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Support for Windows Universal Platform

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tomhog
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Joined: 30 Apr 2009
Posts: 184

PostPosted: Fri Apr 21, 2017 11:07 pm    Post subject:
Support for Windows Universal Platform
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Hi

So I've been tasked to add UWP/Angle support to OSG working with Chris Hanson. I have it pretty much working, it's rendering a cube, and just wanted a little guidance on a few issues before I submit any changes.

So firstly to the main CMakeLists.txt file I've added a OSG_BUILD_PLATFORM_UWP flag, this only does one thing on the CMake side. It adds a preprocessor define to all targets 'OSG_UWP' this is used in the code to hash def out a few unsupported features.

Also in the osgViewer CMake I have added support to Win32 path to set the Window System type, it defaults to Win32 which will behave as usual and any other value just doesn't add the Win32 graphics window implementation files. Maybe later we could add an EGL implementation but for now we just don't want the Win32 version and then we use setupViewerAsEmbedded.

I've hash defed out the plugin loading code on Win32 for now and have built osg as static as it uses a few functions not available on UWP, however later we could get that working I think as I've got GLExtensions code to work with a different function for loading the dll module.

OpenThreads had a few functions not available but none of them are show stoppers. The micoSleep function used some stuff not available so I made it fall back on standard sleep just as older windows versions do. You can't set process affinity on UWP so that function call does nothing, and you can't force terminate a thread, but you can cancel them so the fail safe terminate is just excluded.

The real issue at the moment is the use of getenv. That's used in a lot of places and is a handy bit of code for config type stuff so I didn't really want to add hash defs all over the place where ever it's used. So for now I made a dummy implementation that just returns 0, but the only place I could find to put it that is included globally was in the Notify header which is far from ideal. Does anyone have any thoughts or feedback on where I could place a dummy function like that that kind of needs to be used anywhere without people having to add a new include?

Here's an example CMake command that will generate a UWP visual studio project

"C:/Program Files/CMake/bin/cmake.exe" ./ -G "Visual Studio 14 2015 Win64" -DCMAKE_SYSTEM_NAME:STRING="WindowsStore" -DCMAKE_SYSTEM_VERSION:STRING="10.0" ^
-DOSG_BUILD_PLATFORM_UWP:BOOL=ON ^
-DOPENGL_PROFILE:STRING=GLES2 ^
-DOSG_WINDOWING_SYSTEM:STRING=NONE ^
-DOSG_USE_UTF8_FILENAME:BOOL=ON ^
-DDYNAMIC_OPENSCENEGRAPH:BOOL=OFF ^
-DDYNAMIC_OPENTHREADS:BOOL=OFF ^
-DBUILD_OSG_APPLICATIONS:BOOL=OFF ^
-DBUILD_OSG_EXAMPLES:BOOL=OFF ^
-DOPENGL_INCLUDE_DIR:PATH="C:/Work/AlphaPixel/osgUWP-Port/angle/include" ^
-DOPENGL_HEADER1:STRING="#include <GLES2/gl2.h>" ^
-DOPENGL_gl_LIBRARY:STRING="C:/Work/AlphaPixel/osgUWP-Port/angle/winrt/10/src/Release_x64/lib/libGLESv2.lib" ^
-DEGL_INCLUDE_DIR:PATH="C:/Work/AlphaPixel/osgUWP-Port/angle/include" ^
-DEGL_LIBRARY:STRING="C:/Work/AlphaPixel/osgUWP-Port/angle/winrt/10/src/Release_x64/lib/libEGL.lib"


Once I have a solution to this getenv thing and done some more testing I'll look at doing a pull request.

Thanks
Tom

PS
It's currently in a private repo
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kornerr
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Joined: 01 Oct 2013
Posts: 240

PostPosted: Sat Apr 22, 2017 1:58 am    Post subject:
Support for Windows Universal Platform
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Hi.

Will this pull request include an example? Does it work on Windows Phone?


2017-04-22 6:08 GMT+07:00 Thomas Hogarth < (
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Quote:
Hi

So I've been tasked to add UWP/Angle support to OSG working with Chris Hanson. I have it pretty much working, it's rendering a cube, and just wanted a little guidance on a few issues before I submit any changes.

So firstly to the main CMakeLists.txt file I've added a OSG_BUILD_PLATFORM_UWP flag, this only does one thing on the CMake side. It adds a preprocessor define to all targets 'OSG_UWP' this is used in the code to hash def out a few unsupported features.

