2016-04-09 19:40:55 +00:00
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/*
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** gl_quadstereo.cpp
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** Quad-buffered OpenGL stereoscopic 3D mode for GZDoom
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**
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**---------------------------------------------------------------------------
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** Copyright 2015 Christopher Bruns
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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**
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*/
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#include "gl_quadstereo.h"
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2016-09-08 19:15:00 +00:00
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_renderbuffers.h"
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2016-04-09 19:40:55 +00:00
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namespace s3d {
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QuadStereo::QuadStereo(double ipdMeters)
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: leftEye(ipdMeters), rightEye(ipdMeters)
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{
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// Check whether quad-buffered stereo is supported in the current context
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// We are assuming the OpenGL context is already current at this point,
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// i.e. this constructor is called "just in time".
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2016-09-10 16:20:45 +00:00
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// First initialize to mono-ish initial state
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bQuadStereoSupported = leftEye.bQuadStereoSupported = rightEye.bQuadStereoSupported = false;
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eye_ptrs.Push(&leftEye); // We ALWAYS want to show at least this one view...
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// We will possibly advance to true stereo mode in the Setup() method...
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}
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// Sometimes the stereo render context is not ready immediately at start up
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/* private */
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void QuadStereo::checkInitialRenderContextState()
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{
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// Keep trying until we see at least one good OpenGL context to render to
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static bool bDecentContextWasFound = false;
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if (!bDecentContextWasFound) {
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// I'm using a "random" OpenGL call (glGetFramebufferAttachmentParameteriv)
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// that appears to correlate with whether the context is ready
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GLint attachmentType = GL_NONE;
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glGetFramebufferAttachmentParameteriv(GL_DRAW_FRAMEBUFFER, GL_FRONT_LEFT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &attachmentType);
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if (attachmentType != GL_NONE) // Finally, a useful OpenGL context
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{
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// This block will be executed exactly ONCE during a game run
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bDecentContextWasFound = true; // now we can stop checking every frame...
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// Now check whether this context supports hardware stereo
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GLboolean supportsStereo, supportsBuffered;
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glGetBooleanv(GL_STEREO, &supportsStereo);
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glGetBooleanv(GL_DOUBLEBUFFER, &supportsBuffered);
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bQuadStereoSupported = supportsStereo && supportsBuffered;
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leftEye.bQuadStereoSupported = bQuadStereoSupported;
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rightEye.bQuadStereoSupported = bQuadStereoSupported;
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if (bQuadStereoSupported)
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eye_ptrs.Push(&rightEye); // Use the other eye too, if we can do stereo
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}
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2016-04-09 19:40:55 +00:00
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}
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}
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2016-09-08 19:15:00 +00:00
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void QuadStereo::Present() const
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{
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if (bQuadStereoSupported)
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{
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GLRenderer->mBuffers->BindOutputFB();
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glDrawBuffer(GL_BACK_LEFT);
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GLRenderer->ClearBorders();
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GLRenderer->mBuffers->BindEyeTexture(0, 0);
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GLRenderer->DrawPresentTexture(GLRenderer->mOutputLetterbox, true);
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glDrawBuffer(GL_BACK_RIGHT);
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GLRenderer->ClearBorders();
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GLRenderer->mBuffers->BindEyeTexture(1, 0);
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GLRenderer->DrawPresentTexture(GLRenderer->mOutputLetterbox, true);
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glDrawBuffer(GL_BACK);
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}
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else
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{
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GLRenderer->mBuffers->BindOutputFB();
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GLRenderer->ClearBorders();
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2016-09-10 16:20:45 +00:00
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GLRenderer->mBuffers->BindEyeTexture(0, 0);
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2016-09-08 19:15:00 +00:00
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GLRenderer->DrawPresentTexture(GLRenderer->mOutputLetterbox, true);
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}
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}
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2016-09-10 16:20:45 +00:00
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void QuadStereo::SetUp() const
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{
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Stereo3DMode::SetUp();
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// Maybe advance to true stereo mode (ONCE), after the stereo context is finally ready
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const_cast<QuadStereo*>(this)->checkInitialRenderContextState();
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}
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2016-04-09 19:40:55 +00:00
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/* static */
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const QuadStereo& QuadStereo::getInstance(float ipd)
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{
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static QuadStereo instance(ipd);
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return instance;
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}
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} /* namespace s3d */
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