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https://github.com/ZDoom/gzdoom-gles.git
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Removed gles/gles_stereo3d.cpp
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1 changed files with 0 additions and 423 deletions
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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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/*
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** gl_stereo3d.cpp
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** Stereoscopic 3D API
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**
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*/
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#include "gles_system.h"
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#include "gles_renderer.h"
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#include "gles_renderbuffers.h"
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#include "hw_vrmodes.h"
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#include "gles_framebuffer.h"
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#include "gles_postprocessstate.h"
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#include "gles_framebuffer.h"
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#include "gles_shaderprogram.h"
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#include "gles_buffers.h"
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#include "templates.h"
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EXTERN_CVAR(Int, vr_mode)
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EXTERN_CVAR(Float, vid_saturation)
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EXTERN_CVAR(Float, vid_brightness)
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EXTERN_CVAR(Float, vid_contrast)
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EXTERN_CVAR(Int, gl_satformula)
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EXTERN_CVAR(Int, gl_dither_bpc)
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void UpdateVRModes(bool considerQuadBuffered = true);
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namespace OpenGLESRenderer
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{
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FGLRenderer::PresentAnaglyph(bool r, bool g, bool b)
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{
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mBuffers->BindOutputFB();
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ClearBorders();
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glColorMask(r, g, b, 1);
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mBuffers->BindEyeTexture(0, 0);
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DrawPresentTexture(screen->mOutputLetterbox, true);
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glColorMask(!r, !g, !b, 1);
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mBuffers->BindEyeTexture(1, 0);
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DrawPresentTexture(screen->mOutputLetterbox, true);
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glColorMask(1, 1, 1, 1);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FGLRenderer::PresentSideBySide(int vrmode)
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{
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if (vrmode == VR_SIDEBYSIDEFULL || vrmode == VR_SIDEBYSIDESQUISHED)
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{
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mBuffers->BindOutputFB();
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ClearBorders();
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// Compute screen regions to use for left and right eye views
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int leftWidth = screen->mOutputLetterbox.width / 2;
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int rightWidth = screen->mOutputLetterbox.width - leftWidth;
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IntRect leftHalfScreen = screen->mOutputLetterbox;
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leftHalfScreen.width = leftWidth;
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IntRect rightHalfScreen = screen->mOutputLetterbox;
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rightHalfScreen.width = rightWidth;
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rightHalfScreen.left += leftWidth;
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mBuffers->BindEyeTexture(0, 0);
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DrawPresentTexture(leftHalfScreen, true);
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mBuffers->BindEyeTexture(1, 0);
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DrawPresentTexture(rightHalfScreen, true);
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}
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else if (vrmode == VR_SIDEBYSIDELETTERBOX)
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{
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mBuffers->BindOutputFB();
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screen->mOutputLetterbox.top = screen->mOutputLetterbox.height;
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ClearBorders();
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screen->mOutputLetterbox.top = 0; //reset so screenshots can be taken
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// Compute screen regions to use for left and right eye views
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int leftWidth = screen->mOutputLetterbox.width / 2;
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int rightWidth = screen->mOutputLetterbox.width - leftWidth;
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//cut letterbox height in half
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int height = screen->mOutputLetterbox.height / 2;
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int top = height * .5;
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IntRect leftHalfScreen = screen->mOutputLetterbox;
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leftHalfScreen.width = leftWidth;
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leftHalfScreen.height = height;
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leftHalfScreen.top = top;
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IntRect rightHalfScreen = screen->mOutputLetterbox;
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rightHalfScreen.width = rightWidth;
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rightHalfScreen.left += leftWidth;
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//give it those cinematic black bars on top and bottom
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rightHalfScreen.height = height;
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rightHalfScreen.top = top;
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mBuffers->BindEyeTexture(0, 0);
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DrawPresentTexture(leftHalfScreen, true);
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mBuffers->BindEyeTexture(1, 0);
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DrawPresentTexture(rightHalfScreen, true);
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FGLRenderer::PresentTopBottom()
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{
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mBuffers->BindOutputFB();
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ClearBorders();
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// Compute screen regions to use for left and right eye views
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int topHeight = screen->mOutputLetterbox.height / 2;
