forked from ZDoom/gzdoom
-
Notifications
You must be signed in to change notification settings - Fork 16
/
gl_sidebyside3d.cpp
111 lines (98 loc) · 3.78 KB
/
gl_sidebyside3d.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
/*
** 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_sidebyside3d.h"
#include "gl/renderer/gl_renderer.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 = GLRenderer->mOutputLetterbox.width / 2;
int rightWidth = GLRenderer->mOutputLetterbox.width - leftWidth;
GL_IRECT leftHalfScreen = GLRenderer->mOutputLetterbox;
leftHalfScreen.width = leftWidth;
GL_IRECT rightHalfScreen = GLRenderer->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
GLRenderer->mSceneViewport.width /= 2;
GLRenderer->mSceneViewport.left /= 2;
GLRenderer->mScreenViewport.width /= 2;
GLRenderer->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), rightEye(ipdMeters)
{
eye_ptrs.Push(&leftEye);
eye_ptrs.Push(&rightEye);
}
/* virtual */
void SideBySideFull::AdjustPlayerSprites() const /* override */
{
// Show weapon at double width, so it would appear normal width after rescaling
int w = GLRenderer->mScreenViewport.width;
int h = GLRenderer->mScreenViewport.height;
gl_RenderState.mProjectionMatrix.ortho(w/2, w + w/2, h, 0, -1.0f, 1.0f);
gl_RenderState.ApplyMatrices();
}
} /* namespace s3d */