Implement Reverse Interlaced 3D
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1bb20571b1
commit
a4f57e6910
6 changed files with 47 additions and 6 deletions
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@ -311,6 +311,25 @@ void main() {
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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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* Vertex structure that the drawn screen rectangles are composed of.
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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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}
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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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if (Settings::values.pp_shader_name == "none (builtin)") {
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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_color_texture = glGetUniformLocation(shader.handle, "color_texture");
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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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}
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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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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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if (stereo_single_screen) {
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