Hash :
5a65a2b1
Author :
Date :
2022-07-06T11:46:17
Fix samples' arguments to SampleApplication Two new parameters were added in https://chromium-review.googlesource.com/c/angle/angle/+/3664916 with default values, but not all samples were updated to accomodate them. As a result, many samples passed in the major version for client type and thus couldn't run. This change introduces an enum class for the client type + version to make sure such a mistake is impossible. Bug: angleproject:7360 Change-Id: I450edee612d08a7b67530b61615f63268fefb200 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3748413 Auto-Submit: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Lingfeng Yang <lfy@google.com> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383
//
// Copyright 2017 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// This sample shows basic usage of the GL_OVR_multiview2 extension.
#include "SampleApplication.h"
#include "util/geometry_utils.h"
#include "util/shader_utils.h"
#include <iostream>
namespace
{
void FillTranslationMatrix(float xOffset, float yOffset, float zOffset, float *matrix)
{
matrix[0] = 1.0f;
matrix[1] = 0.0f;
matrix[2] = 0.0f;
matrix[3] = xOffset;
matrix[4] = 0.0f;
matrix[5] = 1.0f;
matrix[6] = 0.0f;
matrix[7] = yOffset;
matrix[8] = 0.0f;
matrix[9] = 0.0f;
matrix[10] = 1.0f;
matrix[11] = zOffset;
matrix[12] = 0.0f;
matrix[13] = 0.0f;
matrix[14] = 0.0f;
matrix[15] = 1.0f;
}
} // namespace
class MultiviewSample : public SampleApplication
{
public:
MultiviewSample(int argc, char **argv)
: SampleApplication("Multiview", argc, argv, ClientType::ES3_0),
mMultiviewProgram(0),
mMultiviewPersperiveUniformLoc(-1),
mMultiviewLeftEyeCameraUniformLoc(-1),
mMultiviewRightEyeCameraUniformLoc(-1),
mMultiviewTranslationUniformLoc(-1),
mMultiviewFBO(0),
mColorTexture(0),
mDepthTexture(0),
mQuadVAO(0),
mQuadVBO(0),
mCubeVAO(0),
mCubePosVBO(0),
mCubeNormalVBO(0),
mCubeIBO(0),
mCombineProgram(0)
{}
bool initialize() override
{
// Check whether the GL_OVR_multiview(2) extension is supported. If not, abort
// initialization.
const char *allExtensions = reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS));
const std::string paddedExtensions = std::string(" ") + allExtensions + std::string(" ");
if ((paddedExtensions.find(std::string(" GL_OVR_multiview2 ")) == std::string::npos) &&
(paddedExtensions.find(std::string(" GL_OVR_multiview ")) == std::string::npos))
{
std::cout << "GL_OVR_multiview(2) is not available." << std::endl;
return false;
}
// A view covers horizontally half of the screen.
int viewWidth = getWindow()->getWidth() / 2;
int viewHeight = getWindow()->getHeight();
// Create color and depth texture arrays with two layers to which we render each view.
glGenTextures(1, &mColorTexture);
glBindTexture(GL_TEXTURE_2D_ARRAY, mColorTexture);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, viewWidth, viewHeight, 2, 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glGenTextures(1, &mDepthTexture);
glBindTexture(GL_TEXTURE_2D_ARRAY, mDepthTexture);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_DEPTH_COMPONENT32F, viewWidth, viewHeight, 2, 0,
GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
// Generate multiview framebuffer for layered rendering.
glGenFramebuffers(1, &mMultiviewFBO);
glBindFramebuffer(GL_FRAMEBUFFER, mMultiviewFBO);
glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mColorTexture, 0, 0,
2);
glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, mDepthTexture, 0, 0,
2);
GLenum drawBuffer = GL_COLOR_ATTACHMENT0;
glDrawBuffers(1, &drawBuffer);
// Check that the framebuffer is complete. Abort initialization otherwise.
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
return false;
}
// Create multiview program and query the uniform locations.
// The program has two code paths based on the gl_ViewID_OVR attribute which tells us which
// view is currently being rendered to. Based on it we decide which eye's camera matrix to
// use.
