/* ** gl_quadstereo.cpp ** Quad-buffered OpenGL stereoscopic 3D mode for GZDoom ** **--------------------------------------------------------------------------- ** Copyright 2015 Christopher Bruns ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** ** */ #include "gl_quadstereo.h" #include "gl/renderer/gl_renderer.h" #include "gl/renderer/gl_renderbuffers.h" namespace s3d { QuadStereo::QuadStereo(double ipdMeters) : leftEye(ipdMeters), rightEye(ipdMeters) { // Check whether quad-buffered stereo is supported in the current context // We are assuming the OpenGL context is already current at this point, // i.e. this constructor is called "just in time". // First initialize to mono-ish initial state bQuadStereoSupported = leftEye.bQuadStereoSupported = rightEye.bQuadStereoSupported = false; eye_ptrs.Push(&leftEye); // We ALWAYS want to show at least this one view... // We will possibly advance to true stereo mode in the Setup() method... } // Sometimes the stereo render context is not ready immediately at start up /* private */ void QuadStereo::checkInitialRenderContextState() { // Keep trying until we see at least one good OpenGL context to render to static bool bDecentContextWasFound = false; if (!bDecentContextWasFound) { // I'm using a "random" OpenGL call (glGetFramebufferAttachmentParameteriv) // that appears to correlate with whether the context is ready GLint attachmentType = GL_NONE; glGetFramebufferAttachmentParameteriv(GL_DRAW_FRAMEBUFFER, GL_FRONT_LEFT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &attachmentType); if (attachmentType != GL_NONE) // Finally, a useful OpenGL context { // This block will be executed exactly ONCE during a game run bDecentContextWasFound = true; // now we can stop checking every frame... // Now check whether this context supports hardware stereo GLboolean supportsStereo, supportsBuffered; glGetBooleanv(GL_STEREO, &supportsStereo); glGetBooleanv(GL_DOUBLEBUFFER, &supportsBuffered); bQuadStereoSupported = supportsStereo && supportsBuffered; leftEye.bQuadStereoSupported = bQuadStereoSupported; rightEye.bQuadStereoSupported = bQuadStereoSupported; if (bQuadStereoSupported) eye_ptrs.Push(&rightEye); // Use the other eye too, if we can do stereo } } } void QuadStereo::Present() const { if (bQuadStereoSupported) { GLRenderer->mBuffers->BindOutputFB(); glDrawBuffer(GL_BACK_LEFT); GLRenderer->ClearBorders(); GLRenderer->mBuffers->BindEyeTexture(0, 0); GLRenderer->DrawPresentTexture(GLRenderer->mOutputLetterbox, true); glDrawBuffer(GL_BACK_RIGHT); GLRenderer->ClearBorders(); GLRenderer->mBuffers->BindEyeTexture(1, 0); GLRenderer->DrawPresentTexture(GLRenderer->mOutputLetterbox, true); glDrawBuffer(GL_BACK); } else { GLRenderer->mBuffers->BindOutputFB(); GLRenderer->ClearBorders(); GLRenderer->mBuffers->BindEyeTexture(0, 0); GLRenderer->DrawPresentTexture(GLRenderer->mOutputLetterbox, true); } } void QuadStereo::SetUp() const { Stereo3DMode::SetUp(); // Maybe advance to true stereo mode (ONCE), after the stereo context is finally ready const_cast(this)->checkInitialRenderContextState(); } /* static */ const QuadStereo& QuadStereo::getInstance(float ipd) { static QuadStereo instance(ipd); return instance; } } /* namespace s3d */