# Conflicts:
#	src/gl/renderer/gl_renderer.cpp
This commit is contained in:
raa-eruanna 2016-10-10 10:39:07 -04:00
commit 2a7b902a0a
19 changed files with 445 additions and 104 deletions

View file

@ -2,7 +2,6 @@
#define __GL_RENDERBUFFERS_H
#include "gl/shaders/gl_shader.h"
#include "gl/renderer/gl_renderer.h"
class FGLBloomTextureLevel
{

View file

@ -106,6 +106,8 @@ FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
mTonemapPalette = nullptr;
mBuffers = nullptr;
mPresentShader = nullptr;
mPresent3dCheckerShader = nullptr;
mPresent3dColumnShader = nullptr;
mPresent3dRowShader = nullptr;
mBloomExtractShader = nullptr;
mBloomCombineShader = nullptr;
@ -148,6 +150,8 @@ void FGLRenderer::Initialize(int width, int height)
mFXAAShader = new FFXAAShader;
mFXAALumaShader = new FFXAALumaShader;
mPresentShader = new FPresentShader();
mPresent3dCheckerShader = new FPresent3DCheckerShader();
mPresent3dColumnShader = new FPresent3DColumnShader();
mPresent3dRowShader = new FPresent3DRowShader();
m2DDrawer = new F2DDrawer;
@ -201,6 +205,8 @@ FGLRenderer::~FGLRenderer()
}
if (mBuffers) delete mBuffers;
if (mPresentShader) delete mPresentShader;
if (mPresent3dCheckerShader) delete mPresent3dCheckerShader;
if (mPresent3dColumnShader) delete mPresent3dColumnShader;
if (mLinearDepthShader) delete mLinearDepthShader;
if (mDepthBlurShader) delete mDepthBlurShader;
if (mSSAOShader) delete mSSAOShader;

View file

@ -35,6 +35,8 @@ class FLensShader;
class FFXAALumaShader;
class FFXAAShader;
class FPresentShader;
class FPresent3DCheckerShader;
class FPresent3DColumnShader;
class FPresent3DRowShader;
class F2DDrawer;
class FHardwareTexture;
@ -117,6 +119,8 @@ public:
FFXAALumaShader *mFXAALumaShader;
FFXAAShader *mFXAAShader;
FPresentShader *mPresentShader;
FPresent3DCheckerShader *mPresent3dCheckerShader;
FPresent3DColumnShader *mPresent3dColumnShader;
FPresent3DRowShader *mPresent3dRowShader;
FTexture *gllight;

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@ -38,23 +38,37 @@
#include "gl/system/gl_cvars.h"
#include "gl/shaders/gl_present3dRowshader.h"
void FPresentStereoShaderBase::Init(const char * vtx_shader_name, const char * program_name)
{
FPresentShaderBase::Init(vtx_shader_name, program_name);
LeftEyeTexture.Init(mShader, "LeftEyeTexture");
RightEyeTexture.Init(mShader, "RightEyeTexture");
WindowPositionParity.Init(mShader, "WindowPositionParity");
}
void FPresent3DCheckerShader::Bind()
{
if (!mShader)
{
Init("shaders/glsl/present_checker3d.fp", "shaders/glsl/presentChecker3d");
}
mShader.Bind();
}
void FPresent3DColumnShader::Bind()
{
if (!mShader)
{
Init("shaders/glsl/present_column3d.fp", "shaders/glsl/presentColumn3d");
}
mShader.Bind();
}
void FPresent3DRowShader::Bind()
{
if (!mShader)
{
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquadscale.vp", "", 330);
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/present_row3d.fp", "", 330);
mShader.SetFragDataLocation(0, "FragColor");
mShader.Link("shaders/glsl/presentRow3d");
mShader.SetAttribLocation(0, "PositionInProjection");
mShader.SetAttribLocation(1, "UV");
LeftEyeTexture.Init(mShader, "LeftEyeTexture");
RightEyeTexture.Init(mShader, "RightEyeTexture");
InvGamma.Init(mShader, "InvGamma");
Contrast.Init(mShader, "Contrast");
Brightness.Init(mShader, "Brightness");
Scale.Init(mShader, "UVScale");
VerticalPixelOffset.Init(mShader, "VerticalPixelOffset");
Init("shaders/glsl/present_row3d.fp", "shaders/glsl/presentRow3d");
}
mShader.Bind();
}

