Call EndDrawScene for each eye.

Actually use stereoscopic projection matrix.
This commit is contained in:
Christopher Bruns 2015-10-30 21:29:36 -04:00
parent 0874455faf
commit b82d611936
4 changed files with 1740 additions and 1739 deletions

View file

@ -1014,7 +1014,8 @@ void FDrawInfo::SetupFloodStencil(wallseg * ws)
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR); // increment stencil of valid pixels
{
// Use revertible color mask, to avoid stomping on anaglyph 3D state
ScopedColorMask colorMask(0, 0, 0, 0); // glColorMask(0, 0, 0, 0); // don't write to the graphics buffer
// ScopedColorMask colorMask(0, 0, 0, 0);
glColorMask(0, 0, 0, 0); // don't write to the graphics buffer
gl_RenderState.EnableTexture(false);
gl_RenderState.ResetColor();
glEnable(GL_DEPTH_TEST);
@ -1036,7 +1037,7 @@ void FDrawInfo::SetupFloodStencil(wallseg * ws)
glStencilFunc(GL_EQUAL, recursion + 1, ~0); // draw sky into stencil
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // this stage doesn't modify the stencil
} // glColorMask(1, 1, 1, 1); // don't write to the graphics buffer
} glColorMask(1, 1, 1, 1); // don't write to the graphics buffer
gl_RenderState.EnableTexture(true);
glDisable(GL_DEPTH_TEST);
glDepthMask(false);
@ -1050,7 +1051,8 @@ void FDrawInfo::ClearFloodStencil(wallseg * ws)
gl_RenderState.EnableTexture(false);
{
// Use revertible color mask, to avoid stomping on anaglyph 3D state
ScopedColorMask colorMask(0, 0, 0, 0); // glColorMask(0,0,0,0); // don't write to the graphics buffer
// ScopedColorMask colorMask(0, 0, 0, 0);
glColorMask(0,0,0,0); // don't write to the graphics buffer
gl_RenderState.ResetColor();
gl_RenderState.Apply();
@ -1069,7 +1071,7 @@ void FDrawInfo::ClearFloodStencil(wallseg * ws)
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilFunc(GL_EQUAL, recursion, ~0);
gl_RenderState.EnableTexture(true);
} // glColorMask(1, 1, 1, 1);
} glColorMask(1, 1, 1, 1);
glEnable(GL_DEPTH_TEST);
glDepthMask(true);
}

