}
// Set color and depth buffers for the frame buffer
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
m_colorBuffers[i].OpenGL->colorBufferName, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, m_depthBuffers[i]);
if (checkForGLError(
"RenderManagerOpenGL::constructRenderBuffers Setting textures")) {
return false;
}
// Check that our framebuffer is ok
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) !=
GL_FRAMEBUFFER_COMPLETE) {
m_log->error() << "RenderManagerOpenGL::constructRenderBuffers: Incomplete "
"Framebuffer";
return false;
}
}
// Register the render buffers we're going to use to present
return RegisterRenderBuffersInternal(m_colorBuffers);
}
void RenderManagerOpenGL::deleteProgram() {
if (m_programId != 0) {
glDeleteProgram(m_programId);
m_programId = 0;
}
}
RenderManager::OpenResults RenderManagerOpenGL::OpenDisplay(void) {
// All public methods that use internal state should be guarded
// by a mutex.
std::lock_guard<std::mutex> lock(m_mutex);
OpenResults ret;
ret.library = m_library;
ret.status = COMPLETE; // Until we hear otherwise
if (!doingOkay()) {
ret.status = FAILURE;
return ret;
}
/// @todo How to handle window resizing?
//======================================================
// Get an OpenGL context.
GLContextParams p;
p.windowTitle = m_params.m_windowTitle;
p.fullScreen = m_params.m_windowFullScreen;
// @todo Pull this calculation out into the base class and
// store a separate virtual-screen and actual-screen size.
// If we've rotated the screen by 90 or 270, then the window
// we ask for on the screen has swapped aspect ratios.
if ((m_params.m_displayRotation ==
ConstructorParameters::Display_Rotation::Ninety) ||
(m_params.m_displayRotation ==
ConstructorParameters::Display_Rotation::TwoSeventy)) {
p.width = m_displayHeight;
p.height = m_displayWidth;
} else {
p.width = m_displayWidth;
p.height = m_displayHeight;
}
p.xPos = m_params.m_windowXPosition;
p.yPos = m_params.m_windowYPosition;
p.bitsPerPixel = m_params.m_bitsPerColor;
p.numBuffers = m_params.m_numBuffers;
p.visible = true;
for (size_t display = 0; display < GetNumDisplays(); display++) {
OSVR_OpenGLContextParams pC;
ConvertContextParams(p, pC);
// For now, append the display ID to the title.
/// @todo Make a different title for each window in the config file
ReleaseContextParams(pC); // @todo Remove when there is one per display
char displayId = '0' + static_cast<char>(display);
std::string windowTitle = p.windowTitle + displayId;
std::unique_ptr<char> title(new char[windowTitle.size() + 1]);
// Note: This will not cause a constraint violation because we've
// satisfied all of the constraints, so we don't need to wrap it in
// a handler.
#if defined(_WIN32)
strncpy_s(title.get(), windowTitle.size() + 1,
windowTitle.c_str(), windowTitle.size() + 1);
#else
strncpy(title.get(), windowTitle.c_str(), windowTitle.size());
title.get()[windowTitle.size()] = '\0';
#endif
pC.windowTitle = title.get();
// For now, move the X position of the second display to the
// right of the entire display for the left one.
/// @todo Make the config-file entry a vector and read both
/// from it.
pC.xPos = p.xPos + p.width * static_cast<int>(display);
if (!m_toolkit.addOpenGLContext ||
!m_toolkit.addOpenGLContext(m_toolkit.data, &pC)) {
m_log->error() << "RenderManagerOpenGL::OpenDisplay: Cannot get GL "
"context "
<< "for display " << display;
ret.status = FAILURE;
return ret;
}
}
checkForGLError("RenderManagerOpenGL::OpenDisplay after context creation");
//======================================================
// We make use of the util::finally() lambda function to
// make sure that we remove the OpenGL contexts if we exit
// with an error.
auto removeContexts = osvr::util::finally([&]{
if (ret.status == FAILURE) {
if (m_toolkit.removeOpenGLContexts) {
m_toolkit.removeOpenGLContexts(m_toolkit.data);
}
}
});
#ifndef OSVR_RM_USE_OPENGLES20
//======================================================
// We need to call glewInit() so that we have access to
// the extensions needed below.
glewExperimental = true; // Needed for core profile
if (glewInit() != GLEW_OK) {
m_log->error() << "RenderManagerOpenGL::OpenDisplay: Can't initialize GLEW";
ret.status = FAILURE;
return ret;
}
// Clear any GL error that Glew caused. Apparently on Non-Windows
// platforms, this can cause a spurious error 1280.
glGetError();
#endif
//======================================================
// Set vertical sync behavior.
if (!m_toolkit.setVerticalSync ||
!m_toolkit.setVerticalSync(m_toolkit.data, m_params.m_verticalSync)
) {
if (m_log)
m_log->error() << "RenderManagerOpenGL::OpenDisplay: can't set vertical"
" sync behavior";
}
checkForGLError("RenderManagerOpenGL::OpenDisplay after vsync setting");
//======================================================
// Construct the shaders and program we'll use to present things
// handling time warp/distortion.
