mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 14:51:51 +00:00
Row interlaced 3d might be working, at least in fullscreen 1920x1080 mode.
This commit is contained in:
parent
79046580d5
commit
460b653709
9 changed files with 206 additions and 4 deletions
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@ -1125,6 +1125,7 @@ set( FASTMATH_SOURCES
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gl/shaders/gl_texshader.cpp
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gl/shaders/gl_shaderprogram.cpp
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gl/shaders/gl_presentshader.cpp
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gl/shaders/gl_present3dRowshader.cpp
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gl/shaders/gl_bloomshader.cpp
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gl/shaders/gl_blurshader.cpp
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gl/shaders/gl_colormapshader.cpp
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@ -57,6 +57,7 @@
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#include "gl/shaders/gl_colormapshader.h"
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#include "gl/shaders/gl_lensshader.h"
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#include "gl/shaders/gl_presentshader.h"
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#include "gl/shaders/gl_present3dRowshader.h"
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#include "gl/stereo3d/gl_stereo3d.h"
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#include "gl/textures/gl_texture.h"
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#include "gl/textures/gl_translate.h"
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@ -103,6 +104,7 @@ FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
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mTonemapPalette = nullptr;
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mBuffers = nullptr;
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mPresentShader = nullptr;
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mPresent3dRowShader = nullptr;
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mBloomExtractShader = nullptr;
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mBloomCombineShader = nullptr;
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mExposureExtractShader = nullptr;
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@ -132,6 +134,7 @@ void FGLRenderer::Initialize(int width, int height)
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mTonemapPalette = nullptr;
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mLensShader = new FLensShader();
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mPresentShader = new FPresentShader();
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mPresent3dRowShader = new FPresent3DRowShader();
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m2DDrawer = new F2DDrawer;
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// needed for the core profile, because someone decided it was a good idea to remove the default VAO.
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@ -184,6 +187,7 @@ FGLRenderer::~FGLRenderer()
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}
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if (mBuffers) delete mBuffers;
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if (mPresentShader) delete mPresentShader;
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if (mPresent3dRowShader) delete mPresent3dRowShader;
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if (mBloomExtractShader) delete mBloomExtractShader;
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if (mBloomCombineShader) delete mBloomCombineShader;
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if (mExposureExtractShader) delete mExposureExtractShader;
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@ -29,6 +29,7 @@ class FTonemapShader;
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class FColormapShader;
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class FLensShader;
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class FPresentShader;
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class FPresent3DRowShader;
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class F2DDrawer;
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class FHardwareTexture;
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@ -104,6 +105,7 @@ public:
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FHardwareTexture *mTonemapPalette;
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FLensShader *mLensShader;
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FPresentShader *mPresentShader;
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FPresent3DRowShader *mPresent3dRowShader;
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FTexture *gllight;
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FTexture *glpart2;
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60
src/gl/shaders/gl_present3dRowshader.cpp
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60
src/gl/shaders/gl_present3dRowshader.cpp
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@ -0,0 +1,60 @@
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//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2016 Christopher Bruns
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_3dRowshader.cpp
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** Copy rendered texture to back buffer, possibly with gamma correction
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** while interleaving rows from two independent viewpoint textures,
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** representing the left-eye and right-eye views.
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**
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*/
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#include "gl/system/gl_system.h"
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#include "files.h"
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#include "m_swap.h"
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#include "v_video.h"
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#include "gl/gl_functions.h"
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#include "vectors.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_framebuffer.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/shaders/gl_present3dRowshader.h"
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void FPresent3DRowShader::Bind()
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{
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if (!mShader)
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{
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquadscale.vp", "", 330);
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mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/present_row3d.fp", "", 330);
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mShader.SetFragDataLocation(0, "FragColor");
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mShader.Link("shaders/glsl/presentRow3d");
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mShader.SetAttribLocation(0, "PositionInProjection");
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mShader.SetAttribLocation(1, "UV");
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LeftEyeTexture.Init(mShader, "LeftEyeTexture");
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RightEyeTexture.Init(mShader, "RightEyeTexture");
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InvGamma.Init(mShader, "InvGamma");
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Contrast.Init(mShader, "Contrast");
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Brightness.Init(mShader, "Brightness");
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Scale.Init(mShader, "UVScale");
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VerticalPixelOffset.Init(mShader, "VerticalPixelOffset");
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}
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mShader.Bind();
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}
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51
src/gl/shaders/gl_present3dRowshader.h
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51
src/gl/shaders/gl_present3dRowshader.h
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//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2015 Christopher Bruns
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_present3dRowshader.h
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** Final composition and present shader for row-interleaved stereoscopic 3D mode
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**
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*/
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#ifndef GL_PRESENT3DROWSHADER_H_
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#define GL_PRESENT3DROWSHADER_H_
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#include "gl_shaderprogram.h"
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class FPresent3DRowShader
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{
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public:
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void Bind();
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FBufferedUniformSampler LeftEyeTexture;
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FBufferedUniformSampler RightEyeTexture;
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FBufferedUniform1f InvGamma;
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FBufferedUniform1f Contrast;
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FBufferedUniform1f Brightness;