constexpr char kMultiviewVS[] =
"#version 300 es\n"
"#extension GL_OVR_multiview2 : require\n"
"layout(num_views = 2) in;\n"
"layout(location=0) in vec3 posIn;\n"
"layout(location=1) in vec3 normalIn;\n"
"uniform mat4 uPerspective;\n"
"uniform mat4 uCameraLeftEye;\n"
"uniform mat4 uCameraRightEye;\n"
"uniform mat4 uTranslation;\n"
"out vec3 oNormal;\n"
"void main()\n"
"{\n"
" vec4 p = uTranslation * vec4(posIn,1.);\n"
" if (gl_ViewID_OVR == 0u) {\n"
" p = uCameraLeftEye * p;\n"
" } else {\n"
" p = uCameraRightEye * p;\n"
" }\n"
" oNormal = normalIn;\n"
" gl_Position = uPerspective * p;\n"
"}\n";
constexpr char kMultiviewFS[] =
"#version 300 es\n"
"#extension GL_OVR_multiview2 : require\n"
"precision mediump float;\n"
"out vec4 color;\n"
"in vec3 oNormal;\n"
"void main()\n"
"{\n"
" vec3 col = 0.5 * oNormal + vec3(0.5);\n"
" color = vec4(col, 1.);\n"
"}\n";
mMultiviewProgram = CompileProgram(kMultiviewVS, kMultiviewFS);
if (!mMultiviewProgram)
{
return false;
}
mMultiviewPersperiveUniformLoc = glGetUniformLocation(mMultiviewProgram, "uPerspective");
mMultiviewLeftEyeCameraUniformLoc =
glGetUniformLocation(mMultiviewProgram, "uCameraLeftEye");
mMultiviewRightEyeCameraUniformLoc =
glGetUniformLocation(mMultiviewProgram, "uCameraRightEye");
mMultiviewTranslationUniformLoc = glGetUniformLocation(mMultiviewProgram, "uTranslation");
// Create a normal program to combine both layers of the color array texture.
constexpr char kCombineVS[] =
"#version 300 es\n"
"in vec2 vIn;\n"
"out vec2 uv;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(vIn, 0., 1.);\n"
" uv = vIn * .5 + vec2(.5);\n"
"}\n";
constexpr char kCombineFS[] =
"#version 300 es\n"
"precision mediump float;\n"
"precision mediump sampler2DArray;\n"
"uniform sampler2DArray uMultiviewTex;\n"
"in vec2 uv;\n"
"out vec4 color;\n"
"void main()\n"
"{\n"
" float scaledX = 2.0 * uv.x;\n"
" float layer = floor(scaledX);\n"
" vec2 adjustedUV = vec2(fract(scaledX), uv.y);\n"
" vec3 texColor = texture(uMultiviewTex, vec3(adjustedUV, layer)).rgb;\n"
" color = vec4(texColor, 1.);\n"
"}\n";
mCombineProgram = CompileProgram(kCombineVS, kCombineFS);
if (!mCombineProgram)
{
return false;
}
// Generate a quad which covers the whole screen.
glGenVertexArrays(1, &mQuadVAO);
glBindVertexArray(mQuadVAO);
glGenBuffers(1, &mQuadVBO);
glBindBuffer(GL_ARRAY_BUFFER, mQuadVBO);
const float kQuadPositionData[] = {1.f, -1.f, 1.f, 1.f, -1.f, -1.f, -1.f, 1.f};
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 8, kQuadPositionData, GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
// Generate a cube.
GenerateCubeGeometry(1.0f, &mCube);
glGenVertexArrays(1, &mCubeVAO);
glBindVertexArray(mCubeVAO);
glGenBuffers(1, &mCubePosVBO);
glBindBuffer(GL_ARRAY_BUFFER, mCubePosVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(angle::Vector3) * mCube.positions.size(),
mCube.positions.data(), GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(0);
glGenBuffers(1, &mCubeNormalVBO);
glBindBuffer(GL_ARRAY_BUFFER, mCubeNormalVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(angle::Vector3) * mCube.normals.size(),
mCube.normals.data(), GL_STATIC_DRAW);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(1);
glGenBuffers(1, &mCubeIBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mCubeIBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLushort) * mCube.indices.size(),
mCube.indices.data(), GL_STATIC_DRAW);
glBindVertexArray(0);
glEnable(GL_DEPTH_TEST);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
return true;
}
void destroy() override
{
glDeleteProgram(mMultiviewProgram);
glDeleteFramebuffers(1, &mMultiviewFBO);
glDeleteTextures(1, &mColorTexture);
glDeleteTextures(1, &mDepthTexture);
glDeleteVertexArrays(1, &mQuadVAO);
glDeleteBuffers(1, &mQuadVBO);
glDeleteVertexArrays(1, &mCubeVAO);
glDeleteBuffers(1, &mQuadVBO);
glDeleteBuffers(1, &mCubePosVBO);
glDeleteBuffers(1, &mCubeNormalVBO);
glDeleteBuffers(1, &mCubeIBO);
glDeleteProgram(mCombineProgram);
}
void draw() override
{
// Draw to multiview fbo.