GLuint vertexShaderId; ///< Vertex shader for time warp/distortion
GLuint fragmentShaderId; ///< Fragment shader for time warp/distortion
vertexShaderId = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShaderId, 1, &distortionVertexShader, nullptr);
glCompileShader(vertexShaderId);
if (!checkShaderError(vertexShaderId, m_log)) {
GLint infoLogLength;
glGetShaderiv(vertexShaderId, GL_INFO_LOG_LENGTH, &infoLogLength);
GLchar* strInfoLog = new GLchar[infoLogLength + 1];
glGetShaderInfoLog(vertexShaderId, infoLogLength, NULL, strInfoLog);
m_log->error() << "RenderManagerOpenGL::OpenDisplay: Could not "
"construct vertex shader:\n"
<< strInfoLog;
ret.status = FAILURE;
return ret;
}
checkForGLError("RenderManagerOpenGL::OpenDisplay after fragment shader compile");
#ifdef OSVR_RM_USE_OPENGLES20
glBindAttribLocation(vertexShaderId, 0, "position");
glBindAttribLocation(vertexShaderId, 1, "textureCoordinateR");
glBindAttribLocation(vertexShaderId, 2, "textureCoordinateG");
glBindAttribLocation(vertexShaderId, 3, "textureCoordinateB");
#endif
fragmentShaderId = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShaderId, 1, &distortionFragmentShader, nullptr);
glCompileShader(fragmentShaderId);
if (!checkShaderError(fragmentShaderId, m_log)) {
GLint infoLogLength;
glGetShaderiv(fragmentShaderId, GL_INFO_LOG_LENGTH, &infoLogLength);
GLchar* strInfoLog = new GLchar[infoLogLength + 1];
glGetShaderInfoLog(fragmentShaderId, infoLogLength, NULL, strInfoLog);
m_log->error() << "RenderManagerOpenGL::OpenDisplay: Could not "
"construct fragment shader:\n"
<< strInfoLog;
ret.status = FAILURE;
return ret;
}
checkForGLError("RenderManagerOpenGL::OpenDisplay after fragment shader compile");
m_programId = glCreateProgram();
glAttachShader(m_programId, vertexShaderId);
glAttachShader(m_programId, fragmentShaderId);
glBindAttribLocation(m_programId, 0, "position");
glBindAttribLocation(m_programId, 1, "textureCoordinateR");
glBindAttribLocation(m_programId, 2, "textureCoordinateG");
glBindAttribLocation(m_programId, 3, "textureCoordinateB");
checkForGLError("RenderManagerOpenGL::OpenDisplay after BindAttribLocation");
glLinkProgram(m_programId);
if (!checkProgramError(m_programId, m_log)) {
if (m_log)
m_log->error() << "RenderManagerOpenGL::OpenDisplay: Could not link "
"shader program ";
ret.status = FAILURE;
return ret;
}
checkForGLError("RenderManagerOpenGL::OpenDisplay after program link");
m_projectionUniformId =
glGetUniformLocation(m_programId, "projectionMatrix");
m_modelViewUniformId =
glGetUniformLocation(m_programId, "modelViewMatrix");
m_textureUniformId = glGetUniformLocation(m_programId, "textureMatrix");
checkForGLError("RenderManagerOpenGL::OpenDisplay after getting uniforms");
// Now that they are linked, we don't need to keep them around.
glDeleteShader(vertexShaderId);
glDeleteShader(fragmentShaderId);
checkForGLError("RenderManagerOpenGL::OpenDisplay after deleting shaders");
if (!UpdateDistortionMeshesInternal(SQUARE,
m_params.m_distortionParameters)) {
m_log->error() << "RenderManagerOpenGL::OpenDisplay: Could not "
"construct distortion mesh";
ret.status = FAILURE;
return ret;
}
checkForGLError("RenderManagerOpenGL::OpenDisplay after updating meshes");
//======================================================
// Fill in our library with the things the application may need to
// use to do its graphics state set-up.
ret.library = m_library;
checkForGLError("RenderManagerOpenGL::OpenDisplay end");
//======================================================
// Done, we now have an open window to use.
