Row interlaced 3d might be working, at least in fullscreen 1920x1080 mode.

This commit is contained in:
Christopher Bruns 2016-10-02 12:24:37 -04:00
parent 79046580d5
commit 460b653709
9 changed files with 206 additions and 4 deletions

View file

@ -1125,6 +1125,7 @@ set( FASTMATH_SOURCES
gl/shaders/gl_texshader.cpp
gl/shaders/gl_shaderprogram.cpp
gl/shaders/gl_presentshader.cpp
gl/shaders/gl_present3dRowshader.cpp
gl/shaders/gl_bloomshader.cpp
gl/shaders/gl_blurshader.cpp
gl/shaders/gl_colormapshader.cpp

View file

@ -57,6 +57,7 @@
#include "gl/shaders/gl_colormapshader.h"
#include "gl/shaders/gl_lensshader.h"
#include "gl/shaders/gl_presentshader.h"
#include "gl/shaders/gl_present3dRowshader.h"
#include "gl/stereo3d/gl_stereo3d.h"
#include "gl/textures/gl_texture.h"
#include "gl/textures/gl_translate.h"
@ -103,6 +104,7 @@ FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
mTonemapPalette = nullptr;
mBuffers = nullptr;
mPresentShader = nullptr;
mPresent3dRowShader = nullptr;
mBloomExtractShader = nullptr;
mBloomCombineShader = nullptr;
mExposureExtractShader = nullptr;
@ -132,6 +134,7 @@ void FGLRenderer::Initialize(int width, int height)
mTonemapPalette = nullptr;
mLensShader = new FLensShader();
mPresentShader = new FPresentShader();
mPresent3dRowShader = new FPresent3DRowShader();
m2DDrawer = new F2DDrawer;
// needed for the core profile, because someone decided it was a good idea to remove the default VAO.
@ -184,6 +187,7 @@ FGLRenderer::~FGLRenderer()
}
if (mBuffers) delete mBuffers;
if (mPresentShader) delete mPresentShader;
if (mPresent3dRowShader) delete mPresent3dRowShader;
if (mBloomExtractShader) delete mBloomExtractShader;
if (mBloomCombineShader) delete mBloomCombineShader;
if (mExposureExtractShader) delete mExposureExtractShader;

View file

@ -29,6 +29,7 @@ class FTonemapShader;
class FColormapShader;
class FLensShader;
class FPresentShader;
class FPresent3DRowShader;
class F2DDrawer;
class FHardwareTexture;
@ -104,6 +105,7 @@ public:
FHardwareTexture *mTonemapPalette;
FLensShader *mLensShader;
FPresentShader *mPresentShader;
FPresent3DRowShader *mPresent3dRowShader;
FTexture *gllight;
FTexture *glpart2;

View file

@ -0,0 +1,60 @@
//
//---------------------------------------------------------------------------
//
// 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();
}

View file

@ -0,0 +1,51 @@
//
//---------------------------------------------------------------------------
//
// Copyright(C) 2015 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_present3dRowshader.h
** Final composition and present shader for row-interleaved stereoscopic 3D mode
**
*/
#ifndef GL_PRESENT3DROWSHADER_H_
#define GL_PRESENT3DROWSHADER_H_
#include "gl_shaderprogram.h"
class FPresent3DRowShader
{
public:
void Bind();
FBufferedUniformSampler LeftEyeTexture;
FBufferedUniformSampler RightEyeTexture;
FBufferedUniform1f InvGamma;
FBufferedUniform1f Contrast;
FBufferedUniform1f Brightness;
FBufferedUniform2f Scale;
FBufferedUniform1i VerticalPixelOffset;
private:
FShaderProgram mShader;
};
// GL_PRESENT3DROWSHADER_H_
#endif

