Implement Reverse Interlaced 3D
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1bb20571b1
commit
a4f57e6910
6 changed files with 47 additions and 6 deletions
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@ -143,7 +143,8 @@ void Config::ReadValues() {
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std::string default_shader = "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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if (Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph)
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default_shader = "dubois (builtin)";
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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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else if (Settings::values.render_3d == Settings::StereoRenderOption::Interlaced ||
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Settings::values.render_3d == Settings::StereoRenderOption::ReverseInterlaced)
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default_shader = "horizontal (builtin)";
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default_shader = "horizontal (builtin)";
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Settings::values.pp_shader_name =
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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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sdl2_config->GetString("Renderer", "pp_shader_name", default_shader);
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@ -159,7 +159,7 @@ bg_blue =
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bg_green =
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bg_green =
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# Whether and how Stereoscopic 3D should be rendered
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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, 3: Interlaced
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# 0 (default): Off, 1: Side by Side, 2: Anaglyph, 3: Interlaced, 4: Reverse Interlaced
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render_3d =
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render_3d =
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# Change 3D Intensity
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# Change 3D Intensity
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@ -85,7 +85,8 @@ void ConfigureEnhancements::updateShaders(Settings::StereoRenderOption stereo_op
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if (stereo_option == Settings::StereoRenderOption::Anaglyph)
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if (stereo_option == Settings::StereoRenderOption::Anaglyph)
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ui->shader_combobox->addItem(QStringLiteral("dubois (builtin)"));
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ui->shader_combobox->addItem(QStringLiteral("dubois (builtin)"));
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else if (stereo_option == Settings::StereoRenderOption::Interlaced)
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else if (stereo_option == Settings::StereoRenderOption::Interlaced ||
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stereo_option == Settings::StereoRenderOption::ReverseInterlaced)
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ui->shader_combobox->addItem(QStringLiteral("horizontal (builtin)"));
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ui->shader_combobox->addItem(QStringLiteral("horizontal (builtin)"));
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else
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else
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ui->shader_combobox->addItem(QStringLiteral("none (builtin)"));
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ui->shader_combobox->addItem(QStringLiteral("none (builtin)"));
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@ -171,6 +171,11 @@
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<string>Interlaced</string>
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<string>Interlaced</string>
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</property>
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</property>
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</item>
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</item>
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<item>
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<property name="text">
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<string>Reverse Interlaced</string>
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</property>
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</item>
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</widget>
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</widget>
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</item>
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</item>
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</layout>
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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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Static,
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};
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};
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enum class StereoRenderOption { Off, SideBySide, Anaglyph, Interlaced };
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enum class StereoRenderOption { Off, SideBySide, Anaglyph, Interlaced, ReverseInterlaced };
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namespace NativeButton {
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namespace NativeButton {
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enum Values {
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enum Values {
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@ -311,6 +311,25 @@ void main() {
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}
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}
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)";
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)";
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static const char fragment_shader_reverse_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 == 1)
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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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/**
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* Vertex structure that the drawn screen rectangles are composed of.
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* Vertex structure that the drawn screen rectangles are composed of.
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*/
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*/
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@ -705,6 +724,19 @@ void RendererOpenGL::ReloadShader() {
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shader_data += shader_text;
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shader_data += shader_text;
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}
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}
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}
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}
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} else if (Settings::values.render_3d == Settings::StereoRenderOption::ReverseInterlaced) {
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if (Settings::values.pp_shader_name == "horizontal (builtin)") {
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shader_data += fragment_shader_reverse_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_reverse_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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} else {
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if (Settings::values.pp_shader_name == "none (builtin)") {
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if (Settings::values.pp_shader_name == "none (builtin)") {
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shader_data += fragment_shader;
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shader_data += fragment_shader;
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@ -725,7 +757,8 @@ void RendererOpenGL::ReloadShader() {
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uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix");
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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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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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Settings::values.render_3d == Settings::StereoRenderOption::Interlaced ||
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Settings::values.render_3d == Settings::StereoRenderOption::ReverseInterlaced) {
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uniform_color_texture_r = glGetUniformLocation(shader.handle, "color_texture_r");
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uniform_color_texture_r = glGetUniformLocation(shader.handle, "color_texture_r");
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}
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}
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uniform_i_resolution = glGetUniformLocation(shader.handle, "i_resolution");
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uniform_i_resolution = glGetUniformLocation(shader.handle, "i_resolution");
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@ -973,7 +1006,8 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool f
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const bool stereo_single_screen =
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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::Anaglyph ||
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Settings::values.render_3d == Settings::StereoRenderOption::Interlaced;
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Settings::values.render_3d == Settings::StereoRenderOption::Interlaced ||
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Settings::values.render_3d == Settings::StereoRenderOption::ReverseInterlaced;
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// Bind a second texture for the right eye if in Anaglyph mode
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// Bind a second texture for the right eye if in Anaglyph mode
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if (stereo_single_screen) {
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if (stereo_single_screen) {
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