raze/source/common/rendering/gl/gl_stereo3d.cpp
Simon 91ede1126f Initial commit of update to Raze mazter
All prior changes can be found on the (will be published in the future) RazeXR repo
2023-01-13 23:41:22 +00:00

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14 KiB
C++

/*
** gl_stereo.cpp
** Stereoscopic 3D API
**
**---------------------------------------------------------------------------
** Copyright 2015 Christopher Bruns
** Copyright 2016-2021 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
**
**
*/
#include "gl_system.h"
#include "gl_renderer.h"
#include "gl_renderbuffers.h"
#include "hw_vrmodes.h"
#include "gl_framebuffer.h"
#include "gl_postprocessstate.h"
#include "gl_framebuffer.h"
#include "gl_shaderprogram.h"
#include "gl_buffers.h"
#include "menu.h"
bool TBXR_IsFrameSetup();
void TBXR_prepareEyeBuffer(int eye );
void TBXR_finishEyeBuffer(int eye );
void TBXR_submitFrame();
EXTERN_CVAR(Int, vr_mode)
EXTERN_CVAR(Float, vid_saturation)
EXTERN_CVAR(Float, vid_brightness)
EXTERN_CVAR(Float, vid_contrast)
EXTERN_CVAR(Int, gl_satformula)
EXTERN_CVAR(Int, gl_dither_bpc)
#ifdef _WIN32
EXTERN_CVAR(Bool, vr_enable_quadbuffered)
#endif
void UpdateVRModes(bool considerQuadBuffered)
{
FOptionValues** pVRModes = OptionValues.CheckKey("VRMode");
if (pVRModes == nullptr) return;
TArray<FOptionValues::Pair>& vals = (*pVRModes)->mValues;
TArray<FOptionValues::Pair> filteredValues;
int cnt = vals.Size();
for (int i = 0; i < cnt; ++i) {
auto const& mode = vals[i];
if (mode.Value == 7) { // Quad-buffered stereo
#ifdef _WIN32
if (!vr_enable_quadbuffered) continue;
#else
continue; // Remove quad-buffered option on Mac and Linux
#endif
if (!considerQuadBuffered) continue; // Probably no compatible screen mode was found
}
filteredValues.Push(mode);
}
vals = filteredValues;
}
namespace OpenGLRenderer
{
//==========================================================================
//
//
//
//==========================================================================
void FGLRenderer::PresentAnaglyph(bool r, bool g, bool b)
{
mBuffers->BindOutputFB();
ClearBorders();
glColorMask(r, g, b, 1);
mBuffers->BindEyeTexture(0, 0);
DrawPresentTexture(screen->mOutputLetterbox, true);
glColorMask(!r, !g, !b, 1);
mBuffers->BindEyeTexture(1, 0);
DrawPresentTexture(screen->mOutputLetterbox, true);
glColorMask(1, 1, 1, 1);
}
//==========================================================================
//
//
//
//==========================================================================
void FGLRenderer::PresentSideBySide(int vrmode)
{
if (vrmode == VR_SIDEBYSIDEFULL || vrmode == VR_SIDEBYSIDESQUISHED)
{
mBuffers->BindOutputFB();
ClearBorders();
// Compute screen regions to use for left and right eye views
int leftWidth = screen->mOutputLetterbox.width / 2;
int rightWidth = screen->mOutputLetterbox.width - leftWidth;
IntRect leftHalfScreen = screen->mOutputLetterbox;
leftHalfScreen.width = leftWidth;
IntRect rightHalfScreen = screen->mOutputLetterbox;
rightHalfScreen.width = rightWidth;
rightHalfScreen.left += leftWidth;
mBuffers->BindEyeTexture(0, 0);
DrawPresentTexture(leftHalfScreen, true);
mBuffers->BindEyeTexture(1, 0);
DrawPresentTexture(rightHalfScreen, true);
}
else if (vrmode == VR_SIDEBYSIDELETTERBOX)
{
mBuffers->BindOutputFB();
screen->mOutputLetterbox.top = screen->mOutputLetterbox.height;
ClearBorders();
screen->mOutputLetterbox.top = 0; //reset so screenshots can be taken
// Compute screen regions to use for left and right eye views
int leftWidth = screen->mOutputLetterbox.width / 2;
int rightWidth = screen->mOutputLetterbox.width - leftWidth;
//cut letterbox height in half
int height = screen->mOutputLetterbox.height / 2;
int top = height * .5;
IntRect leftHalfScreen = screen->mOutputLetterbox;
leftHalfScreen.width = leftWidth;
leftHalfScreen.height = height;
leftHalfScreen.top = top;
IntRect rightHalfScreen = screen->mOutputLetterbox;
rightHalfScreen.width = rightWidth;
rightHalfScreen.left += leftWidth;
//give it those cinematic black bars on top and bottom
rightHalfScreen.height = height;
rightHalfScreen.top = top;
mBuffers->BindEyeTexture(0, 0);
DrawPresentTexture(leftHalfScreen, true);
