void GlContext::create(uint32_t /*_width*/, uint32_t /*_height*/) { m_opengl32dll = bx::dlopen("opengl32.dll"); BGFX_FATAL(NULL != m_opengl32dll, Fatal::UnableToInitialize, "Failed to load opengl32.dll."); wglGetProcAddress = (PFNWGLGETPROCADDRESSPROC)bx::dlsym(m_opengl32dll, "wglGetProcAddress"); BGFX_FATAL(NULL != wglGetProcAddress, Fatal::UnableToInitialize, "Failed get wglGetProcAddress."); // If g_bgfxHwnd is NULL, the assumption is that GL context was created // by user (for example, using SDL, GLFW, etc.) BX_WARN(NULL != g_bgfxHwnd , "bgfx::winSetHwnd with valid window is not called. This might " "be intentional when GL context is created by the user." ); if (NULL != g_bgfxHwnd) { wglMakeCurrent = (PFNWGLMAKECURRENTPROC)bx::dlsym(m_opengl32dll, "wglMakeCurrent"); BGFX_FATAL(NULL != wglMakeCurrent, Fatal::UnableToInitialize, "Failed get wglMakeCurrent."); wglCreateContext = (PFNWGLCREATECONTEXTPROC)bx::dlsym(m_opengl32dll, "wglCreateContext"); BGFX_FATAL(NULL != wglCreateContext, Fatal::UnableToInitialize, "Failed get wglCreateContext."); wglDeleteContext = (PFNWGLDELETECONTEXTPROC)bx::dlsym(m_opengl32dll, "wglDeleteContext"); BGFX_FATAL(NULL != wglDeleteContext, Fatal::UnableToInitialize, "Failed get wglDeleteContext."); m_hdc = GetDC(g_bgfxHwnd); BGFX_FATAL(NULL != m_hdc, Fatal::UnableToInitialize, "GetDC failed!"); // Dummy window to peek into WGL functionality. // // An application can only set the pixel format of a window one time. // Once a window's pixel format is set, it cannot be changed. // MSDN: http://msdn.microsoft.com/en-us/library/windows/desktop/dd369049%28v=vs.85%29.aspx HWND hwnd = CreateWindowA("STATIC" , "" , WS_POPUP|WS_DISABLED , -32000 , -32000 , 0 , 0 , NULL , NULL , GetModuleHandle(NULL) , 0 ); HDC hdc = GetDC(hwnd); BGFX_FATAL(NULL != hdc, Fatal::UnableToInitialize, "GetDC failed!"); HGLRC context = createContext(hdc); wglGetExtensionsStringARB = (PFNWGLGETEXTENSIONSSTRINGARBPROC)wglGetProcAddress("wglGetExtensionsStringARB"); wglChoosePixelFormatARB = (PFNWGLCHOOSEPIXELFORMATARBPROC)wglGetProcAddress("wglChoosePixelFormatARB"); wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB"); wglSwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC)wglGetProcAddress("wglSwapIntervalEXT"); if (NULL != wglGetExtensionsStringARB) { const char* extensions = (const char*)wglGetExtensionsStringARB(hdc); BX_TRACE("WGL extensions:"); dumpExtensions(extensions); } if (NULL != wglChoosePixelFormatARB && NULL != wglCreateContextAttribsARB) { int32_t attrs[] = { WGL_SAMPLE_BUFFERS_ARB, 0, WGL_SAMPLES_ARB, 0, WGL_SUPPORT_OPENGL_ARB, true, WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB, WGL_DRAW_TO_WINDOW_ARB, true, WGL_DOUBLE_BUFFER_ARB, true, WGL_COLOR_BITS_ARB, 32, WGL_DEPTH_BITS_ARB, 24, WGL_STENCIL_BITS_ARB, 8, 0 }; int result; uint32_t numFormats = 0; do { result = wglChoosePixelFormatARB(m_hdc, attrs, NULL, 1, &m_pixelFormat, &numFormats); if (0 == result || 0 == numFormats) { attrs[3] >>= 1; attrs[1] = attrs[3] == 0 ? 