/* ** gl_sidebyside3d.cpp ** Mosaic image stereoscopic 3D modes for GZDoom ** **--------------------------------------------------------------------------- ** Copyright 2016 Christopher Bruns ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** ** */ #include "gl_sidebyside3d.h" #include "gl/renderer/gl_renderer.h" #include "gl/renderer/gl_renderbuffers.h" namespace s3d { void SideBySideBase::Present() const { GLRenderer->mBuffers->BindOutputFB(); GLRenderer->ClearBorders(); // Compute screen regions to use for left and right eye views int leftWidth = GLRenderer->mOutputLetterbox.width / 2; int rightWidth = GLRenderer->mOutputLetterbox.width - leftWidth; GL_IRECT leftHalfScreen = GLRenderer->mOutputLetterbox; leftHalfScreen.width = leftWidth; GL_IRECT rightHalfScreen = GLRenderer->mOutputLetterbox; rightHalfScreen.width = rightWidth; rightHalfScreen.left += leftWidth; GLRenderer->mBuffers->BindEyeTexture(0, 0); GLRenderer->DrawPresentTexture(leftHalfScreen, true); GLRenderer->mBuffers->BindEyeTexture(1, 0); GLRenderer->DrawPresentTexture(rightHalfScreen, true); } // AdjustViewports() is called from within FLGRenderer::SetOutputViewport(...) void SideBySideBase::AdjustViewports() const { // Change size of renderbuffer, and align to screen GLRenderer->mSceneViewport.width /= 2; GLRenderer->mSceneViewport.left /= 2; GLRenderer->mScreenViewport.width /= 2; GLRenderer->mScreenViewport.left /= 2; } /* static */ const SideBySideSquished& SideBySideSquished::getInstance(float ipd) { static SideBySideSquished instance(ipd); return instance; } SideBySideSquished::SideBySideSquished(double ipdMeters) : leftEye(ipdMeters), rightEye(ipdMeters) { eye_ptrs.Push(&leftEye); eye_ptrs.Push(&rightEye); } /* static */ const SideBySideFull& SideBySideFull::getInstance(float ipd) { static SideBySideFull instance(ipd); return instance; } SideBySideFull::SideBySideFull(double ipdMeters) : leftEye(ipdMeters), rightEye(ipdMeters) { eye_ptrs.Push(&leftEye); eye_ptrs.Push(&rightEye); } /* virtual */ void SideBySideFull::AdjustPlayerSprites() const /* override */ { // Show weapon at double width, so it would appear normal width after rescaling int w = GLRenderer->mScreenViewport.width; int h = GLRenderer->mScreenViewport.height; gl_RenderState.mProjectionMatrix.ortho(w/2, w + w/2, h, 0, -1.0f, 1.0f); gl_RenderState.ApplyMatrices(); } /* static */ const TopBottom3D& TopBottom3D::getInstance(float ipd) { static TopBottom3D instance(ipd); return instance; } void TopBottom3D::Present() const { GLRenderer->mBuffers->BindOutputFB(); GLRenderer->ClearBorders(); // Compute screen regions to use for left and right eye views int topHeight = GLRenderer->mOutputLetterbox.height / 2; int bottomHeight = GLRenderer->mOutputLetterbox.height - topHeight; GL_IRECT topHalfScreen = GLRenderer->mOutputLetterbox; topHalfScreen.height = topHeight; topHalfScreen.top = topHeight; GL_IRECT bottomHalfScreen = GLRenderer->mOutputLetterbox; bottomHalfScreen.height = bottomHeight; bottomHalfScreen.top = 0; GLRenderer->mBuffers->BindEyeTexture(0, 0); GLRenderer->DrawPresentTexture(topHalfScreen, true); GLRenderer->mBuffers->BindEyeTexture(1, 0); GLRenderer->DrawPresentTexture(bottomHalfScreen, true); } // AdjustViewports() is called from within FLGRenderer::SetOutputViewport(...) void TopBottom3D::AdjustViewports() const { // Change size of renderbuffer, and align to screen GLRenderer->mSceneViewport.height /= 2; GLRenderer->mSceneViewport.top /= 2; GLRenderer->mScreenViewport.height /= 2; GLRenderer->mScreenViewport.top /= 2; } } /* namespace s3d */