mirror of
https://github.com/Lime3DS/Lime3DS
synced 2024-12-28 01:52:29 -06:00
Merge pull request #5018 from iwubcode/passive-3d
Interlaced stereo 3d option
This commit is contained in:
commit
5fdcff9d05
8 changed files with 81 additions and 30 deletions
|
@ -131,10 +131,13 @@ void Config::ReadValues() {
|
||||||
sdl2_config->GetInteger("Renderer", "render_3d", 0));
|
sdl2_config->GetInteger("Renderer", "render_3d", 0));
|
||||||
Settings::values.factor_3d =
|
Settings::values.factor_3d =
|
||||||
static_cast<u8>(sdl2_config->GetInteger("Renderer", "factor_3d", 0));
|
static_cast<u8>(sdl2_config->GetInteger("Renderer", "factor_3d", 0));
|
||||||
Settings::values.pp_shader_name = sdl2_config->GetString(
|
std::string default_shader = "none (builtin)";
|
||||||
"Renderer", "pp_shader_name",
|
if (Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph)
|
||||||
(Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph) ? "dubois (builtin)"
|
default_shader = "dubois (builtin)";
|
||||||
: "none (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.filter_mode = sdl2_config->GetBoolean("Renderer", "filter_mode", true);
|
||||||
|
|
||||||
Settings::values.bg_red = static_cast<float>(sdl2_config->GetReal("Renderer", "bg_red", 0.0));
|
Settings::values.bg_red = static_cast<float>(sdl2_config->GetReal("Renderer", "bg_red", 0.0));
|
||||||
|
|
|
@ -137,7 +137,7 @@ bg_blue =
|
||||||
bg_green =
|
bg_green =
|
||||||
|
|
||||||
# Whether and how Stereoscopic 3D should be rendered
|
# 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 =
|
render_3d =
|
||||||
|
|
||||||
# Change 3D Intensity
|
# Change 3D Intensity
|
||||||
|
|
|
@ -21,8 +21,7 @@ ConfigureEnhancements::ConfigureEnhancements(QWidget* parent)
|
||||||
connect(ui->render_3d_combobox,
|
connect(ui->render_3d_combobox,
|
||||||
static_cast<void (QComboBox::*)(int)>(&QComboBox::currentIndexChanged), this,
|
static_cast<void (QComboBox::*)(int)>(&QComboBox::currentIndexChanged), this,
|
||||||
[this](int currentIndex) {
|
[this](int currentIndex) {
|
||||||
updateShaders(static_cast<Settings::StereoRenderOption>(currentIndex) ==
|
updateShaders(static_cast<Settings::StereoRenderOption>(currentIndex));
|
||||||
Settings::StereoRenderOption::Anaglyph);
|
|
||||||
});
|
});
|
||||||
|
|
||||||
connect(ui->bg_button, &QPushButton::clicked, this, [this] {
|
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->resolution_factor_combobox->setCurrentIndex(Settings::values.resolution_factor);
|
||||||
ui->render_3d_combobox->setCurrentIndex(static_cast<int>(Settings::values.render_3d));
|
ui->render_3d_combobox->setCurrentIndex(static_cast<int>(Settings::values.render_3d));
|
||||||
ui->factor_3d->setValue(Settings::values.factor_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->toggle_linear_filter->setChecked(Settings::values.filter_mode);
|
||||||
ui->layout_combobox->setCurrentIndex(static_cast<int>(Settings::values.layout_option));
|
ui->layout_combobox->setCurrentIndex(static_cast<int>(Settings::values.layout_option));
|
||||||
ui->swap_screen->setChecked(Settings::values.swap_screen);
|
ui->swap_screen->setChecked(Settings::values.swap_screen);
|
||||||
|
@ -64,17 +63,20 @@ void ConfigureEnhancements::SetConfiguration() {
|
||||||
ui->bg_button->setIcon(color_icon);
|
ui->bg_button->setIcon(color_icon);
|
||||||
}
|
}
|
||||||
|
|
||||||
void ConfigureEnhancements::updateShaders(bool anaglyph) {
|
void ConfigureEnhancements::updateShaders(Settings::StereoRenderOption stereo_option) {
|
||||||
ui->shader_combobox->clear();
|
ui->shader_combobox->clear();
|
||||||
|
|
||||||
if (anaglyph)
|
if (stereo_option == Settings::StereoRenderOption::Anaglyph)
