Merge pull request #5018 from iwubcode/passive-3d
Interlaced stereo 3d option
This commit is contained in:
		| @@ -131,10 +131,13 @@ void Config::ReadValues() { | ||||
|         sdl2_config->GetInteger("Renderer", "render_3d", 0)); | ||||
|     Settings::values.factor_3d = | ||||
|         static_cast<u8>(sdl2_config->GetInteger("Renderer", "factor_3d", 0)); | ||||
|     Settings::values.pp_shader_name = sdl2_config->GetString( | ||||
|         "Renderer", "pp_shader_name", | ||||
|         (Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph) ? "dubois (builtin)" | ||||
|                                                                                : "none (builtin)"); | ||||
|     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) | ||||
|         default_shader = "horizontal (builtin)"; | ||||
|     Settings::values.pp_shader_name = | ||||
|         sdl2_config->GetString("Renderer", "pp_shader_name", default_shader); | ||||
|     Settings::values.filter_mode = sdl2_config->GetBoolean("Renderer", "filter_mode", true); | ||||
|  | ||||
|     Settings::values.bg_red = static_cast<float>(sdl2_config->GetReal("Renderer", "bg_red", 0.0)); | ||||
|   | ||||
| @@ -137,7 +137,7 @@ bg_blue = | ||||
| bg_green = | ||||
|  | ||||
| # Whether and how Stereoscopic 3D should be rendered | ||||
| # 0 (default): Off, 1: Side by Side, 2: Anaglyph | ||||
| # 0 (default): Off, 1: Side by Side, 2: Anaglyph, 3: Interlaced | ||||
| render_3d = | ||||
|  | ||||
| # Change 3D Intensity | ||||
|   | ||||
| @@ -21,8 +21,7 @@ ConfigureEnhancements::ConfigureEnhancements(QWidget* parent) | ||||
|     connect(ui->render_3d_combobox, | ||||
|             static_cast<void (QComboBox::*)(int)>(&QComboBox::currentIndexChanged), this, | ||||
|             [this](int currentIndex) { | ||||
|                 updateShaders(static_cast<Settings::StereoRenderOption>(currentIndex) == | ||||
|                               Settings::StereoRenderOption::Anaglyph); | ||||
|                 updateShaders(static_cast<Settings::StereoRenderOption>(currentIndex)); | ||||
|             }); | ||||
|  | ||||
|     connect(ui->bg_button, &QPushButton::clicked, this, [this] { | ||||
| @@ -49,7 +48,7 @@ void ConfigureEnhancements::SetConfiguration() { | ||||
|     ui->resolution_factor_combobox->setCurrentIndex(Settings::values.resolution_factor); | ||||
|     ui->render_3d_combobox->setCurrentIndex(static_cast<int>(Settings::values.render_3d)); | ||||
|     ui->factor_3d->setValue(Settings::values.factor_3d); | ||||
|     updateShaders(Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph); | ||||
|     updateShaders(Settings::values.render_3d); | ||||
|     ui->toggle_linear_filter->setChecked(Settings::values.filter_mode); | ||||
|     ui->layout_combobox->setCurrentIndex(static_cast<int>(Settings::values.layout_option)); | ||||
|     ui->swap_screen->setChecked(Settings::values.swap_screen); | ||||
| @@ -64,17 +63,20 @@ void ConfigureEnhancements::SetConfiguration() { | ||||
|     ui->bg_button->setIcon(color_icon); | ||||
| } | ||||
|  | ||||
| void ConfigureEnhancements::updateShaders(bool anaglyph) { | ||||
| void ConfigureEnhancements::updateShaders(Settings::StereoRenderOption stereo_option) { | ||||
|     ui->shader_combobox->clear(); | ||||
|  | ||||
|     if (anaglyph) | ||||
|     if (stereo_option == Settings::StereoRenderOption::Anaglyph) | ||||
|         ui->shader_combobox->addItem("dubois (builtin)"); | ||||
|     else if (stereo_option == Settings::StereoRenderOption::Interlaced) | ||||
|         ui->shader_combobox->addItem("horizontal (builtin)"); | ||||
|     else | ||||
|         ui->shader_combobox->addItem("none (builtin)"); | ||||
|  | ||||
|     ui->shader_combobox->setCurrentIndex(0); | ||||
|  | ||||
|     for (const auto& shader : OpenGL::GetPostProcessingShaderList(anaglyph)) { | ||||
