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fixed: Delay setup of quad-buffered stereo 3d mode, in case a useful OpenGL context is not immediately provided.
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66c5121e38
commit
924aaa3a92
2 changed files with 41 additions and 11 deletions
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@ -45,17 +45,38 @@ QuadStereo::QuadStereo(double ipdMeters)
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// Check whether quad-buffered stereo is supported in the current context
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// We are assuming the OpenGL context is already current at this point,
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// i.e. this constructor is called "just in time".
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// First initialize to mono-ish initial state
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bQuadStereoSupported = leftEye.bQuadStereoSupported = rightEye.bQuadStereoSupported = false;
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eye_ptrs.Push(&leftEye); // We ALWAYS want to show at least this one view...
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// We will possibly advance to true stereo mode in the Setup() method...
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}
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// Sometimes the stereo render context is not ready immediately at start up
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/* private */
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void QuadStereo::checkInitialRenderContextState()
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{
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// Keep trying until we see at least one good OpenGL context to render to
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static bool bDecentContextWasFound = false;
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if (!bDecentContextWasFound) {
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// I'm using a "random" OpenGL call (glGetFramebufferAttachmentParameteriv)
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// that appears to correlate with whether the context is ready
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GLint attachmentType = GL_NONE;
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glGetFramebufferAttachmentParameteriv(GL_DRAW_FRAMEBUFFER, GL_FRONT_LEFT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &attachmentType);
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if (attachmentType != GL_NONE) // Finally, a useful OpenGL context
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{
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// This block will be executed exactly ONCE during a game run
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bDecentContextWasFound = true; // now we can stop checking every frame...
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// Now check whether this context supports hardware stereo
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GLboolean supportsStereo, supportsBuffered;
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glGetBooleanv(GL_STEREO, &supportsStereo);
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glGetBooleanv(GL_DOUBLEBUFFER, &supportsBuffered);
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bQuadStereoSupported = supportsStereo && supportsBuffered;
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leftEye.bQuadStereoSupported = bQuadStereoSupported;
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rightEye.bQuadStereoSupported = bQuadStereoSupported;
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eye_ptrs.Push(&leftEye);
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// If stereo is not supported, just draw scene once (left eye view only)
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if (bQuadStereoSupported) {
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eye_ptrs.Push(&rightEye);
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if (bQuadStereoSupported)
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eye_ptrs.Push(&rightEye); // Use the other eye too, if we can do stereo
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}
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}
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}
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@ -81,11 +102,18 @@ void QuadStereo::Present() const
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{
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GLRenderer->mBuffers->BindOutputFB();
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GLRenderer->ClearBorders();
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GLRenderer->mBuffers->BindEyeTexture(1, 0);
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GLRenderer->mBuffers->BindEyeTexture(0, 0);
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GLRenderer->DrawPresentTexture(GLRenderer->mOutputLetterbox, true);
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}
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}
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void QuadStereo::SetUp() const
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{
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Stereo3DMode::SetUp();
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// Maybe advance to true stereo mode (ONCE), after the stereo context is finally ready
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const_cast<QuadStereo*>(this)->checkInitialRenderContextState();
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}
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/* static */
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const QuadStereo& QuadStereo::getInstance(float ipd)
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{
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@ -69,11 +69,13 @@ class QuadStereo : public Stereo3DMode
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public:
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QuadStereo(double ipdMeters);
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void Present() const override;
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void SetUp() const override;
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static const QuadStereo& getInstance(float ipd);
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private:
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QuadStereoLeftPose leftEye;
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QuadStereoRightPose rightEye;
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bool bQuadStereoSupported;
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void checkInitialRenderContextState();
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};
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