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FBufferedUniform2f Scale;
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FBufferedUniform1i VerticalPixelOffset;
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private:
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FShaderProgram mShader;
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};
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// GL_PRESENT3DROWSHADER_H_
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#endif
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@ -36,6 +36,12 @@
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#include "gl_interleaved3d.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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#include "gl/renderer/gl_renderer.h"
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#include "gl/system/gl_framebuffer.h"
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#include "gl/shaders/gl_present3dRowshader.h"
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EXTERN_CVAR(Float, vid_brightness)
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EXTERN_CVAR(Float, vid_contrast)
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namespace s3d {
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@ -46,6 +52,10 @@ const RowInterleaved3D& RowInterleaved3D::getInstance(float ipd)
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return instance;
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}
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RowInterleaved3D::RowInterleaved3D(double ipdMeters)
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: TopBottom3D(ipdMeters)
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{}
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void RowInterleaved3D::Present() const
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{
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GLRenderer->mBuffers->BindOutputFB();
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@ -60,8 +70,43 @@ void RowInterleaved3D::Present() const
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bottomHalfScreen.height = topHeight;
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bottomHalfScreen.top = 0;
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GLRenderer->mBuffers->BlitFromEyeTexture(0, &topHalfScreen);
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GLRenderer->mBuffers->BlitFromEyeTexture(1, &bottomHalfScreen);
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// Bind each eye texture, for composition in the shader
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GLRenderer->mBuffers->BindEyeTexture(0, 0);
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GLRenderer->mBuffers->BindEyeTexture(1, 1);
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glActiveTexture(GL_TEXTURE0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glActiveTexture(GL_TEXTURE1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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const GL_IRECT& box = GLRenderer->mOutputLetterbox;
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glViewport(box.left, box.top, box.width, box.height);
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bool applyGamma = true;
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GLRenderer->mPresent3dRowShader->Bind();
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GLRenderer->mPresent3dRowShader->LeftEyeTexture.Set(0);
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GLRenderer->mPresent3dRowShader->RightEyeTexture.Set(1);
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if (!applyGamma || GLRenderer->framebuffer->IsHWGammaActive())
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{
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GLRenderer->mPresent3dRowShader->InvGamma.Set(1.0f);
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GLRenderer->mPresent3dRowShader->Contrast.Set(1.0f);
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GLRenderer->mPresent3dRowShader->Brightness.Set(0.0f);
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}
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else
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{
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GLRenderer->mPresent3dRowShader->InvGamma.Set(1.0f / clamp<float>(Gamma, 0.1f, 4.f));
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GLRenderer->mPresent3dRowShader->Contrast.Set(clamp<float>(vid_contrast, 0.1f, 3.f));
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GLRenderer->mPresent3dRowShader->Brightness.Set(clamp<float>(vid_brightness, -0.8f, 0.8f));
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}
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GLRenderer->mPresent3dRowShader->Scale.Set(
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GLRenderer->mScreenViewport.width / (float)GLRenderer->mBuffers->GetWidth(),
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GLRenderer->mScreenViewport.height / (float)GLRenderer->mBuffers->GetHeight());
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GLRenderer->mPresent3dRowShader->VerticalPixelOffset.Set(0); // fixme: vary with window location
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GLRenderer->RenderScreenQuad();
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}
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@ -42,13 +42,15 @@
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#include "gl/system/gl_system.h"
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#include "gl/renderer/gl_renderstate.h"
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class FPresent3DRowShader;
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namespace s3d {
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class RowInterleaved3D : public TopBottom3D
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{
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public:
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static const RowInterleaved3D& getInstance(float ipd);
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RowInterleaved3D(double ipdMeters) : TopBottom3D(ipdMeters) {}
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RowInterleaved3D(double ipdMeters);
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void Present() const override;
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};
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@ -125,9 +125,10 @@ void TopBottom3D::Present() const
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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 += topHeight;
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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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36
wadsrc/static/shaders/glsl/present_row3d.fp
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36
wadsrc/static/shaders/glsl/present_row3d.fp
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@ -0,0 +1,36 @@
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in vec2 TexCoord;
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out vec4 FragColor;
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uniform sampler2D LeftEyeTexture;
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uniform sampler2D RightEyeTexture;
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uniform float InvGamma;
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uniform float Contrast;
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uniform float Brightness;
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uniform int VerticalPixelOffset; // top-of-window might not be top-of-screen
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vec4 ApplyGamma(vec4 c)
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{
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vec3 val = c.rgb * Contrast - (Contrast - 1.0) * 0.5;
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val += Brightness * 0.5;
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val = pow(max(val, vec3(0.0)), vec3(InvGamma));
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return vec4(val, c.a);
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}
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void main()
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{
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// NOTE we assume here that the full screen height is the sum of the left
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// and right eye view heights
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int screenHeightInPixels = textureSize(LeftEyeTexture, 0).y + textureSize(RightEyeTexture, 0).y;
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int thisVerticalPixel = int(TexCoord.y * screenHeightInPixels + 0.5);
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bool isLeftEye = (thisVerticalPixel + VerticalPixelOffset) % 2 == 0;
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vec4 inputColor;
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if (isLeftEye) {
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inputColor = texture(LeftEyeTexture, TexCoord);
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}
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else {
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// inputColor = vec4(0, 1, 0, 1);
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inputColor = texture(RightEyeTexture, TexCoord);
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}
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FragColor = ApplyGamma(inputColor);
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}
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