/* Copyright (c) 2019 The Khronos Group Inc. Use of this source code is governed by an MIT-style license that can be found in the LICENSE.txt file. */ "use strict"; function createTextureWithNearestFiltering(target) { let texture = gl.createTexture(); gl.bindTexture(target, texture); gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, gl.NEAREST); gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, gl.NEAREST); gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); wtu.glErrorShouldBe(gl, gl.NO_ERROR, "texture parameter setup should succeed"); return texture; } // Write a transformation matrix to elements of floatArray starting from index. // The matrix transforms a unit square (-1 to 1) to a rectangle with the width scaleX and the left edge at offsetX. function setupTranslateAndScaleXMatrix(floatArray, index, scaleX, offsetX) { // x position is transformed according to this equation: scaleX * x0 + translateX = offsetX // By substituting x0 with -1 (unit square x value for the left edge), we get the following: let translateX = offsetX + scaleX; floatArray[index] = scaleX; floatArray[index + 1] = 0.0; floatArray[index + 2] = 0.0; floatArray[index + 3] = 0.0; floatArray[index + 4] = 0.0; floatArray[index + 5] = 1.0; floatArray[index + 6] = 0.0; floatArray[index + 7] = 0.0; floatArray[index + 8] = 0.0; floatArray[index + 9] = 0.0; floatArray[index + 10] = 1.0; floatArray[index + 11] = 0.0; floatArray[index + 12] = translateX; floatArray[index + 13] = 0.0; floatArray[index + 14] = 0.0; floatArray[index + 15] = 1.0; } // Check the currently bound read framebuffer with dimensions x . // The framebuffer should be divided into equally wide vertical strips, with the one indicated by // colored with . The rest of the framebuffer should be colored transparent black. // A two pixel wide region at each edge of the colored region is left unchecked to allow for some tolerance for rasterization. function checkVerticalStrip(width, height, strips, coloredStripIndex, expectedStripColor, framebufferDescription) { let colorRegionLeftEdge = (width / strips) * coloredStripIndex; let colorRegionRightEdge = (width / strips) * (coloredStripIndex + 1); if (coloredStripIndex > 0) { wtu.checkCanvasRect(gl, 0, 0, colorRegionLeftEdge - 1, height, [0, 0, 0, 0], 'the left edge of ' + framebufferDescription + ' should be untouched'); } if (coloredStripIndex < strips - 1) { wtu.checkCanvasRect(gl, colorRegionRightEdge + 1, 0, width - colorRegionRightEdge - 1, height, [0, 0, 0, 0], 'the right edge of ' + framebufferDescription + ' should be untouched'); } wtu.checkCanvasRect(gl, colorRegionLeftEdge + 1, 0, colorRegionRightEdge - colorRegionLeftEdge - 2, height, expectedStripColor, 'a thin strip in ' + framebufferDescription + ' should be colored ' + expectedStripColor); } function getMultiviewPassthroughVertexShader(views) { let shaderCode = ['#version 300 es', '#extension GL_OVR_multiview2 : require', 'layout(num_views = $(num_views)) in;', 'in vec4 a_position;', 'void main() {', ' gl_Position = a_position;', '}'].join('\n'); return wtu.replaceParams(shaderCode, {'num_views': views}); } // This shader splits the viewport into equally sized vertical strips. // The input quad defined by "a_position" is transformed to fill a different // strip in each view. function getMultiviewOffsetVertexShader(views) { let shaderCode = ['#version 300 es', '#extension GL_OVR_multiview2 : require', 'layout(num_views = $(num_views)) in;', 'in vec4 a_position;', 'void main() {', ' vec4 pos = a_position;', " // Transform the quad to a thin vertical strip that's offset along the x axis according to the view id.", ' pos.x = (pos.x * 0.5 + 0.5 + float(gl_ViewID_OVR)) * 2.0 / $(num_views).0 - 1.0;', ' gl_Position = pos;', '}'].join('\n'); return wtu.replaceParams(shaderCode, {'num_views': views}); } // This shader transforms the incoming "a_position" with transforms for each // view given in the uniform array "transform". function getMultiviewRealisticUseCaseVertexShader(views) { let shaderCode = ['#version 300 es', '#extension GL_OVR_multiview2 : require', 'layout(num_views = $(num_views)) in;', 'uniform mat4 transform[$(num_views)];', 'in vec4 a_position;', 'void main() {', " // Transform the quad with the transformation matrix chosen according to gl_ViewID_OVR.", ' vec4 pos = transform[gl_ViewID_OVR] * a_position;', ' gl_Position = pos;', '}'].join('\n'); return wtu.replaceParams(shaderCode, {'num_views': views}); } function getMultiviewColorFragmentShader() { return ['#version 300 es', '#extension GL_OVR_multiview2 : require', 'precision highp float;', 'out vec4 my_FragColor;', 'void main() {', ' uint mask = gl_ViewID_OVR + 1u;', ' my_FragColor = vec4(((mask & 4u) != 0u) ? 