vkdoom_m/src/common/rendering/gl/gl_stereo3d.cpp
Christoph Oelckers 9d2431187d - reverted the license of the stereo3D code to BSD.
None of this was ever put under the GPL by its original author, so it is now back to its original license.
2022-01-02 11:41:32 +01:00

433 lines
13 KiB
C++

/*
** gl_stereo.cpp
** Stereoscopic 3D API
**
**---------------------------------------------------------------------------
** Copyright 2015 Christopher Bruns
** Copyright 2016-2021 Christoph Oelckers
** 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_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"
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(int vrmode)
{
if (vrmode == VR_SIDEBYSIDEFULL || vrmode == VR_SIDEBYSIDESQUISHED)
{
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);
}
else if (vrmode == VR_SIDEBYSIDELETTERBOX)
{
mBuffers->BindOutputFB();
screen->mOutputLetterbox.top = screen->mOutputLetterbox.height;
ClearBorders();
screen->mOutputLetterbox.top = 0; //reset so screenshots can be taken
// Compute screen regions to use for left and right eye views
int leftWidth = screen->mOutputLetterbox.width / 2;
int rightWidth = screen->mOutputLetterbox.width - leftWidth;
//cut letterbox height in half
int height = screen->mOutputLetterbox.height / 2;
int top = height * .5;
IntRect leftHalfScreen = screen->mOutputLetterbox;
leftHalfScreen.width = leftWidth;
leftHalfScreen.height = height;
leftHalfScreen.top = top;
IntRect rightHalfScreen = screen->mOutputLetterbox;
rightHalfScreen.width = rightWidth;
rightHalfScreen.left += leftWidth;
//give it those cinematic black bars on top and bottom
rightHalfScreen.height = height;
rightHalfScreen.top = top;
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<float>(vid_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->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<GLDataBuffer*>(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<GLDataBuffer*>(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<GLDataBuffer*>(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<GLDataBuffer*>(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:
case VR_SIDEBYSIDELETTERBOX:
PresentSideBySide(vr_mode);
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;
}
}
}