diff options
Diffstat (limited to 'source/blender/windowmanager/intern/wm_stereo.c')
-rw-r--r-- | source/blender/windowmanager/intern/wm_stereo.c | 198 |
1 files changed, 125 insertions, 73 deletions
diff --git a/source/blender/windowmanager/intern/wm_stereo.c b/source/blender/windowmanager/intern/wm_stereo.c index 55fe2ec846c..84b739a692e 100644 --- a/source/blender/windowmanager/intern/wm_stereo.c +++ b/source/blender/windowmanager/intern/wm_stereo.c @@ -52,8 +52,7 @@ #include "ED_screen.h" -#include "GPU_glew.h" -#include "GPU_basic_shader.h" +#include "GPU_immediate.h" #include "WM_api.h" #include "WM_types.h" @@ -77,54 +76,82 @@ static void wm_method_draw_stereo3d_pageflip(wmWindow *win) else //STEREO_RIGHT_ID glDrawBuffer(GL_BACK_RIGHT); - wm_triple_draw_textures(win, drawdata->triple, 1.0f, false); + wm_triple_draw_textures(win, drawdata->triple, 1.0f); } glDrawBuffer(GL_BACK); } -static enum eStereo3dInterlaceType interlace_prev_type = -1; -static char interlace_prev_swap = -1; +static GPUInterlaceShader interlace_gpu_id_from_type(eStereo3dInterlaceType interlace_type) +{ + switch (interlace_type) { + case S3D_INTERLACE_ROW: + return GPU_SHADER_INTERLACE_ROW; + case S3D_INTERLACE_COLUMN: + return GPU_SHADER_INTERLACE_COLUMN; + case S3D_INTERLACE_CHECKERBOARD: + default: + return GPU_SHADER_INTERLACE_CHECKER; + } +} static void wm_method_draw_stereo3d_interlace(wmWindow *win) { - wmDrawData *drawdata; - int view; - bool flag; bool swap = (win->stereo3d_format->flag & S3D_INTERLACE_SWAP) != 0; enum eStereo3dInterlaceType interlace_type = win->stereo3d_format->interlace_type; - for (view = 0; view < 2; view ++) { - flag = swap ? !view : view; - drawdata = BLI_findlink(&win->drawdata, (view * 2) + 1); - GPU_basic_shader_bind(GPU_SHADER_STIPPLE); - switch (interlace_type) { - case S3D_INTERLACE_ROW: - if (flag) - GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_S3D_INTERLACE_ROW_SWAP); - else - GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_S3D_INTERLACE_ROW); - break; - case S3D_INTERLACE_COLUMN: - if (flag) - GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_S3D_INTERLACE_COLUMN_SWAP); - else - GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_S3D_INTERLACE_COLUMN); - break; - case S3D_INTERLACE_CHECKERBOARD: - default: - if (flag) - GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_S3D_INTERLACE_CHECKER_SWAP); - else - GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_S3D_INTERLACE_CHECKER); - break; - } + wmDrawData *drawdata[2]; + for (int eye = 0; eye < 2; eye++) { + int view = swap ? !eye : eye; + drawdata[eye] = BLI_findlink(&win->drawdata, (view * 2) + 1); + } + + const int sizex = WM_window_pixels_x(win); + const int sizey = WM_window_pixels_y(win); + + /* wmOrtho for the screen has this same offset */ + float ratiox = sizex; + float ratioy = sizey; + float halfx = GLA_PIXEL_OFS; + float halfy = GLA_PIXEL_OFS; + + Gwn_VertFormat *format = immVertexFormat(); + unsigned int texcoord = GWN_vertformat_attr_add(format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); + unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); + + immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_INTERLACE); + + /* leave GL_TEXTURE0 as the latest bind texture */ + for (int eye = 1; eye >= 0; eye--) { + glActiveTexture(GL_TEXTURE0 + eye); + glBindTexture(drawdata[eye]->triple->target, drawdata[eye]->triple->bind); + } - wm_triple_draw_textures(win, drawdata->triple, 1.0f, true); - GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); + immUniform1i("image_a", 0); + immUniform1i("image_b", 1); + + immUniform1i("interlace_id", interlace_gpu_id_from_type(interlace_type)); + + immBegin(GWN_PRIM_TRI_FAN, 