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-rw-r--r--modules/webxr/native/library_godot_webxr.js191
1 files changed, 19 insertions, 172 deletions
diff --git a/modules/webxr/native/library_godot_webxr.js b/modules/webxr/native/library_godot_webxr.js
index c4b21defce..9b75796ee5 100644
--- a/modules/webxr/native/library_godot_webxr.js
+++ b/modules/webxr/native/library_godot_webxr.js
@@ -32,9 +32,6 @@ const GodotWebXR = {
$GodotWebXR: {
gl: null,
- texture_ids: [null, null],
- textures: [null, null],
-
session: null,
space: null,
frame: null,
@@ -77,110 +74,6 @@ const GodotWebXR = {
}, 0);
},
- // Some custom WebGL code for blitting our eye textures to the
- // framebuffer we get from WebXR.
- shaderProgram: null,
- programInfo: null,
- buffer: null,
- // Vertex shader source.
- vsSource: `
- const vec2 scale = vec2(0.5, 0.5);
- attribute vec4 aVertexPosition;
-
- varying highp vec2 vTextureCoord;
-
- void main () {
- gl_Position = aVertexPosition;
- vTextureCoord = aVertexPosition.xy * scale + scale;
- }
- `,
- // Fragment shader source.
- fsSource: `
- varying highp vec2 vTextureCoord;
-
- uniform sampler2D uSampler;
-
- void main() {
- gl_FragColor = texture2D(uSampler, vTextureCoord);
- }
- `,
-
- initShaderProgram: (gl, vsSource, fsSource) => {
- const vertexShader = GodotWebXR.loadShader(gl, gl.VERTEX_SHADER, vsSource);
- const fragmentShader = GodotWebXR.loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
-
- const shaderProgram = gl.createProgram();
- gl.attachShader(shaderProgram, vertexShader);
- gl.attachShader(shaderProgram, fragmentShader);
- gl.linkProgram(shaderProgram);
-
- if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
- GodotRuntime.error(`Unable to initialize the shader program: ${gl.getProgramInfoLog(shaderProgram)}`);
- return null;
- }
-
- return shaderProgram;
- },
- loadShader: (gl, type, source) => {
- const shader = gl.createShader(type);
- gl.shaderSource(shader, source);
- gl.compileShader(shader);
-
- if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
- GodotRuntime.error(`An error occurred compiling the shader: ${gl.getShaderInfoLog(shader)}`);
- gl.deleteShader(shader);
- return null;
- }
-
- return shader;
- },
- initBuffer: (gl) => {
- const positionBuffer = gl.createBuffer();
- gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
- const positions = [
- -1.0, -1.0,
- 1.0, -1.0,
- -1.0, 1.0,
- 1.0, 1.0,
- ];
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
- return positionBuffer;
- },
- blitTexture: (gl, texture) => {
- if (GodotWebXR.shaderProgram === null) {
- GodotWebXR.shaderProgram = GodotWebXR.initShaderProgram(gl, GodotWebXR.vsSource, GodotWebXR.fsSource);
- GodotWebXR.programInfo = {
- program: GodotWebXR.shaderProgram,
- attribLocations: {
- vertexPosition: gl.getAttribLocation(GodotWebXR.shaderProgram, 'aVertexPosition'),
- },
- uniformLocations: {
- uSampler: gl.getUniformLocation(GodotWebXR.shaderProgram, 'uSampler'),
- },
- };
- GodotWebXR.buffer = GodotWebXR.initBuffer(gl);
- }
-
- const orig_program = gl.getParameter(gl.CURRENT_PROGRAM);
- gl.useProgram(GodotWebXR.shaderProgram);
-
- gl.bindBuffer(gl.ARRAY_BUFFER, GodotWebXR.buffer);
- gl.vertexAttribPointer(GodotWebXR.programInfo.attribLocations.vertexPosition, 2, gl.FLOAT, false, 0, 0);
- gl.enableVertexAttribArray(GodotWebXR.programInfo.attribLocations.vertexPosition);
-
- gl.activeTexture(gl.TEXTURE0);
- gl.bindTexture(gl.TEXTURE_2D, texture);
- gl.uniform1i(GodotWebXR.programInfo.uniformLocations.uSampler, 0);
-
- gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
-
- // Restore state.
- gl.bindTexture(gl.TEXTURE_2D, null);
- gl.disableVertexAttribArray(GodotWebXR.programInfo.attribLocations.vertexPosition);
- gl.bindBuffer(gl.ARRAY_BUFFER, null);
- gl.useProgram(orig_program);
- },
-
// Holds the controllers list between function calls.
controllers: [],
@@ -370,22 +263,6 @@ const GodotWebXR = {
.catch((e) => { });
}
- // Clean-up the textures we allocated for each view.
