mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 15:21:51 +00:00
Create TopBottom3D mode and begin sketching RowInterleaved3D mode.
This commit is contained in:
parent
cfa6b817b5
commit
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8 changed files with 187 additions and 0 deletions
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@ -1116,6 +1116,7 @@ set( FASTMATH_SOURCES
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gl/stereo3d/gl_anaglyph.cpp
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gl/stereo3d/gl_anaglyph.cpp
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gl/stereo3d/gl_quadstereo.cpp
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gl/stereo3d/gl_quadstereo.cpp
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gl/stereo3d/gl_sidebyside3d.cpp
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gl/stereo3d/gl_sidebyside3d.cpp
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gl/stereo3d/gl_interleaved3d.cpp
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gl/dynlights/gl_dynlight.cpp
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gl/dynlights/gl_dynlight.cpp
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gl/dynlights/gl_glow.cpp
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gl/dynlights/gl_glow.cpp
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gl/dynlights/gl_dynlight1.cpp
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gl/dynlights/gl_dynlight1.cpp
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71
src/gl/stereo3d/gl_interleaved3d.cpp
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71
src/gl/stereo3d/gl_interleaved3d.cpp
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@ -0,0 +1,71 @@
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/*
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** gl_interleaved3d.cpp
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** Interleaved image stereoscopic 3D modes for GZDoom
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**
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**---------------------------------------------------------------------------
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** Copyright 2016 Christopher Bruns
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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**
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*/
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#include "gl_interleaved3d.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_renderbuffers.h"
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namespace s3d {
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/* static */
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const RowInterleaved3D& RowInterleaved3D::getInstance(float ipd)
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{
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static RowInterleaved3D instance(ipd);
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return instance;
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}
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void RowInterleaved3D::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 topHeight = GLRenderer->mOutputLetterbox.height / 2;
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int bottomHeight = GLRenderer->mOutputLetterbox.height - topHeight;
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GL_IRECT topHalfScreen = GLRenderer->mOutputLetterbox;
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topHalfScreen.height = topHeight;
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GL_IRECT bottomHalfScreen = GLRenderer->mOutputLetterbox;
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bottomHalfScreen.height = bottomHeight;
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bottomHalfScreen.top += topHeight;
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GLRenderer->mBuffers->BindEyeTexture(0, 0);
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GLRenderer->DrawPresentTexture(topHalfScreen, true);
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GLRenderer->mBuffers->BindEyeTexture(1, 0);
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GLRenderer->DrawPresentTexture(bottomHalfScreen, true);
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}
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} /* namespace s3d */
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58
src/gl/stereo3d/gl_interleaved3d.h
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58
src/gl/stereo3d/gl_interleaved3d.h
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@ -0,0 +1,58 @@
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/*
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** gl_interleaved3d.h
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** Interleaved stereoscopic 3D modes for GZDoom
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**
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**---------------------------------------------------------------------------
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** Copyright 2016 Christopher Bruns
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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**
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*/
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#ifndef GL_INTERLEAVED3D_H_
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#define GL_INTERLEAVED3D_H_
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#include "gl_stereo3d.h"
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#include "gl_stereo_leftright.h"
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#include "gl_sidebyside3d.h"
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#include "gl/system/gl_system.h"
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#include "gl/renderer/gl_renderstate.h"
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namespace s3d {
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class RowInterleaved3D : public TopBottom3D
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{
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public:
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static const RowInterleaved3D& getInstance(float ipd);
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RowInterleaved3D(double ipdMeters) : TopBottom3D(ipdMeters) {}
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void Present() const override;
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};
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} /* namespace s3d */
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#endif /* GL_INTERLEAVED3D_H_ */
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@ -108,4 +108,42 @@ void SideBySideFull::AdjustPlayerSprites() const /* override */
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gl_RenderState.ApplyMatrices();
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gl_RenderState.ApplyMatrices();
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}
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}
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/* static */
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const TopBottom3D& TopBottom3D::getInstance(float ipd)
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{
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static TopBottom3D instance(ipd);
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return instance;
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}
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void TopBottom3D::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 topHeight = GLRenderer->mOutputLetterbox.height / 2;
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int bottomHeight = GLRenderer->mOutputLetterbox.height - topHeight;
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GL_IRECT topHalfScreen = GLRenderer->mOutputLetterbox;
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topHalfScreen.height = topHeight;
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GL_IRECT bottomHalfScreen = GLRenderer->mOutputLetterbox;
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bottomHalfScreen.height = bottomHeight;
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bottomHalfScreen.top += topHeight;
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GLRenderer->mBuffers->BindEyeTexture(0, 0);
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GLRenderer->DrawPresentTexture(topHalfScreen, true);
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GLRenderer->mBuffers->BindEyeTexture(1, 0);
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GLRenderer->DrawPresentTexture(bottomHalfScreen, true);
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}
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// AdjustViewports() is called from within FLGRenderer::SetOutputViewport(...)
