overte-HifiExperiments/libraries/gl/src/gl/OglplusHelpers.h
2016-06-13 13:04:11 -07:00

202 lines
5.9 KiB
C++

//
// Created by Bradley Austin Davis on 2015/05/26
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#pragma once
// FIXME support oglplus on all platforms
// For now it's a convenient helper for Windows
#include <queue>
#include <map>
#include <QtGlobal>
#include "GLMHelpers.h"
#define OGLPLUS_USE_GLCOREARB_H 0
#define OGLPLUS_USE_GLEW 1
#define OGLPLUS_USE_BOOST_CONFIG 1
#define OGLPLUS_NO_SITE_CONFIG 1
#define OGLPLUS_LOW_PROFILE 1
// NOTE: oglplus does some naked "#pragma GCC" without proper platform wrapping, so we need to disable this warning.
#ifdef _WIN32
#pragma warning(push)
#pragma warning( disable : 4068 )
#elif defined(Q_OS_MAC)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wpessimizing-move"
#endif
#include <oglplus/gl.hpp>
#include <oglplus/all.hpp>
#include <oglplus/interop/glm.hpp>
#include <oglplus/bound/texture.hpp>
#include <oglplus/bound/framebuffer.hpp>
#include <oglplus/bound/renderbuffer.hpp>
#include <oglplus/shapes/wrapper.hpp>
#ifdef _WIN32
#pragma warning(pop)
#elif defined(Q_OS_MAC)
#pragma clang diagnostic pop
#endif
#include "NumericalConstants.h"
using FramebufferPtr = std::shared_ptr<oglplus::Framebuffer>;
using RenderbufferPtr = std::shared_ptr<oglplus::Renderbuffer>;
using TexturePtr = std::shared_ptr<oglplus::Texture>;
using ShapeWrapperPtr = std::shared_ptr<oglplus::shapes::ShapeWrapper>;
using BufferPtr = std::shared_ptr<oglplus::Buffer>;
using VertexArrayPtr = std::shared_ptr<oglplus::VertexArray>;
using ProgramPtr = std::shared_ptr<oglplus::Program>;
using Mat4Uniform = oglplus::Uniform<mat4>;
ProgramPtr loadDefaultShader();
ProgramPtr loadCubemapShader();
void compileProgram(ProgramPtr & result, const std::string& vs, const std::string& fs);
ShapeWrapperPtr loadSkybox(ProgramPtr program);
ShapeWrapperPtr loadPlane(ProgramPtr program, float aspect = 1.0f);
ShapeWrapperPtr loadSphereSection(ProgramPtr program, float fov = PI / 3.0f * 2.0f, float aspect = 16.0f / 9.0f, int slices = 128, int stacks = 128);
ShapeWrapperPtr loadLaser(const ProgramPtr& program);
// A basic wrapper for constructing a framebuffer with a renderbuffer
// for the depth attachment and an undefined type for the color attachement
// This allows us to reuse the basic framebuffer code for both the Mirror
// FBO as well as the Oculus swap textures we will use to render the scene
// Though we don't really need depth at all for the mirror FBO, or even an
// FBO, but using one means I can just use a glBlitFramebuffer to get it onto
// the screen.
template <
typename C,
typename D
>
struct FramebufferWrapper {
uvec2 size;
oglplus::Framebuffer fbo;
C color;
D depth;
FramebufferWrapper() {}
virtual ~FramebufferWrapper() {
}
virtual void Init(const uvec2 & size) {
this->size = size;
initColor();
initDepth();
initDone();
}
template <typename F>
void Bound(F f) {
Bound(oglplus::Framebuffer::Target::Draw, f);
}
template <typename F>
void Bound(oglplus::Framebuffer::Target target , F f) {
fbo.Bind(target);
onBind(target);
f();
onUnbind(target);
oglplus::DefaultFramebuffer().Bind(target);
}
void Viewport() {
oglplus::Context::Viewport(size.x, size.y);
}
protected:
virtual void onBind(oglplus::Framebuffer::Target target) {}
virtual void onUnbind(oglplus::Framebuffer::Target target) {}
static GLenum toEnum(oglplus::Framebuffer::Target target) {
switch (target) {
case oglplus::Framebuffer::Target::Draw:
return GL_DRAW_FRAMEBUFFER;
case oglplus::Framebuffer::Target::Read:
return GL_READ_FRAMEBUFFER;
default:
Q_ASSERT(false);
return GL_FRAMEBUFFER;
}
}
virtual void initDepth() {}
virtual void initColor() {}
virtual void initDone() = 0;
};
struct BasicFramebufferWrapper : public FramebufferWrapper <oglplus::Texture, oglplus::Renderbuffer> {
protected:
virtual void initDepth() override {
using namespace oglplus;
Context::Bound(Renderbuffer::Target::Renderbuffer, depth)
.Storage(
PixelDataInternalFormat::DepthComponent,
size.x, size.y);
}
virtual void initColor() override {
using namespace oglplus;
Context::Bound(oglplus::Texture::Target::_2D, color)
.MinFilter(TextureMinFilter::Linear)
.MagFilter(TextureMagFilter::Linear)
.WrapS(TextureWrap::ClampToEdge)
.WrapT(TextureWrap::ClampToEdge)
.Image2D(
0, PixelDataInternalFormat::RGBA8,
size.x, size.y,
0, PixelDataFormat::RGB, PixelDataType::UnsignedByte, nullptr
);
}
virtual void initDone() override {
using namespace oglplus;
static const Framebuffer::Target target = Framebuffer::Target::Draw;
Bound(target, [&] {
fbo.AttachTexture(target, FramebufferAttachment::Color, color, 0);
fbo.AttachRenderbuffer(target, FramebufferAttachment::Depth, depth);
fbo.Complete(target);
});
}
};
using BasicFramebufferWrapperPtr = std::shared_ptr<BasicFramebufferWrapper>;
class TextureRecycler {
public:
void setSize(const uvec2& size);
void clear();
TexturePtr getNextTexture();
void recycleTexture(GLuint texture);
private:
struct TexInfo {
TexturePtr _tex;
uvec2 _size;
bool _active{ false };
TexInfo() {}
TexInfo(TexturePtr tex, const uvec2& size) : _tex(tex), _size(size) {}
};
using Map = std::map<GLuint, TexInfo>;
using Queue = std::queue<TexturePtr>;
Map _allTextures;
Queue _readyTextures;
uvec2 _size{ 1920, 1080 };
};