- refactored the entire Stereo3D system to get rid of the class hierarchy and all its ugly implications.

Ultimately all this needs is a small data table describing the geometric properties of each mode and a single Present function that calls the mode specific variants.
Code size got reduced from 50kb to less than 20kb with proper separation of the generic parts from the OpenGL parts.
This commit is contained in:
Christoph Oelckers 2018-06-24 13:39:14 +02:00
commit c3d5b960ee
29 changed files with 692 additions and 1728 deletions

View file

@ -47,8 +47,8 @@
#include "hwrenderer/postprocessing/hw_lensshader.h"
#include "hwrenderer/postprocessing/hw_fxaashader.h"
#include "hwrenderer/postprocessing/hw_presentshader.h"
#include "hwrenderer/utility/hw_vrmodes.h"
#include "gl/shaders/gl_postprocessshaderinstance.h"
#include "gl/stereo3d/gl_stereo3d.h"
#include "gl/textures/gl_hwtexture.h"
#include "r_videoscale.h"
@ -654,18 +654,18 @@ void FGLRenderer::ApplyFXAA()
void FGLRenderer::Flush()
{
const s3d::Stereo3DMode& stereo3dMode = s3d::Stereo3DMode::getCurrentMode();
auto vrmode = VRMode::GetVRMode(true);
const auto &mSceneViewport = screen->mSceneViewport;
const auto &mScreenViewport = screen->mScreenViewport;
if (stereo3dMode.IsMono())
if (vrmode->mEyeCount == 1)
{
CopyToBackbuffer(nullptr, true);
}
else
{
// Render 2D to eye textures
for (int eye_ix = 0; eye_ix < stereo3dMode.eye_count(); ++eye_ix)
for (int eye_ix = 0; eye_ix < vrmode->mEyeCount; ++eye_ix)
{
FGLDebug::PushGroup("Eye2D");
mBuffers->BindEyeFB(eye_ix);
@ -678,7 +678,9 @@ void FGLRenderer::Flush()
FGLPostProcessState savedState;
FGLDebug::PushGroup("PresentEyes");
stereo3dMode.Present();
// Note: This here is the ONLY place in the entire engine where the OpenGL dependent parts of the Stereo3D code need to be dealt with.
// There's absolutely no need to create a overly complex class hierarchy for just this.
GLRenderer->PresentStereo();
FGLDebug::PopGroup();
}
}