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SceneRenderer.cpp
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180 lines (161 loc) · 5.18 KB
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#include "SceneRenderer.h"
#include "LogiOGlTools.h"
SceneRenderer::SceneRenderer() :
m_unSceneProgramID(0),
m_unRenderModelProgramID(0),
m_nSceneMatrixLocation(-1),
m_nRenderModelMatrixLocation(-1)
{
}
SceneRenderer::~SceneRenderer()
{
delete m_pVrInkManager;
delete m_pVrInkManagerApi;
delete m_pViveControllerManager;
if (m_unSceneProgramID)
{
glDeleteProgram(m_unSceneProgramID);
}
if (m_unRenderModelProgramID)
{
glDeleteProgram(m_unRenderModelProgramID);
}
}
bool SceneRenderer::CompileShaders()
{
m_unSceneProgramID = LogiOGlTools::CompileGLShader(
"Scene",
// Vertex Shader
"#version 410\n"
"uniform mat4 matrix;\n"
"layout(location = 0) in vec4 position;\n"
"layout(location = 1) in vec2 v2UVcoordsIn;\n"
"layout(location = 2) in vec3 v3NormalIn;\n"
"out vec2 v2UVcoords;\n"
"void main()\n"
"{\n"
" v2UVcoords = v2UVcoordsIn;\n"
" gl_Position = matrix * position;\n"
"}\n",
// Fragment Shader
"#version 410 core\n"
"uniform sampler2D mytexture;\n"
"in vec2 v2UVcoords;\n"
"out vec4 outputColor;\n"
"void main()\n"
"{\n"
" outputColor = texture(mytexture, v2UVcoords);\n"
"}\n"
);
m_nSceneMatrixLocation = glGetUniformLocation(m_unSceneProgramID, "matrix");
if (m_nSceneMatrixLocation == -1)
{
printf("Unable to find matrix uniform in scene shader\n");
return false;
}
m_unRenderModelProgramID = LogiOGlTools::CompileGLShader(
"render model",
// vertex shader
"#version 410\n"
"uniform mat4 matrix;\n"
"layout(location = 0) in vec4 position;\n"
"layout(location = 1) in vec3 v3NormalIn;\n"
"layout(location = 2) in vec2 v2TexCoordsIn;\n"
"out vec2 v2TexCoord;\n"
"void main()\n"
"{\n"
" v2TexCoord = v2TexCoordsIn;\n"
" gl_Position = matrix * vec4(position.xyz, 1);\n"
"}\n",
//fragment shader
"#version 410 core\n"
"uniform sampler2D diffuse;\n"
"uniform vec4 tintColor;\n"
"uniform float colorIntensity;\n"
"in vec2 v2TexCoord;\n"
"out vec4 outputColor;\n"
"void main()\n"
"{\n"
" outputColor = mix(texture( diffuse, v2TexCoord) , tintColor, colorIntensity);\n"
" //outputColor = texture( diffuse, v2TexCoord) * tintColor;\n"
"}\n"
);
m_nRenderModelMatrixLocation = glGetUniformLocation(m_unRenderModelProgramID, "matrix");
if (m_nRenderModelMatrixLocation == -1)
{
printf("Unable to find matrix uniform in render model shader\n");
return false;
}
m_nRenderModelTintColorLocation = glGetUniformLocation(m_unRenderModelProgramID, "tintColor");
if (m_nRenderModelTintColorLocation == -1)
{
printf("Unable to find tintColor uniform in render model shader\n");
return false;
}
m_nRenderModelColorIntensityLocation = glGetUniformLocation(m_unRenderModelProgramID, "colorIntensity");
if (m_nRenderModelColorIntensityLocation == -1)
{
printf("Unable to find colorIntensity uniform in render model shader\n");
return false;
}
return m_unSceneProgramID != 0 && m_unRenderModelProgramID != 0;
}
void SceneRenderer::SetupScene(DeviceHandlesInfo devicesHandles[], vr::VRActionSetHandle_t actionSet, uint32_t inkIndex, uint32_t viveIndex, bool bUseVRInkApi)
{
m_bUseVRInkApi = bUseVRInkApi;
CompileShaders();
if (m_bUseVRInkApi)
{
m_pVrInkManagerApi = new VrInkManagerApi("{logitech_stylus}/rendermodels/Logitech_VRInk");
if (m_pVrInkManagerApi->GetRenderModelComponentNames().size() == 0) {
//if no render model was found, try with sharpie 5 render model (installed with VR Ink driver 2.15)
delete m_pVrInkManagerApi;
m_pVrInkManagerApi = new VrInkManagerApi("{logitech_stylus}/rendermodels/Logitech_VRInk");
}
m_pVrInkManagerApi->SetShaderParameters(m_unRenderModelProgramID, m_nRenderModelMatrixLocation, m_nRenderModelTintColorLocation,
m_nRenderModelColorIntensityLocation);
}
else
{
m_pVrInkManager = new VrInkManager(inkIndex);
m_pVrInkManager->deviceHandles = devicesHandles[EControllerRole::kStylus];
m_pVrInkManager->actionSetDriver = actionSet;
m_pVrInkManager->SetShaderParameters(m_unRenderModelProgramID, m_nRenderModelMatrixLocation, m_nRenderModelTintColorLocation,
m_nRenderModelColorIntensityLocation);
}
m_pViveControllerManager = new ViveControllerManager(viveIndex);
m_pViveControllerManager->deviceHandles = devicesHandles[EControllerRole::kNonDominent];
m_pViveControllerManager->actionSetDriver = actionSet;
m_pViveControllerManager->SetShaderParameters(m_unRenderModelProgramID, m_nRenderModelMatrixLocation, m_nRenderModelTintColorLocation,
m_nRenderModelColorIntensityLocation);
}
void SceneRenderer::UpdateScene(Matrix4 hmdPose)
{
m_mHmdPose = hmdPose;
if (m_bUseVRInkApi)
{
m_pVrInkManagerApi->UpdateControllerStatus();
}
else
{
m_pVrInkManager->UpdateControllerStatus();
}
m_pViveControllerManager->UpdateControllerStatus();
}
void SceneRenderer::RenderScene(Matrix4 viewProjectionMatrix)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
//Render VRInk
if (m_bUseVRInkApi)
{
m_pVrInkManagerApi->Render(viewProjectionMatrix * m_pVrInkManagerApi->GetPoseMatrix());
}
else
{
m_pVrInkManager->Render(viewProjectionMatrix * m_pVrInkManager->GetPoseMatrix());
}
//Render vive controller
m_pViveControllerManager->Render(viewProjectionMatrix * m_pViveControllerManager->GetPoseMatrix());
glUseProgram(0);
}