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Partial implementation of row interlaced mode.
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parent
960d4d6755
commit
79046580d5
3 changed files with 27 additions and 8 deletions
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@ -576,6 +576,26 @@ void FGLRenderBuffers::BlitToEyeTexture(int eye)
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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}
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void FGLRenderBuffers::BlitFromEyeTexture(int eye, GL_IRECT* box)
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{
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glBindFramebuffer(GL_READ_FRAMEBUFFER, mEyeFBs[eye]);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mOutputFB);
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if (box == nullptr)
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box = &GLRenderer->mOutputLetterbox;
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glBlitFramebuffer(0, 0, mWidth, mHeight,
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box->left, box->top, box->width + box->left, box->height + box->top,
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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if ((gl.flags & RFL_INVALIDATE_BUFFER) != 0)
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{
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GLenum attachments[2] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_STENCIL_ATTACHMENT };
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glInvalidateFramebuffer(GL_READ_FRAMEBUFFER, 2, attachments);
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}
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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}
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void FGLRenderBuffers::BindEyeTexture(int eye, int texunit)
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{
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CreateEyeBuffers(eye);
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@ -2,6 +2,7 @@
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#define __GL_RENDERBUFFERS_H
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#include "gl/shaders/gl_shader.h"
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#include "gl/renderer/gl_renderer.h"
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class FGLBloomTextureLevel
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{
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@ -42,6 +43,7 @@ public:
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void BindOutputFB();
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void BlitToEyeTexture(int eye);
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void BlitFromEyeTexture(int eye, GL_IRECT* box);
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void BindEyeTexture(int eye, int texunit);
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void BindEyeFB(int eye, bool readBuffer = false);
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@ -53,18 +53,15 @@ void RowInterleaved3D::Present() const
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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 += topHeight;
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bottomHalfScreen.height = 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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GLRenderer->mBuffers->BindEyeTexture(1, 0);
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GLRenderer->DrawPresentTexture(bottomHalfScreen, true);
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GLRenderer->mBuffers->BlitFromEyeTexture(0, &topHalfScreen);
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GLRenderer->mBuffers->BlitFromEyeTexture(1, &bottomHalfScreen);
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}
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