Also in the osgViewer CMake I have added support to Win32 path to set the Window System type, it defaults to Win32 which will behave as usual and any other value just doesn't add the Win32 graphics window implementation files. Maybe later we could add an EGL implementation but for now we just don't want the Win32 version and then we use setupViewerAsEmbedded.

I've hash defed out the plugin loading code on Win32 for now and have built osg as static as it uses a few functions not available on UWP, however later we could get that working I think as I've got GLExtensions code to work with a different function for loading the dll module.

OpenThreads had a few functions not available but none of them are show stoppers. The micoSleep function used some stuff not available so I made it fall back on standard sleep just as older windows versions do. You can't set process affinity on UWP so that function call does nothing, and you can't force terminate a thread, but you can cancel them so the fail safe terminate is just excluded.

The real issue at the moment is the use of getenv. That's used in a lot of places and is a handy bit of code for config type stuff so I didn't really want to add hash defs all over the place where ever it's used. So for now I made a dummy implementation that just returns 0, but the only place I could find to put it that is included globally was in the Notify header which is far from ideal. Does anyone have any thoughts or feedback on where I could place a dummy function like that that kind of needs to be used anywhere without people having to add a new include?

Here's an example CMake command that will generate a UWP visual studio project

"C:/Program Files/CMake/bin/cmake.exe" ./ -G "Visual Studio 14 2015 Win64" -DCMAKE_SYSTEM_NAME:STRING="WindowsStore" -DCMAKE_SYSTEM_VERSION:STRING="10.0" ^
-DOSG_BUILD_PLATFORM_UWP:BOOL=ON ^
-DOPENGL_PROFILE:STRING=GLES2 ^
-DOSG_WINDOWING_SYSTEM:STRING=NONE ^
-DOSG_USE_UTF8_FILENAME:BOOL=ON ^
-DDYNAMIC_OPENSCENEGRAPH:BOOL=OFF ^
-DDYNAMIC_OPENTHREADS:BOOL=OFF ^
-DBUILD_OSG_APPLICATIONS:BOOL=OFF ^
-DBUILD_OSG_EXAMPLES:BOOL=OFF ^
-DOPENGL_INCLUDE_DIR:PATH="C:/Work/AlphaPixel/osgUWP-Port/angle/include" ^
-DOPENGL_HEADER1:STRING="#include <GLES2/gl2.h>" ^
-DOPENGL_gl_LIBRARY:STRING="C:/Work/AlphaPixel/osgUWP-Port/angle/winrt/10/src/Release_x64/lib/libGLESv2.lib" ^
-DEGL_INCLUDE_DIR:PATH="C:/Work/AlphaPixel/osgUWP-Port/angle/include" ^
-DEGL_LIBRARY:STRING="C:/Work/AlphaPixel/osgUWP-Port/angle/winrt/10/src/Release_x64/lib/libEGL.lib"


Once I have a solution to this getenv thing and done some more testing I'll look at doing a pull request.

Thanks
Tom

PS
It's currently in a private repo

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tomhog
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PostPosted: Sat Apr 22, 2017 3:32 am    Post subject:
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Yes it should support Windows phone, still need to test that though, but no reason it shouldn't.

No example at the moment, but i just used the Angle template example from Visual Studio 2015. Then setup a viewer as embedded and call viewer frame in the main render function, pretty straight forward.
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filnet
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Joined: 10 Oct 2014
Posts: 48

PostPosted: Sat Apr 22, 2017 10:39 am    Post subject:
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Hi,

Instead of using OSG_UWP directly to undef unsupported features, I would suggest to introduce a define per feature and have UWP turn off the unsupported feature one by one. This will make it more future proof and, who knows, might be helpful to others.

Philippe
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kornerr
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Joined: 01 Oct 2013
Posts: 240

PostPosted: Sun Apr 23, 2017 12:41 pm    Post subject:
Support for Windows Universal Platform
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It would be great to have at least some project that one could run in VS.


2017-04-22 10:32 GMT+07:00 Thomas Hogarth < (
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Quote:
Yes it should support Windows phone, still need to test that though, but no reason it shouldn't.

No example at the moment, but i just used the Angle template example from Visual Studio 2015. Then setup a viewer as embedded and call viewer frame in the main render function, pretty straight forward.

