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https://github.com/godotengine/godot.git
synced 2026-01-06 10:11:57 +03:00
Get WebXR minimally working again in Godot 4
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@@ -32,9 +32,6 @@ const GodotWebXR = {
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$GodotWebXR: {
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gl: null,
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texture_ids: [null, null],
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textures: [null, null],
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session: null,
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space: null,
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frame: null,
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@@ -77,110 +74,6 @@ const GodotWebXR = {
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}, 0);
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},
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// Some custom WebGL code for blitting our eye textures to the
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// framebuffer we get from WebXR.
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shaderProgram: null,
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programInfo: null,
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buffer: null,
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// Vertex shader source.
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vsSource: `
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const vec2 scale = vec2(0.5, 0.5);
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attribute vec4 aVertexPosition;
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varying highp vec2 vTextureCoord;
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void main () {
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gl_Position = aVertexPosition;
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vTextureCoord = aVertexPosition.xy * scale + scale;
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}
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`,
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// Fragment shader source.
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fsSource: `
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varying highp vec2 vTextureCoord;
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uniform sampler2D uSampler;
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void main() {
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gl_FragColor = texture2D(uSampler, vTextureCoord);
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}
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`,
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initShaderProgram: (gl, vsSource, fsSource) => {
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const vertexShader = GodotWebXR.loadShader(gl, gl.VERTEX_SHADER, vsSource);
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const fragmentShader = GodotWebXR.loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
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const shaderProgram = gl.createProgram();
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gl.attachShader(shaderProgram, vertexShader);
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gl.attachShader(shaderProgram, fragmentShader);
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gl.linkProgram(shaderProgram);
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if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
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GodotRuntime.error(`Unable to initialize the shader program: ${gl.getProgramInfoLog(shaderProgram)}`);
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return null;
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}
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return shaderProgram;
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},
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loadShader: (gl, type, source) => {
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const shader = gl.createShader(type);
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gl.shaderSource(shader, source);
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gl.compileShader(shader);
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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GodotRuntime.error(`An error occurred compiling the shader: ${gl.getShaderInfoLog(shader)}`);
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gl.deleteShader(shader);
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return null;
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}
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return shader;
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},
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initBuffer: (gl) => {
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const positionBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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const positions = [
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-1.0, -1.0,
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1.0, -1.0,
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-1.0, 1.0,
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1.0, 1.0,
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];
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
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return positionBuffer;
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},
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blitTexture: (gl, texture) => {
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if (GodotWebXR.shaderProgram === null) {
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GodotWebXR.shaderProgram = GodotWebXR.initShaderProgram(gl, GodotWebXR.vsSource, GodotWebXR.fsSource);
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GodotWebXR.programInfo = {
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program: GodotWebXR.shaderProgram,
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attribLocations: {
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vertexPosition: gl.getAttribLocation(GodotWebXR.shaderProgram, 'aVertexPosition'),
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},
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uniformLocations: {
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uSampler: gl.getUniformLocation(GodotWebXR.shaderProgram, 'uSampler'),
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},
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};
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GodotWebXR.buffer = GodotWebXR.initBuffer(gl);
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}
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const orig_program = gl.getParameter(gl.CURRENT_PROGRAM);
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gl.useProgram(GodotWebXR.shaderProgram);
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gl.bindBuffer(gl.ARRAY_BUFFER, GodotWebXR.buffer);
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gl.vertexAttribPointer(GodotWebXR.programInfo.attribLocations.vertexPosition, 2, gl.FLOAT, false, 0, 0);
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gl.enableVertexAttribArray(GodotWebXR.programInfo.attribLocations.vertexPosition);
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.uniform1i(GodotWebXR.programInfo.uniformLocations.uSampler, 0);
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gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
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// Restore state.
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gl.bindTexture(gl.TEXTURE_2D, null);
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gl.disableVertexAttribArray(GodotWebXR.programInfo.attribLocations.vertexPosition);
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gl.bindBuffer(gl.ARRAY_BUFFER, null);
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gl.useProgram(orig_program);
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},
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// Holds the controllers list between function calls.
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controllers: [],
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@@ -370,22 +263,6 @@ const GodotWebXR = {
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.catch((e) => { });
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}
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// Clean-up the textures we allocated for each view.
