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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-25 13:41:05 +00:00
Implement wide side-by-side mode, using adjusted aspect ratio in projection matrix.
Use optimal framebuffer size for side-by-side modes.
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parent
9a257ac158
commit
1f79e23d5b
8 changed files with 87 additions and 24 deletions
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@ -57,6 +57,7 @@
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#include "gl/shaders/gl_colormapshader.h"
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#include "gl/shaders/gl_colormapshader.h"
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#include "gl/shaders/gl_lensshader.h"
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#include "gl/shaders/gl_lensshader.h"
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#include "gl/shaders/gl_presentshader.h"
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#include "gl/shaders/gl_presentshader.h"
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#include "gl/stereo3d/gl_stereo3d.h"
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#include "gl/textures/gl_texture.h"
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#include "gl/textures/gl_texture.h"
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#include "gl/textures/gl_translate.h"
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#include "gl/textures/gl_translate.h"
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#include "gl/textures/gl_material.h"
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#include "gl/textures/gl_material.h"
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@ -273,6 +274,8 @@ void FGLRenderer::SetOutputViewport(GL_IRECT *bounds)
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mSceneViewport.top += mOutputLetterbox.top;
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mSceneViewport.top += mOutputLetterbox.top;
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}
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}
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}
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}
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s3d::Stereo3DMode::getCurrentMode().AdjustViewports();
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}
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}
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//===========================================================================
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//===========================================================================
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@ -801,7 +801,6 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
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{
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{
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const s3d::EyePose * eye = stereo3dMode.getEyePose(eye_ix);
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const s3d::EyePose * eye = stereo3dMode.getEyePose(eye_ix);
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eye->SetUp();
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eye->SetUp();
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// TODO: stereo specific viewport - needed when implementing side-by-side modes etc.
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SetOutputViewport(bounds);
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SetOutputViewport(bounds);
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Set3DViewport(mainview);
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Set3DViewport(mainview);
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mDrawingScene2D = true;
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mDrawingScene2D = true;
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@ -39,6 +39,36 @@
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namespace s3d {
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namespace s3d {
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void SideBySideBase::Present() const
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{
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GLRenderer->mBuffers->BindOutputFB();
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GLRenderer->ClearBorders();
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// Compute screen regions to use for left and right eye views
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int leftWidth = GLRenderer->mOutputLetterbox.width / 2;
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int rightWidth = GLRenderer->mOutputLetterbox.width - leftWidth;
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GL_IRECT leftHalfScreen = GLRenderer->mOutputLetterbox;
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leftHalfScreen.width = leftWidth;
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GL_IRECT rightHalfScreen = GLRenderer->mOutputLetterbox;
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rightHalfScreen.width = rightWidth;
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rightHalfScreen.left += leftWidth;
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GLRenderer->mBuffers->BindEyeTexture(0, 0);
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GLRenderer->DrawPresentTexture(leftHalfScreen, true);
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GLRenderer->mBuffers->BindEyeTexture(1, 0);
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GLRenderer->DrawPresentTexture(rightHalfScreen, true);
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}
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// AdjustViewports() is called from within FLGRenderer::SetOutputViewport(...)
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void SideBySideBase::AdjustViewports() const
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{
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// Change size of renderbuffer, and align to screen
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GLRenderer->mSceneViewport.width /= 2;
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GLRenderer->mSceneViewport.left /= 2;
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GLRenderer->mScreenViewport.width /= 2;
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GLRenderer->mScreenViewport.left /= 2;
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}
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/* static */
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/* static */
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const SideBySideSquished& SideBySideSquished::getInstance(float ipd)
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const SideBySideSquished& SideBySideSquished::getInstance(float ipd)
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@ -54,26 +84,18 @@ SideBySideSquished::SideBySideSquished(double ipdMeters)
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eye_ptrs.Push(&rightEye);
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eye_ptrs.Push(&rightEye);
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}
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}
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void SideBySideSquished::Present() const
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/* static */
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const SideBySideFull& SideBySideFull::getInstance(float ipd)
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{
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{
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GLRenderer->mBuffers->BindOutputFB();
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static SideBySideFull instance(ipd);
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GLRenderer->ClearBorders();
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return instance;
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// Compute screen regions to use for left and right eye views
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int leftWidth = GLRenderer->mOutputLetterbox.width/2;
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int rightWidth = GLRenderer->mOutputLetterbox.width - leftWidth;
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GL_IRECT leftHalfScreen = GLRenderer->mOutputLetterbox;
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leftHalfScreen.width = leftWidth;
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GL_IRECT rightHalfScreen = GLRenderer->mOutputLetterbox;
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rightHalfScreen.width = rightWidth;
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rightHalfScreen.left += leftWidth;
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GLRenderer->mBuffers->BindEyeTexture(0, 0);
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GLRenderer->DrawPresentTexture(leftHalfScreen, true);
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GLRenderer->mBuffers->BindEyeTexture(1, 0);
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GLRenderer->DrawPresentTexture(rightHalfScreen, true);
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}
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}
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SideBySideFull::SideBySideFull(double ipdMeters)
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: leftEye(ipdMeters), rightEye(ipdMeters)
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{
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eye_ptrs.Push(&leftEye);
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eye_ptrs.Push(&rightEye);
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}
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} /* namespace s3d */
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} /* namespace s3d */
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@ -44,18 +44,49 @@
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namespace s3d {
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namespace s3d {
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class SideBySideSquished : public Stereo3DMode
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class SideBySideBase : public Stereo3DMode
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{
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public:
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void Present() const override;
