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https://github.com/Lime3DS/Lime3DS.git
synced 2024-11-23 18:19:21 +01:00
Merge pull request #5018 from iwubcode/passive-3d
Interlaced stereo 3d option
This commit is contained in:
commit
5fdcff9d05
@ -131,10 +131,13 @@ void Config::ReadValues() {
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sdl2_config->GetInteger("Renderer", "render_3d", 0));
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Settings::values.factor_3d =
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static_cast<u8>(sdl2_config->GetInteger("Renderer", "factor_3d", 0));
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Settings::values.pp_shader_name = sdl2_config->GetString(
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"Renderer", "pp_shader_name",
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(Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph) ? "dubois (builtin)"
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: "none (builtin)");
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std::string default_shader = "none (builtin)";
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if (Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph)
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default_shader = "dubois (builtin)";
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else if (Settings::values.render_3d == Settings::StereoRenderOption::Interlaced)
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default_shader = "horizontal (builtin)";
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Settings::values.pp_shader_name =
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sdl2_config->GetString("Renderer", "pp_shader_name", default_shader);
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Settings::values.filter_mode = sdl2_config->GetBoolean("Renderer", "filter_mode", true);
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Settings::values.bg_red = static_cast<float>(sdl2_config->GetReal("Renderer", "bg_red", 0.0));
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@ -137,7 +137,7 @@ bg_blue =
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bg_green =
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# Whether and how Stereoscopic 3D should be rendered
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# 0 (default): Off, 1: Side by Side, 2: Anaglyph
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# 0 (default): Off, 1: Side by Side, 2: Anaglyph, 3: Interlaced
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render_3d =
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# Change 3D Intensity
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@ -21,8 +21,7 @@ ConfigureEnhancements::ConfigureEnhancements(QWidget* parent)
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connect(ui->render_3d_combobox,
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static_cast<void (QComboBox::*)(int)>(&QComboBox::currentIndexChanged), this,
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[this](int currentIndex) {
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updateShaders(static_cast<Settings::StereoRenderOption>(currentIndex) ==
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Settings::StereoRenderOption::Anaglyph);
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updateShaders(static_cast<Settings::StereoRenderOption>(currentIndex));
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});
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connect(ui->bg_button, &QPushButton::clicked, this, [this] {
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@ -49,7 +48,7 @@ void ConfigureEnhancements::SetConfiguration() {
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ui->resolution_factor_combobox->setCurrentIndex(Settings::values.resolution_factor);
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ui->render_3d_combobox->setCurrentIndex(static_cast<int>(Settings::values.render_3d));
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ui->factor_3d->setValue(Settings::values.factor_3d);
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updateShaders(Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph);
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updateShaders(Settings::values.render_3d);
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ui->toggle_linear_filter->setChecked(Settings::values.filter_mode);
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ui->layout_combobox->setCurrentIndex(static_cast<int>(Settings::values.layout_option));
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ui->swap_screen->setChecked(Settings::values.swap_screen);
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@ -64,17 +63,20 @@ void ConfigureEnhancements::SetConfiguration() {
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ui->bg_button->setIcon(color_icon);
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}
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void ConfigureEnhancements::updateShaders(bool anaglyph) {
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void ConfigureEnhancements::updateShaders(Settings::StereoRenderOption stereo_option) {
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ui->shader_combobox->clear();
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if (anaglyph)
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if (stereo_option == Settings::StereoRenderOption::Anaglyph)
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ui->shader_combobox->addItem("dubois (builtin)");
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else if (stereo_option == Settings::StereoRenderOption::Interlaced)
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ui->shader_combobox->addItem("horizontal (builtin)");
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else
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ui->shader_combobox->addItem("none (builtin)");
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ui->shader_combobox->setCurrentIndex(0);
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for (const auto& shader : OpenGL::GetPostProcessingShaderList(anaglyph)) {
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for (const auto& shader : OpenGL::GetPostProcessingShaderList(
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stereo_option == Settings::StereoRenderOption::Anaglyph)) {
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ui->shader_combobox->addItem(QString::fromStdString(shader));
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if (Settings::values.pp_shader_name == shader)
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ui->shader_combobox->setCurrentIndex(ui->shader_combobox->count() - 1);
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@ -6,6 +6,10 @@
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#include <QWidget>
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namespace Settings {
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enum class StereoRenderOption;
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}
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namespace Ui {
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class ConfigureEnhancements;
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}
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@ -22,7 +26,7 @@ public:
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void SetConfiguration();
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private:
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void updateShaders(bool anaglyph);
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void updateShaders(Settings::StereoRenderOption stereo_option);
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Ui::ConfigureEnhancements* ui;
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QColor bg_color;
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@ -152,6 +152,11 @@
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<string>Anaglyph</string>
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</property>
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</item>
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<item>
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<property name="text">
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<string>Interlaced</string>
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</property>
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</item>
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</widget>
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</item>
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</layout>
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@ -32,7 +32,7 @@ enum class MicInputType {
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Static,
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};
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enum class StereoRenderOption { Off, SideBySide, Anaglyph };
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enum class StereoRenderOption { Off, SideBySide, Anaglyph, Interlaced };
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namespace NativeButton {
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enum Values {
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@ -238,6 +238,25 @@ void main() {
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}
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)";
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static const char fragment_shader_interlaced[] = R"(
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in vec2 frag_tex_coord;
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out vec4 color;
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uniform vec4 o_resolution;
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uniform sampler2D color_texture;
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uniform sampler2D color_texture_r;
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void main() {
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float screen_row = o_resolution.x * frag_tex_coord.x;
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if (int(screen_row) % 2 == 0)
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color = texture(color_texture, frag_tex_coord);
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else
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color = texture(color_texture_r, frag_tex_coord);
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}
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)";
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/**
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* Vertex structure that the drawn screen rectangles are composed of.
