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authorRĂ©mi Verschelde <rverschelde@gmail.com>2018-10-02 15:08:59 +0200
committerGitHub <noreply@github.com>2018-10-02 15:08:59 +0200
commit123931f7eb1585ca47d12049c0525412ee44c845 (patch)
treec8eab3782f27b8c1c300e28b2ff29a7060dd81a7 /modules
parentbad991ea83fc2b0ae8e1dd58add9ed7802d61045 (diff)
parenta6df366b238d93cabc73cb37129cb8979287661a (diff)
Merge pull request #22574 from BastiaanOlij/mobile_vr_gles2
Moving lens distortion shader into drivers and adding GLES2 support
Diffstat (limited to 'modules')
-rw-r--r--modules/mobile_vr/SCsub2
-rw-r--r--modules/mobile_vr/mobile_vr_interface.cpp92
-rw-r--r--modules/mobile_vr/mobile_vr_interface.h12
-rw-r--r--modules/mobile_vr/shaders/SCsub6
-rw-r--r--modules/mobile_vr/shaders/lens_distorted.glsl62
5 files changed, 9 insertions, 165 deletions
diff --git a/modules/mobile_vr/SCsub b/modules/mobile_vr/SCsub
index e5725ceb6f..4bd184f025 100644
--- a/modules/mobile_vr/SCsub
+++ b/modules/mobile_vr/SCsub
@@ -6,5 +6,3 @@ Import('env_modules')
env_mobile_vr = env_modules.Clone()
env_mobile_vr.add_source_files(env.modules_sources, '*.cpp')
-
-SConscript("shaders/SCsub")
diff --git a/modules/mobile_vr/mobile_vr_interface.cpp b/modules/mobile_vr/mobile_vr_interface.cpp
index 2cabc7bd59..b9a404709e 100644
--- a/modules/mobile_vr/mobile_vr_interface.cpp
+++ b/modules/mobile_vr/mobile_vr_interface.cpp
@@ -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() {
diff --git a/modules/mobile_vr/mobile_vr_interface.h b/modules/mobile_vr/mobile_vr_interface.h
index 63cad4c738..05b6331f94 100644
--- a/modules/mobile_vr/mobile_vr_interface.h
+++ b/modules/mobile_vr/mobile_vr_interface.h
@@ -34,10 +34,6 @@
#include "servers/arvr/arvr_interface.h"
#include "servers/arvr/arvr_positional_tracker.h"
-#if !defined(SERVER_ENABLED)
-#include "shaders/lens_distorted.glsl.gen.h"
-#endif
-
/**
@author Bastiaan Olij <mux213@gmail.com>
@@ -60,14 +56,6 @@ private:
float eye_height;
uint64_t last_ticks;
-#if !defined(SERVER_ENABLED)
- LensDistortedShaderGLES3 *lens_shader;
- GLuint half_screen_quad;
- GLuint half_screen_array;
-#else
- void *lens_shader;
-#endif
-
real_t intraocular_dist;
real_t display_width;
real_t display_to_lens;
diff --git a/modules/mobile_vr/shaders/SCsub b/modules/mobile_vr/shaders/SCsub
deleted file mode 100644
index 97a3598598..0000000000
--- a/modules/mobile_vr/shaders/SCsub
+++ /dev/null
@@ -1,6 +0,0 @@
-#!/usr/bin/env python
-
-Import('env')
-
-if 'GLES3_GLSL' in env['BUILDERS']:
- env.GLES3_GLSL('lens_distorted.glsl');
diff --git a/modules/mobile_vr/shaders/lens_distorted.glsl b/modules/mobile_vr/shaders/lens_distorted.glsl
deleted file mode 100644
index 92604c891c..0000000000
--- a/modules/mobile_vr/shaders/lens_distorted.glsl
+++ /dev/null
@@ -1,62 +0,0 @@
-/* clang-format off */
-[vertex]
-
-layout(location = 0) in highp vec4 vertex_attrib;
-/* clang-format on */
-layout(location = 4) in vec2 uv_in;
-
-uniform float offset_x;
-
-out vec2 uv_interp;
-
-void main() {
-
- uv_interp = uv_in;
- gl_Position = vec4(vertex_attrib.x + offset_x, vertex_attrib.y, 0.0, 1.0);
-}
-
-/* clang-format off */
-[fragment]
-
-uniform sampler2D source; //texunit:0
-/* clang-format on */
-
-uniform vec2 eye_center;
-uniform float k1;
-uniform float k2;
-uniform float upscale;
-uniform float aspect_ratio;
-
-in vec2 uv_interp;
-
-layout(location = 0) out vec4 frag_color;
-
-void main() {
- vec2 coords = uv_interp;
- vec2 offset = coords - eye_center;
-
- // take aspect ratio into account
- offset.y /= aspect_ratio;
-
- // distort
- vec2 offset_sq = offset * offset;
- float radius_sq = offset_sq.x + offset_sq.y;
- float radius_s4 = radius_sq * radius_sq;
- float distortion_scale = 1.0 + (k1 * radius_sq) + (k2 * radius_s4);
- offset *= distortion_scale;
-
- // reapply aspect ratio
- offset.y *= aspect_ratio;
-
- // add our eye center back in
- coords = offset + eye_center;
- coords /= upscale;
-
- // and check our color
- if (coords.x < -1.0 || coords.y < -1.0 || coords.x > 1.0 || coords.y > 1.0) {
- frag_color = vec4(0.0, 0.0, 0.0, 1.0);
- } else {
- coords = (coords + vec2(1.0)) / vec2(2.0);
- frag_color = textureLod(source, coords, 0.0);
- }
-}