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121 lines
4.4 KiB
C++
121 lines
4.4 KiB
C++
/*
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** gl_interleaved3d.cpp
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** Interleaved image stereoscopic 3D modes for GZDoom
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**
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**---------------------------------------------------------------------------
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** Copyright 2016 Christopher Bruns
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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**
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*/
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#include "gl_interleaved3d.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_renderbuffers.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/system/gl_framebuffer.h"
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#include "gl/shaders/gl_present3dRowshader.h"
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EXTERN_CVAR(Float, vid_brightness)
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EXTERN_CVAR(Float, vid_contrast)
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EXTERN_CVAR(Bool, fullscreen)
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EXTERN_CVAR(Int, win_y) // pixel position of top of display window
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namespace s3d {
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/* static */
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const RowInterleaved3D& RowInterleaved3D::getInstance(float ipd)
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{
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static RowInterleaved3D instance(ipd);
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return instance;
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}
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RowInterleaved3D::RowInterleaved3D(double ipdMeters)
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: TopBottom3D(ipdMeters)
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{}
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void RowInterleaved3D::Present() const
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{
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GLRenderer->mBuffers->BindOutputFB();
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GLRenderer->ClearBorders();
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// Bind each eye texture, for composition in the shader
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GLRenderer->mBuffers->BindEyeTexture(0, 0);
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GLRenderer->mBuffers->BindEyeTexture(1, 1);
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glActiveTexture(GL_TEXTURE0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glActiveTexture(GL_TEXTURE1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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const GL_IRECT& box = GLRenderer->mOutputLetterbox;
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glViewport(box.left, box.top, box.width, box.height);
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bool applyGamma = true;
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GLRenderer->mPresent3dRowShader->Bind();
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GLRenderer->mPresent3dRowShader->LeftEyeTexture.Set(0);
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GLRenderer->mPresent3dRowShader->RightEyeTexture.Set(1);
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if (!applyGamma || GLRenderer->framebuffer->IsHWGammaActive())
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{
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GLRenderer->mPresent3dRowShader->InvGamma.Set(1.0f);
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GLRenderer->mPresent3dRowShader->Contrast.Set(1.0f);
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GLRenderer->mPresent3dRowShader->Brightness.Set(0.0f);
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}
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else
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{
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GLRenderer->mPresent3dRowShader->InvGamma.Set(1.0f / clamp<float>(Gamma, 0.1f, 4.f));
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GLRenderer->mPresent3dRowShader->Contrast.Set(clamp<float>(vid_contrast, 0.1f, 3.f));
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GLRenderer->mPresent3dRowShader->Brightness.Set(clamp<float>(vid_brightness, -0.8f, 0.8f));
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}
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GLRenderer->mPresent3dRowShader->Scale.Set(
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GLRenderer->mScreenViewport.width / (float)GLRenderer->mBuffers->GetWidth(),
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GLRenderer->mScreenViewport.height / (float)GLRenderer->mBuffers->GetHeight());
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// Compute absolute offset from top of screen to top of current display window
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// because we need screen-relative, not window-relative, scan line parity
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int windowVOffset = 0;
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if (! fullscreen) {
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I_SaveWindowedPos(); // update win_y CVAR
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windowVOffset = win_y;
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}
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GLRenderer->mPresent3dRowShader->VerticalPixelOffset.Set(
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windowVOffset // fixme: vary with window location
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+ box.height % 2 // because we want the top pixel offset, but gl_FragCoord.y is the bottom pixel offset
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);
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GLRenderer->RenderScreenQuad();
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}
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} /* namespace s3d */
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