1.0 : 0.0,', ' ((mask & 2u) != 0u) ? 1.0 : 0.0,', ' ((mask & 1u) != 0u) ? 1.0 : 0.0,', ' 1.0);', '}'].join('\n'); } function getMultiviewColorFragmentShaderForDrawBuffers(drawBuffers) { let shaderCode = ['#version 300 es', '#extension GL_OVR_multiview2 : require', 'precision highp float;', 'out vec4 my_FragColor[$(drawBuffers)];', 'void main() {', ' uint mask;']; for (let i = 0; i < drawBuffers; ++i) { shaderCode.push(wtu.replaceParams(' mask = gl_ViewID_OVR + $(i)u;', {'i': i + 1})); shaderCode.push(wtu.replaceParams(' my_FragColor[$(i)] = vec4(((mask & 4u) != 0u) ? 1.0 : 0.0,', {'i': i})); shaderCode.push(' ((mask & 2u) != 0u) ? 1.0 : 0.0,'); shaderCode.push(' ((mask & 1u) != 0u) ? 1.0 : 0.0,'); shaderCode.push(' 1.0);'); } shaderCode.push('}'); shaderCode = shaderCode.join('\n'); return wtu.replaceParams(shaderCode, {'drawBuffers' : drawBuffers}); } function getMultiviewVaryingVertexShader(views) { let shaderCode = ['#version 300 es', '#extension GL_OVR_multiview2 : require', 'layout(num_views = $(num_views)) in;', 'in vec4 a_position;', 'out float testVarying;', 'void main() {', ' gl_Position = a_position;', ' testVarying = float(gl_ViewID_OVR);', '}'].join('\n'); return wtu.replaceParams(shaderCode, {'num_views': views}); } function getMultiviewVaryingFragmentShader() { return ['#version 300 es', '#extension GL_OVR_multiview2 : require', 'precision highp float;', 'in float testVarying;', 'out vec4 my_FragColor;', 'void main() {', ' int mask = int(testVarying + 0.1) + 1;', ' my_FragColor = vec4(((mask & 4) != 0) ? 1.0 : 0.0,', ' ((mask & 2) != 0) ? 1.0 : 0.0,', ' ((mask & 1) != 0) ? 1.0 : 0.0,', ' 1.0);', '}'].join('\n'); } function getMultiviewFlatVaryingVertexShader(views) { let shaderCode = ['#version 300 es', '#extension GL_OVR_multiview2 : require', 'layout(num_views = $(num_views)) in;', 'in vec4 a_position;', 'flat out int testVarying;', 'void main() {', ' gl_Position = a_position;', ' testVarying = int(gl_ViewID_OVR);', '}'].join('\n'); return wtu.replaceParams(shaderCode, {'num_views': views}); } function getMultiviewFlatVaryingFragmentShader() { return ['#version 300 es', '#extension GL_OVR_multiview2 : require', 'precision highp float;', 'flat in int testVarying;', 'out vec4 my_FragColor;', 'void main() {', ' int mask = testVarying + 1;', ' my_FragColor = vec4(((mask & 4) != 0) ? 1.0 : 0.0,', ' ((mask & 2) != 0) ? 1.0 : 0.0,', ' ((mask & 1) != 0) ? 1.0 : 0.0,', ' 1.0);', '}'].join('\n'); } function getMultiviewInstancedVertexShader(views) { let shaderCode = ['#version 300 es', '#extension GL_OVR_multiview2 : require', 'layout(num_views = $(num_views)) in;', 'in vec4 a_position;', 'out vec4 color;', 'void main() {', ' vec4 pos = a_position;', " // Transform the quad to a thin vertical strip that's offset along the x axis according to the view id and instance id.", ' pos.x = (pos.x * 0.5 + 0.5 + float(gl_ViewID_OVR) + float(gl_InstanceID)) * 2.0 / ($(num_views).0 * 2.0) - 1.0;', ' int mask = gl_InstanceID + 1;', ' color = vec4(((mask & 4) != 0) ? 1.0 : 0.0,', ' ((mask & 2) != 0) ? 1.0 : 0.0,', ' ((mask & 1) != 0) ? 1.0 : 0.0,', ' 1.0);', ' gl_Position = pos;', '}'].join('\n'); return wtu.replaceParams(shaderCode, {'num_views': views}); } function getInstanceColorFragmentShader() { return ['#version 300 es', '#extension GL_OVR_multiview2 : require', 'precision highp float;', 'in vec4 color;', 'out vec4 my_FragColor;', 'void main() {', ' my_FragColor = color;', '}'].join('\n'); } function getExpectedColor(view) { var mask = (view + 1); return [(mask & 4) ? 255 : 0, (mask & 2) ? 255 : 0, (mask & 1) ? 255 : 0, 255]; }