m_displayOpen = true;
return ret;
}
bool RenderManagerOpenGL::RenderDisplayInitialize(size_t display) {
checkForGLError("RenderManagerOpenGL::RenderDisplayInitialize start");
// Make our OpenGL context current
if (!m_toolkit.makeCurrent ||
!m_toolkit.makeCurrent(m_toolkit.data, display)) {
return false;
}
checkForGLError("RenderManagerOpenGL::RenderDisplayInitialize end");
// Store the frame buffer that was active before we started rendering,
// so we can put it back when we finalize.
if (m_storeClientGLState) {
GLint fb;
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &fb);
m_initialFrameBuffer = static_cast<GLuint>(fb);
}
return true;
}
bool RenderManagerOpenGL::RenderEyeInitialize(size_t eye) {
checkForGLError("RenderManagerOpenGL::RenderEyeInitialize starting");
// Render to our framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, m_frameBuffers[eye]);
if (checkForGLError(
"RenderManagerOpenGL::RenderEyeInitialize glBindFrameBuffer")) {
return false;
}
// Set color and depth buffers for the frame buffer
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
m_colorBuffers[eye].OpenGL->colorBufferName, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, m_depthBuffers[eye]);
if (checkForGLError(
"RenderManagerOpenGL::RenderEyeInitialize Setting textures")) {
return false;
}
// Always check that our framebuffer is ok
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) !=
GL_FRAMEBUFFER_COMPLETE) {
m_log->error() << "RenderManagerOpenGL::RenderEyeInitialize: Incomplete "
"Framebuffer";
return false;
}
// Call the display set-up callback for each eye, because they each
// have their own frame buffer whether or not they actually end up
// in different windows.
if (m_displayCallback.m_callback != nullptr) {
m_displayCallback.m_callback(m_displayCallback.m_userData,
m_library, m_buffers);
}
if (checkForGLError("RenderManagerOpenGL::RenderEyeInitialize")) {
return false;
}
return true;
}
bool RenderManagerOpenGL::RenderDisplayFinalize(size_t eye) {
checkForGLError("RenderManagerOpenGL::RenderDisplayFinalize starting");
// Put the frame buffer back to the default one.
if (m_storeClientGLState)
glBindFramebuffer(GL_FRAMEBUFFER, m_initialFrameBuffer);
if (checkForGLError(
"RenderManagerOpenGL::RenderEyeFinalize glBindFrameBuffer")) {
return false;
}
return true;
}
bool RenderManagerOpenGL::RenderSpace(
size_t whichSpace ///< Index into m_callbacks vector
, size_t whichEye ///< Which eye are we rendering for?
, OSVR_PoseState pose ///< ModelView transform to use
, OSVR_ViewportDescription viewport ///< Viewport to use
, OSVR_ProjectionMatrix projection ///< Projection to use
) {
/// @todo Fill in the timing information
OSVR_TimeValue deadline;
deadline.microseconds = 0;
deadline.seconds = 0;
checkForGLError(
"RenderManagerOpenGL::RenderSpace: Before calling user callback");
RenderCallbackInfo& cb = m_callbacks[whichSpace];
cb.m_callback(cb.m_userData, m_library, m_buffers, viewport, pose,
projection, deadline);
checkForGLError(
"RenderManagerOpenGL::RenderSpace: After calling user callback");
#ifdef OSVR_RM_USE_OPENGLES20
// At this point we should have the off-screen FBO still bound,
// so we discard its depth and stencil buffers before unbinding it
// to stop them from being copied.
if (m_GLDiscardExtensionAvailable) {
const GLenum attachments[] = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT};
glDiscardFramebufferEXT(GL_FRAMEBUFFER, 2, attachments);
checkForGLError(
"RenderManagerOpenGL::RenderSpace discard framebuffer failed. Client might have changed FBO binding");
}
#endif
/// @todo Keep track of timing information
return true;
}
RenderManagerOpenGL::DistortionMeshBuffer::DistortionMeshBuffer()
:
VAO(0),
vertexBuffer(0),
indexBuffer(0)
{ }
RenderManagerOpenGL::DistortionMeshBuffer::DistortionMeshBuffer(
DistortionMeshBuffer && rhs) {
renderManager = std::move(rhs.renderManager);
display = std::move(rhs.display);
VAO = std::move(rhs.VAO);
vertexBuffer = std::move(rhs.vertexBuffer);
indexBuffer = std::move(rhs.indexBuffer);
vertices = std::move(rhs.vertices);
indices = std::move(rhs.indices);