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@ -29,22 +29,35 @@
#define GL_PRESENT3DROWSHADER_H_
#include "gl_shaderprogram.h"
#include "gl_presentshader.h"
class FPresent3DRowShader
class FPresentStereoShaderBase : public FPresentShaderBase
{
public:
void Bind();
FBufferedUniformSampler LeftEyeTexture;
FBufferedUniformSampler RightEyeTexture;
FBufferedUniform1f InvGamma;
FBufferedUniform1f Contrast;
FBufferedUniform1f Brightness;
FBufferedUniform2f Scale;
FBufferedUniform1i VerticalPixelOffset;
FBufferedUniform1i WindowPositionParity;
private:
FShaderProgram mShader;
protected:
void Init(const char * vtx_shader_name, const char * program_name) override;
};
class FPresent3DCheckerShader : public FPresentStereoShaderBase
{
public:
void Bind() override;
};
class FPresent3DColumnShader : public FPresentStereoShaderBase
{
public:
void Bind() override;
};
class FPresent3DRowShader : public FPresentStereoShaderBase
{
public:
void Bind() override;
};
// GL_PRESENT3DROWSHADER_H_

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@ -36,21 +36,26 @@
#include "gl/system/gl_cvars.h"
#include "gl/shaders/gl_presentshader.h"
void FPresentShaderBase::Init(const char * vtx_shader_name, const char * program_name)
{
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquadscale.vp", "", 330);
mShader.Compile(FShaderProgram::Fragment, vtx_shader_name, "", 330);
mShader.SetFragDataLocation(0, "FragColor");
mShader.Link(program_name);
mShader.SetAttribLocation(0, "PositionInProjection");
mShader.SetAttribLocation(1, "UV");
InvGamma.Init(mShader, "InvGamma");
Contrast.Init(mShader, "Contrast");
Brightness.Init(mShader, "Brightness");
Scale.Init(mShader, "UVScale");
}
void FPresentShader::Bind()
{
if (!mShader)
{
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquadscale.vp", "", 330);
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/present.fp", "", 330);
mShader.SetFragDataLocation(0, "FragColor");
mShader.Link("shaders/glsl/present");
mShader.SetAttribLocation(0, "PositionInProjection");
mShader.SetAttribLocation(1, "UV");
Init("shaders/glsl/present.fp", "shaders/glsl/present");
InputTexture.Init(mShader, "InputTexture");
InvGamma.Init(mShader, "InvGamma");
Contrast.Init(mShader, "Contrast");
Brightness.Init(mShader, "Brightness");
Scale.Init(mShader, "UVScale");
}
mShader.Bind();
}

View file

@ -3,19 +3,27 @@
#include "gl_shaderprogram.h"
class FPresentShader
class FPresentShaderBase
{
public:
void Bind();
virtual void Bind() = 0;
FBufferedUniformSampler InputTexture;
FBufferedUniform1f InvGamma;
FBufferedUniform1f Contrast;
FBufferedUniform1f Brightness;
FBufferedUniform2f Scale;
private:
protected:
virtual void Init(const char * vtx_shader_name, const char * program_name);
FShaderProgram mShader;
};
class FPresentShader : public FPresentShaderBase
{
public:
void Bind() override;
FBufferedUniformSampler InputTexture;
};
#endif