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http://forum.openscenegraph.org/viewtopic.php?p=70802#70802





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Chris Hanson
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PostPosted: Tue Apr 25, 2017 8:10 pm    Post subject:
Support for Windows Universal Platform
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AlphaPixel is running this port project that Thomas is working on. We'll probably try to include an example, but it all depends on our client's goals.

We came up with an idea about the getenv() API being missing on UWP. We could use the preprocessor to define an empty genenv() macro like


#define getenv(a) 





but I'm not clear on how to make this work right inside of CMake's add_definition command syntax. Has anyone ever done this that can shed some light on how to include the macro arguments in CMake add_define?





On Sun, Apr 23, 2017 at 6:38 AM, michael kapelko < (
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Quote:
It would be great to have at least some project that one could run in VS.


2017-04-22 10:32 GMT+07:00 Thomas Hogarth < (
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Quote:
Yes it should support Windows phone, still need to test that though, but no reason it shouldn't.

No example at the moment, but i just used the Angle template example from Visual Studio 2015. Then setup a viewer as embedded and call viewer frame in the main render function, pretty straight forward.

------------------
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http://forum.openscenegraph.org/viewtopic.php?p=70802#70802





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kornerr
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Joined: 01 Oct 2013
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PostPosted: Wed May 17, 2017 2:13 am    Post subject:
Support for Windows Universal Platform
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Hi. How is your progress with UWP?


2017-04-26 3:06 GMT+07:00 Chris Hanson < (
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Quote:
AlphaPixel is running this port project that Thomas is working on. We'll probably try to include an example, but it all depends on our client's goals.

We came up with an idea about the getenv() API being missing on UWP. We could use the preprocessor to define an empty genenv() macro like


#define getenv(a) 





but I'm not clear on how to make this work right inside of CMake's add_definition command syntax. Has anyone ever done this that can shed some light on how to include the macro arguments in CMake add_define?





On Sun, Apr 23, 2017 at 6:38 AM, michael kapelko < (
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Quote:
It would be great to have at least some project that one could run in VS.


2017-04-22 10:32 GMT+07:00 Thomas Hogarth < (
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Quote:
Yes it should support Windows phone, still need to test that though, but no reason it shouldn't.

No example at the moment, but i just used the Angle template example from Visual Studio 2015. Then setup a viewer as embedded and call viewer frame in the main render function, pretty straight forward.

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=70802#70802





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3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
Legal/IP • Code Forensics • Digital Imaging • GIS • GPS • osgEarth • Terrain • Telemetry • Cryptography • LIDAR • Embedded • Mobile • iPhone/iPad/iOS • Android
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robertosfield
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Joined: 18 Mar 2009
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PostPosted: Wed May 17, 2017 7:42 am    Post subject:
Support for Windows Universal Platform
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On 17 May 2017 at 03:09, michael kapelko <> wrote:
Quote:
Hi. How is your progress with UWP?

I have merged it yet, but Thomas has posted a PR for his work on
openscenegraph's github repo. My plain is to look at the PR once the
3.5.6 dev release is tagged.

Robert.


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Chris Hanson
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PostPosted: Wed May 17, 2017 1:00 pm    Post subject:
Support for Windows Universal Platform
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We've just pulled the PR. It's not quite ready for release yet. Will update when it's ready.

On Wed, May 17, 2017 at 1:38 AM, Robert Osfield < (
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Quote:
On 17 May 2017 at 03:09, michael kapelko < (
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Quote:
Hi. How is your progress with UWP?

I have merged it yet, but Thomas has posted a PR for his work on
openscenegraph's github repo.  My plain is to look at the PR once the
3.5.6 dev release is tagged.

Robert.
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3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
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kornerr
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PostPosted: Wed May 17, 2017 2:44 pm    Post subject:
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I thought I could make an UWP tutorial along other platforms I cover: https://github.com/OGStudio/openscenegraph-cross-platform-guide


2017-05-17 19:55 GMT+07:00 Chris Hanson < (
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We've just pulled the PR. It's not quite ready for release yet. Will update when it's ready.

On Wed, May 17, 2017 at 1:38 AM, Robert Osfield < (
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Quote:
On 17 May 2017 at 03:09, michael kapelko < (
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Quote:
Hi. How is your progress with UWP?

