Delay initialising lens distortion shader so GLES2 doesn't crash

This commit is contained in:
Bastiaan Olij 2018-08-16 20:42:47 +10:00
parent af93842f93
commit 4194581823
2 changed files with 63 additions and 44 deletions

View file

@ -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() {

View file

@ -58,7 +58,7 @@ private:
float eye_height;
uint64_t last_ticks;
LensDistortedShaderGLES3 lens_shader;
LensDistortedShaderGLES3 *lens_shader;
GLuint half_screen_quad;
GLuint half_screen_array;