View file

@ -43,10 +43,25 @@
EXTERN_CVAR(Float, vid_brightness)
EXTERN_CVAR(Float, vid_contrast)
EXTERN_CVAR(Bool, fullscreen)
EXTERN_CVAR(Int, win_y) // pixel position of top of display window
EXTERN_CVAR(Int, win_x) // screen pixel position of left of display window
EXTERN_CVAR(Int, win_y) // screen pixel position of top of display window
namespace s3d {
/* static */
const CheckerInterleaved3D& CheckerInterleaved3D::getInstance(float ipd)
{
static CheckerInterleaved3D instance(ipd);
return instance;
}
/* static */
const ColumnInterleaved3D& ColumnInterleaved3D::getInstance(float ipd)
{
static ColumnInterleaved3D instance(ipd);
return instance;
}
/* static */
const RowInterleaved3D& RowInterleaved3D::getInstance(float ipd)
{
@ -54,11 +69,7 @@ const RowInterleaved3D& RowInterleaved3D::getInstance(float ipd)
return instance;
}
RowInterleaved3D::RowInterleaved3D(double ipdMeters)
: TopBottom3D(ipdMeters)
{}
void RowInterleaved3D::Present() const
static void prepareInterleavedPresent(FPresentStereoShaderBase& shader)
{
GLRenderer->mBuffers->BindOutputFB();
GLRenderer->ClearBorders();
@ -79,27 +90,102 @@ void RowInterleaved3D::Present() const
const GL_IRECT& box = GLRenderer->mOutputLetterbox;
glViewport(box.left, box.top, box.width, box.height);
bool applyGamma = true;
shader.Bind();
shader.LeftEyeTexture.Set(0);
shader.RightEyeTexture.Set(1);
GLRenderer->mPresent3dRowShader->Bind();
GLRenderer->mPresent3dRowShader->LeftEyeTexture.Set(0);
GLRenderer->mPresent3dRowShader->RightEyeTexture.Set(1);
if (!applyGamma || GLRenderer->framebuffer->IsHWGammaActive())
if ( GLRenderer->framebuffer->IsHWGammaActive() )
{
GLRenderer->mPresent3dRowShader->InvGamma.Set(1.0f);
GLRenderer->mPresent3dRowShader->Contrast.Set(1.0f);
GLRenderer->mPresent3dRowShader->Brightness.Set(0.0f);
shader.InvGamma.Set(1.0f);
shader.Contrast.Set(1.0f);
shader.Brightness.Set(0.0f);
}
else
{
GLRenderer->mPresent3dRowShader->InvGamma.Set(1.0f / clamp<float>(Gamma, 0.1f, 4.f));
GLRenderer->mPresent3dRowShader->Contrast.Set(clamp<float>(vid_contrast, 0.1f, 3.f));
GLRenderer->mPresent3dRowShader->Brightness.Set(clamp<float>(vid_brightness, -0.8f, 0.8f));
shader.InvGamma.Set(1.0f / clamp<float>(Gamma, 0.1f, 4.f));
shader.Contrast.Set(clamp<float>(vid_contrast, 0.1f, 3.f));
shader.Brightness.Set(clamp<float>(vid_brightness, -0.8f, 0.8f));
}
GLRenderer->mPresent3dRowShader->Scale.Set(
shader.Scale.Set(
GLRenderer->mScreenViewport.width / (float)GLRenderer->mBuffers->GetWidth(),
GLRenderer->mScreenViewport.height / (float)GLRenderer->mBuffers->GetHeight());
}
// fixme: I don't know how to get absolute window position on Mac and Linux
// fixme: I don't know how to get window border decoration size anywhere
// So for now I'll hard code the border effect on my test machine.
// Workaround for others is to fuss with vr_swap_eyes CVAR until it looks right.
// Presumably the top/left window border on my test machine has an odd number of pixels
// in the horizontal direction, and an even number in the vertical direction.
#define WINDOW_BORDER_HORIZONTAL_PARITY 1
#define WINDOW_BORDER_VERTICAL_PARITY 0
void CheckerInterleaved3D::Present() const
{
prepareInterleavedPresent(*GLRenderer->mPresent3dCheckerShader);
// Compute absolute offset from top of screen to top of current display window
// because we need screen-relative, not window-relative, scan line parity
int windowVOffset = 0;
int windowHOffset = 0;
#ifdef _WIN32
if (!fullscreen) {
I_SaveWindowedPos(); // update win_y CVAR
windowHOffset = (win_x + WINDOW_BORDER_HORIZONTAL_PARITY) % 2;
windowVOffset = (win_y + WINDOW_BORDER_VERTICAL_PARITY) % 2;
}
#endif // _WIN32
GLRenderer->mPresent3dCheckerShader->WindowPositionParity.Set(
(windowVOffset
+ windowHOffset
+ GLRenderer->mOutputLetterbox.height + 1 // +1 because of origin at bottom
) % 2 // because we want the top pixel offset, but gl_FragCoord.y is the bottom pixel offset
);
GLRenderer->RenderScreenQuad();
}
void s3d::CheckerInterleaved3D::AdjustViewports() const
{
// decrease the total pixel count by 2, but keep the same aspect ratio
const float sqrt2 = 1.41421356237f;
// Change size of renderbuffer, and align to screen
GLRenderer->mSceneViewport.height /= sqrt2;
GLRenderer->mSceneViewport.top /= sqrt2;
GLRenderer->mSceneViewport.width /= sqrt2;
GLRenderer->mSceneViewport.left /= sqrt2;
GLRenderer->mScreenViewport.height /= sqrt2;
GLRenderer->mScreenViewport.top /= sqrt2;
GLRenderer->mScreenViewport.width /= sqrt2;
GLRenderer->mScreenViewport.left /= sqrt2;
}
void ColumnInterleaved3D::Present() const
{
prepareInterleavedPresent(*GLRenderer->mPresent3dColumnShader);
// Compute absolute offset from top of screen to top of current display window
// because we need screen-relative, not window-relative, scan line parity
int windowHOffset = 0;
#ifdef _WIN32
if (!fullscreen) {
I_SaveWindowedPos(); // update win_y CVAR
windowHOffset = (win_x + WINDOW_BORDER_HORIZONTAL_PARITY) % 2;
}
#endif // _WIN32
GLRenderer->mPresent3dColumnShader->WindowPositionParity.Set(windowHOffset);
GLRenderer->RenderScreenQuad();
}
void RowInterleaved3D::Present() const
{
prepareInterleavedPresent(*GLRenderer->mPresent3dRowShader);
// Compute absolute offset from top of screen to top of current display window
// because we need screen-relative, not window-relative, scan line parity
@ -108,13 +194,14 @@ void RowInterleaved3D::Present() const
#ifdef _WIN32
if (! fullscreen) {
I_SaveWindowedPos(); // update win_y CVAR
windowVOffset = win_y;
windowVOffset = (win_y + WINDOW_BORDER_VERTICAL_PARITY) % 2;
}
#endif // _WIN32
GLRenderer->mPresent3dRowShader->VerticalPixelOffset.Set(
windowVOffset // fixme: vary with window location
+ box.height % 2 // because we want the top pixel offset, but gl_FragCoord.y is the bottom pixel offset
GLRenderer->mPresent3dRowShader->WindowPositionParity.Set(
(windowVOffset
+ GLRenderer->mOutputLetterbox.height + 1 // +1 because of origin at bottom
) % 2
);
GLRenderer->RenderScreenQuad();

