Delay initialising lens distortion shader so GLES2 doesn't crash
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parent
af93842f93
commit
4194581823
2 changed files with 63 additions and 44 deletions
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@ -297,6 +297,47 @@ bool MobileVRInterface::initialize() {
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mag_current_min = Vector3(0, 0, 0);
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mag_current_max = Vector3(0, 0, 0);
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// build our shader
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if (lens_shader == NULL) {
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///@TODO need to switch between GLES2 and GLES3 version, Reduz suggested moving this into our drivers and making this a core shader
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// create a shader
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lens_shader = new LensDistortedShaderGLES3();
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// create our shader stuff
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lens_shader->init();
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glGenBuffers(1, &half_screen_quad);
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glBindBuffer(GL_ARRAY_BUFFER, half_screen_quad);
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{
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/* clang-format off */
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const float qv[16] = {
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0, -1,
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-1, -1,
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0, 1,
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-1, 1,
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1, 1,
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1, 1,
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1, -1,
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1, -1,
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};
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/* clang-format on */
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 16, qv, GL_STATIC_DRAW);
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}
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glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
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glGenVertexArrays(1, &half_screen_array);
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glBindVertexArray(half_screen_array);
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glBindBuffer(GL_ARRAY_BUFFER, half_screen_quad);
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glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, ((uint8_t *)NULL) + 8);
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glEnableVertexAttribArray(4);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
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}
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// reset our orientation
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orientation = Basis();
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@ -304,7 +345,7 @@ bool MobileVRInterface::initialize() {
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arvr_server->set_primary_interface(this);
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last_ticks = OS::get_singleton()->get_ticks_usec();
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;
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initialized = true;
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};
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@ -319,6 +360,15 @@ void MobileVRInterface::uninitialize() {
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arvr_server->clear_primary_interface_if(this);
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}
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// cleanup our shader and buffers
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if (lens_shader != NULL) {
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glDeleteVertexArrays(1, &half_screen_array);
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glDeleteBuffers(1, &half_screen_quad);
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delete lens_shader;
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lens_shader = NULL;
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}
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initialized = false;
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};
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};
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@ -394,6 +444,9 @@ void MobileVRInterface::commit_for_eye(ARVRInterface::Eyes p_eye, RID p_render_t
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// We must have a valid render target
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ERR_FAIL_COND(!p_render_target.is_valid());
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// We must have an initialised shader
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ERR_FAIL_COND(lens_shader != NULL);
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// Because we are rendering to our device we must use our main viewport!
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ERR_FAIL_COND(p_screen_rect == Rect2());
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@ -420,13 +473,13 @@ void MobileVRInterface::commit_for_eye(ARVRInterface::Eyes p_eye, RID p_render_t
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texid);
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lens_shader.bind();
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lens_shader.set_uniform(LensDistortedShaderGLES3::OFFSET_X, offset_x);
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lens_shader.set_uniform(LensDistortedShaderGLES3::K1, k1);
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lens_shader.set_uniform(LensDistortedShaderGLES3::K2, k2);
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lens_shader.set_uniform(LensDistortedShaderGLES3::EYE_CENTER, eye_center);
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lens_shader.set_uniform(LensDistortedShaderGLES3::UPSCALE, oversample);
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lens_shader.set_uniform(LensDistortedShaderGLES3::ASPECT_RATIO, aspect_ratio);
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lens_shader->bind();
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lens_shader->set_uniform(LensDistortedShaderGLES3::OFFSET_X, offset_x);
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lens_shader->set_uniform(LensDistortedShaderGLES3::K1, k1);
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lens_shader->set_uniform(LensDistortedShaderGLES3::K2, k2);
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lens_shader->set_uniform(LensDistortedShaderGLES3::EYE_CENTER, eye_center);
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lens_shader->set_uniform(LensDistortedShaderGLES3::UPSCALE, oversample);
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lens_shader->set_uniform(LensDistortedShaderGLES3::ASPECT_RATIO, aspect_ratio);
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glBindVertexArray(half_screen_array);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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@ -454,41 +507,7 @@ MobileVRInterface::MobileVRInterface() {
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k2 = 0.215;
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last_ticks = 0;
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// create our shader stuff
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lens_shader.init();
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{
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glGenBuffers(1, &half_screen_quad);
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glBindBuffer(GL_ARRAY_BUFFER, half_screen_quad);
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{
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/* clang-format off */
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const float qv[16] = {
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0, -1,
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-1, -1,
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0, 1,
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-1, 1,
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1, 1,
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1, 1,
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1, -1,
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1, -1,
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};
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/* clang-format on */
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 16, qv, GL_STATIC_DRAW);
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}
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glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
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glGenVertexArrays(1, &half_screen_array);
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glBindVertexArray(half_screen_array);
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glBindBuffer(GL_ARRAY_BUFFER, half_screen_quad);
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glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, ((uint8_t *)NULL) + 8);
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glEnableVertexAttribArray(4);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
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}
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lens_shader = NULL;
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};
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MobileVRInterface::~MobileVRInterface() {
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@ -58,7 +58,7 @@ private:
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float eye_height;
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uint64_t last_ticks;
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LensDistortedShaderGLES3 lens_shader;
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LensDistortedShaderGLES3 *lens_shader;
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GLuint half_screen_quad;
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GLuint half_screen_array;
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