vkdoom_m/src/gl/stereo3d/gl_interleaved3d.cpp
Christoph Oelckers 8bf009bd89 - added a RenderQueue parameter to all Bind functions of the postprocessing shaders. This is unused for now. All places calling these pass a dummy NOQUEUE value which is just a nullptr.
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.
2018-06-13 20:30:51 +02:00

226 lines
7.7 KiB
C++

/*
** gl_interleaved3d.cpp
** Interleaved 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_interleaved3d.h"
#include "gl/renderer/gl_renderbuffers.h"
#include "gl/renderer/gl_postprocessstate.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/shaders/gl_present3dRowshader.h"
#ifdef _WIN32
#include "hardware.h"
#endif // _WIN32
EXTERN_CVAR(Float, vid_saturation)
EXTERN_CVAR(Float, vid_brightness)
EXTERN_CVAR(Float, vid_contrast)
EXTERN_CVAR(Int, gl_satformula)
EXTERN_CVAR(Bool, fullscreen)
EXTERN_CVAR(Int, win_x) // screen pixel position of left of display window
EXTERN_CVAR(Int, win_y) // screen pixel position of top of display window
namespace s3d {
/* static */
const CheckerInterleaved3D& CheckerInterleaved3D::getInstance(float ipd)
{
static CheckerInterleaved3D instance(ipd);
return instance;
}
/* static */
const ColumnInterleaved3D& ColumnInterleaved3D::getInstance(float ipd)
{
static ColumnInterleaved3D instance(ipd);
return instance;
}
/* static */
const RowInterleaved3D& RowInterleaved3D::getInstance(float ipd)
{
static RowInterleaved3D instance(ipd);
return instance;
}
static void prepareInterleavedPresent(FPresentShaderBase& shader)
{
GLRenderer->mBuffers->BindOutputFB();
GLRenderer->ClearBorders();
// Bind each eye texture, for composition in the shader
GLRenderer->mBuffers->BindEyeTexture(0, 0);
GLRenderer->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(NOQUEUE);
if ( GLRenderer->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<float>(Gamma, 0.1f, 4.f);
shader.Uniforms->Contrast = clamp<float>(vid_contrast, 0.1f, 3.f);
shader.Uniforms->Brightness = clamp<float>(vid_brightness, -0.8f, 0.8f);
shader.Uniforms->Saturation = clamp<float>(vid_saturation, -15.0f, 15.0f);
shader.Uniforms->GrayFormula = static_cast<int>(gl_satformula);
}
shader.Uniforms->Scale = {
screen->mScreenViewport.width / (float)GLRenderer->mBuffers->GetWidth(),
screen->mScreenViewport.height / (float)GLRenderer->mBuffers->GetHeight()
};
shader.Uniforms.Set();
}
// fixme: I don't know how to get absolute window position on Mac and Linux
// fixme: I don't know how to get window border decoration size anywhere
// So for now I'll hard code the border effect on my test machine.
// Workaround for others is to fuss with vr_swap_eyes CVAR until it looks right.
// Presumably the top/left window border on my test machine has an odd number of pixels
// in the horizontal direction, and an even number in the vertical direction.
#define WINDOW_BORDER_HORIZONTAL_PARITY 1
#define WINDOW_BORDER_VERTICAL_PARITY 0
void CheckerInterleaved3D::Present() const
{
FGLPostProcessState savedState;
savedState.SaveTextureBindings(2);
prepareInterleavedPresent(*GLRenderer->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
int windowVOffset = 0;
int windowHOffset = 0;
#ifdef _WIN32
if (!fullscreen) {
I_SaveWindowedPos(); // update win_y CVAR
windowHOffset = (win_x + WINDOW_BORDER_HORIZONTAL_PARITY) % 2;
windowVOffset = (win_y + WINDOW_BORDER_VERTICAL_PARITY) % 2;
}
#endif // _WIN32
GLRenderer->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
GLRenderer->mPresent3dCheckerShader->Uniforms.Set();
GLRenderer->RenderScreenQuad();
}
void s3d::CheckerInterleaved3D::AdjustViewports() const
{
// decrease the total pixel count by 2, but keep the same aspect ratio
const float sqrt2 = 1.41421356237f;
// Change size of renderbuffer, and align to screen
screen->mSceneViewport.height /= sqrt2;
screen->mSceneViewport.top /= sqrt2;
screen->mSceneViewport.width /= sqrt2;
screen->mSceneViewport.left /= sqrt2;
screen->mScreenViewport.height /= sqrt2;
screen->mScreenViewport.top /= sqrt2;
screen->mScreenViewport.width /= sqrt2;
screen->mScreenViewport.left /= sqrt2;
}
void ColumnInterleaved3D::Present() const
{
FGLPostProcessState savedState;
savedState.SaveTextureBindings(2);
prepareInterleavedPresent(*GLRenderer->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
int windowHOffset = 0;
#ifdef _WIN32
if (!fullscreen) {
I_SaveWindowedPos(); // update win_y CVAR
windowHOffset = (win_x + WINDOW_BORDER_HORIZONTAL_PARITY) % 2;
}
#endif // _WIN32
GLRenderer->mPresent3dColumnShader->Uniforms->WindowPositionParity = windowHOffset;
GLRenderer->mPresent3dColumnShader->Uniforms.Set();
GLRenderer->RenderScreenQuad();
}
void RowInterleaved3D::Present() const
{
FGLPostProcessState savedState;
savedState.SaveTextureBindings(2);
prepareInterleavedPresent(*GLRenderer->mPresent3dRowShader);
// Compute absolute offset from top of screen to top of current display window
// because we need screen-relative, not window-relative, scan line parity
int windowVOffset = 0;
#ifdef _WIN32
if (! fullscreen) {
I_SaveWindowedPos(); // update win_y CVAR
windowVOffset = (win_y + WINDOW_BORDER_VERTICAL_PARITY) % 2;
}
#endif // _WIN32
GLRenderer->mPresent3dRowShader->Uniforms->WindowPositionParity =
(windowVOffset
+ screen->mOutputLetterbox.height + 1 // +1 because of origin at bottom
) % 2;
GLRenderer->mPresent3dColumnShader->Uniforms.Set();
GLRenderer->RenderScreenQuad();
}
} /* namespace s3d */