- const gl = GodotWebXR.gl;
- for (let i = 0; i < GodotWebXR.textures.length; i++) {
- const texture = GodotWebXR.textures[i];
- if (texture !== null) {
- gl.deleteTexture(texture);
- }
- GodotWebXR.textures[i] = null;
-
- const texture_id = GodotWebXR.texture_ids[i];
- if (texture_id !== null) {
- GL.textures[texture_id] = null;
- }
- GodotWebXR.texture_ids[i] = null;
- }
-
GodotWebXR.session = null;
GodotWebXR.space = null;
GodotWebXR.frame = null;
@@ -460,50 +337,9 @@ const GodotWebXR = {
return buf;
},
- godot_webxr_get_external_texture_for_eye__proxy: 'sync',
- godot_webxr_get_external_texture_for_eye__sig: 'ii',
- godot_webxr_get_external_texture_for_eye: function (p_eye) {
- if (!GodotWebXR.session) {
- return 0;
- }
-
- const view_index = (p_eye === 2 /* ARVRInterface::EYE_RIGHT */) ? 1 : 0;
- if (GodotWebXR.texture_ids[view_index]) {
- return GodotWebXR.texture_ids[view_index];
- }
-
- // Check pose separately and after returning the cached texture id,
- // because we won't get a pose in some cases if we lose tracking, and
- // we don't want to return 0 just because tracking was lost.
- if (!GodotWebXR.pose) {
- return 0;
- }
-
- const glLayer = GodotWebXR.session.renderState.baseLayer;
- const view = GodotWebXR.pose.views[view_index];
- const viewport = glLayer.getViewport(view);
- const gl = GodotWebXR.gl;
-
- const texture = gl.createTexture();
- gl.bindTexture(gl.TEXTURE_2D, texture);
- gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, viewport.width, viewport.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
-
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
- gl.bindTexture(gl.TEXTURE_2D, null);
-
- const texture_id = GL.getNewId(GL.textures);
- GL.textures[texture_id] = texture;
- GodotWebXR.textures[view_index] = texture;
- GodotWebXR.texture_ids[view_index] = texture_id;
- return texture_id;
- },
-
godot_webxr_commit_for_eye__proxy: 'sync',
- godot_webxr_commit_for_eye__sig: 'vi',
- godot_webxr_commit_for_eye: function (p_eye) {
+ godot_webxr_commit_for_eye__sig: 'vii',
+ godot_webxr_commit_for_eye: function (p_eye, p_destination_fbo) {
if (!GodotWebXR.session || !GodotWebXR.pose) {
return;
}
@@ -514,18 +350,29 @@ const GodotWebXR = {
const viewport = glLayer.getViewport(view);
const gl = GodotWebXR.gl;
+ const framebuffer = GL.framebuffers[p_destination_fbo];
+
const orig_framebuffer = gl.getParameter(gl.FRAMEBUFFER_BINDING);
- const orig_viewport = gl.getParameter(gl.VIEWPORT);
+ const orig_read_framebuffer = gl.getParameter(gl.READ_FRAMEBUFFER_BINDING);
+ const orig_read_buffer = gl.getParameter(gl.READ_BUFFER);
+ const orig_draw_framebuffer = gl.getParameter(gl.DRAW_FRAMEBUFFER_BINDING);
- // Bind to WebXR's framebuffer.
- gl.bindFramebuffer(gl.FRAMEBUFFER, glLayer.framebuffer);
- gl.viewport(viewport.x, viewport.y, viewport.width, viewport.height);
+ // Copy from Godot render target into framebuffer from WebXR.
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
+ gl.bindFramebuffer(gl.READ_FRAMEBUFFER, framebuffer);
+ gl.readBuffer(gl.COLOR_ATTACHMENT0);
+ gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, glLayer.framebuffer);
- GodotWebXR.blitTexture(gl, GodotWebXR.textures[view_index]);
+ // Flip Y upside down on destination.
+ gl.blitFramebuffer(0, 0, viewport.width, viewport.height,
+ viewport.x, viewport.height, viewport.width, viewport.y,
+ gl.COLOR_BUFFER_BIT, gl.NEAREST);
// Restore state.
gl.bindFramebuffer(gl.FRAMEBUFFER, orig_framebuffer);
- gl.viewport(orig_viewport[0], orig_viewport[1], orig_viewport[2], orig_viewport[3]);
+ gl.bindFramebuffer(gl.READ_FRAMEBUFFER, orig_read_framebuffer);
+ gl.readBuffer(orig_read_buffer);
+ gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, orig_draw_framebuffer);
},
godot_webxr_sample_controller_data__proxy: 'sync',