View file

@ -42,15 +42,30 @@
#include "gl/system/gl_system.h"
#include "gl/renderer/gl_renderstate.h"
class FPresent3DRowShader;
namespace s3d {
class CheckerInterleaved3D : public SideBySideSquished
{
public:
static const CheckerInterleaved3D& getInstance(float ipd);
CheckerInterleaved3D(double ipdMeters) : SideBySideSquished(ipdMeters) {}
void Present() const override;
void AdjustViewports() const override;
};
class ColumnInterleaved3D : public SideBySideSquished
{
public:
static const ColumnInterleaved3D& getInstance(float ipd);
ColumnInterleaved3D(double ipdMeters) : SideBySideSquished(ipdMeters) {}
void Present() const override;
};
class RowInterleaved3D : public TopBottom3D
{
public:
static const RowInterleaved3D& getInstance(float ipd);
RowInterleaved3D(double ipdMeters);
RowInterleaved3D(double ipdMeters) : TopBottom3D(ipdMeters) {}
void Present() const override;
};

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@ -107,6 +107,12 @@ const Stereo3DMode& Stereo3DMode::getCurrentMode()
case 12:
setCurrentMode(RowInterleaved3D::getInstance(vr_ipd));
break;
case 13:
setCurrentMode(ColumnInterleaved3D::getInstance(vr_ipd));
break;
case 14:
setCurrentMode(CheckerInterleaved3D::getInstance(vr_ipd));
break;
case 0:
default:
setCurrentMode(MonoView::getInstance());

