This is for Vulkan preparation where all of this needs to run in a user-specified context so that this code can be moved out of the GL folder without depending on OpenGL's global state model.
226 lines
7.7 KiB
C++
226 lines
7.7 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_renderbuffers.h"
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#include "gl/renderer/gl_postprocessstate.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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#ifdef _WIN32
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#include "hardware.h"
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#endif // _WIN32
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EXTERN_CVAR(Float, vid_saturation)
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EXTERN_CVAR(Float, vid_brightness)
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EXTERN_CVAR(Float, vid_contrast)
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EXTERN_CVAR(Int, gl_satformula)
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EXTERN_CVAR(Bool, fullscreen)
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EXTERN_CVAR(Int, win_x) // screen pixel position of left of display window
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EXTERN_CVAR(Int, win_y) // screen pixel position of top of display window
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namespace s3d {
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/* static */
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const CheckerInterleaved3D& CheckerInterleaved3D::getInstance(float ipd)
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{
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static CheckerInterleaved3D instance(ipd);
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return instance;
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}
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/* static */
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const ColumnInterleaved3D& ColumnInterleaved3D::getInstance(float ipd)
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{
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static ColumnInterleaved3D instance(ipd);
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return instance;
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}
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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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static void prepareInterleavedPresent(FPresentShaderBase& shader)
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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 IntRect& box = screen->mOutputLetterbox;
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glViewport(box.left, box.top, box.width, box.height);
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shader.Bind(NOQUEUE);
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if ( GLRenderer->framebuffer->IsHWGammaActive() )
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{
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shader.Uniforms->InvGamma = 1.0f;
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shader.Uniforms->Contrast = 1.0f;
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shader.Uniforms->Brightness = 0.0f;
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shader.Uniforms->Saturation = 1.0f;
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}
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else
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{
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shader.Uniforms->InvGamma = 1.0f / clamp<float>(Gamma, 0.1f, 4.f);
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shader.Uniforms->Contrast = clamp<float>(vid_contrast, 0.1f, 3.f);
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shader.Uniforms->Brightness = clamp<float>(vid_brightness, -0.8f, 0.8f);
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shader.Uniforms->Saturation = clamp<float>(vid_saturation, -15.0f, 15.0f);
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shader.Uniforms->GrayFormula = static_cast<int>(gl_satformula);
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}
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shader.Uniforms->Scale = {
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screen->mScreenViewport.width / (float)GLRenderer->mBuffers->GetWidth(),
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screen->mScreenViewport.height / (float)GLRenderer->mBuffers->GetHeight()
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};
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shader.Uniforms.Set();
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}
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// fixme: I don't know how to get absolute window position on Mac and Linux
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// fixme: I don't know how to get window border decoration size anywhere
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// So for now I'll hard code the border effect on my test machine.
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// Workaround for others is to fuss with vr_swap_eyes CVAR until it looks right.
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// Presumably the top/left window border on my test machine has an odd number of pixels
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// in the horizontal direction, and an even number in the vertical direction.
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#define WINDOW_BORDER_HORIZONTAL_PARITY 1
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#define WINDOW_BORDER_VERTICAL_PARITY 0
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void CheckerInterleaved3D::Present() const
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{
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FGLPostProcessState savedState;
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savedState.SaveTextureBindings(2);
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prepareInterleavedPresent(*GLRenderer->mPresent3dCheckerShader);
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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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int windowHOffset = 0;
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#ifdef _WIN32
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if (!fullscreen) {
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I_SaveWindowedPos(); // update win_y CVAR
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windowHOffset = (win_x + WINDOW_BORDER_HORIZONTAL_PARITY) % 2;
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windowVOffset = (win_y + WINDOW_BORDER_VERTICAL_PARITY) % 2;
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}
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#endif // _WIN32
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GLRenderer->mPresent3dCheckerShader->Uniforms->WindowPositionParity =
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(windowVOffset
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+ windowHOffset
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+ screen->mOutputLetterbox.height + 1 // +1 because of origin at bottom
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) % 2; // because we want the top pixel offset, but gl_FragCoord.y is the bottom pixel offset
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GLRenderer->mPresent3dCheckerShader->Uniforms.Set();
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GLRenderer->RenderScreenQuad();
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}
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void s3d::CheckerInterleaved3D::AdjustViewports() const
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{
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// decrease the total pixel count by 2, but keep the same aspect ratio
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const float sqrt2 = 1.41421356237f;
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// Change size of renderbuffer, and align to screen
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screen->mSceneViewport.height /= sqrt2;
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screen->mSceneViewport.top /= sqrt2;
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screen->mSceneViewport.width /= sqrt2;
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screen->mSceneViewport.left /= sqrt2;
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screen->mScreenViewport.height /= sqrt2;
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screen->mScreenViewport.top /= sqrt2;
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screen->mScreenViewport.width /= sqrt2;
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screen->mScreenViewport.left /= sqrt2;
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}
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void ColumnInterleaved3D::Present() const
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{
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FGLPostProcessState savedState;
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savedState.SaveTextureBindings(2);
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prepareInterleavedPresent(*GLRenderer->mPresent3dColumnShader);
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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 windowHOffset = 0;
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#ifdef _WIN32
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if (!fullscreen) {
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I_SaveWindowedPos(); // update win_y CVAR
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windowHOffset = (win_x + WINDOW_BORDER_HORIZONTAL_PARITY) % 2;
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}
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#endif // _WIN32
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GLRenderer->mPresent3dColumnShader->Uniforms->WindowPositionParity = windowHOffset;
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GLRenderer->mPresent3dColumnShader->Uniforms.Set();
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GLRenderer->RenderScreenQuad();
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}
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void RowInterleaved3D::Present() const
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{
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FGLPostProcessState savedState;
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savedState.SaveTextureBindings(2);
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prepareInterleavedPresent(*GLRenderer->mPresent3dRowShader);
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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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#ifdef _WIN32
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if (! fullscreen) {
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I_SaveWindowedPos(); // update win_y CVAR
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windowVOffset = (win_y + WINDOW_BORDER_VERTICAL_PARITY) % 2;
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}
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#endif // _WIN32
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GLRenderer->mPresent3dRowShader->Uniforms->WindowPositionParity =
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(windowVOffset
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+ screen->mOutputLetterbox.height + 1 // +1 because of origin at bottom
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) % 2;
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GLRenderer->mPresent3dColumnShader->Uniforms.Set();
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GLRenderer->RenderScreenQuad();
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}
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} /* namespace s3d */
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