mirror of
https://github.com/godotengine/godot
synced 2024-09-05 13:28:28 +00:00
Moving lens distortion shader into drivers and adding GLES2 support
This commit is contained in:
parent
a16dc807e5
commit
a6df366b23
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@ -788,6 +788,7 @@ public:
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void restore_render_target() {}
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void clear_render_target(const Color &p_color) {}
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void blit_render_target_to_screen(RID p_render_target, const Rect2 &p_screen_rect, int p_screen = 0) {}
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void output_lens_distorted_to_screen(RID p_render_target, const Rect2 &p_screen_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {}
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void end_frame(bool p_swap_buffers) {}
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void finalize() {}
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@ -1049,6 +1049,43 @@ void RasterizerCanvasGLES2::draw_generic_textured_rect(const Rect2 &p_rect, cons
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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}
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void RasterizerCanvasGLES2::draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {
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Vector2 half_size;
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if (storage->frame.current_rt) {
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half_size = Vector2(storage->frame.current_rt->width, storage->frame.current_rt->height);
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} else {
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half_size = OS::get_singleton()->get_window_size();
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}
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half_size *= 0.5;
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Vector2 offset((p_rect.position.x - half_size.x) / half_size.x, (p_rect.position.y - half_size.y) / half_size.y);
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Vector2 scale(p_rect.size.x / half_size.x, p_rect.size.y / half_size.y);
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float aspect_ratio = p_rect.size.x / p_rect.size.y;
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// setup our lens shader
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state.lens_shader.bind();
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state.lens_shader.set_uniform(LensDistortedShaderGLES2::OFFSET, offset);
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state.lens_shader.set_uniform(LensDistortedShaderGLES2::SCALE, scale);
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state.lens_shader.set_uniform(LensDistortedShaderGLES2::K1, p_k1);
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state.lens_shader.set_uniform(LensDistortedShaderGLES2::K2, p_k2);
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state.lens_shader.set_uniform(LensDistortedShaderGLES2::EYE_CENTER, p_eye_center);
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state.lens_shader.set_uniform(LensDistortedShaderGLES2::UPSCALE, p_oversample);
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state.lens_shader.set_uniform(LensDistortedShaderGLES2::ASPECT_RATIO, aspect_ratio);
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// bind our quad buffer
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_bind_quad_buffer();
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// and draw
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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// and cleanup
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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for (int i = 0; i < VS::ARRAY_MAX; i++) {
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glDisableVertexAttribArray(i);
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}
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}
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void RasterizerCanvasGLES2::draw_window_margins(int *black_margin, RID *black_image) {
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}
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@ -1161,6 +1198,8 @@ void RasterizerCanvasGLES2::initialize() {
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state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true);
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state.canvas_shader.bind();
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state.lens_shader.init();
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}
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void RasterizerCanvasGLES2::finalize() {
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@ -34,6 +34,7 @@
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#include "servers/visual/rasterizer.h"
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#include "shaders/canvas.glsl.gen.h"
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#include "shaders/lens_distorted.glsl.gen.h"
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// #include "shaders/canvas_shadow.glsl.gen.h"
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@ -70,6 +71,7 @@ public:
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bool canvas_texscreen_used;
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CanvasShaderGLES2 canvas_shader;
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// CanvasShadowShaderGLES3 canvas_shadow_shader;
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LensDistortedShaderGLES2 lens_shader;
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bool using_texture_rect;
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bool using_ninepatch;
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@ -117,6 +119,7 @@ public:
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void _bind_quad_buffer();
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void draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src);
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void draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample);
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void initialize();
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void finalize();
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@ -380,6 +380,26 @@ void RasterizerGLES2::blit_render_target_to_screen(RID p_render_target, const Re
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canvas->canvas_end();
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}
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void RasterizerGLES2::output_lens_distorted_to_screen(RID p_render_target, const Rect2 &p_screen_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {
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ERR_FAIL_COND(storage->frame.current_rt);
