Implement Reverse Interlaced 3D

This commit is contained in:
OneUp03 2020-10-16 11:41:08 -05:00
parent 1bb20571b1
commit a4f57e6910
6 changed files with 47 additions and 6 deletions

View file

@ -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) {