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kc3-lang/angle/samples/multiview

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  • Author : Jamie Madill
    Date : 2018-12-29 10:29:33
    Hash : ba319ba3
    Message : Re-land "Load entry points dynamically in tests and samples." Fixes the Android/ChromeOS/Fuchsia builds by using consistent EGL headers. This CL adds a dynamic loader generator based on XML files. It also refactors the entry point generation script to move the XML parsing into a helper class. Additionally this includes a new GLES 1.0 base header. The new header allows for function pointer types and hiding prototypes. All tests and samples now load ANGLE dynamically. In the future this will be extended to load entry points from the driver directly when possible. This will allow us to perform more accurate A/B testing. The new build configuration leads to some tests having more warnings applied. The CL includes fixes for the new warnings. Bug: angleproject:2995 Change-Id: I5a8772f41a0f89570b3736b785f44b7de1539b57 Reviewed-on: https://chromium-review.googlesource.com/c/1392382 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>

  • Multiview.cpp
  • //
    // Copyright (c) 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_ANGLE_multiview 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, 3, 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_ANGLE_multiview 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_ANGLE_multiview ")) == std::string::npos)
            {
                std::cout << "GL_ANGLE_multiview 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);
            glFramebufferTextureMultiviewLayeredANGLE(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
                                                      mColorTexture, 0, 0, 2);
            glFramebufferTextureMultiviewLayeredANGLE(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_multiview : 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_multiview : 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();
    }