4); + + immAttrib2f(texcoord, halfx, halfy); + immVertex2f(pos, 0.0f, 0.0f); + + immAttrib2f(texcoord, ratiox + halfx, halfy); + immVertex2f(pos, sizex, 0.0f); + + immAttrib2f(texcoord, ratiox + halfx, ratioy + halfy); + immVertex2f(pos, sizex, sizey); + + immAttrib2f(texcoord, halfx, ratioy + halfy); + immVertex2f(pos, 0.0f, sizey); + + immEnd(); + immUnbindProgram(); + + for (int eye = 0; eye < 2; eye++) { + glBindTexture(drawdata[eye]->triple->target, 0); } - interlace_prev_type = interlace_type; - interlace_prev_swap = swap; } static void wm_method_draw_stereo3d_anaglyph(wmWindow *win) @@ -157,7 +184,7 @@ static void wm_method_draw_stereo3d_anaglyph(wmWindow *win) break; } - wm_triple_draw_textures(win, drawdata->triple, 1.0f, false); + wm_triple_draw_textures(win, drawdata->triple, 1.0f); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); } @@ -172,6 +199,10 @@ static void wm_method_draw_stereo3d_sidebyside(wmWindow *win) int soffx; bool cross_eyed = (win->stereo3d_format->flag & S3D_SIDEBYSIDE_CROSSEYED) != 0; + Gwn_VertFormat *format = immVertexFormat(); + unsigned int texcoord = GWN_vertformat_attr_add(format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); + unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); + for (view = 0; view < 2; view ++) { drawdata = BLI_findlink(&win->drawdata, (view * 2) + 1); triple = drawdata->triple; @@ -203,26 +234,33 @@ static void wm_method_draw_stereo3d_sidebyside(wmWindow *win) halfy /= triple->y; } - glEnable(triple->target); + /* TODO: if target is always same for both eyes, bind program & set uniform before loop */ + immBindBuiltinProgram((triple->target == GL_TEXTURE_2D) ? GPU_SHADER_3D_IMAGE_MODULATE_ALPHA : GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA); + glBindTexture(triple->target, triple->bind); - glColor4f(1.0f, 1.0f, 1.0f, 1.0f); - glBegin(GL_QUADS); - glTexCoord2f(halfx, halfy); - glVertex2f(soffx, 0); + immUniform1f("alpha", 1.0f); + immUniform1i("image", 0); /* default GL_TEXTURE0 unit */ - glTexCoord2f(ratiox + halfx, halfy); - glVertex2f(soffx + (sizex * 0.5f), 0); + immBegin(GWN_PRIM_TRI_FAN, 4); - glTexCoord2f(ratiox + halfx, ratioy + halfy); - glVertex2f(soffx + (sizex * 0.5f), sizey); + immAttrib2f(texcoord, halfx, halfy); + immVertex2f(pos, soffx, 0.0f); - glTexCoord2f(halfx, ratioy + halfy); - glVertex2f(soffx, sizey); - glEnd(); + immAttrib2f(texcoord, ratiox + halfx, halfy); + immVertex2f(pos, soffx + (sizex * 0.5f), 0.0f); + immAttrib2f(texcoord, ratiox + halfx, ratioy + halfy); + immVertex2f(pos, soffx + (sizex * 0.5f), sizey); + + immAttrib2f(texcoord, halfx, ratioy + halfy); + immVertex2f(pos, soffx, sizey); + + immEnd(); + + /* TODO: if target is always same for both eyes, unbind program & texture target after loop */ glBindTexture(triple->target, 0); - glDisable(triple->target); + immUnbindProgram(); } } @@ -234,6 +272,10 @@ static void wm_method_draw_stereo3d_topbottom(wmWindow *win) int view; int soffy; + Gwn_VertFormat *format = immVertexFormat(); + unsigned int texcoord = GWN_vertformat_attr_add(format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); + unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); + for (view = 0; view < 2; view ++) { drawdata = BLI_findlink(&win->drawdata, (view * 2) + 1); triple = drawdata->triple; @@ -262,26 +304,33 @@ static void wm_method_draw_stereo3d_topbottom(wmWindow *win) halfy /= triple->y; } - glEnable(triple->target); + /* TODO: if target is always same for both eyes, bind program & set uniforms before loop */ + immBindBuiltinProgram((triple->target == GL_TEXTURE_2D) ? GPU_SHADER_3D_IMAGE_MODULATE_ALPHA : GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA); + glBindTexture(triple->target, triple->bind); - glColor4f(1.0f, 1.0f, 1.0f, 1.0f); - glBegin(GL_QUADS); - glTexCoord2f(halfx, halfy); - glVertex2f(0, soffy); + immUniform1f("alpha", 1.0f); + immUniform1i("image", 0); /* default GL_TEXTURE0 unit */ - glTexCoord2f(ratiox + halfx, halfy); - glVertex2f(sizex, soffy); + immBegin(GWN_PRIM_TRI_FAN, 4); - glTexCoord2f(ratiox + halfx, ratioy + halfy); - glVertex2f(sizex, soffy + (sizey * 0.5f)); + immAttrib2f(texcoord, halfx, halfy); + immVertex2f(pos, 0.0f, soffy); - glTexCoord2f(halfx, ratioy + halfy); - glVertex2f(0, soffy + (sizey * 0.5f)); - glEnd(); + immAttrib2f(texcoord, ratiox + halfx, halfy); + immVertex2f(pos, sizex, soffy); + immAttrib2f(texcoord, ratiox + halfx, ratioy + halfy); + immVertex2f(pos, sizex, soffy + (sizey * 0.5f)); + + immAttrib2f(texcoord, halfx, ratioy + halfy); + immVertex2f(pos, 0.0f, soffy + (sizey * 0.5f)); + + immEnd(); + + /* TODO: if target is always same for both eyes, unbind program & texture target after loop */ + immUnbindProgram(); glBindTexture(triple->target, 0); - glDisable(triple->target); } } @@ -310,9 +359,9 @@ void wm_method_draw_stereo3d(const bContext *UNUSED(C), wmWindow *win) static bool wm_stereo3d_quadbuffer_supported(void) { - int gl_stereo = 0; - glGetBooleanv(GL_STEREO, (GLboolean *)&gl_stereo); - return gl_stereo != 0; + GLboolean stereo = GL_FALSE; + glGetBooleanv(GL_STEREO, &stereo); + return stereo == GL_TRUE; } static bool wm_stereo3d_is_fullscreen_required(eStereoDisplayMode stereo_display) @@ -324,7 +373,8 @@ static bool wm_stereo3d_is_fullscreen_required(eStereoDisplayMode stereo_display bool WM_stereo3d_enabled(wmWindow *win, bool skip_stereo3d_check) { - bScreen *screen = win->screen; + const bScreen *screen = WM_window_get_active_screen(win); + const Scene *scene = WM_window_get_active_scene(win); /* some 3d methods change the window arrangement, thus they shouldn't * toggle on/off just because there is no 3d elements being drawn */ @@ -332,7 +382,7 @@ bool WM_stereo3d_enabled(wmWindow *win, bool skip_stereo3d_check) return GHOST_GetWindowState(win->ghostwin) == GHOST_kWindowStateFullScreen; } - if ((skip_stereo3d_check == false) && (ED_screen_stereo3d_required(screen) == false)) { + if ((skip_stereo3d_check == false) && (ED_screen_stereo3d_required(screen, scene) == false)) { return false; } @@ -459,7 +509,7 @@ int wm_stereo3d_set_exec(bContext *C, wmOperator *op) prev_display_mode != win_src->stereo3d_format->display_mode) { /* in case the hardward supports pageflip but not the display */ - if ((win_dst = wm_window_copy_test(C, win_src))) { + if ((win_dst = wm_window_copy_test(C, win_src, false))) { /* pass */ } else { @@ -469,14 +519,16 @@ int wm_stereo3d_set_exec(bContext *C, wmOperator *op) } } else if (win_src->stereo3d_format->display_mode == S3D_DISPLAY_PAGEFLIP) { - /* ED_screen_duplicate() can't handle other cases yet T44688 */ - if (win_src->screen->state != SCREENNORMAL) { + const bScreen *screen = WM_window_get_active_screen(win_src); + + /* ED_workspace_layout_duplicate() can't handle other cases yet T44688 */ + if (screen->state != SCREENNORMAL) { BKE_report(op->reports, RPT_ERROR, "Failed to switch to Time Sequential mode when in fullscreen"); ok = false; } /* pageflip requires a new window to be created with the proper OS flags */ - else if ((win_dst = wm_window_copy_test(C, win_src))) { + else if ((win_dst = wm_window_copy_test(C, win_src, false))) { if (wm_stereo3d_quadbuffer_supported()) { BKE_report(op->reports, RPT_INFO, "Quad-buffer window successfully created"); } |