mirror of
https://github.com/Lime3DS/Lime3DS.git
synced 2024-11-30 13:24:16 +01:00
Implement Reverse Interlaced 3D
This commit is contained in:
parent
1bb20571b1
commit
a4f57e6910
@ -143,7 +143,8 @@ void Config::ReadValues() {
|
||||
std::string default_shader = "none (builtin)";
|
||||
if (Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph)
|
||||
default_shader = "dubois (builtin)";
|
||||
else if (Settings::values.render_3d == Settings::StereoRenderOption::Interlaced)
|
||||
else if (Settings::values.render_3d == Settings::StereoRenderOption::Interlaced ||
|
||||
Settings::values.render_3d == Settings::StereoRenderOption::ReverseInterlaced)
|
||||
default_shader = "horizontal (builtin)";
|
||||
Settings::values.pp_shader_name =
|
||||
sdl2_config->GetString("Renderer", "pp_shader_name", default_shader);
|
||||
|
@ -159,7 +159,7 @@ bg_blue =
|
||||
bg_green =
|
||||
|
||||
# Whether and how Stereoscopic 3D should be rendered
|
||||
# 0 (default): Off, 1: Side by Side, 2: Anaglyph, 3: Interlaced
|
||||
# 0 (default): Off, 1: Side by Side, 2: Anaglyph, 3: Interlaced, 4: Reverse Interlaced
|
||||
render_3d =
|
||||
|
||||
# Change 3D Intensity
|
||||
|
@ -85,7 +85,8 @@ void ConfigureEnhancements::updateShaders(Settings::StereoRenderOption stereo_op
|
||||
|
||||
if (stereo_option == Settings::StereoRenderOption::Anaglyph)
|
||||
ui->shader_combobox->addItem(QStringLiteral("dubois (builtin)"));
|
||||
else if (stereo_option == Settings::StereoRenderOption::Interlaced)
|
||||
else if (stereo_option == Settings::StereoRenderOption::Interlaced ||
|
||||
stereo_option == Settings::StereoRenderOption::ReverseInterlaced)
|
||||
ui->shader_combobox->addItem(QStringLiteral("horizontal (builtin)"));
|
||||
else
|
||||
ui->shader_combobox->addItem(QStringLiteral("none (builtin)"));
|
||||
|
@ -171,6 +171,11 @@
|
||||
<string>Interlaced</string>
|
||||
</property>
|
||||
</item>
|
||||
<item>
|
||||
<property name="text">
|
||||
<string>Reverse Interlaced</string>
|
||||
</property>
|
||||
</item>
|
||||
</widget>
|
||||
</item>
|
||||
</layout>
|
||||
|
@ -32,7 +32,7 @@ enum class MicInputType {
|
||||
Static,
|
||||
};
|
||||
|
||||
enum class StereoRenderOption { Off, SideBySide, Anaglyph, Interlaced };
|
||||
enum class StereoRenderOption { Off, SideBySide, Anaglyph, Interlaced, ReverseInterlaced };
|
||||
|
||||
namespace NativeButton {
|
||||
enum Values {
|
||||
|
@ -311,6 +311,25 @@ void main() {
|
||||
}
|
||||
)";
|
||||
|
||||
static const char fragment_shader_reverse_interlaced[] = R"(
|
||||
|
||||
in vec2 frag_tex_coord;
|
||||
out vec4 color;
|
||||
|
||||
uniform vec4 o_resolution;
|
||||
|
||||
uniform sampler2D color_texture;
|
||||
uniform sampler2D color_texture_r;
|
||||
|
||||
void main() {
|
||||
float screen_row = o_resolution.x * frag_tex_coord.x;
|
||||
if (int(screen_row) % 2 == 1)
|
||||
color = texture(color_texture, frag_tex_coord);
|
||||
else
|
||||
color = texture(color_texture_r, frag_tex_coord);
|
||||
}
|
||||
)";
|
||||
|
||||
/**
|
||||
* Vertex structure that the drawn screen rectangles are composed of.
|
||||
*/
|
||||
@ -705,6 +724,19 @@ void RendererOpenGL::ReloadShader() {
|
||||
shader_data += shader_text;
|
||||
}
|
||||
}
|
||||
} else if (Settings::values.render_3d == Settings::StereoRenderOption::ReverseInterlaced) {
|
||||
if (Settings::values.pp_shader_name == "horizontal (builtin)") {
|
||||
shader_data += fragment_shader_reverse_interlaced;
|
||||
} else {
|
||||
std::string shader_text =
|
||||
OpenGL::GetPostProcessingShaderCode(true, Settings::values.pp_shader_name);
|
||||
if (shader_text.empty()) {
|
||||
// Should probably provide some information that the shader couldn't load
|
||||
shader_data += fragment_shader_reverse_interlaced;
|
||||
} else {
|
||||
shader_data += shader_text;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (Settings::values.pp_shader_name == "none (builtin)") {
|
||||
shader_data += fragment_shader;
|
||||
@ -725,7 +757,8 @@ void RendererOpenGL::ReloadShader() {
|
||||
uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix");
|
||||
uniform_color_texture = glGetUniformLocation(shader.handle, "color_texture");
|
||||
if (Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph ||
|
||||
Settings::values.render_3d == Settings::StereoRenderOption::Interlaced) {
|
||||
Settings::values.render_3d == Settings::StereoRenderOption::Interlaced ||
|
||||
Settings::values.render_3d == Settings::StereoRenderOption::ReverseInterlaced) {
|
||||
uniform_color_texture_r = glGetUniformLocation(shader.handle, "color_texture_r");
|
||||
}
|
||||
uniform_i_resolution = glGetUniformLocation(shader.handle, "i_resolution");
|
||||
@ -973,7 +1006,8 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool f
|
||||
|
||||
const bool stereo_single_screen =
|
||||
Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph ||
|
||||
Settings::values.render_3d == Settings::StereoRenderOption::Interlaced;
|
||||
Settings::values.render_3d == Settings::StereoRenderOption::Interlaced ||
|
||||
Settings::values.render_3d == Settings::StereoRenderOption::ReverseInterlaced;
|
||||
|
||||
// Bind a second texture for the right eye if in Anaglyph mode
|
||||
if (stereo_single_screen) {
|
||||
|
Loading…
Reference in New Issue
Block a user