Delay initialising lens distortion shader so GLES2 doesn't crash
This commit is contained in:
parent
af93842f93
commit
4194581823
2 changed files with 63 additions and 44 deletions
|
@ -297,6 +297,47 @@ bool MobileVRInterface::initialize() {
|
||||||
mag_current_min = Vector3(0, 0, 0);
|
mag_current_min = Vector3(0, 0, 0);
|
||||||
mag_current_max = 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
|
// reset our orientation
|
||||||
orientation = Basis();
|
orientation = Basis();
|
||||||
|
|
||||||
|
@ -304,7 +345,7 @@ bool MobileVRInterface::initialize() {
|
||||||
arvr_server->set_primary_interface(this);
|
arvr_server->set_primary_interface(this);
|
||||||
|
|
||||||
last_ticks = OS::get_singleton()->get_ticks_usec();
|
last_ticks = OS::get_singleton()->get_ticks_usec();
|
||||||
;
|
|
||||||
initialized = true;
|
initialized = true;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
@ -319,6 +360,15 @@ void MobileVRInterface::uninitialize() {
|
||||||
arvr_server->clear_primary_interface_if(this);
|
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;
|
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
|
// We must have a valid render target
|
||||||
ERR_FAIL_COND(!p_render_target.is_valid());
|
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!
|
// Because we are rendering to our device we must use our main viewport!
|
||||||
ERR_FAIL_COND(p_screen_rect == Rect2());
|
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);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D, texid);
|
glBindTexture(GL_TEXTURE_2D, texid);
|
||||||
|
|
||||||
lens_shader.bind();
|
lens_shader->bind();
|
||||||
lens_shader.set_uniform(LensDistortedShaderGLES3::OFFSET_X, offset_x);
|
lens_shader->set_uniform(LensDistortedShaderGLES3::OFFSET_X, offset_x);
|
||||||
lens_shader.set_uniform(LensDistortedShaderGLES3::K1, k1);
|
lens_shader->set_uniform(LensDistortedShaderGLES3::K1, k1);
|
||||||
lens_shader.set_uniform(LensDistortedShaderGLES3::K2, k2);
|
lens_shader->set_uniform(LensDistortedShaderGLES3::K2, k2);
|
||||||
lens_shader.set_uniform(LensDistortedShaderGLES3::EYE_CENTER, eye_center);
|
lens_shader->set_uniform(LensDistortedShaderGLES3::EYE_CENTER, eye_center);
|
||||||
lens_shader.set_uniform(LensDistortedShaderGLES3::UPSCALE, oversample);
|
lens_shader->set_uniform(LensDistortedShaderGLES3::UPSCALE, oversample);
|
||||||
lens_shader.set_uniform(LensDistortedShaderGLES3::ASPECT_RATIO, aspect_ratio);
|
lens_shader->set_uniform(LensDistortedShaderGLES3::ASPECT_RATIO, aspect_ratio);
|
||||||
|
|
||||||
glBindVertexArray(half_screen_array);
|
glBindVertexArray(half_screen_array);
|
||||||
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
||||||
|
@ -454,41 +507,7 @@ MobileVRInterface::MobileVRInterface() {
|
||||||
k2 = 0.215;
|
k2 = 0.215;
|
||||||
last_ticks = 0;
|
last_ticks = 0;
|
||||||
|
|
||||||
// create our shader stuff
|
lens_shader = NULL;
|
||||||
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
|
|
||||||
}
|
|
||||||
};
|
};
|
||||||
|
|
||||||
MobileVRInterface::~MobileVRInterface() {
|
MobileVRInterface::~MobileVRInterface() {
|
||||||
|
|
|
@ -58,7 +58,7 @@ private:
|
||||||
float eye_height;
|
float eye_height;
|
||||||
uint64_t last_ticks;
|
uint64_t last_ticks;
|
||||||
|
|
||||||
LensDistortedShaderGLES3 lens_shader;
|
LensDistortedShaderGLES3 *lens_shader;
|
||||||
GLuint half_screen_quad;
|
GLuint half_screen_quad;
|
||||||
GLuint half_screen_array;
|
GLuint half_screen_array;
|
||||||
|
|
||||||
|
|
Loading…
Add table
Reference in a new issue