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RasterizerStorageGLES2::RenderTarget *rt = storage->render_target_owner.getornull(p_render_target);
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ERR_FAIL_COND(!rt);
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glDisable(GL_BLEND);
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// render to our framebuffer
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glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES2::system_fbo);
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// output our texture
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, rt->color);
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canvas->draw_lens_distortion_rect(p_screen_rect, p_k1, p_k2, p_eye_center, p_oversample);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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void RasterizerGLES2::end_frame(bool p_swap_buffers) {
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if (OS::get_singleton()->is_layered_allowed()) {
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@ -59,6 +59,7 @@ public:
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virtual void restore_render_target();
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virtual void clear_render_target(const Color &p_color);
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virtual void blit_render_target_to_screen(RID p_render_target, const Rect2 &p_screen_rect, int p_screen = 0);
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virtual void output_lens_distorted_to_screen(RID p_render_target, const Rect2 &p_screen_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample);
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virtual void end_frame(bool p_swap_buffers);
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virtual void finalize();
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@ -20,3 +20,4 @@ if 'GLES2_GLSL' in env['BUILDERS']:
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# env.GLES2_GLSL('exposure.glsl');
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# env.GLES2_GLSL('tonemap.glsl');
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# env.GLES2_GLSL('particles.glsl');
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env.GLES2_GLSL('lens_distorted.glsl');
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62
drivers/gles2/shaders/lens_distorted.glsl
Normal file
62
drivers/gles2/shaders/lens_distorted.glsl
Normal file
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@ -0,0 +1,62 @@
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/* clang-format off */
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[vertex]
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attribute highp vec2 vertex; // attrib:0
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/* clang-format on */
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uniform vec2 offset;
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uniform vec2 scale;
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varying vec2 uv_interp;
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void main() {
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uv_interp = vertex.xy * 2.0 - 1.0;
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vec2 v = vertex.xy * scale + offset;
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gl_Position = vec4(v, 0.0, 1.0);
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}
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/* clang-format off */
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[fragment]
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uniform sampler2D source; //texunit:0
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/* clang-format on */
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uniform vec2 eye_center;
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uniform float k1;
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uniform float k2;
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uniform float upscale;
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uniform float aspect_ratio;
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varying vec2 uv_interp;
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void main() {
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vec2 coords = uv_interp;
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vec2 offset = coords - eye_center;
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// take aspect ratio into account
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offset.y /= aspect_ratio;
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// distort
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vec2 offset_sq = offset * offset;
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float radius_sq = offset_sq.x + offset_sq.y;
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float radius_s4 = radius_sq * radius_sq;
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float distortion_scale = 1.0 + (k1 * radius_sq) + (k2 * radius_s4);
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offset *= distortion_scale;
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// reapply aspect ratio
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offset.y *= aspect_ratio;
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// add our eye center back in
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coords = offset + eye_center;
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coords /= upscale;
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// and check our color
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if (coords.x < -1.0 || coords.y < -1.0 || coords.x > 1.0 || coords.y > 1.0) {
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gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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} else {
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coords = (coords + vec2(1.0)) / vec2(2.0);
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gl_FragColor = texture2D(source, coords);
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}
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}
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@ -1869,6 +1869,39 @@ void RasterizerCanvasGLES3::draw_generic_textured_rect(const Rect2 &p_rect, cons
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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}
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void RasterizerCanvasGLES3::draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {
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Vector2 half_size;
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if (storage->frame.current_rt) {
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half_size = Vector2(storage->frame.current_rt->width, storage->frame.current_rt->height);