mBuffers->BindEyeTexture(1, 0);
DrawPresentTexture(rightHalfScreen, true);
}
}
//==========================================================================
//
//
//
//==========================================================================
void FGLRenderer::PresentTopBottom()
{
mBuffers->BindOutputFB();
ClearBorders();
// Compute screen regions to use for left and right eye views
int topHeight = screen->mOutputLetterbox.height / 2;
int bottomHeight = screen->mOutputLetterbox.height - topHeight;
IntRect topHalfScreen = screen->mOutputLetterbox;
topHalfScreen.height = topHeight;
topHalfScreen.top = topHeight;
IntRect bottomHalfScreen = screen->mOutputLetterbox;
bottomHalfScreen.height = bottomHeight;
bottomHalfScreen.top = 0;
mBuffers->BindEyeTexture(0, 0);
DrawPresentTexture(topHalfScreen, true);
mBuffers->BindEyeTexture(1, 0);
DrawPresentTexture(bottomHalfScreen, true);
}
//==========================================================================
//
//
//
//==========================================================================
void FGLRenderer::prepareInterleavedPresent(FPresentShaderBase& shader)
{
mBuffers->BindOutputFB();
ClearBorders();
// Bind each eye texture, for composition in the shader
mBuffers->BindEyeTexture(0, 0);
mBuffers->BindEyeTexture(1, 1);
glActiveTexture(GL_TEXTURE0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glActiveTexture(GL_TEXTURE1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
const IntRect& box = screen->mOutputLetterbox;
glViewport(box.left, box.top, box.width, box.height);
shader.Bind();
if (framebuffer->IsHWGammaActive())
{
shader.Uniforms->InvGamma = 1.0f;
shader.Uniforms->Contrast = 1.0f;
shader.Uniforms->Brightness = 0.0f;
shader.Uniforms->Saturation = 1.0f;
}
else
{
shader.Uniforms->InvGamma = 1.0f / clamp<float>(vid_gamma, 0.1f, 4.f);
shader.Uniforms->Contrast = clamp<float>(vid_contrast, 0.1f, 3.f);
shader.Uniforms->Brightness = clamp<float>(vid_brightness, -0.8f, 0.8f);
shader.Uniforms->Saturation = clamp<float>(vid_saturation, -15.0f, 15.0f);
shader.Uniforms->GrayFormula = static_cast<int>(gl_satformula);
}
shader.Uniforms->HdrMode = 0;
shader.Uniforms->ColorScale = (gl_dither_bpc == -1) ? 255.0f : (float)((1 << gl_dither_bpc) - 1);
shader.Uniforms->Scale = {
screen->mScreenViewport.width / (float)mBuffers->GetWidth(),
screen->mScreenViewport.height / (float)mBuffers->GetHeight()
};
shader.Uniforms->Offset = { 0.0f, 0.0f };
shader.Uniforms.SetData();
static_cast<GLDataBuffer*>(shader.Uniforms.GetBuffer())->BindBase();
}
//==========================================================================
//
//
//
//==========================================================================
void FGLRenderer::PresentColumnInterleaved()
{
FGLPostProcessState savedState;
savedState.SaveTextureBindings(2);
prepareInterleavedPresent(*mPresent3dColumnShader);
// Compute absolute offset from top of screen to top of current display window
// because we need screen-relative, not window-relative, scan line parity
// Todo:
//auto clientoffset = screen->GetClientOffset();
//auto windowHOffset = clientoffset.X % 2;
int windowHOffset = 0;
mPresent3dColumnShader->Uniforms->WindowPositionParity = windowHOffset;
mPresent3dColumnShader->Uniforms.SetData();
static_cast<GLDataBuffer*>(mPresent3dColumnShader->Uniforms.GetBuffer())->BindBase();
RenderScreenQuad();
}
//==========================================================================
//
//
//
//==========================================================================
void FGLRenderer::PresentRowInterleaved()
{
FGLPostProcessState savedState;
savedState.SaveTextureBindings(2);
prepareInterleavedPresent(*mPresent3dRowShader);
// Todo:
//auto clientoffset = screen->GetClientOffset();
//auto windowVOffset = clientoffset.Y % 2;
int windowVOffset = 0;
mPresent3dRowShader->Uniforms->WindowPositionParity =
(windowVOffset
+ screen->mOutputLetterbox.height + 1 // +1 because of origin at bottom
) % 2;
mPresent3dRowShader->Uniforms.SetData();
static_cast<GLDataBuffer*>(mPresent3dRowShader->Uniforms.GetBuffer())->BindBase();
RenderScreenQuad();
}
