// //--------------------------------------------------------------------------- // // Copyright(C) 2015 Christopher Bruns // All rights reserved. // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //-------------------------------------------------------------------------- // /* ** gl_quadstereo.cpp ** Quad-buffered OpenGL stereoscopic 3D mode for GZDoom ** */ #include "gl_quadstereo.h" #include "gl/renderer/gl_renderer.h" #include "gl/renderer/gl_renderbuffers.h" namespace s3d { QuadStereo::QuadStereo(double ipdMeters) : leftEye(ipdMeters), rightEye(ipdMeters) { // Check whether quad-buffered stereo is supported in the current context // We are assuming the OpenGL context is already current at this point, // i.e. this constructor is called "just in time". // First initialize to mono-ish initial state bQuadStereoSupported = leftEye.bQuadStereoSupported = rightEye.bQuadStereoSupported = false; eye_ptrs.Push(&leftEye); // We ALWAYS want to show at least this one view... // We will possibly advance to true stereo mode in the Setup() method... } // Sometimes the stereo render context is not ready immediately at start up /* private */ void QuadStereo::checkInitialRenderContextState() { // Keep trying until we see at least one good OpenGL context to render to static bool bDecentContextWasFound = false; static 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; leftEye.bQuadStereoSupported = bQuadStereoSupported; rightEye.bQuadStereoSupported = bQuadStereoSupported; if (bQuadStereoSupported) eye_ptrs.Push(&rightEye); // Use the other eye too, if we can do stereo } } } void QuadStereo::Present() const { if (bQuadStereoSupported) { GLRenderer->mBuffers->BindOutputFB(); glDrawBuffer(GL_BACK_LEFT); GLRenderer->ClearBorders(); GLRenderer->mBuffers->BindEyeTexture(0, 0); GLRenderer->DrawPresentTexture(GLRenderer->mOutputLetterbox, true); glDrawBuffer(GL_BACK_RIGHT); GLRenderer->ClearBorders(); GLRenderer->mBuffers->BindEyeTexture(1, 0); GLRenderer->DrawPresentTexture(GLRenderer->mOutputLetterbox, true); glDrawBuffer(GL_BACK); } else { GLRenderer->mBuffers->BindOutputFB(); GLRenderer->ClearBorders(); GLRenderer->mBuffers->BindEyeTexture(0, 0); GLRenderer->DrawPresentTexture(GLRenderer->mOutputLetterbox, true); } } void QuadStereo::SetUp() const { Stereo3DMode::SetUp(); // Maybe advance to true stereo mode (ONCE), after the stereo context is finally ready const_cast(this)->checkInitialRenderContextState(); } /* static */ const QuadStereo& QuadStereo::getInstance(float ipd) { static QuadStereo instance(ipd); return instance; } } /* namespace s3d */