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} else {
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half_size = OS::get_singleton()->get_window_size();
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}
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half_size *= 0.5;
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Vector2 offset((p_rect.position.x - half_size.x) / half_size.x, (p_rect.position.y - half_size.y) / half_size.y);
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Vector2 scale(p_rect.size.x / half_size.x, p_rect.size.y / half_size.y);
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float aspect_ratio = p_rect.size.x / p_rect.size.y;
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// setup our lens shader
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state.lens_shader.bind();
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state.lens_shader.set_uniform(LensDistortedShaderGLES3::OFFSET, offset);
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state.lens_shader.set_uniform(LensDistortedShaderGLES3::SCALE, scale);
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state.lens_shader.set_uniform(LensDistortedShaderGLES3::K1, p_k1);
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state.lens_shader.set_uniform(LensDistortedShaderGLES3::K2, p_k2);
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state.lens_shader.set_uniform(LensDistortedShaderGLES3::EYE_CENTER, p_eye_center);
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state.lens_shader.set_uniform(LensDistortedShaderGLES3::UPSCALE, p_oversample);
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state.lens_shader.set_uniform(LensDistortedShaderGLES3::ASPECT_RATIO, aspect_ratio);
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glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.canvas_item_ubo);
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glBindVertexArray(data.canvas_quad_array);
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// and draw
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glBindVertexArray(0);
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glBindBufferBase(GL_UNIFORM_BUFFER, 0, 0);
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}
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void RasterizerCanvasGLES3::draw_window_margins(int *black_margin, RID *black_image) {
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Vector2 window_size = OS::get_singleton()->get_window_size();
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state.canvas_shader.init();
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state.canvas_shader.set_base_material_tex_index(2);
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state.canvas_shadow_shader.init();
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state.lens_shader.init();
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state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
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state.canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES3::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
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@ -35,6 +35,7 @@
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#include "servers/visual/rasterizer.h"
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#include "shaders/canvas_shadow.glsl.gen.h"
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#include "shaders/lens_distorted.glsl.gen.h"
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class RasterizerSceneGLES3;
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bool canvas_texscreen_used;
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CanvasShaderGLES3 canvas_shader;
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CanvasShadowShaderGLES3 canvas_shadow_shader;
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LensDistortedShaderGLES3 lens_shader;
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bool using_texture_rect;
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bool using_ninepatch;
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@ -141,6 +143,7 @@ public:
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virtual void reset_canvas();
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void draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src);
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void draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample);
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void initialize();
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void finalize();
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@ -359,6 +359,26 @@ void RasterizerGLES3::blit_render_target_to_screen(RID p_render_target, const Re
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#endif
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}
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void RasterizerGLES3::output_lens_distorted_to_screen(RID p_render_target, const Rect2 &p_screen_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {
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ERR_FAIL_COND(storage->frame.current_rt);
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RasterizerStorageGLES3::RenderTarget *rt = storage->render_target_owner.getornull(p_render_target);
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ERR_FAIL_COND(!rt);
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glDisable(GL_BLEND);
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// render to our framebuffer
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glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
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// output our texture
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, rt->color);
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canvas->draw_lens_distortion_rect(p_screen_rect, p_k1, p_k2, p_eye_center, p_oversample);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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void RasterizerGLES3::end_frame(bool p_swap_buffers) {
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if (OS::get_singleton()->is_layered_allowed()) {
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@ -59,6 +59,7 @@ public:
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virtual void restore_render_target();
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virtual void clear_render_target(const Color &p_color);
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virtual void blit_render_target_to_screen(RID p_render_target, const Rect2 &p_screen_rect, int p_screen = 0);
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virtual void output_lens_distorted_to_screen(RID p_render_target, const Rect2 &p_screen_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample);
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virtual void end_frame(bool p_swap_buffers);