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const gl = GodotWebXR.gl;
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for (let i = 0; i < GodotWebXR.textures.length; i++) {
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const texture = GodotWebXR.textures[i];
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if (texture !== null) {
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gl.deleteTexture(texture);
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}
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GodotWebXR.textures[i] = null;
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const texture_id = GodotWebXR.texture_ids[i];
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if (texture_id !== null) {
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GL.textures[texture_id] = null;
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}
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GodotWebXR.texture_ids[i] = null;
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}
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GodotWebXR.session = null;
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GodotWebXR.space = null;
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GodotWebXR.frame = null;
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@@ -460,50 +337,9 @@ const GodotWebXR = {
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return buf;
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},
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godot_webxr_get_external_texture_for_eye__proxy: 'sync',
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godot_webxr_get_external_texture_for_eye__sig: 'ii',
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godot_webxr_get_external_texture_for_eye: function (p_eye) {
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if (!GodotWebXR.session) {
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return 0;
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}
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const view_index = (p_eye === 2 /* ARVRInterface::EYE_RIGHT */) ? 1 : 0;
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if (GodotWebXR.texture_ids[view_index]) {
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return GodotWebXR.texture_ids[view_index];
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}
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// Check pose separately and after returning the cached texture id,
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// because we won't get a pose in some cases if we lose tracking, and
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// we don't want to return 0 just because tracking was lost.
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if (!GodotWebXR.pose) {
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return 0;
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}
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const glLayer = GodotWebXR.session.renderState.baseLayer;
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const view = GodotWebXR.pose.views[view_index];
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const viewport = glLayer.getViewport(view);
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const gl = GodotWebXR.gl;
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const texture = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, viewport.width, viewport.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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gl.bindTexture(gl.TEXTURE_2D, null);
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const texture_id = GL.getNewId(GL.textures);
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GL.textures[texture_id] = texture;
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GodotWebXR.textures[view_index] = texture;
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GodotWebXR.texture_ids[view_index] = texture_id;
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return texture_id;
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},
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godot_webxr_commit_for_eye__proxy: 'sync',
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godot_webxr_commit_for_eye__sig: 'vi',
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godot_webxr_commit_for_eye: function (p_eye) {
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godot_webxr_commit_for_eye__sig: 'vii',
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godot_webxr_commit_for_eye: function (p_eye, p_destination_fbo) {
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if (!GodotWebXR.session || !GodotWebXR.pose) {
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return;
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}
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@@ -514,18 +350,29 @@ const GodotWebXR = {
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const viewport = glLayer.getViewport(view);
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const gl = GodotWebXR.gl;
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const framebuffer = GL.framebuffers[p_destination_fbo];
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const orig_framebuffer = gl.getParameter(gl.FRAMEBUFFER_BINDING);
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const orig_viewport = gl.getParameter(gl.VIEWPORT);
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const orig_read_framebuffer = gl.getParameter(gl.READ_FRAMEBUFFER_BINDING);
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const orig_read_buffer = gl.getParameter(gl.READ_BUFFER);
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const orig_draw_framebuffer = gl.getParameter(gl.DRAW_FRAMEBUFFER_BINDING);
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// Bind to WebXR's framebuffer.
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gl.bindFramebuffer(gl.FRAMEBUFFER, glLayer.framebuffer);
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gl.viewport(viewport.x, viewport.y, viewport.width, viewport.height);
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// Copy from Godot render target into framebuffer from WebXR.
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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gl.bindFramebuffer(gl.READ_FRAMEBUFFER, framebuffer);
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gl.readBuffer(gl.COLOR_ATTACHMENT0);
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gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, glLayer.framebuffer);
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GodotWebXR.blitTexture(gl, GodotWebXR.textures[view_index]);
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// Flip Y upside down on destination.
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gl.blitFramebuffer(0, 0, viewport.width, viewport.height,
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viewport.x, viewport.height, viewport.width, viewport.y,
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gl.COLOR_BUFFER_BIT, gl.NEAREST);
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// Restore state.
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gl.bindFramebuffer(gl.FRAMEBUFFER, orig_framebuffer);
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gl.viewport(orig_viewport[0], orig_viewport[1], orig_viewport[2], orig_viewport[3]);
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gl.bindFramebuffer(gl.READ_FRAMEBUFFER, orig_read_framebuffer);
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gl.readBuffer(orig_read_buffer);
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gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, orig_draw_framebuffer);
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},
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godot_webxr_sample_controller_data__proxy: 'sync',
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