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