// //--------------------------------------------------------------------------- // // Copyright(C) 2015 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_stereo3d.cpp ** Stereoscopic 3D API ** */ #include "gl_system.h" #include "gl_renderer.h" #include "gl_renderbuffers.h" #include "hw_vrmodes.h" #include "gl_framebuffer.h" #include "gl_postprocessstate.h" #include "gl_framebuffer.h" #include "gl_shaderprogram.h" #include "gl_buffers.h" #include "templates.h" EXTERN_CVAR(Int, vr_mode) EXTERN_CVAR(Float, vid_saturation) EXTERN_CVAR(Float, vid_brightness) EXTERN_CVAR(Float, vid_contrast) EXTERN_CVAR(Int, gl_satformula) EXTERN_CVAR(Int, gl_dither_bpc) void UpdateVRModes(bool considerQuadBuffered = true); namespace OpenGLRenderer { //========================================================================== // // // //========================================================================== void FGLRenderer::PresentAnaglyph(bool r, bool g, bool b) { mBuffers->BindOutputFB(); ClearBorders(); glColorMask(r, g, b, 1); mBuffers->BindEyeTexture(0, 0); DrawPresentTexture(screen->mOutputLetterbox, true); glColorMask(!r, !g, !b, 1); mBuffers->BindEyeTexture(1, 0); DrawPresentTexture(screen->mOutputLetterbox, true); glColorMask(1, 1, 1, 1); } //========================================================================== // // // //========================================================================== void FGLRenderer::PresentSideBySide() { mBuffers->BindOutputFB(); ClearBorders(); // Compute screen regions to use for left and right eye views int leftWidth = screen->mOutputLetterbox.width / 2; int rightWidth = screen->mOutputLetterbox.width - leftWidth; IntRect leftHalfScreen = screen->mOutputLetterbox; leftHalfScreen.width = leftWidth; IntRect rightHalfScreen = screen->mOutputLetterbox; rightHalfScreen.width = rightWidth; rightHalfScreen.left += leftWidth; mBuffers->BindEyeTexture(0, 0); DrawPresentTexture(leftHalfScreen, true); mBuffers->BindEyeTexture(1, 0); DrawPresentTexture(rightHalfScreen, true); } //========================================================================== // // // //========================================================================== void FGLRenderer::PresentTopBottom() { mBuffers->BindOutputFB(); ClearBorders(); // Compute screen regions to use for left and right eye views int topHeight = screen->mOutputLetterbox.height / 2; int bottomHeight = screen->mOutputLetterbox.height - topHeight; IntRect topHalfScreen = screen->mOutputLetterbox; topHalfScreen.height = topHeight; topHalfScreen.top = topHeight; IntRect bottomHalfScreen = screen->mOutputLetterbox; bottomHalfScreen.height = bottomHeight; bottomHalfScreen.top = 0; mBuffers->BindEyeTexture(0, 0); DrawPresentTexture(topHalfScreen, true); mBuffers->BindEyeTexture(1, 0); DrawPresentTexture(bottomHalfScreen, true); } //========================================================================== // // // //========================================================================== void FGLRenderer::prepareInterleavedPresent(FPresentShaderBase& shader) { mBuffers->BindOutputFB(); ClearBorders(); // Bind each eye texture, for composition in the shader mBuffers->BindEyeTexture(0, 0); mBuffers->BindEyeTexture(1, 1); glActiveTexture(GL_TEXTURE0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glActiveTexture(GL_TEXTURE1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); const IntRect& box = screen->mOutputLetterbox; glViewport(box.left, box.top, box.width, box.height); shader.Bind(); if (framebuffer->IsHWGammaActive()) { shader.Uniforms->InvGamma = 1.0f; shader.Uniforms->Contrast = 1.0f; shader.Uniforms->Brightness = 0.0f; shader.Uniforms->Saturation = 1.0f; } else { shader.Uniforms->InvGamma = 1.0f / clamp(vid_gamma, 0.1f, 4.f); shader.Uniforms->Contrast = clamp(vid_contrast, 0.1f, 3.f); shader.Uniforms->Brightness = clamp(vid_brightness, -0.8f, 0.8f); shader.Uniforms->Saturation = clamp(vid_saturation, -15.0f, 15.0f); shader.Uniforms->GrayFormula = static_cast(gl_satformula); } shader.Uniforms->HdrMode = 0; shader.Uniforms->ColorScale = (gl_dither_bpc == -1) ? 