vkdoom_m/src/gl/stereo3d/gl_sidebyside3d.cpp
Christoph Oelckers 4ef7b66c4b - partial consolidation of the EyePose classes.
The SBS versions can just as easily be handled with an additional parameter.
2018-06-24 11:45:40 +02:00

150 lines
4.9 KiB
C++

/*
** gl_sidebyside3d.cpp
** Mosaic image stereoscopic 3D modes for GZDoom
**
**---------------------------------------------------------------------------
** Copyright 2016 Christopher Bruns
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
**
*/
#include "gl/scene/gl_drawinfo.h"
#include "gl_sidebyside3d.h"
#include "gl/renderer/gl_renderbuffers.h"
namespace s3d {
void SideBySideBase::Present() const
{
GLRenderer->mBuffers->BindOutputFB();
GLRenderer->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;
GLRenderer->mBuffers->BindEyeTexture(0, 0);
GLRenderer->DrawPresentTexture(leftHalfScreen, true);
GLRenderer->mBuffers->BindEyeTexture(1, 0);
GLRenderer->DrawPresentTexture(rightHalfScreen, true);
}
// AdjustViewports() is called from within FLGRenderer::SetOutputViewport(...)
void SideBySideBase::AdjustViewports() const
{
// Change size of renderbuffer, and align to screen
screen->mSceneViewport.width /= 2;
screen->mSceneViewport.left /= 2;
screen->mScreenViewport.width /= 2;
screen->mScreenViewport.left /= 2;
}
/* static */
const SideBySideSquished& SideBySideSquished::getInstance(float ipd)
{
static SideBySideSquished instance(ipd);
return instance;
}
SideBySideSquished::SideBySideSquished(double ipdMeters)
: leftEye(ipdMeters), rightEye(ipdMeters)
{
eye_ptrs.Push(&leftEye);
eye_ptrs.Push(&rightEye);
}
/* static */
const SideBySideFull& SideBySideFull::getInstance(float ipd)
{
static SideBySideFull instance(ipd);
return instance;
}
SideBySideFull::SideBySideFull(double ipdMeters)
: leftEye(ipdMeters, 0.5f), rightEye(ipdMeters, 0.5f)
{
eye_ptrs.Push(&leftEye);
eye_ptrs.Push(&rightEye);
}
/* virtual */
void SideBySideFull::AdjustPlayerSprites(FDrawInfo *di) const /* override */
{
// Show weapon at double width, so it would appear normal width after rescaling
int w = screen->mScreenViewport.width;
int h = screen->mScreenViewport.height;
di->VPUniforms.mProjectionMatrix.ortho(w/2, w + w/2, h, 0, -1.0f, 1.0f);
di->ApplyVPUniforms();
}
/* static */
const TopBottom3D& TopBottom3D::getInstance(float ipd)
{
static TopBottom3D instance(ipd);
return instance;
}
void TopBottom3D::Present() const
{
GLRenderer->mBuffers->BindOutputFB();
GLRenderer->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;
GLRenderer->mBuffers->BindEyeTexture(0, 0);
GLRenderer->DrawPresentTexture(topHalfScreen, true);
GLRenderer->mBuffers->BindEyeTexture(1, 0);
GLRenderer->DrawPresentTexture(bottomHalfScreen, true);
}
// AdjustViewports() is called from within FLGRenderer::SetOutputViewport(...)
void TopBottom3D::AdjustViewports() const
{
// Change size of renderbuffer, and align to screen
screen->mSceneViewport.height /= 2;
screen->mSceneViewport.top /= 2;
screen->mScreenViewport.height /= 2;
screen->mScreenViewport.top /= 2;
}
} /* namespace s3d */