This commit is contained in:
Branimir Karadžić
2016-04-04 23:04:46 -07:00
parent ace7083efa
commit 35efaf8751
6 changed files with 80 additions and 80 deletions

View File

@@ -2851,9 +2851,9 @@ namespace bgfx { namespace gl
void ovrPostReset()
{
#if BGFX_CONFIG_USE_OVR
if (m_resolution.m_flags & (BGFX_RESET_HMD | BGFX_RESET_HMD_DEBUG))
if (m_resolution.m_flags & (BGFX_RESET_HMD | BGFX_RESET_HMD_DEBUG) )
{
if (m_ovr.postReset())
if (m_ovr.postReset() )
{
for (int eyeIdx = 0; eyeIdx < ovrEye_Count; eyeIdx++)
{
@@ -2861,13 +2861,13 @@ namespace bgfx { namespace gl
if (!m_ovr.m_eyeBuffers[eyeIdx])
{
m_ovr.m_eyeBuffers[eyeIdx] = BX_NEW(g_allocator, OVRBufferGL);
m_ovr.m_eyeBuffers[eyeIdx]->init(m_ovr.m_hmd, eyeIdx);
m_ovr.m_eyeBuffers[eyeIdx]->create(m_ovr.m_hmd, eyeIdx);
}
}
// recreate mirror texture
m_ovr.m_mirror = BX_NEW(g_allocator, OVRMirrorGL);
m_ovr.m_mirror->init(m_ovr.m_hmd, m_resolution.m_width, m_resolution.m_height);
m_ovr.m_mirror->create(m_ovr.m_hmd, m_resolution.m_width, m_resolution.m_height);
}
}
#endif // BGFX_CONFIG_USE_OVR
@@ -3319,7 +3319,7 @@ namespace bgfx { namespace gl
}
#if BGFX_CONFIG_USE_OVR
void OVRBufferGL::init(const ovrSession& session, int eyeIdx)
void OVRBufferGL::create(const ovrSession& session, int eyeIdx)
{
ovrHmdDesc hmdDesc = ovr_GetHmdDesc(session);
m_eyeTextureSize = ovr_GetFovTextureSize(session, (ovrEyeType)eyeIdx, hmdDesc.DefaultEyeFov[eyeIdx], 1.0f);
@@ -3334,67 +3334,67 @@ namespace bgfx { namespace gl
desc.SampleCount = 1;
desc.StaticImage = ovrFalse;
ovr_CreateTextureSwapChainGL(session, &desc, &m_swapTextureChain);
ovr_CreateTextureSwapChainGL(session, &desc, &m_textureSwapChain);
int textureCount = 0;
ovr_GetTextureSwapChainLength(session, m_swapTextureChain, &textureCount);
ovr_GetTextureSwapChainLength(session, m_textureSwapChain, &textureCount);
for (int j = 0; j < textureCount; ++j)
{
GLuint chainTexId;
ovr_GetTextureSwapChainBufferGL(session, m_swapTextureChain, j, &chainTexId);
GL_CHECK(glBindTexture(GL_TEXTURE_2D, chainTexId));
ovr_GetTextureSwapChainBufferGL(session, m_textureSwapChain, j, &chainTexId);
GL_CHECK(glBindTexture(GL_TEXTURE_2D, chainTexId) );
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) );
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) );
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) );
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) );
}
GL_CHECK(glGenFramebuffers(1, &m_eyeFbo));
GL_CHECK(glGenFramebuffers(1, &m_eyeFbo) );
// create depth buffer
GL_CHECK(glGenTextures(1, &m_depthBuffer));
GL_CHECK(glBindTexture(GL_TEXTURE_2D, m_depthBuffer));
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
GL_CHECK(glGenTextures(1, &m_depthBuffer) );
GL_CHECK(glBindTexture(GL_TEXTURE_2D, m_depthBuffer) );
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) );
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) );
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) );
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) );
GL_CHECK(glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_eyeTextureSize.w, m_eyeTextureSize.h, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL));
GL_CHECK(glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_eyeTextureSize.w, m_eyeTextureSize.h, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL) );
}
void OVRBufferGL::onRender(const ovrSession& session)
void OVRBufferGL::render(const ovrSession& session)
{
// set the current eye texture in swap chain
int curIndex;
ovr_GetTextureSwapChainCurrentIndex(session, m_swapTextureChain, &curIndex);
ovr_GetTextureSwapChainBufferGL(session, m_swapTextureChain, curIndex, &m_eyeTexId);
ovr_GetTextureSwapChainCurrentIndex(session, m_textureSwapChain, &curIndex);
ovr_GetTextureSwapChainBufferGL(session, m_textureSwapChain, curIndex, &m_eyeTexId);
GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_eyeFbo));
GL_CHECK(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_eyeTexId, 0));