|
||||||
ui->shader_combobox->addItem("dubois (builtin)");
|
ui->shader_combobox->addItem("dubois (builtin)");
|
||||||
|
else if (stereo_option == Settings::StereoRenderOption::Interlaced)
|
||||||
|
ui->shader_combobox->addItem("horizontal (builtin)");
|
||||||
else
|
else
|
||||||
ui->shader_combobox->addItem("none (builtin)");
|
ui->shader_combobox->addItem("none (builtin)");
|
||||||
|
|
||||||
ui->shader_combobox->setCurrentIndex(0);
|
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));
|
ui->shader_combobox->addItem(QString::fromStdString(shader));
|
||||||
if (Settings::values.pp_shader_name == shader)
|
if (Settings::values.pp_shader_name == shader)
|
||||||
ui->shader_combobox->setCurrentIndex(ui->shader_combobox->count() - 1);
|
ui->shader_combobox->setCurrentIndex(ui->shader_combobox->count() - 1);
|
||||||
|
|
|
@ -6,6 +6,10 @@
|
||||||
|
|
||||||
#include <QWidget>
|
#include <QWidget>
|
||||||
|
|
||||||
|
namespace Settings {
|
||||||
|
enum class StereoRenderOption;
|
||||||
|
}
|
||||||
|
|
||||||
namespace Ui {
|
namespace Ui {
|
||||||
class ConfigureEnhancements;
|
class ConfigureEnhancements;
|
||||||
}
|
}
|
||||||
|
@ -22,7 +26,7 @@ public:
|
||||||
void SetConfiguration();
|
void SetConfiguration();
|
||||||
|
|
||||||
private:
|
private:
|
||||||
void updateShaders(bool anaglyph);
|
void updateShaders(Settings::StereoRenderOption stereo_option);
|
||||||
|
|
||||||
Ui::ConfigureEnhancements* ui;
|
Ui::ConfigureEnhancements* ui;
|
||||||
QColor bg_color;
|
QColor bg_color;
|
||||||
|
|
|
@ -152,6 +152,11 @@
|
||||||
<string>Anaglyph</string>
|
<string>Anaglyph</string>
|
||||||
</property>
|
</property>
|
||||||
</item>
|
</item>
|
||||||
|
<item>
|
||||||
|
<property name="text">
|
||||||
|
<string>Interlaced</string>
|
||||||
|
</property>
|
||||||
|
</item>
|
||||||
</widget>
|
</widget>
|
||||||
</item>
|
</item>
|
||||||
</layout>
|
</layout>
|
||||||
|
|
|
@ -32,7 +32,7 @@ enum class MicInputType {
|
||||||
Static,
|
Static,
|
||||||
};
|
};
|
||||||
|
|
||||||
enum class StereoRenderOption { Off, SideBySide, Anaglyph };
|
enum class StereoRenderOption { Off, SideBySide, Anaglyph, Interlaced };
|
||||||
|
|
||||||
namespace NativeButton {
|
namespace NativeButton {
|
||||||
enum Values {
|
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.
|
* Vertex structure that the drawn screen rectangles are composed of.
|
||||||
*/
|
*/
|
||||||
|
@ -622,6 +641,19 @@ void RendererOpenGL::ReloadShader() {
|
||||||
shader_data += shader_text;
|
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 {
|
} else {
|
||||||
if (Settings::values.pp_shader_name == "none (builtin)") {
|
if (Settings::values.pp_shader_name == "none (builtin)") {
|
||||||
shader_data += fragment_shader;
|
shader_data += fragment_shader;
|
||||||
|
@ -641,7 +673,8 @@ void RendererOpenGL::ReloadShader() {
|
||||||
state.Apply();
|
state.Apply();
|
||||||
uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix");
|
uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix");
|
||||||
uniform_color_texture = glGetUniformLocation(shader.handle, "color_texture");
|
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_color_texture_r = glGetUniformLocation(shader.handle, "color_texture_r");
|
||||||
}
|
}
|
||||||
uniform_i_resolution = glGetUniformLocation(shader.handle, "i_resolution");
|
uniform_i_resolution = glGetUniformLocation(shader.handle, "i_resolution");
|
||||||
|
@ -752,9 +785,9 @@ 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
|
* Draws a single texture to the emulator window, rotating the texture to correct for the 3DS's LCD
|
||||||
* rotation.