View file

@ -198,7 +198,7 @@ bool GLPortal::Start(bool usestencil, bool doquery)
// Create stencil
glStencilFunc(GL_EQUAL,recursion,~0); // create stencil
glStencilOp(GL_KEEP,GL_KEEP,GL_INCR); // increment stencil of valid pixels
// glColorMask(0,0,0,0); // don't write to the graphics buffer
glColorMask(0,0,0,0); // don't write to the graphics buffer
gl_RenderState.SetEffect(EFF_STENCIL);
gl_RenderState.EnableTexture(false);
gl_RenderState.ResetColor();
@ -207,36 +207,34 @@ bool GLPortal::Start(bool usestencil, bool doquery)
if (NeedDepthBuffer())
{
glDepthMask(false); // don't write to Z-buffer!
if (!NeedDepthBuffer()) doquery = false; // too much overhead and nothing to gain.
else if (gl_noquery) doquery = false;
// If occlusion query is supported let's use it to avoid rendering portals that aren't visible
if (!QueryObject) glGenQueries(1, &QueryObject);
if (QueryObject)
{
ScopedColorMask colorMask(0, 0, 0, 0);
glDepthMask(false); // don't write to Z-buffer!
if (!NeedDepthBuffer()) doquery = false; // too much overhead and nothing to gain.
else if (gl_noquery) doquery = false;
glBeginQuery(GL_SAMPLES_PASSED, QueryObject);
}
else doquery = false; // some kind of error happened
// If occlusion query is supported let's use it to avoid rendering portals that aren't visible
if (!QueryObject) glGenQueries(1, &QueryObject);
if (QueryObject)
{
glBeginQuery(GL_SAMPLES_PASSED, QueryObject);
}
else doquery = false; // some kind of error happened
DrawPortalStencil();
DrawPortalStencil();
glEndQuery(GL_SAMPLES_PASSED);
glEndQuery(GL_SAMPLES_PASSED);
// Clear Z-buffer
glStencilFunc(GL_EQUAL, recursion + 1, ~0); // draw sky into stencil
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // this stage doesn't modify the stencil
glDepthMask(true); // enable z-buffer again
glDepthRange(1, 1);
glDepthFunc(GL_ALWAYS);
DrawPortalStencil();
// Clear Z-buffer
glStencilFunc(GL_EQUAL, recursion + 1, ~0); // draw sky into stencil
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // this stage doesn't modify the stencil
glDepthMask(true); // enable z-buffer again
glDepthRange(1, 1);
glDepthFunc(GL_ALWAYS);
DrawPortalStencil();
// set normal drawing mode
gl_RenderState.EnableTexture(true);
glDepthFunc(GL_LESS);
} // glColorMask(1, 1, 1, 1);
// set normal drawing mode
gl_RenderState.EnableTexture(true);
glDepthFunc(GL_LESS);
glColorMask(1, 1, 1, 1);
gl_RenderState.SetEffect(EFF_NONE);
glDepthRange(0, 1);
@ -261,13 +259,12 @@ bool GLPortal::Start(bool usestencil, bool doquery)
// than the benefit.
// Note: We must draw the stencil with z-write enabled here because there is no second pass!
ScopedColorMask colorMask(0, 0, 0, 0);
glDepthMask(true);
DrawPortalStencil();
glStencilFunc(GL_EQUAL,recursion+1,~0); // draw sky into stencil
glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP); // this stage doesn't modify the stencil
gl_RenderState.EnableTexture(true);
// glColorMask(1,1,1,1);
glColorMask(1,1,1,1);
gl_RenderState.SetEffect(EFF_NONE);
glDisable(GL_DEPTH_TEST);
glDepthMask(false); // don't write to Z-buffer!
@ -376,7 +373,8 @@ void GLPortal::End(bool usestencil)
GLRenderer->SetupView(viewx, viewy, viewz, viewangle, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1));
{
ScopedColorMask colorMask(0, 0, 0, 0); // glColorMask(0, 0, 0, 0); // no graphics
// ScopedColorMask colorMask(0, 0, 0, 0);
glColorMask(0, 0, 0, 0); // no graphics
gl_RenderState.SetEffect(EFF_NONE);
gl_RenderState.ResetColor();
gl_RenderState.EnableTexture(false);
@ -405,7 +403,7 @@ void GLPortal::End(bool usestencil)
gl_RenderState.EnableTexture(true);
gl_RenderState.SetEffect(EFF_NONE);
} // glColorMask(1, 1, 1, 1);
} glColorMask(1, 1, 1, 1);
recursion--;
// restore old stencil op.
@ -440,7 +438,8 @@ void GLPortal::End(bool usestencil)
glDepthFunc(GL_LEQUAL);
glDepthRange(0, 1);
{
ScopedColorMask colorMask(0, 0, 0, 0); // glColorMask(0,0,0,0); // no graphics
ScopedColorMask colorMask(0, 0, 0, 0);
// glColorMask(0,0,0,0); // no graphics
gl_RenderState.SetEffect(EFF_STENCIL);
gl_RenderState.EnableTexture(false);
DrawPortalStencil();

View file

@ -826,7 +826,7 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
// Stereo mode specific perspective projection
(*eye)->GetProjection(fov, ratio, fovratio, projectionMatrix);
SetProjection(projectionMatrix);
SetProjection(fov, ratio, fovratio); // switch to perspective mode and set up clipper
// SetProjection(fov, ratio, fovratio); // switch to perspective mode and set up clipper
SetViewAngle(viewangle);
// Stereo mode specific viewpoint adjustment - temporarily shifts global viewx, viewy, viewz
(*eye)->GetViewShift(GLRenderer->mAngles.Yaw, viewShift);
@ -839,6 +839,7 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
clipper.SafeAddClipRangeRealAngles(viewangle + a1, viewangle - a1);
ProcessScene(toscreen);
EndDrawScene(viewsector);
}
stereo3dMode.TearDown();
@ -910,7 +911,6 @@ void FGLRenderer::RenderView (player_t* player)
GLRenderer->mLightCount = ((it.Next()) != NULL);
sector_t * viewsector = RenderViewpoint(player->camera, NULL, FieldOfView * 360.0f / FINEANGLES, ratio, fovratio, true, true);
EndDrawScene(viewsector);
All.Unclock();
}

View file

@ -291,7 +291,7 @@ static void I_SelectTimer()
unsigned int I_MSTime()
{
assert(basetime != 0);
// assert(basetime != 0);
return timeGetTime() - basetime;
}