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virtual void AdjustViewports() const override;
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};
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class SideBySideSquished : public SideBySideBase
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{
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{
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public:
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public:
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static const SideBySideSquished& getInstance(float ipd);
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static const SideBySideSquished& getInstance(float ipd);
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SideBySideSquished(double ipdMeters);
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SideBySideSquished(double ipdMeters);
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void Present() const override;
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private:
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private:
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LeftEyePose leftEye;
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LeftEyePose leftEye;
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RightEyePose rightEye;
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RightEyePose rightEye;
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};
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};
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class SBSFLeftEyePose : public LeftEyePose {
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public:
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SBSFLeftEyePose(double ipdMeters) : LeftEyePose(ipdMeters) {}
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virtual VSMatrix GetProjection(float fov, float aspectRatio, float fovRatio) const override {
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return LeftEyePose::GetProjection(fov, 0.5f * aspectRatio, fovRatio);
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}
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};
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class SBSFRightEyePose : public RightEyePose {
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public:
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SBSFRightEyePose(double ipdMeters) : RightEyePose(ipdMeters) {}
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virtual VSMatrix GetProjection(float fov, float aspectRatio, float fovRatio) const override {
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return RightEyePose::GetProjection(fov, 0.5f * aspectRatio, fovRatio);
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}
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};
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class SideBySideFull : public SideBySideBase
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{
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public:
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static const SideBySideFull& getInstance(float ipd);
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SideBySideFull(double ipdMeters);
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private:
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SBSFLeftEyePose leftEye;
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SBSFRightEyePose rightEye;
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};
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} /* namespace s3d */
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} /* namespace s3d */
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@ -31,6 +31,7 @@
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#include <cstring> // needed for memcpy on linux, which is needed by VSMatrix copy ctor
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#include <cstring> // needed for memcpy on linux, which is needed by VSMatrix copy ctor
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#include "tarray.h"
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#include "tarray.h"
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#include "gl/data/gl_matrix.h"
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#include "gl/data/gl_matrix.h"
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#include "gl/renderer/gl_renderer.h"
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/* stereoscopic 3D API */
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/* stereoscopic 3D API */
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@ -78,6 +79,7 @@ public:
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virtual void TearDown() const {};
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virtual void TearDown() const {};
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virtual bool IsMono() const { return false; }
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virtual bool IsMono() const { return false; }
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virtual void AdjustViewports() const {};
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virtual void Present() const = 0;
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virtual void Present() const = 0;
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protected:
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protected:
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@ -72,7 +72,9 @@ const Stereo3DMode& Stereo3DMode::getCurrentMode()
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case 2:
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case 2:
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setCurrentMode(RedCyan::getInstance(vr_ipd));
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setCurrentMode(RedCyan::getInstance(vr_ipd));
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break;
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break;
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// TODO: missing index 3 for not-yet-implemented side-by-side mode, to match values from GZ3Doom
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case 3:
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setCurrentMode(SideBySideFull::getInstance(vr_ipd));
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break;
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case 4:
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case 4:
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setCurrentMode(SideBySideSquished::getInstance(vr_ipd));
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setCurrentMode(SideBySideSquished::getInstance(vr_ipd));
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break;
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break;
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@ -93,7 +95,9 @@ const Stereo3DMode& Stereo3DMode::getCurrentMode()
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// TODO: 8: Oculus Rift
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// TODO: 8: Oculus Rift
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case 9:
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case 9:
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setCurrentMode(AmberBlue::getInstance(vr_ipd));
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setCurrentMode(AmberBlue::getInstance(vr_ipd));
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break; case 0:
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break;
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// TODO: 10: HTC Vive/OpenVR
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case 0:
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default:
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default:
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setCurrentMode(MonoView::getInstance());
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setCurrentMode(MonoView::getInstance());
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break;
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break;
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@ -2701,6 +2701,7 @@ OPTVAL_REDCYAN = "Red/Cyan";
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OPTVAL_AMBERBLUE = "Amber/Blue";
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OPTVAL_AMBERBLUE = "Amber/Blue";
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OPTVAL_LEFTEYE = "Left Eye";
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OPTVAL_LEFTEYE = "Left Eye";
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OPTVAL_RIGHTEYE = "Right Eye";
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OPTVAL_RIGHTEYE = "Right Eye";
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OPTVAL_SBSFULL = "Side-by-side Full";
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OPTVAL_SBSNARROW = "Side-by-side Narrow";
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OPTVAL_SBSNARROW = "Side-by-side Narrow";
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OPTVAL_QUADBUFFERED = "Quad-buffered";
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OPTVAL_QUADBUFFERED = "Quad-buffered";
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OPTVAL_UNCHARTED2 = "Uncharted 2";
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OPTVAL_UNCHARTED2 = "Uncharted 2";
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@ -167,6 +167,7 @@ OptionValue VRMode
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1, "$OPTVAL_GREENMAGENTA"
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1, "$OPTVAL_GREENMAGENTA"
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2, "$OPTVAL_REDCYAN"
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2, "$OPTVAL_REDCYAN"
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9, "$OPTVAL_AMBERBLUE"
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9, "$OPTVAL_AMBERBLUE"
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3, "$OPTVAL_SBSFULL"
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4, "$OPTVAL_SBSNARROW"
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4, "$OPTVAL_SBSNARROW"
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5, "$OPTVAL_LEFTEYE"
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5, "$OPTVAL_LEFTEYE"
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6, "$OPTVAL_RIGHTEYE"
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6, "$OPTVAL_RIGHTEYE"
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