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@ -5821,43 +5821,54 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
// [ZK] A_Warp in ACS
case ACSF_Warp:
{
int tid_dest = args[0];
int xofs = args[1];
int yofs = args[2];
int zofs = args[3];
int angle = args[4];
int flags = args[5];
const char *statename = argCount > 6 ? FBehavior::StaticLookupString(args[6]) : "";
bool exact = argCount > 7 ? !!args[7] : false;
int heightoffset = argCount > 8 ? args[8] : 0;
int radiusoffset = argCount > 9 ? args[9] : 0;
int pitch = argCount > 10 ? args[10] : 0;
FState *state = argCount > 6 ? activator->GetClass()->FindStateByString(statename, exact) : 0;
AActor *reference;
if((flags & WARPF_USEPTR) && tid_dest != AAPTR_DEFAULT)
if (nullptr == activator)
{
reference = COPY_AAPTR(activator, tid_dest);
}
else
{
reference = SingleActorFromTID(tid_dest, activator);
}
// If there is no activator or actor to warp to, fail.
if (activator == NULL || !reference)
return false;
if (P_Thing_Warp(activator, reference, ACSToDouble(xofs), ACSToDouble(yofs), ACSToDouble(zofs), ACSToAngle(angle), flags, ACSToDouble(heightoffset), ACSToDouble(radiusoffset), ACSToAngle(pitch)))
{
if (state && argCount > 6)
{
activator->SetState(state);
}
return true;
}
return false;
const int dest = args[0];
const int flags = args[5];
AActor* const reference = ((flags & WARPF_USEPTR) && (AAPTR_DEFAULT != dest))
? COPY_AAPTR(activator, dest)
: SingleActorFromTID(dest, activator);
if (nullptr == reference)
{
// there is no actor to warp to
return false;
}
const double xofs = ACSToDouble(args[1]);
const double yofs = ACSToDouble(args[2]);
const double zofs = ACSToDouble(args[3]);
const DAngle angle = ACSToAngle(args[4]);
const double heightoffset = argCount > 8 ? ACSToDouble(args[8]) : 0.0;
const double radiusoffset = argCount > 9 ? ACSToDouble(args[9]) : 0.0;
const DAngle pitch = ACSToAngle(argCount > 10 ? args[10] : 0);
if (!P_Thing_Warp(activator, reference, xofs, yofs, zofs, angle, flags, heightoffset, radiusoffset, pitch))
{
return false;
}
if (argCount > 6)
{
const char* const statename = FBehavior::StaticLookupString(args[6]);
if (nullptr != statename)
{
const bool exact = argCount > 7 && !!args[7];
FState* const state = activator->GetClass()->FindStateByString(statename, exact);
if (nullptr != state)
{
activator->SetState(state);
}
}
}
return true;
}
case ACSF_GetMaxInventory:
actor = SingleActorFromTID(args[0], activator);