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*/
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@ -622,6 +641,19 @@ void RendererOpenGL::ReloadShader() {
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shader_data += shader_text;
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}
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}
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} else if (Settings::values.render_3d == Settings::StereoRenderOption::Interlaced) {
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if (Settings::values.pp_shader_name == "horizontal (builtin)") {
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shader_data += fragment_shader_interlaced;
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} else {
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std::string shader_text =
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OpenGL::GetPostProcessingShaderCode(true, Settings::values.pp_shader_name);
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if (shader_text.empty()) {
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// Should probably provide some information that the shader couldn't load
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shader_data += fragment_shader_interlaced;
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} else {
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shader_data += shader_text;
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}
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}
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} else {
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if (Settings::values.pp_shader_name == "none (builtin)") {
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shader_data += fragment_shader;
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@ -641,7 +673,8 @@ void RendererOpenGL::ReloadShader() {
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state.Apply();
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uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix");
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uniform_color_texture = glGetUniformLocation(shader.handle, "color_texture");
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if (Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph) {
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if (Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph ||
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Settings::values.render_3d == Settings::StereoRenderOption::Interlaced) {
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uniform_color_texture_r = glGetUniformLocation(shader.handle, "color_texture_r");
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}
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uniform_i_resolution = glGetUniformLocation(shader.handle, "i_resolution");
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@ -752,9 +785,9 @@ void RendererOpenGL::DrawSingleScreenRotated(const ScreenInfo& screen_info, floa
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* Draws a single texture to the emulator window, rotating the texture to correct for the 3DS's LCD
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* rotation.
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*/
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void RendererOpenGL::DrawSingleScreenAnaglyphRotated(const ScreenInfo& screen_info_l,
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const ScreenInfo& screen_info_r, float x,
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float y, float w, float h) {
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void RendererOpenGL::DrawSingleScreenStereoRotated(const ScreenInfo& screen_info_l,
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const ScreenInfo& screen_info_r, float x,
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float y, float w, float h) {
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const auto& texcoords = screen_info_l.display_texcoords;
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const std::array<ScreenRectVertex, 4> vertices = {{
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@ -822,8 +855,12 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout) {
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// Bind texture in Texture Unit 0
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glUniform1i(uniform_color_texture, 0);
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const bool stereo_single_screen =
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Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph ||
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Settings::values.render_3d == Settings::StereoRenderOption::Interlaced;
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// Bind a second texture for the right eye if in Anaglyph mode
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if (Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph) {
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if (stereo_single_screen) {
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glUniform1i(uniform_color_texture_r, 1);
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}
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@ -841,10 +878,10 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout) {
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((float)top_screen.left / 2) + ((float)layout.width / 2),
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(float)top_screen.top, (float)top_screen.GetWidth() / 2,
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(float)top_screen.GetHeight());
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} else if (Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph) {
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DrawSingleScreenAnaglyphRotated(
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screen_infos[0], screen_infos[1], (float)top_screen.left, (float)top_screen.top,
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(float)top_screen.GetWidth(), (float)top_screen.GetHeight());
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} else if (stereo_single_screen) {
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DrawSingleScreenStereoRotated(screen_infos[0], screen_infos[1], (float)top_screen.left,
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(float)top_screen.top, (float)top_screen.GetWidth(),
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(float)top_screen.GetHeight());
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}
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}
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glUniform1i(uniform_layer, 0);
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@ -862,11 +899,11 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout) {
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((float)bottom_screen.left / 2) + ((float)layout.width / 2),
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(float)bottom_screen.top, (float)bottom_screen.GetWidth() / 2,
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(float)bottom_screen.GetHeight());
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} else if (Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph) {
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DrawSingleScreenAnaglyphRotated(screen_infos[2], screen_infos[2],
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(float)bottom_screen.left, (float)bottom_screen.top,
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(float)bottom_screen.GetWidth(),
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(float)bottom_screen.GetHeight());
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} else if (stereo_single_screen) {
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DrawSingleScreenStereoRotated(screen_infos[2], screen_infos[2],
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(float)bottom_screen.left, (float)bottom_screen.top,
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(float)bottom_screen.GetWidth(),
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(float)bottom_screen.GetHeight());
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}
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}
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}
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@ -77,9 +77,9 @@ private:
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const GPU::Regs::FramebufferConfig& framebuffer);
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void DrawScreens(const Layout::FramebufferLayout& layout);
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void DrawSingleScreenRotated(const ScreenInfo& screen_info, float x, float y, float w, float h);
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void DrawSingleScreenAnaglyphRotated(const ScreenInfo& screen_info_l,
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const ScreenInfo& screen_info_r, float x, float y, float w,
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float h);
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void DrawSingleScreenStereoRotated(const ScreenInfo& screen_info_l,
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const ScreenInfo& screen_info_r, float x, float y, float w,
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float h);
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void UpdateFramerate();
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// Loads framebuffer from emulated memory into the display information structure
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