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Moving lens distortion shader into drivers and adding GLES2 support

This commit is contained in:
Bastiaan Olij
2018-10-01 06:51:50 +10:00
parent a16dc807e5
commit a6df366b23
18 changed files with 202 additions and 107 deletions

View File

@@ -297,49 +297,6 @@ bool MobileVRInterface::initialize() {
mag_current_min = Vector3(0, 0, 0);
mag_current_max = Vector3(0, 0, 0);
#if !defined(SERVER_ENABLED)
// build our shader
if (lens_shader == NULL) {
///@TODO need to switch between GLES2 and GLES3 version, Reduz suggested moving this into our drivers and making this a core shader
// create a shader
lens_shader = new LensDistortedShaderGLES3();
// create our shader stuff
lens_shader->init();
glGenBuffers(1, &half_screen_quad);
glBindBuffer(GL_ARRAY_BUFFER, half_screen_quad);
{
/* clang-format off */
const float qv[16] = {
0, -1,
-1, -1,
0, 1,
-1, 1,
1, 1,
1, 1,
1, -1,
1, -1,
};
/* clang-format on */
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 16, qv, GL_STATIC_DRAW);
}
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
glGenVertexArrays(1, &half_screen_array);
glBindVertexArray(half_screen_array);
glBindBuffer(GL_ARRAY_BUFFER, half_screen_quad);
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, ((uint8_t *)NULL) + 8);
glEnableVertexAttribArray(4);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
}
#endif
// reset our orientation
orientation = Basis();
@@ -362,17 +319,6 @@ void MobileVRInterface::uninitialize() {
arvr_server->clear_primary_interface_if(this);
}
#if !defined(SERVER_ENABLED)
// cleanup our shader and buffers
if (lens_shader != NULL) {
glDeleteVertexArrays(1, &half_screen_array);
glDeleteBuffers(1, &half_screen_quad);
delete lens_shader;
lens_shader = NULL;
}
#endif
initialized = false;
};
};
@@ -448,48 +394,30 @@ void MobileVRInterface::commit_for_eye(ARVRInterface::Eyes p_eye, RID p_render_t
// We must have a valid render target
ERR_FAIL_COND(!p_render_target.is_valid());
// We must have an initialised shader
ERR_FAIL_COND(lens_shader != NULL);
// Because we are rendering to our device we must use our main viewport!
ERR_FAIL_COND(p_screen_rect == Rect2());
float offset_x = 0.0;
Rect2 dest = p_screen_rect;
float aspect_ratio = 0.5 * p_screen_rect.size.x / p_screen_rect.size.y;
Vector2 eye_center;
// we output half a screen
dest.size.x *= 0.5;
if (p_eye == ARVRInterface::EYE_LEFT) {
offset_x = -1.0;
eye_center.x = ((-intraocular_dist / 2.0) + (display_width / 4.0)) / (display_width / 2.0);
} else if (p_eye == ARVRInterface::EYE_RIGHT) {
dest.position.x = dest.size.x;
eye_center.x = ((intraocular_dist / 2.0) - (display_width / 4.0)) / (display_width / 2.0);
}
// we don't offset the eye center vertically (yet)
eye_center.y = 0.0;
// unset our render target so we are outputting to our main screen by making RasterizerStorageGLES3::system_fbo our current FBO
VSG::rasterizer->set_current_render_target(RID());
// now output to screen
// VSG::rasterizer->blit_render_target_to_screen(p_render_target, screen_rect, 0);
// get our render target
RID eye_texture = VSG::storage->render_target_get_texture(p_render_target);
uint32_t texid = VS::get_singleton()->texture_get_texid(eye_texture);
#if !defined(SERVER_ENABLED)
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texid);
lens_shader->bind();
lens_shader->set_uniform(LensDistortedShaderGLES3::OFFSET_X, offset_x);
lens_shader->set_uniform(LensDistortedShaderGLES3::K1, k1);
lens_shader->set_uniform(LensDistortedShaderGLES3::K2, k2);
lens_shader->set_uniform(LensDistortedShaderGLES3::EYE_CENTER, eye_center);
lens_shader->set_uniform(LensDistortedShaderGLES3::UPSCALE, oversample);
lens_shader->set_uniform(LensDistortedShaderGLES3::ASPECT_RATIO, aspect_ratio);
glBindVertexArray(half_screen_array);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glBindVertexArray(0);
#endif
// and output
VSG::rasterizer->output_lens_distorted_to_screen(p_render_target, dest, k1, k2, eye_center, oversample);
};
void MobileVRInterface::process() {
@@ -512,8 +440,6 @@ MobileVRInterface::MobileVRInterface() {
k1 = 0.215;
k2 = 0.215;
last_ticks = 0;
lens_shader = NULL;
};
MobileVRInterface::~MobileVRInterface() {