|     for (const auto& shader : OpenGL::GetPostProcessingShaderList( | ||||
|              stereo_option == Settings::StereoRenderOption::Anaglyph)) { | ||||
|         ui->shader_combobox->addItem(QString::fromStdString(shader)); | ||||
|         if (Settings::values.pp_shader_name == shader) | ||||
|             ui->shader_combobox->setCurrentIndex(ui->shader_combobox->count() - 1); | ||||
|   | ||||
| @@ -6,6 +6,10 @@ | ||||
|  | ||||
| #include <QWidget> | ||||
|  | ||||
| namespace Settings { | ||||
| enum class StereoRenderOption; | ||||
| } | ||||
|  | ||||
| namespace Ui { | ||||
| class ConfigureEnhancements; | ||||
| } | ||||
| @@ -22,7 +26,7 @@ public: | ||||
|     void SetConfiguration(); | ||||
|  | ||||
| private: | ||||
|     void updateShaders(bool anaglyph); | ||||
|     void updateShaders(Settings::StereoRenderOption stereo_option); | ||||
|  | ||||
|     Ui::ConfigureEnhancements* ui; | ||||
|     QColor bg_color; | ||||
|   | ||||
| @@ -152,6 +152,11 @@ | ||||
|             <string>Anaglyph</string> | ||||
|            </property> | ||||
|           </item> | ||||
|           <item> | ||||
|            <property name="text"> | ||||
|             <string>Interlaced</string> | ||||
|            </property> | ||||
|           </item> | ||||
|          </widget> | ||||
|         </item> | ||||
|        </layout> | ||||
|   | ||||
| @@ -32,7 +32,7 @@ enum class MicInputType { | ||||
|     Static, | ||||
| }; | ||||
|  | ||||
| enum class StereoRenderOption { Off, SideBySide, Anaglyph }; | ||||
| enum class StereoRenderOption { Off, SideBySide, Anaglyph, Interlaced }; | ||||
|  | ||||
| namespace NativeButton { | ||||
| enum Values { | ||||
|   | ||||
| @@ -238,6 +238,25 @@ void main() { | ||||
| } | ||||
| )"; | ||||
|  | ||||
| static const char fragment_shader_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 == 0) | ||||
|         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. | ||||
|  */ | ||||
| @@ -622,6 +641,19 @@ void RendererOpenGL::ReloadShader() { | ||||
|                 shader_data += shader_text; | ||||
|             } | ||||
|         } | ||||
|     } else if (Settings::values.render_3d == Settings::StereoRenderOption::Interlaced) { | ||||
|         if (Settings::values.pp_shader_name == "horizontal (builtin)") { | ||||
|             shader_data += fragment_shader_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_interlaced; | ||||
|             } else { | ||||
|                 shader_data += shader_text; | ||||
|             } | ||||
|         } | ||||
|     } else { | ||||
|         if (Settings::values.pp_shader_name == "none (builtin)") { | ||||
|             shader_data += fragment_shader; | ||||
| @@ -641,7 +673,8 @@ void RendererOpenGL::ReloadShader() { | ||||
|     state.Apply(); | ||||
|     uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix"); | ||||
|     uniform_color_texture = glGetUniformLocation(shader.handle, "color_texture"); | ||||
|     if (Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph) { | ||||
|     if (Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph || | ||||
|         Settings::values.render_3d == Settings::StereoRenderOption::Interlaced) { | ||||
|         uniform_color_texture_r = glGetUniformLocation(shader.handle, "color_texture_r"); | ||||
|     } | ||||
|     uniform_i_resolution = glGetUniformLocation(shader.handle, "i_resolution"); | ||||
| @@ -752,7 +785,7 @@ void RendererOpenGL::DrawSingleScreenRotated(const ScreenInfo& screen_info, floa | ||||
|  * Draws a single texture to the emulator window, rotating the texture to correct for the 3DS's LCD | ||||
|  * rotation. | ||||
|  */ | ||||
| void RendererOpenGL::DrawSingleScreenAnaglyphRotated(const ScreenInfo& screen_info_l, | ||||
| void RendererOpenGL::DrawSingleScreenStereoRotated(const ScreenInfo& screen_info_l, | ||||
