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150 lines
5 KiB
C++
150 lines
5 KiB
C++
/*
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** gl_sidebyside3d.cpp
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** Mosaic 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_sidebyside3d.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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void SideBySideBase::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 leftWidth = GLRenderer->mOutputLetterbox.width / 2;
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int rightWidth = GLRenderer->mOutputLetterbox.width - leftWidth;
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GL_IRECT leftHalfScreen = GLRenderer->mOutputLetterbox;
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leftHalfScreen.width = leftWidth;
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GL_IRECT rightHalfScreen = GLRenderer->mOutputLetterbox;
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rightHalfScreen.width = rightWidth;
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rightHalfScreen.left += leftWidth;
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GLRenderer->mBuffers->BindEyeTexture(0, 0);
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GLRenderer->DrawPresentTexture(leftHalfScreen, true);
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GLRenderer->mBuffers->BindEyeTexture(1, 0);
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GLRenderer->DrawPresentTexture(rightHalfScreen, true);
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}
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// AdjustViewports() is called from within FLGRenderer::SetOutputViewport(...)
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void SideBySideBase::AdjustViewports() const
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{
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// Change size of renderbuffer, and align to screen
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GLRenderer->mSceneViewport.width /= 2;
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GLRenderer->mSceneViewport.left /= 2;
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GLRenderer->mScreenViewport.width /= 2;
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GLRenderer->mScreenViewport.left /= 2;
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}
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/* static */
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const SideBySideSquished& SideBySideSquished::getInstance(float ipd)
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{
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static SideBySideSquished instance(ipd);
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return instance;
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}
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SideBySideSquished::SideBySideSquished(double ipdMeters)
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: leftEye(ipdMeters), rightEye(ipdMeters)
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{
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eye_ptrs.Push(&leftEye);
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eye_ptrs.Push(&rightEye);
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}
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/* static */
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const SideBySideFull& SideBySideFull::getInstance(float ipd)
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{
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static SideBySideFull instance(ipd);
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return instance;
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}
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SideBySideFull::SideBySideFull(double ipdMeters)
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: leftEye(ipdMeters), rightEye(ipdMeters)
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{
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eye_ptrs.Push(&leftEye);
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eye_ptrs.Push(&rightEye);
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}
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/* virtual */
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void SideBySideFull::AdjustPlayerSprites() const /* override */
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{
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// Show weapon at double width, so it would appear normal width after rescaling
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int w = GLRenderer->mScreenViewport.width;
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int h = GLRenderer->mScreenViewport.height;
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gl_RenderState.mProjectionMatrix.ortho(w/2, w + w/2, h, 0, -1.0f, 1.0f);
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gl_RenderState.ApplyMatrices();
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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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topHalfScreen.top = topHeight;
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GL_IRECT bottomHalfScreen = GLRenderer->mOutputLetterbox;
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bottomHalfScreen.height = bottomHeight;
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bottomHalfScreen.top = 0;
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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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