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void TopBottom3D::AdjustViewports() const
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{
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// Change size of renderbuffer, and align to screen
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GLRenderer->mSceneViewport.height /= 2;
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GLRenderer->mSceneViewport.top /= 2;
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GLRenderer->mScreenViewport.height /= 2;
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GLRenderer->mScreenViewport.top /= 2;
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}
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} /* namespace s3d */
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} /* namespace s3d */
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@ -88,6 +88,14 @@ private:
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SBSFRightEyePose rightEye;
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SBSFRightEyePose rightEye;
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};
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};
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class TopBottom3D : public SideBySideSquished
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{
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public:
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static const TopBottom3D& getInstance(float ipd);
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TopBottom3D(double ipdMeters) : SideBySideSquished(ipdMeters) {}
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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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} /* namespace s3d */
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} /* namespace s3d */
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@ -30,6 +30,7 @@
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#include "gl/stereo3d/gl_anaglyph.h"
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#include "gl/stereo3d/gl_anaglyph.h"
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#include "gl/stereo3d/gl_quadstereo.h"
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#include "gl/stereo3d/gl_quadstereo.h"
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#include "gl/stereo3d/gl_sidebyside3d.h"
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#include "gl/stereo3d/gl_sidebyside3d.h"
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#include "gl/stereo3d/gl_interleaved3d.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/system/gl_cvars.h"
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// Set up 3D-specific console variables:
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// Set up 3D-specific console variables:
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@ -100,6 +101,12 @@ const Stereo3DMode& Stereo3DMode::getCurrentMode()
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setCurrentMode(AmberBlue::getInstance(vr_ipd));
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setCurrentMode(AmberBlue::getInstance(vr_ipd));
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break;
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break;
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// TODO: 10: HTC Vive/OpenVR
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// TODO: 10: HTC Vive/OpenVR
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case 11:
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setCurrentMode(TopBottom3D::getInstance(vr_ipd));
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break;
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case 12:
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setCurrentMode(RowInterleaved3D::getInstance(vr_ipd));
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break;
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case 0:
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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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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_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_TOPBOTTOM = "Top/Bottom";
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OPTVAL_ROWINTERLEAVED = "Row Interleaved";
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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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OPTVAL_HEJLDAWSON = "Hejl Dawson";
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OPTVAL_HEJLDAWSON = "Hejl Dawson";
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@ -169,6 +169,8 @@ OptionValue VRMode
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9, "$OPTVAL_AMBERBLUE"
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9, "$OPTVAL_AMBERBLUE"
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3, "$OPTVAL_SBSFULL"
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3, "$OPTVAL_SBSFULL"
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4, "$OPTVAL_SBSNARROW"
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4, "$OPTVAL_SBSNARROW"
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11, "$OPTVAL_TOPBOTTOM"
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12, "$OPTVAL_ROWINTERLEAVED"
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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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7, "$OPTVAL_QUADBUFFERED"
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7, "$OPTVAL_QUADBUFFERED"
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