|
* rotation.
|
||||||
*/
|
*/
|
||||||
void RendererOpenGL::DrawSingleScreenAnaglyphRotated(const ScreenInfo& screen_info_l,
|
void RendererOpenGL::DrawSingleScreenStereoRotated(const ScreenInfo& screen_info_l,
|
||||||
const ScreenInfo& screen_info_r, float x,
|
const ScreenInfo& screen_info_r, float x,
|
||||||
float y, float w, float h) {
|
float y, float w, float h) {
|
||||||
const auto& texcoords = screen_info_l.display_texcoords;
|
const auto& texcoords = screen_info_l.display_texcoords;
|
||||||
|
|
||||||
const std::array<ScreenRectVertex, 4> vertices = {{
|
const std::array<ScreenRectVertex, 4> vertices = {{
|
||||||
|
@ -822,8 +855,12 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout) {
|
||||||
// Bind texture in Texture Unit 0
|
// Bind texture in Texture Unit 0
|
||||||
glUniform1i(uniform_color_texture, 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
|
// 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);
|
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.left / 2) + ((float)layout.width / 2),
|
||||||
(float)top_screen.top, (float)top_screen.GetWidth() / 2,
|
(float)top_screen.top, (float)top_screen.GetWidth() / 2,
|
||||||
(float)top_screen.GetHeight());
|
(float)top_screen.GetHeight());
|
||||||
} else if (Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph) {
|
} else if (stereo_single_screen) {
|
||||||
DrawSingleScreenAnaglyphRotated(
|
DrawSingleScreenStereoRotated(screen_infos[0], screen_infos[1], (float)top_screen.left,
|
||||||
screen_infos[0], screen_infos[1], (float)top_screen.left, (float)top_screen.top,
|
(float)top_screen.top, (float)top_screen.GetWidth(),
|
||||||
(float)top_screen.GetWidth(), (float)top_screen.GetHeight());
|
(float)top_screen.GetHeight());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
glUniform1i(uniform_layer, 0);
|
glUniform1i(uniform_layer, 0);
|
||||||
|
@ -862,11 +899,11 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout) {
|
||||||
((float)bottom_screen.left / 2) + ((float)layout.width / 2),
|
((float)bottom_screen.left / 2) + ((float)layout.width / 2),
|
||||||
(float)bottom_screen.top, (float)bottom_screen.GetWidth() / 2,
|
(float)bottom_screen.top, (float)bottom_screen.GetWidth() / 2,
|
||||||
(float)bottom_screen.GetHeight());
|
(float)bottom_screen.GetHeight());
|
||||||
} else if (Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph) {
|
} else if (stereo_single_screen) {
|
||||||
DrawSingleScreenAnaglyphRotated(screen_infos[2], screen_infos[2],
|
DrawSingleScreenStereoRotated(screen_infos[2], screen_infos[2],
|
||||||
(float)bottom_screen.left, (float)bottom_screen.top,
|
(float)bottom_screen.left, (float)bottom_screen.top,
|
||||||
(float)bottom_screen.GetWidth(),
|
(float)bottom_screen.GetWidth(),
|
||||||
(float)bottom_screen.GetHeight());
|
(float)bottom_screen.GetHeight());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -77,9 +77,9 @@ private:
|
||||||
const GPU::Regs::FramebufferConfig& framebuffer);
|
const GPU::Regs::FramebufferConfig& framebuffer);
|
||||||
void DrawScreens(const Layout::FramebufferLayout& layout);
|
void DrawScreens(const Layout::FramebufferLayout& layout);
|
||||||
void DrawSingleScreenRotated(const ScreenInfo& screen_info, float x, float y, float w, float h);
|
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,
|
const ScreenInfo& screen_info_r, float x, float y, float w,
|
||||||
float h);
|
float h);
|
||||||
void UpdateFramerate();
|
void UpdateFramerate();
|
||||||
|
|
||||||
// Loads framebuffer from emulated memory into the display information structure
|
// Loads framebuffer from emulated memory into the display information structure
|
||||||
|
|
Loading…
Reference in a new issue