0 : 1; } } while (0 == numFormats); DescribePixelFormat(m_hdc, m_pixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &m_pfd); BX_TRACE("Pixel format:\n" "\tiPixelType %d\n" "\tcColorBits %d\n" "\tcAlphaBits %d\n" "\tcDepthBits %d\n" "\tcStencilBits %d\n" , m_pfd.iPixelType , m_pfd.cColorBits , m_pfd.cAlphaBits , m_pfd.cDepthBits , m_pfd.cStencilBits ); result = SetPixelFormat(m_hdc, m_pixelFormat, &m_pfd); // When window is created by SDL and SDL_WINDOW_OPENGL is set SetPixelFormat // will fail. Just warn and continue. In case it failed for some other reason // create context will fail and it will error out there. BX_WARN(result, "SetPixelFormat failed (last err: 0x%08x)!", GetLastError() ); uint32_t flags = BGFX_CONFIG_DEBUG ? WGL_CONTEXT_DEBUG_BIT_ARB : 0; BX_UNUSED(flags); int32_t contextAttrs[9] = { #if BGFX_CONFIG_RENDERER_OPENGL >= 31 WGL_CONTEXT_MAJOR_VERSION_ARB, BGFX_CONFIG_RENDERER_OPENGL / 10, WGL_CONTEXT_MINOR_VERSION_ARB, BGFX_CONFIG_RENDERER_OPENGL % 10, WGL_CONTEXT_FLAGS_ARB, flags, WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB, #else WGL_CONTEXT_MAJOR_VERSION_ARB, 2, WGL_CONTEXT_MINOR_VERSION_ARB, 1, 0, 0, 0, 0, #endif // BGFX_CONFIG_RENDERER_OPENGL >= 31 0 }; m_context = wglCreateContextAttribsARB(m_hdc, 0, contextAttrs); if (NULL == m_context) { // nVidia doesn't like context profile mask for contexts below 3.2? contextAttrs[6] = WGL_CONTEXT_PROFILE_MASK_ARB == contextAttrs[6] ? 0 : contextAttrs[6]; m_context = wglCreateContextAttribsARB(m_hdc, 0, contextAttrs); } BGFX_FATAL(NULL != m_context, Fatal::UnableToInitialize, "Failed to create context 0x%08x.", GetLastError() ); BX_STATIC_ASSERT(sizeof(contextAttrs) == sizeof(m_contextAttrs) ); memcpy(m_contextAttrs, contextAttrs, sizeof(contextAttrs) ); }
void VRImplOVR::connect(VRDesc* _desc) { ovrGraphicsLuid luid; ovrResult result = ovr_Create(&m_session, &luid); if (!OVR_SUCCESS(result)) { BX_TRACE("Failed to create OVR device."); return; } BX_STATIC_ASSERT(sizeof(_desc->m_adapterLuid) >= sizeof(luid)); memcpy(&_desc->m_adapterLuid, &luid, sizeof(luid)); ovrHmdDesc hmdDesc = ovr_GetHmdDesc(m_session); _desc->m_deviceType = hmdDesc.Type; _desc->m_refreshRate = hmdDesc.DisplayRefreshRate; _desc->m_deviceSize.m_w = hmdDesc.Resolution.w; _desc->m_deviceSize.m_h = hmdDesc.Resolution.h; BX_TRACE("OVR HMD: %s, %s, firmware: %d.%d" , hmdDesc.ProductName , hmdDesc.Manufacturer , hmdDesc.FirmwareMajor , hmdDesc.FirmwareMinor ); ovrSizei eyeSize[2] = { ovr_GetFovTextureSize(m_session, ovrEye_Left, hmdDesc.DefaultEyeFov[0], 1.0f), ovr_GetFovTextureSize(m_session, ovrEye_Right, hmdDesc.DefaultEyeFov[0], 1.0f), }; for (int eye = 0; eye < 2; ++eye) { BX_STATIC_ASSERT(sizeof(_desc->m_eyeFov[eye]) == sizeof(hmdDesc.DefaultEyeFov[eye])); memcpy(&_desc->m_eyeFov[eye], &hmdDesc.DefaultEyeFov[eye], sizeof(_desc->m_eyeFov[eye])); _desc->m_eyeSize[eye].m_w = eyeSize[eye].w; _desc->m_eyeSize[eye].m_h = eyeSize[eye].h; } float neckOffset[2] = {OVR_DEFAULT_NECK_TO_EYE_HORIZONTAL, OVR_DEFAULT_NECK_TO_EYE_VERTICAL}; ovr_GetFloatArray(m_session, OVR_KEY_NECK_TO_EYE_DISTANCE, neckOffset, 2); _desc->m_neckOffset[0] = neckOffset[0]; _desc->m_neckOffset[1] = neckOffset[1]; // build constant layer settings m_renderLayer.Header.Type = ovrLayerType_EyeFov; m_renderLayer.Header.Flags = 0; for (int eye = 0; eye < 2; ++eye) { m_renderLayer.Fov[eye] = hmdDesc.DefaultEyeFov[eye]; m_renderLayer.Viewport[eye].Pos.x = 0; m_renderLayer.Viewport[eye].Pos.y = 0; m_renderLayer.Viewport[eye].Size = eyeSize[eye]; } m_viewScale.HmdSpaceToWorldScaleInMeters = 1.0f; for (int eye = 0; eye < 2; ++eye) { ovrEyeRenderDesc erd = ovr_GetRenderDesc(m_session, static_cast<ovrEyeType>(eye), hmdDesc.DefaultEyeFov[eye]); m_viewScale.HmdToEyeOffset[eye] = erd.HmdToEyeOffset; m_eyeFov[eye] = erd.Fov; m_pixelsPerTanAngleAtCenter[eye] = erd.PixelsPerTanAngleAtCenter; } }