qzdoom/src/gl/shaders/gl_present3dRowshader.cpp

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//
//---------------------------------------------------------------------------
//
// Copyright(C) 2016 Christopher Bruns
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
/*
** gl_3dRowshader.cpp
** Copy rendered texture to back buffer, possibly with gamma correction
** while interleaving rows from two independent viewpoint textures,
** representing the left-eye and right-eye views.
**
*/
#include "gl/system/gl_system.h"
#include "files.h"
#include "m_swap.h"
#include "v_video.h"
#include "gl/gl_functions.h"
#include "vectors.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/system/gl_cvars.h"
#include "gl/shaders/gl_present3dRowshader.h"
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");
}
mShader.Bind();
}