//==========================================================================
//
//
//
//==========================================================================
void FGLRenderer::PresentCheckerInterleaved()
{
FGLPostProcessState savedState;
savedState.SaveTextureBindings(2);
prepareInterleavedPresent(*mPresent3dCheckerShader);
// Compute absolute offset from top of screen to top of current display window
// because we need screen-relative, not window-relative, scan line parity
//auto clientoffset = screen->GetClientOffset();
//auto windowHOffset = clientoffset.X % 2;
//auto windowVOffset = clientoffset.Y % 2;
int windowHOffset = 0;
int windowVOffset = 0;
mPresent3dCheckerShader->Uniforms->WindowPositionParity =
(windowVOffset
+ windowHOffset
+ screen->mOutputLetterbox.height + 1 // +1 because of origin at bottom
) % 2; // because we want the top pixel offset, but gl_FragCoord.y is the bottom pixel offset
mPresent3dCheckerShader->Uniforms.SetData();
static_cast<GLDataBuffer*>(mPresent3dCheckerShader->Uniforms.GetBuffer())->BindBase();
RenderScreenQuad();
}
//==========================================================================
//
// Sometimes the stereo render context is not ready immediately at start up
//
//==========================================================================
bool FGLRenderer::QuadStereoCheckInitialRenderContextState()
{
// Keep trying until we see at least one good OpenGL context to render to
bool bQuadStereoSupported = false;
bool bDecentContextWasFound = false;
int contextCheckCount = 0;
if ((!bDecentContextWasFound) && (contextCheckCount < 200))
{
contextCheckCount += 1;
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); // This question is about the main screen display context
GLboolean supportsStereo, supportsBuffered;
glGetBooleanv(GL_DOUBLEBUFFER, &supportsBuffered);
if (supportsBuffered) // Finally, a useful OpenGL context
{
// This block will be executed exactly ONCE during a game run
bDecentContextWasFound = true; // now we can stop checking every frame...
// Now check whether this context supports hardware stereo
glGetBooleanv(GL_STEREO, &supportsStereo);
bQuadStereoSupported = supportsStereo && supportsBuffered;
if (! bQuadStereoSupported)
UpdateVRModes(false);
}
}
return bQuadStereoSupported;
}
//==========================================================================
//
//
//
//==========================================================================
void FGLRenderer::PresentOpenXR()
{
if (!TBXR_IsFrameSetup())
{
return;
}
for (int eye = 0; eye < 2; ++eye)
{
TBXR_prepareEyeBuffer(eye);
ClearBorders();
mBuffers->BindEyeTexture(eye, 0);
DrawPresentTexture(screen->mOutputLetterbox, true);
TBXR_finishEyeBuffer(eye);
}
TBXR_submitFrame();
}
void FGLRenderer::PresentQuadStereo()
{
if (QuadStereoCheckInitialRenderContextState())
{
mBuffers->BindOutputFB();
glDrawBuffer(GL_BACK_LEFT);
ClearBorders();
mBuffers->BindEyeTexture(0, 0);
DrawPresentTexture(screen->mOutputLetterbox, true);
glDrawBuffer(GL_BACK_RIGHT);
ClearBorders();
mBuffers->BindEyeTexture(1, 0);
DrawPresentTexture(screen->mOutputLetterbox, true);
glDrawBuffer(GL_BACK);
}
else
{
mBuffers->BindOutputFB();
ClearBorders();
mBuffers->BindEyeTexture(0, 0);
DrawPresentTexture(screen->mOutputLetterbox, true);
}
}
void FGLRenderer::PresentStereo()
{
auto vrmode = VRMode::GetVRMode(true);
const int eyeCount = vrmode->mEyeCount;
// Don't invalidate the bound framebuffer (..., false)
if (eyeCount > 1)
mBuffers->BlitToEyeTexture(mBuffers->CurrentEye(), false);
switch (vr_mode)
{
default:
return;
case VR_GREENMAGENTA:
PresentAnaglyph(false, true, false);
break;
case VR_REDCYAN:
PresentAnaglyph(true, false, false);
break;
case VR_AMBERBLUE:
PresentAnaglyph(true, true, false);
break;
case VR_SIDEBYSIDEFULL:
case VR_SIDEBYSIDESQUISHED:
case VR_SIDEBYSIDELETTERBOX:
PresentSideBySide(vr_mode);
break;
case VR_TOPBOTTOM:
PresentTopBottom();
break;
case VR_ROWINTERLEAVED:
PresentRowInterleaved();
break;
case VR_COLUMNINTERLEAVED:
PresentColumnInterleaved();
break;
case VR_CHECKERINTERLEAVED:
PresentCheckerInterleaved();
break;
case VR_QUADSTEREO:
PresentQuadStereo();
break;
case VR_OPENXR:
PresentOpenXR();
break;
}
}
}