GL_CHECK(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_depthBuffer, 0));
GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_eyeFbo) );
GL_CHECK(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_eyeTexId, 0) );
GL_CHECK(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_depthBuffer, 0) );
GL_CHECK(glViewport(0, 0, m_eyeTextureSize.w, m_eyeTextureSize.h));
GL_CHECK(glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
GL_CHECK(glViewport(0, 0, m_eyeTextureSize.w, m_eyeTextureSize.h) );
GL_CHECK(glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) );
}
void OVRBufferGL::destroy(const ovrSession& session)
{
GL_CHECK(glDeleteFramebuffers(1, &m_eyeFbo));
GL_CHECK(glDeleteTextures(1, &m_depthBuffer));
GL_CHECK(glDeleteFramebuffers(1, &m_eyeFbo) );
GL_CHECK(glDeleteTextures(1, &m_depthBuffer) );
ovr_DestroyTextureSwapChain(session, m_swapTextureChain);
ovr_DestroyTextureSwapChain(session, m_textureSwapChain);
}
void OVRMirrorGL::init(const ovrSession& session, int windowWidth, int windowHeight)
void OVRMirrorGL::create(const ovrSession& session, int windowWidth, int windowHeight)
{
memset(&m_mirrorDesc, 0, sizeof(m_mirrorDesc));
m_mirrorDesc.Width = windowWidth;
m_mirrorDesc.Height = windowHeight;
m_mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
memset(&m_mirrorTextureDesc, 0, sizeof(m_mirrorTextureDesc) );
m_mirrorTextureDesc.Width = windowWidth;
m_mirrorTextureDesc.Height = windowHeight;
m_mirrorTextureDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
ovr_CreateMirrorTextureGL(session, &m_mirrorDesc, &m_mirrorTexture);
ovr_CreateMirrorTextureGL(session, &m_mirrorTextureDesc, &m_mirrorTexture);
// Fallback to doing nothing if mirror was not created. This is to prevent errors with fast window resizes
if (!m_mirrorTexture)
@@ -3403,15 +3403,15 @@ namespace bgfx { namespace gl
// Configure the mirror read buffer
GLuint texId;
ovr_GetMirrorTextureBufferGL(session, m_mirrorTexture, &texId);
GL_CHECK(glGenFramebuffers(1, &m_mirrorFBO));
GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, m_mirrorFBO));
GL_CHECK(glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texId, 0));
GL_CHECK(glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0));
GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, 0));
GL_CHECK(glGenFramebuffers(1, &m_mirrorFBO) );
GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, m_mirrorFBO) );
GL_CHECK(glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texId, 0) );
GL_CHECK(glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0) );
GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, 0) );
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
GL_CHECK(glDeleteFramebuffers(1, &m_mirrorFBO));
GL_CHECK(glDeleteFramebuffers(1, &m_mirrorFBO) );
BX_CHECK(false, "Could not initialize VR buffers!");
}
}
@@ -3421,7 +3421,7 @@ namespace bgfx { namespace gl
if (!m_mirrorTexture)
return;
GL_CHECK(glDeleteFramebuffers(1, &m_mirrorFBO));
GL_CHECK(glDeleteFramebuffers(1, &m_mirrorFBO) );
ovr_DestroyMirrorTexture(session, m_mirrorTexture);
m_mirrorTexture = NULL;
}
@@ -3432,12 +3432,12 @@ namespace bgfx { namespace gl
return;
// Blit mirror texture to back buffer
GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, m_mirrorFBO));
GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0));
GLint w = m_mirrorDesc.Width;
GLint h = m_mirrorDesc.Height;
GL_CHECK(glBlitFramebuffer(0, h, w, 0, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_NEAREST));
GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, 0));
GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, m_mirrorFBO) );
GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0) );
GLint width = m_mirrorTextureDesc.Width;
GLint height = m_mirrorTextureDesc.Height;
GL_CHECK(glBlitFramebuffer(0, height, width, 0, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST) );
GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, 0) );
}
#endif // BGFX_CONFIG_USE_OVR