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@ -1006,7 +1006,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_OverlayOffset)
PARAM_FLOAT_OPT(wx) { wx = 0.; }
PARAM_FLOAT_OPT(wy) { wy = 32.; }
PARAM_INT_OPT(flags) { flags = 0; }
A_OverlayOffset(self, layer, wx, wy, flags);
A_OverlayOffset(self, ((layer != 0) ? layer : stateinfo->mPSPIndex), wx, wy, flags);
return 0;
}
@ -1033,10 +1033,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_OverlayFlags)
PARAM_INT(flags);
PARAM_BOOL(set);
if (self->player == nullptr)
if (!ACTION_CALL_FROM_PSPRITE())
return 0;
DPSprite *pspr = self->player->FindPSprite(layer);
DPSprite *pspr = self->player->FindPSprite(((layer != 0) ? layer : stateinfo->mPSPIndex));
if (pspr == nullptr)
return 0;
@ -1049,6 +1049,52 @@ DEFINE_ACTION_FUNCTION(AActor, A_OverlayFlags)
return 0;
}
//---------------------------------------------------------------------------
//
// PROC OverlayX/Y
// Action function to return the X/Y of an overlay.
//---------------------------------------------------------------------------
static double GetOverlayPosition(AActor *self, int layer, bool gety)
{
if (layer)
{
DPSprite *pspr = self->player->FindPSprite(layer);
if (pspr != nullptr)
{
return gety ? (pspr->y) : (pspr->x);
}
}
return 0.;
}
DEFINE_ACTION_FUNCTION(AActor, OverlayX)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT_OPT(layer) { layer = 0; }
if (ACTION_CALL_FROM_PSPRITE())
{
double res = GetOverlayPosition(self, ((layer != 0) ? layer : stateinfo->mPSPIndex), false);
ACTION_RETURN_FLOAT(res);
}
ACTION_RETURN_FLOAT(0.);
}
DEFINE_ACTION_FUNCTION(AActor, OverlayY)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT_OPT(layer) { layer = 0; }
if (ACTION_CALL_FROM_PSPRITE())
{
double res = GetOverlayPosition(self, ((layer != 0) ? layer : stateinfo->mPSPIndex), true);
ACTION_RETURN_FLOAT(res);
}
ACTION_RETURN_FLOAT(0.);
}
//---------------------------------------------------------------------------
//
// PROC OverlayID

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@ -130,6 +130,53 @@ void Mac_I_FatalError(const char* const message)
}
static void I_DetectOS()
{
SInt32 majorVersion = 0;
Gestalt(gestaltSystemVersionMajor, &majorVersion);
SInt32 minorVersion = 0;
Gestalt(gestaltSystemVersionMinor, &minorVersion);
SInt32 bugFixVersion = 0;
Gestalt(gestaltSystemVersionBugFix, &bugFixVersion);
const char* name = "Unknown version";
if (10 == majorVersion) switch (minorVersion)
{
case 4: name = "Mac OS X Tiger"; break;
case 5: name = "Mac OS X Leopard"; break;
case 6: name = "Mac OS X Snow Leopard"; break;
case 7: name = "Mac OS X Lion"; break;
case 8: name = "OS X Mountain Lion"; break;
case 9: name = "OS X Mavericks"; break;
case 10: name = "OS X Yosemite"; break;
case 11: name = "OS X El Capitan"; break;
case 12: name = "macOS Sierra"; break;
}
char release[16] = {};
size_t size = sizeof release - 1;
sysctlbyname("kern.osversion", release, &size, nullptr, 0);
const char* const architecture =
#ifdef __i386__
"32-bit Intel";
#elif defined __x86_64__
"64-bit Intel";
#elif defined __ppc__
"32-bit PowerPC";
#elif defined __ppc64__
"64-bit PowerPC";
#else
"Unknown";
#endif
Printf("OS: %s %d.%d.%d (%s) %s\n", name, majorVersion, minorVersion, bugFixVersion, release, architecture);
}
DArgs* Args; // command line arguments
@ -165,6 +212,8 @@ void OriginalMainTry(int argc, char** argv)
progdir += "/";
C_InitConsole(80 * 8, 25 * 8, false);
I_DetectOS();
D_DoomMain();
}

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@ -58,6 +58,8 @@ ACTOR Actor native //: Thinker
native float GetSpriteRotation(int ptr = AAPTR_DEFAULT);
native int GetMissileDamage(int mask, int add, int ptr = AAPTR_DEFAULT);
action native int OverlayID();
action native float OverlayX(int layer = 0);
action native float OverlayY(int layer = 0);
// Action functions
// Meh, MBF redundant functions. Only for DeHackEd support.