View file

@ -36,6 +36,12 @@
#include "gl_interleaved3d.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_renderbuffers.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/shaders/gl_present3dRowshader.h"
EXTERN_CVAR(Float, vid_brightness)
EXTERN_CVAR(Float, vid_contrast)
namespace s3d {
@ -46,6 +52,10 @@ const RowInterleaved3D& RowInterleaved3D::getInstance(float ipd)
return instance;
}
RowInterleaved3D::RowInterleaved3D(double ipdMeters)
: TopBottom3D(ipdMeters)
{}
void RowInterleaved3D::Present() const
{
GLRenderer->mBuffers->BindOutputFB();
@ -60,8 +70,43 @@ void RowInterleaved3D::Present() const
bottomHalfScreen.height = topHeight;
bottomHalfScreen.top = 0;
GLRenderer->mBuffers->BlitFromEyeTexture(0, &topHalfScreen);
GLRenderer->mBuffers->BlitFromEyeTexture(1, &bottomHalfScreen);
// Bind each eye texture, for composition in the shader
GLRenderer->mBuffers->BindEyeTexture(0, 0);
GLRenderer->mBuffers->BindEyeTexture(1, 1);
glActiveTexture(GL_TEXTURE0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glActiveTexture(GL_TEXTURE1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
const GL_IRECT& box = GLRenderer->mOutputLetterbox;
glViewport(box.left, box.top, box.width, box.height);
bool applyGamma = true;
GLRenderer->mPresent3dRowShader->Bind();
GLRenderer->mPresent3dRowShader->LeftEyeTexture.Set(0);
GLRenderer->mPresent3dRowShader->RightEyeTexture.Set(1);
if (!applyGamma || GLRenderer->framebuffer->IsHWGammaActive())
{
GLRenderer->mPresent3dRowShader->InvGamma.Set(1.0f);
GLRenderer->mPresent3dRowShader->Contrast.Set(1.0f);
GLRenderer->mPresent3dRowShader->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));
}
GLRenderer->mPresent3dRowShader->Scale.Set(
GLRenderer->mScreenViewport.width / (float)GLRenderer->mBuffers->GetWidth(),
GLRenderer->mScreenViewport.height / (float)GLRenderer->mBuffers->GetHeight());
GLRenderer->mPresent3dRowShader->VerticalPixelOffset.Set(0); // fixme: vary with window location
GLRenderer->RenderScreenQuad();
}

View file

@ -42,13 +42,15 @@
#include "gl/system/gl_system.h"
#include "gl/renderer/gl_renderstate.h"
class FPresent3DRowShader;
namespace s3d {
class RowInterleaved3D : public TopBottom3D
{
public:
static const RowInterleaved3D& getInstance(float ipd);
RowInterleaved3D(double ipdMeters) : TopBottom3D(ipdMeters) {}
RowInterleaved3D(double ipdMeters);
void Present() const override;
};

View file

@ -125,9 +125,10 @@ void TopBottom3D::Present() const
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 += topHeight;
bottomHalfScreen.top = 0;
GLRenderer->mBuffers->BindEyeTexture(0, 0);
GLRenderer->DrawPresentTexture(topHalfScreen, true);

View file

@ -0,0 +1,36 @@
in vec2 TexCoord;
out vec4 FragColor;
uniform sampler2D LeftEyeTexture;
uniform sampler2D RightEyeTexture;
uniform float InvGamma;
uniform float Contrast;
uniform float Brightness;
uniform int VerticalPixelOffset; // 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()
{
// NOTE we assume here that the full screen height is the sum of the left
// and right eye view heights
int screenHeightInPixels = textureSize(LeftEyeTexture, 0).y + textureSize(RightEyeTexture, 0).y;
int thisVerticalPixel = int(TexCoord.y * screenHeightInPixels + 0.5);
bool isLeftEye = (thisVerticalPixel + VerticalPixelOffset) % 2 == 0;
vec4 inputColor;
if (isLeftEye) {
inputColor = texture(LeftEyeTexture, TexCoord);
}
else {
// inputColor = vec4(0, 1, 0, 1);
inputColor = texture(RightEyeTexture, TexCoord);
}
FragColor = ApplyGamma(inputColor);
}