2016-09-14 18:01:13 +00:00
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//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2015 Christopher Bruns
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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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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#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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2017-12-27 21:05:13 +00:00
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static int contextCheckCount = 0;
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if ( (! bDecentContextWasFound) && (contextCheckCount < 200) )
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{
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contextCheckCount += 1;
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); // This question is about the main screen display context
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GLboolean supportsStereo, supportsBuffered;
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glGetBooleanv(GL_DOUBLEBUFFER, &supportsBuffered);
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if (supportsBuffered) // Finally, a useful OpenGL context
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2016-09-10 16:20:45 +00:00
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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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glGetBooleanv(GL_STEREO, &supportsStereo);
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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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