summaryrefslogtreecommitdiff
path: root/modules/mobile_vr/mobile_vr_interface.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'modules/mobile_vr/mobile_vr_interface.cpp')
-rw-r--r--modules/mobile_vr/mobile_vr_interface.cpp105
1 files changed, 62 insertions, 43 deletions
diff --git a/modules/mobile_vr/mobile_vr_interface.cpp b/modules/mobile_vr/mobile_vr_interface.cpp
index 2ec00aa72d..e2c630565f 100644
--- a/modules/mobile_vr/mobile_vr_interface.cpp
+++ b/modules/mobile_vr/mobile_vr_interface.cpp
@@ -297,6 +297,47 @@ bool MobileVRInterface::initialize() {
mag_current_min = Vector3(0, 0, 0);
mag_current_max = Vector3(0, 0, 0);
+ // 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
+ }
+
// reset our orientation
orientation = Basis();
@@ -304,7 +345,7 @@ bool MobileVRInterface::initialize() {
arvr_server->set_primary_interface(this);
last_ticks = OS::get_singleton()->get_ticks_usec();
- ;
+
initialized = true;
};
@@ -319,6 +360,15 @@ void MobileVRInterface::uninitialize() {
arvr_server->clear_primary_interface_if(this);
}
+ // 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;
+ }
+
initialized = false;
};
};
@@ -394,6 +444,9 @@ 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());
@@ -420,13 +473,13 @@ void MobileVRInterface::commit_for_eye(ARVRInterface::Eyes p_eye, RID p_render_t
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);
+ 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);
@@ -454,41 +507,7 @@ MobileVRInterface::MobileVRInterface() {
k2 = 0.215;
last_ticks = 0;
- // 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
- }
+ lens_shader = NULL;
};
MobileVRInterface::~MobileVRInterface() {