// //--------------------------------------------------------------------------- // // 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 "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 FPresentStereoShaderBase::Init(const char * vtx_shader_name, const char * program_name) { FPresentShaderBase::Init(vtx_shader_name, program_name); LeftEyeTexture.Init(mShader, "LeftEyeTexture"); RightEyeTexture.Init(mShader, "RightEyeTexture"); WindowPositionParity.Init(mShader, "WindowPositionParity"); } void FPresent3DCheckerShader::Bind() { if (!mShader) { Init("shaders/glsl/present_checker3d.fp", "shaders/glsl/presentChecker3d"); } mShader.Bind(); } void FPresent3DColumnShader::Bind() { if (!mShader) { Init("shaders/glsl/present_column3d.fp", "shaders/glsl/presentColumn3d"); } mShader.Bind(); } void FPresent3DRowShader::Bind() { if (!mShader) { Init("shaders/glsl/present_row3d.fp", "shaders/glsl/presentRow3d"); } mShader.Bind(); }