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int bottomHeight = screen->mOutputLetterbox.height - topHeight;
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IntRect topHalfScreen = screen->mOutputLetterbox;
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topHalfScreen.height = topHeight;
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topHalfScreen.top = topHeight;
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IntRect bottomHalfScreen = screen->mOutputLetterbox;
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bottomHalfScreen.height = bottomHeight;
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bottomHalfScreen.top = 0;
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mBuffers->BindEyeTexture(0, 0);
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DrawPresentTexture(topHalfScreen, true);
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mBuffers->BindEyeTexture(1, 0);
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DrawPresentTexture(bottomHalfScreen, true);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FGLRenderer::prepareInterleavedPresent(FPresentShaderBase& shader)
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{
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mBuffers->BindOutputFB();
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ClearBorders();
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// Bind each eye texture, for composition in the shader
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mBuffers->BindEyeTexture(0, 0);
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mBuffers->BindEyeTexture(1, 1);
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glActiveTexture(GL_TEXTURE0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glActiveTexture(GL_TEXTURE1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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const IntRect& box = screen->mOutputLetterbox;
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glViewport(box.left, box.top, box.width, box.height);
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shader.Bind();
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if (framebuffer->IsHWGammaActive())
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{
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shader.Uniforms->InvGamma = 1.0f;
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shader.Uniforms->Contrast = 1.0f;
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shader.Uniforms->Brightness = 0.0f;
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shader.Uniforms->Saturation = 1.0f;
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}
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else
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{
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shader.Uniforms->InvGamma = 1.0f / clamp<float>(vid_gamma, 0.1f, 4.f);
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shader.Uniforms->Contrast = clamp<float>(vid_contrast, 0.1f, 3.f);
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shader.Uniforms->Brightness = clamp<float>(vid_brightness, -0.8f, 0.8f);
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shader.Uniforms->Saturation = clamp<float>(vid_saturation, -15.0f, 15.0f);
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shader.Uniforms->GrayFormula = static_cast<int>(gl_satformula);
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}
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shader.Uniforms->HdrMode = 0;
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shader.Uniforms->ColorScale = (gl_dither_bpc == -1) ? 255.0f : (float)((1 << gl_dither_bpc) - 1);
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shader.Uniforms->Scale = {
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screen->mScreenViewport.width / (float)mBuffers->GetWidth(),
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screen->mScreenViewport.height / (float)mBuffers->GetHeight()
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};
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shader.Uniforms->Offset = { 0.0f, 0.0f };
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shader.Uniforms.SetData();
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static_cast<GLDataBuffer*>(shader.Uniforms.GetBuffer())->BindBase();
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FGLRenderer::PresentColumnInterleaved()
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{
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FGLPostProcessState savedState;
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savedState.SaveTextureBindings(2);
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prepareInterleavedPresent(*mPresent3dColumnShader);
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// Compute absolute offset from top of screen to top of current display window
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// because we need screen-relative, not window-relative, scan line parity
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// Todo:
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//auto clientoffset = screen->GetClientOffset();
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//auto windowHOffset = clientoffset.X % 2;
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int windowHOffset = 0;
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mPresent3dColumnShader->Uniforms->WindowPositionParity = windowHOffset;
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mPresent3dColumnShader->Uniforms.SetData();
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static_cast<GLDataBuffer*>(mPresent3dColumnShader->Uniforms.GetBuffer())->BindBase();
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RenderScreenQuad();
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FGLRenderer::PresentRowInterleaved()
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{
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FGLPostProcessState savedState;
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savedState.SaveTextureBindings(2);
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prepareInterleavedPresent(*mPresent3dRowShader);
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// Todo:
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//auto clientoffset = screen->GetClientOffset();
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//auto windowVOffset = clientoffset.Y % 2;
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int windowVOffset = 0;
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mPresent3dRowShader->Uniforms->WindowPositionParity =
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(windowVOffset
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+ screen->mOutputLetterbox.height + 1 // +1 because of origin at bottom
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) % 2;
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mPresent3dRowShader->Uniforms.SetData();
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static_cast<GLDataBuffer*>(mPresent3dRowShader->Uniforms.GetBuffer())->BindBase();
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RenderScreenQuad();
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FGLRenderer::PresentCheckerInterleaved()
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{
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FGLPostProcessState savedState;
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savedState.SaveTextureBindings(2);
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prepareInterleavedPresent(*mPresent3dCheckerShader);
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// Compute absolute offset from top of screen to top of current display window