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virtual void finalize();
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@ -20,3 +20,4 @@ if 'GLES3_GLSL' in env['BUILDERS']:
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env.GLES3_GLSL('exposure.glsl');
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env.GLES3_GLSL('tonemap.glsl');
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env.GLES3_GLSL('particles.glsl');
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env.GLES3_GLSL('lens_distorted.glsl');
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@ -3,16 +3,18 @@
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layout(location = 0) in highp vec4 vertex_attrib;
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/* clang-format on */
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layout(location = 4) in vec2 uv_in;
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uniform float offset_x;
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uniform vec2 offset;
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uniform vec2 scale;
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out vec2 uv_interp;
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void main() {
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uv_interp = uv_in;
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gl_Position = vec4(vertex_attrib.x + offset_x, vertex_attrib.y, 0.0, 1.0);
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uv_interp = vertex_attrib.xy * 2.0 - 1.0;
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vec2 v = vertex_attrib.xy * scale + offset;
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gl_Position = vec4(v, 0.0, 1.0);
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}
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/* clang-format off */
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@ -6,5 +6,3 @@ Import('env_modules')
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env_mobile_vr = env_modules.Clone()
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env_mobile_vr.add_source_files(env.modules_sources, '*.cpp')
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SConscript("shaders/SCsub")
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@ -297,49 +297,6 @@ 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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#if !defined(SERVER_ENABLED)
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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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#endif
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// reset our orientation
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orientation = Basis();
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@ -362,17 +319,6 @@ void MobileVRInterface::uninitialize() {
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arvr_server->clear_primary_interface_if(this);
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}
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#if !defined(SERVER_ENABLED)
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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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#endif
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initialized = false;
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};
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};
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@ -448,48 +394,30 @@ 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());
|
||||
|
||||
// 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());
|
||||
|
||||
float offset_x = 0.0;
|
||||
Rect2 dest = p_screen_rect;
|
||||
float aspect_ratio = 0.5 * p_screen_rect.size.x / p_screen_rect.size.y;
|
||||
Vector2 eye_center;
|
||||
|
||||
// we output half a screen
|
||||
dest.size.x *= 0.5;
|
||||
|
||||
if (p_eye == ARVRInterface::EYE_LEFT) {
|
||||
offset_x = -1.0;
|
||||
eye_center.x = ((-intraocular_dist / 2.0) + (display_width / 4.0)) / (display_width / 2.0);
|
||||
} else if (p_eye == ARVRInterface::EYE_RIGHT) {
|
||||
dest.position.x = dest.size.x;
|
||||
eye_center.x = ((intraocular_dist / 2.0) - (display_width / 4.0)) / (display_width / 2.0);
|
||||
}
|
||||
// we don't offset the eye center vertically (yet)
|
||||
eye_center.y = 0.0;
|
||||
|
||||
// unset our render target so we are outputting to our main screen by making RasterizerStorageGLES3::system_fbo our current FBO
|
||||
VSG::rasterizer->set_current_render_target(RID());
|
||||
|
||||
// now output to screen
|
||||
// VSG::rasterizer->blit_render_target_to_screen(p_render_target, screen_rect, 0);
|
||||
|
||||
// get our render target
|
||||
RID eye_texture = VSG::storage->render_target_get_texture(p_render_target);
|
||||
uint32_t texid = VS::get_singleton()->texture_get_texid(eye_texture);
|
||||
#if !defined(SERVER_ENABLED)
|
||||
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);
|
||||
|
||||
glBindVertexArray(half_screen_array);
|
||||
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
||||
glBindVertexArray(0);
|
||||
#endif
|
||||
// and output
|
||||
VSG::rasterizer->output_lens_distorted_to_screen(p_render_target, dest, k1, k2, eye_center, oversample);
|
||||
};
|
||||
|
||||
void MobileVRInterface::process() {
|
||||
|
@ -512,8 +440,6 @@ MobileVRInterface::MobileVRInterface() {
|
|||
k1 = 0.215;
|
||||
k2 = 0.215;
|
||||
last_ticks = 0;
|
||||
|
||||
lens_shader = NULL;
|
||||
};
|
||||
|
||||
MobileVRInterface::~MobileVRInterface() {
|
||||
|
|
|
@ -34,10 +34,6 @@
|
|||
#include "servers/arvr/arvr_interface.h"
|
||||
#include "servers/arvr/arvr_positional_tracker.h"
|
||||
|
||||
#if !defined(SERVER_ENABLED)
|
||||
#include "shaders/lens_distorted.glsl.gen.h"
|
||||
#endif
|
||||
|
||||
/**
|
||||
@author Bastiaan Olij <mux213@gmail.com>
|
||||
|
||||
|
@ -60,14 +56,6 @@ private:
|
|||
float eye_height;
|
||||
uint64_t last_ticks;
|
||||
|
||||
#if !defined(SERVER_ENABLED)
|
||||
LensDistortedShaderGLES3 *lens_shader;
|
||||
GLuint half_screen_quad;
|
||||
GLuint half_screen_array;
|
||||
#else
|
||||
void *lens_shader;
|
||||
#endif
|
||||
|
||||
real_t intraocular_dist;
|
||||
real_t display_width;
|
||||
real_t display_to_lens;
|
||||
|
|
|
@ -1,6 +0,0 @@
|
|||
#!/usr/bin/env python
|
||||
|
||||
Import('env')
|
||||
|
||||
if 'GLES3_GLSL' in env['BUILDERS']:
|
||||
env.GLES3_GLSL('lens_distorted.glsl');
|
|
@ -1104,6 +1104,7 @@ public:
|
|||
virtual void restore_render_target() = 0;
|
||||
virtual void clear_render_target(const Color &p_color) = 0;
|
||||
virtual void blit_render_target_to_screen(RID p_render_target, const Rect2 &p_screen_rect, int p_screen = 0) = 0;
|
||||
virtual void output_lens_distorted_to_screen(RID p_render_target, const Rect2 &p_screen_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) = 0;
|
||||
virtual void end_frame(bool p_swap_buffers) = 0;
|
||||
virtual void finalize() = 0;
|
||||
|
||||
|
|
Loading…
Reference in a new issue