I have merged it yet, but Thomas has posted a PR for his work on
openscenegraph's github repo.  My plain is to look at the PR once the
3.5.6 dev release is tagged.

Robert.
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Chris Hanson
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PostPosted: Wed May 17, 2017 3:54 pm    Post subject:
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That'll be good when we're ready.

On Wed, May 17, 2017 at 8:39 AM, michael kapelko < (
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I thought I could make an UWP tutorial along other platforms I cover: https://github.com/OGStudio/openscenegraph-cross-platform-guide


2017-05-17 19:55 GMT+07:00 Chris Hanson < (
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Quote:
We've just pulled the PR. It's not quite ready for release yet. Will update when it's ready.

On Wed, May 17, 2017 at 1:38 AM, Robert Osfield < (
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Quote:
On 17 May 2017 at 03:09, michael kapelko < (
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Quote:
Hi. How is your progress with UWP?

I have merged it yet, but Thomas has posted a PR for his work on
openscenegraph's github repo.  My plain is to look at the PR once the
3.5.6 dev release is tagged.

Robert.
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donvito
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PostPosted: Fri Sep 08, 2017 3:06 pm    Post subject:
Re: Support for Windows Universal Platform
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hi there, thanks to the essential contribution of Chris and Thomas we finished this first porting of openscenegraph for UWP.
You can find the related branch on
https://devtools.illogic.us/git/pub/OpenSceneGraph
The repo uses a self-signed certificate, please skip the verification on your git client.

@Robert: let me know if you want a specific PR

Giuseppe


Chris Hanson wrote:
We've just pulled the PR. It's not quite ready for release yet. Will update when it's ready.

On Wed, May 17, 2017 at 1:38 AM, Robert Osfield < (
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Quote:
On 17 May 2017 at 03:09, michael kapelko < (
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Quote:
Hi. How is your progress with UWP?

I have merged it yet, but Thomas has posted a PR for his work on
openscenegraph's github repo.  My plain is to look at the PR once the
3.5.6 dev release is tagged.

Robert.
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robertosfield
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PostPosted: Fri Sep 08, 2017 3:27 pm    Post subject:
Support for Windows Universal Platform
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On 8 September 2017 at 16:07, Giuseppe Donvito < (
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hi there, thanks to the essential contribution of Chris and Thomas we finished this first porting of openscenegraph for UWP.
You can find the related branch on
 https://devtools.illogic.us/git/pub/OpenSceneGraph
The repo uses a self-signed certificate, please skip the verification on your git client.

@Robert: let me know if you want a specific PR


It would probably be best for me to create a branch from master for you generate PR's on github.  Then the community can checkout the branch and test it, then once it looks ready merge this with master.


I am not a regular Windows user myself and no nothing of technical side of UWP so will the need community to cover testing.


Robert.

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Chris Hanson
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PostPosted: Fri Sep 08, 2017 4:45 pm    Post subject:
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To clarify, UWP is a specialized sub/superset of the Windows platform APIs, which targets modern Windows devices like XBox, Windows Mobile and HoloLens. It adds a number of modern APIs but also excludes a number of POSIX-like APIs as well as precluding OpenGL itself (!). The way to work around this for OSG, of course is to utilize ANGLE ( https://github.com/google/angle ) and OSG's OpenGL ES target to run on DirectX.

It's a big hairball of work-arounds, but it would enable OSG to run on desirable targets like HoloLens which is compelling enough to maybe make it worthwhile.




​I know of at least a few developers trying to achieve this so there could be a small amount of community testing.

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kornerr
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PostPosted: Fri Sep 08, 2017 7:35 pm    Post subject:
Support for Windows Universal Platform
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Finally it arrived! Thanks.

On 8 September 2017 at 23:43, Chris Hanson <> wrote:
Quote:
To clarify, UWP is a specialized sub/superset of the Windows platform APIs,
which targets modern Windows devices like XBox, Windows Mobile and HoloLens.
It adds a number of modern APIs but also excludes a number of POSIX-like
APIs as well as precluding OpenGL itself (!). The way to work around this
for OSG, of course is to utilize ANGLE ( https://github.com/google/angle )
and OSG's OpenGL ES target to run on DirectX.

It's a big hairball of work-arounds, but it would enable OSG to run on
desirable targets like HoloLens which is compelling enough to maybe make it
worthwhile.


I know of at least a few developers trying to achieve this so there could be
a small amount of community testing.







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