|                                                    const ScreenInfo& screen_info_r, float x, | ||||
|                                                    float y, float w, float h) { | ||||
|     const auto& texcoords = screen_info_l.display_texcoords; | ||||
| @@ -822,8 +855,12 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout) { | ||||
|     // Bind texture in Texture Unit 0 | ||||
|     glUniform1i(uniform_color_texture, 0); | ||||
|  | ||||
|     const bool stereo_single_screen = | ||||
|         Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph || | ||||
|         Settings::values.render_3d == Settings::StereoRenderOption::Interlaced; | ||||
|  | ||||
|     // Bind a second texture for the right eye if in Anaglyph mode | ||||
|     if (Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph) { | ||||
|     if (stereo_single_screen) { | ||||
|         glUniform1i(uniform_color_texture_r, 1); | ||||
|     } | ||||
|  | ||||
| @@ -841,10 +878,10 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout) { | ||||
|                                     ((float)top_screen.left / 2) + ((float)layout.width / 2), | ||||
|                                     (float)top_screen.top, (float)top_screen.GetWidth() / 2, | ||||
|                                     (float)top_screen.GetHeight()); | ||||
|         } else if (Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph) { | ||||
|             DrawSingleScreenAnaglyphRotated( | ||||
|                 screen_infos[0], screen_infos[1], (float)top_screen.left, (float)top_screen.top, | ||||
|                 (float)top_screen.GetWidth(), (float)top_screen.GetHeight()); | ||||
|         } else if (stereo_single_screen) { | ||||
|             DrawSingleScreenStereoRotated(screen_infos[0], screen_infos[1], (float)top_screen.left, | ||||
|                                           (float)top_screen.top, (float)top_screen.GetWidth(), | ||||
|                                           (float)top_screen.GetHeight()); | ||||
|         } | ||||
|     } | ||||
|     glUniform1i(uniform_layer, 0); | ||||
| @@ -862,8 +899,8 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout) { | ||||
|                                     ((float)bottom_screen.left / 2) + ((float)layout.width / 2), | ||||
|                                     (float)bottom_screen.top, (float)bottom_screen.GetWidth() / 2, | ||||
|                                     (float)bottom_screen.GetHeight()); | ||||
|         } else if (Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph) { | ||||
|             DrawSingleScreenAnaglyphRotated(screen_infos[2], screen_infos[2], | ||||
|         } else if (stereo_single_screen) { | ||||
|             DrawSingleScreenStereoRotated(screen_infos[2], screen_infos[2], | ||||
|                                           (float)bottom_screen.left, (float)bottom_screen.top, | ||||
|                                           (float)bottom_screen.GetWidth(), | ||||
|                                           (float)bottom_screen.GetHeight()); | ||||
|   | ||||
| @@ -77,7 +77,7 @@ private: | ||||
|                                      const GPU::Regs::FramebufferConfig& framebuffer); | ||||
|     void DrawScreens(const Layout::FramebufferLayout& layout); | ||||
|     void DrawSingleScreenRotated(const ScreenInfo& screen_info, float x, float y, float w, float h); | ||||
|     void DrawSingleScreenAnaglyphRotated(const ScreenInfo& screen_info_l, | ||||
|     void DrawSingleScreenStereoRotated(const ScreenInfo& screen_info_l, | ||||
|                                        const ScreenInfo& screen_info_r, float x, float y, float w, | ||||
|                                        float h); | ||||
|     void UpdateFramerate(); | ||||
|   | ||||
		Reference in New Issue
	
	Block a user
	 James Rowe
					James Rowe