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@ -2712,6 +2712,8 @@ OPTVAL_SBSFULL = "Side-by-side Full";
OPTVAL_SBSNARROW = "Side-by-side Narrow";
OPTVAL_TOPBOTTOM = "Top/Bottom";
OPTVAL_ROWINTERLEAVED = "Row Interleaved";
OPTVAL_COLUMNINTERLEAVED = "Column Interleaved";
OPTVAL_CHECKERBOARD = "Checkerboard";
OPTVAL_QUADBUFFERED = "Quad-buffered";
OPTVAL_UNCHARTED2 = "Uncharted 2";
OPTVAL_HEJLDAWSON = "Hejl Dawson";

View file

@ -188,6 +188,8 @@ OptionValue VRMode
4, "$OPTVAL_SBSNARROW"
11, "$OPTVAL_TOPBOTTOM"
12, "$OPTVAL_ROWINTERLEAVED"
13, "$OPTVAL_COLUMNINTERLEAVED"
14, "$OPTVAL_CHECKERBOARD"
5, "$OPTVAL_LEFTEYE"
6, "$OPTVAL_RIGHTEYE"
7, "$OPTVAL_QUADBUFFERED"

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@ -0,0 +1,37 @@
in vec2 TexCoord;
out vec4 FragColor;
uniform sampler2D LeftEyeTexture;
uniform sampler2D RightEyeTexture;
uniform float InvGamma;
uniform float Contrast;
uniform float Brightness;
uniform int WindowPositionParity; // top-of-window might not be top-of-screen
vec4 ApplyGamma(vec4 c)
{
vec3 val = c.rgb * Contrast - (Contrast - 1.0) * 0.5;
val += Brightness * 0.5;
val = pow(max(val, vec3(0.0)), vec3(InvGamma));
return vec4(val, c.a);
}
void main()
{
int thisVerticalPixel = int(gl_FragCoord.y); // Bottom row is typically the right eye, when WindowHeight is even
int thisHorizontalPixel = int(gl_FragCoord.x); // column
bool isLeftEye = (thisVerticalPixel // because we want to alternate eye view on each row
+ thisHorizontalPixel // and each column
+ WindowPositionParity // because the window might not be aligned to the screen
) % 2 == 0;
vec4 inputColor;
if (isLeftEye) {
inputColor = texture(LeftEyeTexture, TexCoord);
}
else {
// inputColor = vec4(0, 1, 0, 1);
inputColor = texture(RightEyeTexture, TexCoord);
}
FragColor = ApplyGamma(inputColor);
}

View file

@ -0,0 +1,35 @@
in vec2 TexCoord;
out vec4 FragColor;
uniform sampler2D LeftEyeTexture;
uniform sampler2D RightEyeTexture;
uniform float InvGamma;
uniform float Contrast;
uniform float Brightness;
uniform int WindowPositionParity; // top-of-window might not be top-of-screen
vec4 ApplyGamma(vec4 c)
{
vec3 val = c.rgb * Contrast - (Contrast - 1.0) * 0.5;
val += Brightness * 0.5;
val = pow(max(val, vec3(0.0)), vec3(InvGamma));
return vec4(val, c.a);
}
void main()
{
int thisHorizontalPixel = int(gl_FragCoord.x); // zero-based column index from left
bool isLeftEye = (thisHorizontalPixel // because we want to alternate eye view on each column
+ WindowPositionParity // because the window might not be aligned to the screen
) % 2 == 0;
vec4 inputColor;
if (isLeftEye) {
inputColor = texture(LeftEyeTexture, TexCoord);
}
else {
// inputColor = vec4(0, 1, 0, 1);
inputColor = texture(RightEyeTexture, TexCoord);
}
FragColor = ApplyGamma(inputColor);
}

View file

@ -7,7 +7,7 @@ uniform sampler2D RightEyeTexture;
uniform float InvGamma;
uniform float Contrast;
uniform float Brightness;
uniform int VerticalPixelOffset; // top-of-window might not be top-of-screen
uniform int WindowPositionParity; // top-of-window might not be top-of-screen
vec4 ApplyGamma(vec4 c)
{
@ -19,9 +19,9 @@ vec4 ApplyGamma(vec4 c)
void main()
{
int thisVerticalPixel = int(gl_FragCoord.y + 1.0); // Bottom row is typically the right eye, when WindowHeight is even
int thisVerticalPixel = int(gl_FragCoord.y); // Bottom row is typically the right eye, when WindowHeight is even
bool isLeftEye = (thisVerticalPixel // because we want to alternate eye view on each row
+ VerticalPixelOffset // because the window might not be aligned to the screen
+ WindowPositionParity // because the window might not be aligned to the screen
) % 2 == 0;
vec4 inputColor;
if (isLeftEye) {