diff --git a/modules/mobile_vr/mobile_vr_interface.cpp b/modules/mobile_vr/mobile_vr_interface.cpp index 2ec00aa72d..e2c630565f 100644 --- a/modules/mobile_vr/mobile_vr_interface.cpp +++ b/modules/mobile_vr/mobile_vr_interface.cpp @@ -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() { diff --git a/modules/mobile_vr/mobile_vr_interface.h b/modules/mobile_vr/mobile_vr_interface.h index 7b2344f1fe..cee0cca90e 100644 --- a/modules/mobile_vr/mobile_vr_interface.h +++ b/modules/mobile_vr/mobile_vr_interface.h @@ -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;