255.0f : (float)((1 << gl_dither_bpc) - 1); shader.Uniforms->Scale = { screen->mScreenViewport.width / (float)mBuffers->GetWidth(), screen->mScreenViewport.height / (float)mBuffers->GetHeight() }; shader.Uniforms->Offset = { 0.0f, 0.0f }; shader.Uniforms.SetData(); static_cast(shader.Uniforms.GetBuffer())->BindBase(); } //========================================================================== // // // //========================================================================== void FGLRenderer::PresentColumnInterleaved() { FGLPostProcessState savedState; savedState.SaveTextureBindings(2); prepareInterleavedPresent(*mPresent3dColumnShader); // Compute absolute offset from top of screen to top of current display window // because we need screen-relative, not window-relative, scan line parity // Todo: //auto clientoffset = screen->GetClientOffset(); //auto windowHOffset = clientoffset.X % 2; int windowHOffset = 0; mPresent3dColumnShader->Uniforms->WindowPositionParity = windowHOffset; mPresent3dColumnShader->Uniforms.SetData(); static_cast(mPresent3dColumnShader->Uniforms.GetBuffer())->BindBase(); RenderScreenQuad(); } //========================================================================== // // // //========================================================================== void FGLRenderer::PresentRowInterleaved() { FGLPostProcessState savedState; savedState.SaveTextureBindings(2); prepareInterleavedPresent(*mPresent3dRowShader); // Todo: //auto clientoffset = screen->GetClientOffset(); //auto windowVOffset = clientoffset.Y % 2; int windowVOffset = 0; mPresent3dRowShader->Uniforms->WindowPositionParity = (windowVOffset + screen->mOutputLetterbox.height + 1 // +1 because of origin at bottom ) % 2; mPresent3dRowShader->Uniforms.SetData(); static_cast(mPresent3dRowShader->Uniforms.GetBuffer())->BindBase(); RenderScreenQuad(); } //========================================================================== // // // //========================================================================== void FGLRenderer::PresentCheckerInterleaved() { FGLPostProcessState savedState; savedState.SaveTextureBindings(2); prepareInterleavedPresent(*mPresent3dCheckerShader); // Compute absolute offset from top of screen to top of current display window // because we need screen-relative, not window-relative, scan line parity //auto clientoffset = screen->GetClientOffset(); //auto windowHOffset = clientoffset.X % 2; //auto windowVOffset = clientoffset.Y % 2; int windowHOffset = 0; int windowVOffset = 0; mPresent3dCheckerShader->Uniforms->WindowPositionParity = (windowVOffset + windowHOffset + screen->mOutputLetterbox.height + 1 // +1 because of origin at bottom ) % 2; // because we want the top pixel offset, but gl_FragCoord.y is the bottom pixel offset mPresent3dCheckerShader->Uniforms.SetData(); static_cast(mPresent3dCheckerShader->Uniforms.GetBuffer())->BindBase(); RenderScreenQuad(); } //========================================================================== // // Sometimes the stereo render context is not ready immediately at start up // //========================================================================== bool FGLRenderer::QuadStereoCheckInitialRenderContextState() { // Keep trying until we see at least one good OpenGL context to render to bool bQuadStereoSupported = false; bool bDecentContextWasFound = false; int contextCheckCount = 0; if ((!bDecentContextWasFound) && (contextCheckCount < 200)) { contextCheckCount += 1; glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); // This question is about the main screen display context GLboolean supportsStereo, supportsBuffered; glGetBooleanv(GL_DOUBLEBUFFER, &supportsBuffered); if (supportsBuffered) // 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 glGetBooleanv(GL_STEREO, &supportsStereo); bQuadStereoSupported = supportsStereo && supportsBuffered; if (! bQuadStereoSupported) UpdateVRModes(false); } } return bQuadStereoSupported; } //========================================================================== // // // //========================================================================== void FGLRenderer::PresentQuadStereo() { if (QuadStereoCheckInitialRenderContextState()) { mBuffers->BindOutputFB(); glDrawBuffer(GL_BACK_LEFT); ClearBorders(); mBuffers->BindEyeTexture(0, 0); DrawPresentTexture(screen->mOutputLetterbox, true); glDrawBuffer(GL_BACK_RIGHT); ClearBorders(); mBuffers->BindEyeTexture(1, 0); DrawPresentTexture(screen->mOutputLetterbox, true); glDrawBuffer(GL_BACK); } else { mBuffers->BindOutputFB(); ClearBorders(); mBuffers->BindEyeTexture(0, 0); DrawPresentTexture(screen->mOutputLetterbox, true); } } void FGLRenderer::PresentStereo() { auto vrmode = VRMode::GetVRMode(true); const int eyeCount = vrmode->mEyeCount; // Don't invalidate the bound framebuffer (..., false) if (eyeCount > 1) mBuffers->BlitToEyeTexture(mBuffers->CurrentEye(), false); switch (vr_mode) { default: return; case VR_GREENMAGENTA: PresentAnaglyph(false, true, false); break; case VR_REDCYAN: PresentAnaglyph(true, false, false); break; case VR_AMBERBLUE: PresentAnaglyph(true, true, false); break; case VR_SIDEBYSIDEFULL: case VR_SIDEBYSIDESQUISHED: PresentSideBySide(); break; case VR_TOPBOTTOM: PresentTopBottom(); break; case VR_ROWINTERLEAVED: PresentRowInterleaved(); break; case VR_COLUMNINTERLEAVED: PresentColumnInterleaved(); break; case VR_CHECKERINTERLEAVED: PresentCheckerInterleaved(); break; case VR_QUADSTEREO: PresentQuadStereo(); break; } } }