{
// Generate the perspective projection matrix.
const int viewWidth = getWindow()->getWidth() / 2;
const int viewHeight = getWindow()->getHeight();
const float kFOV = 90.f;
const float kNear = 1.0f;
const float kFar = 100.0f;
const float kPlaneDifference = kFar - kNear;
const float kXYScale = 1.f / (tanf(kFOV / 2.0f));
const float kAspectRatio = static_cast<float>(viewWidth) / viewHeight;
float kPerspectiveProjectionMatrix[16];
kPerspectiveProjectionMatrix[0] = kXYScale / kAspectRatio;
kPerspectiveProjectionMatrix[1] = .0f;
kPerspectiveProjectionMatrix[2] = .0f;
kPerspectiveProjectionMatrix[3] = .0f;
kPerspectiveProjectionMatrix[4] = .0f;
kPerspectiveProjectionMatrix[5] = kXYScale;
kPerspectiveProjectionMatrix[6] = .0f;
kPerspectiveProjectionMatrix[7] = .0f;
kPerspectiveProjectionMatrix[8] = .0f;
kPerspectiveProjectionMatrix[9] = .0;
kPerspectiveProjectionMatrix[10] = -kFar / kPlaneDifference;
kPerspectiveProjectionMatrix[11] = -1.f;
kPerspectiveProjectionMatrix[12] = .0f;
kPerspectiveProjectionMatrix[13] = .0;
kPerspectiveProjectionMatrix[14] = -kFar * kNear / kPlaneDifference;
kPerspectiveProjectionMatrix[15] = .0;
// Generate the camera matrices for the left and right eye.
const float kXOffset = 1.5f;
const float kYOffset = 1.5f;
const float kZOffset = 5.0f;
float kLeftCameraMatrix[16];
FillTranslationMatrix(kXOffset, -kYOffset, -kZOffset, kLeftCameraMatrix);
float kRightCameraMatrix[16];
FillTranslationMatrix(-kXOffset, -kYOffset, -kZOffset, kRightCameraMatrix);
// Bind and clear the multiview framebuffer.
glBindFramebuffer(GL_FRAMEBUFFER, mMultiviewFBO);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Set the viewport to be the size as one of the views.
glViewport(0, 0, viewWidth, viewHeight);
// Bind multiview program and set matrices.
glUseProgram(mMultiviewProgram);
glUniformMatrix4fv(mMultiviewPersperiveUniformLoc, 1, GL_TRUE,
kPerspectiveProjectionMatrix);
glUniformMatrix4fv(mMultiviewLeftEyeCameraUniformLoc, 1, GL_TRUE, kLeftCameraMatrix);
glUniformMatrix4fv(mMultiviewRightEyeCameraUniformLoc, 1, GL_TRUE, kRightCameraMatrix);
glBindVertexArray(mCubeVAO);
// Draw first cube.
float kTranslationMatrix[16];
FillTranslationMatrix(0.0f, 0.0f, 0.0f, kTranslationMatrix);
glUniformMatrix4fv(mMultiviewTranslationUniformLoc, 1, GL_TRUE, kTranslationMatrix);
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(mCube.indices.size()),
GL_UNSIGNED_SHORT, nullptr);
// Draw second cube.
FillTranslationMatrix(1.0f, 1.0f, -2.0f, kTranslationMatrix);
glUniformMatrix4fv(mMultiviewTranslationUniformLoc, 1, GL_TRUE, kTranslationMatrix);
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(mCube.indices.size()),
GL_UNSIGNED_SHORT, nullptr);
glBindVertexArray(0);
}
// Combine both views.
{
// Bind the default framebuffer object and clear.
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Set the viewport to cover the whole screen.
glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
glUseProgram(mCombineProgram);
// Bind the 2D array texture to be used as a sampler.
glUniform1i(glGetUniformLocation(mCombineProgram, "uMultiviewTex"), 0);
glBindTexture(GL_TEXTURE_2D_ARRAY, mMultiviewFBO);
glActiveTexture(GL_TEXTURE0);
// Draw a quad which covers the whole screen. Layer and texture coordinates are
// calculated in the vertex shader based on the UV coordinates of the quad.
glBindVertexArray(mQuadVAO);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
}
}
private:
GLuint mMultiviewProgram;
GLint mMultiviewPersperiveUniformLoc;
GLint mMultiviewLeftEyeCameraUniformLoc;
GLint mMultiviewRightEyeCameraUniformLoc;
GLint mMultiviewTranslationUniformLoc;
GLuint mMultiviewFBO;
GLuint mColorTexture;
GLuint mDepthTexture;
GLuint mQuadVAO;
GLuint mQuadVBO;
CubeGeometry mCube;
GLuint mCubeVAO;
GLuint mCubePosVBO;
GLuint mCubeNormalVBO;
GLuint mCubeIBO;
GLuint mCombineProgram;
};
int main(int argc, char **argv)
{
MultiviewSample app(argc, argv);
return app.run();
}