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// because we need screen-relative, not window-relative, scan line parity
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//auto clientoffset = screen->GetClientOffset();
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//auto windowHOffset = clientoffset.X % 2;
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//auto windowVOffset = clientoffset.Y % 2;
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int windowHOffset = 0;
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int windowVOffset = 0;
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mPresent3dCheckerShader->Uniforms->WindowPositionParity =
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(windowVOffset
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+ windowHOffset
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+ screen->mOutputLetterbox.height + 1 // +1 because of origin at bottom
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) % 2; // because we want the top pixel offset, but gl_FragCoord.y is the bottom pixel offset
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mPresent3dCheckerShader->Uniforms.SetData();
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static_cast<GLDataBuffer*>(mPresent3dCheckerShader->Uniforms.GetBuffer())->BindBase();
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RenderScreenQuad();
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}
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//==========================================================================
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//
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// Sometimes the stereo render context is not ready immediately at start up
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//
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//==========================================================================
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bool FGLRenderer::QuadStereoCheckInitialRenderContextState()
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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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bool bQuadStereoSupported = false;
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bool bDecentContextWasFound = false;
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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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{
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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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if (! bQuadStereoSupported)
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UpdateVRModes(false);
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}
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}
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return bQuadStereoSupported;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FGLRenderer::PresentQuadStereo()
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{
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if (QuadStereoCheckInitialRenderContextState())
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{
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mBuffers->BindOutputFB();
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glDrawBuffer(GL_BACK_LEFT);
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ClearBorders();
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mBuffers->BindEyeTexture(0, 0);
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DrawPresentTexture(screen->mOutputLetterbox, true);
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glDrawBuffer(GL_BACK_RIGHT);
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ClearBorders();
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mBuffers->BindEyeTexture(1, 0);
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DrawPresentTexture(screen->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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mBuffers->BindOutputFB();
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ClearBorders();
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mBuffers->BindEyeTexture(0, 0);
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DrawPresentTexture(screen->mOutputLetterbox, true);
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}
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}
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void FGLRenderer::PresentStereo()
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{
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auto vrmode = VRMode::GetVRMode(true);
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const int eyeCount = vrmode->mEyeCount;
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// Don't invalidate the bound framebuffer (..., false)
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if (eyeCount > 1)
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mBuffers->BlitToEyeTexture(mBuffers->CurrentEye(), false);
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switch (vr_mode)
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{
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default:
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return;
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case VR_GREENMAGENTA:
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PresentAnaglyph(false, true, false);
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break;
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case VR_REDCYAN:
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PresentAnaglyph(true, false, false);
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break;
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case VR_AMBERBLUE:
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PresentAnaglyph(true, true, false);
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break;
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case VR_SIDEBYSIDEFULL:
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case VR_SIDEBYSIDESQUISHED:
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case VR_SIDEBYSIDELETTERBOX:
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PresentSideBySide(vr_mode);
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break;
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case VR_TOPBOTTOM:
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PresentTopBottom();
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break;
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case VR_ROWINTERLEAVED:
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PresentRowInterleaved();
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break;
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case VR_COLUMNINTERLEAVED:
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PresentColumnInterleaved();
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break;
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case VR_CHECKERINTERLEAVED:
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PresentCheckerInterleaved();
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break;
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case VR_QUADSTEREO:
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PresentQuadStereo();
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break;
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}
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}
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}
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