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-rw-r--r--modules/mobile_vr/SCsub3
-rw-r--r--modules/mobile_vr/mobile_vr_interface.cpp6
-rw-r--r--modules/mobile_vr/mobile_vr_interface.h6
-rw-r--r--modules/mobile_vr/shaders/SCsub1
-rw-r--r--modules/mobile_vr/shaders/lens_distorted.glsl67
5 files changed, 47 insertions, 36 deletions
diff --git a/modules/mobile_vr/SCsub b/modules/mobile_vr/SCsub
index b4e2edcca1..e5725ceb6f 100644
--- a/modules/mobile_vr/SCsub
+++ b/modules/mobile_vr/SCsub
@@ -1,8 +1,5 @@
#!/usr/bin/env python
-import os
-import methods
-
Import('env')
Import('env_modules')
diff --git a/modules/mobile_vr/mobile_vr_interface.cpp b/modules/mobile_vr/mobile_vr_interface.cpp
index e2c630565f..2cabc7bd59 100644
--- a/modules/mobile_vr/mobile_vr_interface.cpp
+++ b/modules/mobile_vr/mobile_vr_interface.cpp
@@ -297,6 +297,7 @@ 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
@@ -337,6 +338,7 @@ bool MobileVRInterface::initialize() {
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
}
+#endif
// reset our orientation
orientation = Basis();
@@ -360,6 +362,7 @@ 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);
@@ -368,6 +371,7 @@ void MobileVRInterface::uninitialize() {
delete lens_shader;
lens_shader = NULL;
}
+#endif
initialized = false;
};
@@ -470,6 +474,7 @@ void MobileVRInterface::commit_for_eye(ARVRInterface::Eyes p_eye, RID p_render_t
// 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);
@@ -484,6 +489,7 @@ void MobileVRInterface::commit_for_eye(ARVRInterface::Eyes p_eye, RID p_render_t
glBindVertexArray(half_screen_array);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glBindVertexArray(0);
+#endif
};
void MobileVRInterface::process() {
diff --git a/modules/mobile_vr/mobile_vr_interface.h b/modules/mobile_vr/mobile_vr_interface.h
index cee0cca90e..63cad4c738 100644
--- a/modules/mobile_vr/mobile_vr_interface.h
+++ b/modules/mobile_vr/mobile_vr_interface.h
@@ -34,7 +34,9 @@
#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>
@@ -58,9 +60,13 @@ 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;
diff --git a/modules/mobile_vr/shaders/SCsub b/modules/mobile_vr/shaders/SCsub
index cf53c9ebe0..97a3598598 100644
--- a/modules/mobile_vr/shaders/SCsub
+++ b/modules/mobile_vr/shaders/SCsub
@@ -4,4 +4,3 @@ 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
index 5a2975d737..92604c891c 100644
--- a/modules/mobile_vr/shaders/lens_distorted.glsl
+++ b/modules/mobile_vr/shaders/lens_distorted.glsl
@@ -1,7 +1,9 @@
+/* clang-format off */
[vertex]
-layout(location=0) in highp vec4 vertex_attrib;
-layout(location=4) in vec2 uv_in;
+layout(location = 0) in highp vec4 vertex_attrib;
+/* clang-format on */
+layout(location = 4) in vec2 uv_in;
uniform float offset_x;
@@ -9,13 +11,15 @@ 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);
+ 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;
@@ -28,32 +32,31 @@ 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);
- }
+ 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);
+ }
}
-