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Side By Side Letterbox Display mode (#1255)
* Added SBSLETTERBOX to menudef.txt * Changed PresentSideBySide in gl_renderer Needed for new side-by-side mode * Added VR_SIDEBYSIDELETTERBOX to gl_stereo3d.cpp For side by side letterbox display mode * Added VR_SIDEBYSIDELETTERBOX to hw_modes.h For new side by side letterbox display mode * Added VR_SIDEBYSIDELETTERBOX to hw_vrmodes.cpp For Side By Side Letterbox display mode
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5 changed files with 56 additions and 18 deletions
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@ -90,7 +90,7 @@ private:
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bool QuadStereoCheckInitialRenderContextState();
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void PresentAnaglyph(bool r, bool g, bool b);
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void PresentSideBySide();
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void PresentSideBySide(int);
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void PresentTopBottom();
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void prepareInterleavedPresent(FPresentShaderBase& shader);
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void PresentColumnInterleaved();
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@ -76,7 +76,9 @@ void FGLRenderer::PresentAnaglyph(bool r, bool g, bool b)
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//
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//==========================================================================
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void FGLRenderer::PresentSideBySide()
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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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@ -96,6 +98,38 @@ void FGLRenderer::PresentSideBySide()
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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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@ -360,7 +394,8 @@ void FGLRenderer::PresentStereo()
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case VR_SIDEBYSIDEFULL:
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case VR_SIDEBYSIDESQUISHED:
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PresentSideBySide();
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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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@ -73,6 +73,7 @@ const VRMode *VRMode::GetVRMode(bool toscreen)
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case VR_REDCYAN:
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case VR_QUADSTEREO:
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case VR_AMBERBLUE:
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case VR_SIDEBYSIDELETTERBOX:
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return &vrmi_stereo;
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case VR_SIDEBYSIDESQUISHED:
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@ -14,6 +14,7 @@ enum
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VR_LEFTEYEVIEW = 5,
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VR_RIGHTEYEVIEW = 6,
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VR_QUADSTEREO = 7,
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VR_SIDEBYSIDELETTERBOX = 8,
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VR_AMBERBLUE = 9,
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VR_TOPBOTTOM = 11,
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VR_ROWINTERLEAVED = 12,
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@ -2547,6 +2547,7 @@ OptionValue VRMode
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9, "$OPTVAL_AMBERBLUE"
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3, "$OPTVAL_SBSFULL"
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4, "$OPTVAL_SBSNARROW"
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8, "$OPTVAL_SBSLETTERBOX"
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11, "$OPTVAL_TOPBOTTOM"
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12, "$OPTVAL_ROWINTERLEAVED"
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13, "$OPTVAL_COLUMNINTERLEAVED"
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