Merge pull request #5580 from oneup03/master

Implement Reverse Interlaced 3D
master
Marshall Mohror 2020-11-16 16:53:05 +07:00 committed by GitHub
commit a89261d397
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GPG Key ID: 4AEE18F83AFDEB23
6 changed files with 29 additions and 8 deletions

@ -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

@ -81,7 +81,8 @@ 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 {

@ -302,9 +302,11 @@ uniform vec4 o_resolution;
uniform sampler2D color_texture;
uniform sampler2D color_texture_r;
uniform int reverse_interlaced;
void main() {
float screen_row = o_resolution.x * frag_tex_coord.x;
if (int(screen_row) % 2 == 0)
if (int(screen_row) % 2 == reverse_interlaced)
color = texture(color_texture, frag_tex_coord);
else
color = texture(color_texture_r, frag_tex_coord);
@ -692,7 +694,8 @@ void RendererOpenGL::ReloadShader() {
shader_data += shader_text;
}
}
} 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) {
if (Settings::values.pp_shader_name == "horizontal (builtin)") {
shader_data += fragment_shader_interlaced;
} else {
@ -725,9 +728,19 @@ 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");
}
if (Settings::values.render_3d == Settings::StereoRenderOption::Interlaced ||
Settings::values.render_3d == Settings::StereoRenderOption::ReverseInterlaced) {
GLuint uniform_reverse_interlaced =
glGetUniformLocation(shader.handle, "reverse_interlaced");
if (Settings::values.render_3d == Settings::StereoRenderOption::ReverseInterlaced)
glUniform1i(uniform_reverse_interlaced, 1);
else
glUniform1i(uniform_reverse_interlaced, 0);
}
uniform_i_resolution = glGetUniformLocation(shader.handle, "i_resolution");
uniform_o_resolution = glGetUniformLocation(shader.handle, "o_resolution");
uniform_layer = glGetUniformLocation(shader.handle, "layer");
@ -973,7 +986,8 @@ 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) {