Fix T49861: Interlace stereo drawing

This does not address stapling shader in 2.8, though the solution can be
similar (own shader, not polutting interlace shader).

part of T49043

Reviewers: merwin

Differential Revision: https://developer.blender.org/D2440
This commit is contained in:
Dalai Felinto
2017-01-09 17:58:13 +01:00
parent e42e1769b3
commit 5ed5ed59c3
10 changed files with 142 additions and 205 deletions

View File

@@ -142,6 +142,7 @@ data_to_c_simple(shaders/gpu_shader_image_modulate_alpha_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_depth_linear_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_interlace_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_image_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_flat_color_vert.glsl SRC)

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@@ -64,12 +64,6 @@ typedef enum GPUBasicShaderStipple {
GPU_SHADER_STIPPLE_HEXAGON = 3,
GPU_SHADER_STIPPLE_DIAG_STRIPES = 4,
GPU_SHADER_STIPPLE_DIAG_STRIPES_SWAP = 5,
GPU_SHADER_STIPPLE_S3D_INTERLACE_ROW = 6,
GPU_SHADER_STIPPLE_S3D_INTERLACE_ROW_SWAP = 7,
GPU_SHADER_STIPPLE_S3D_INTERLACE_COLUMN = 8,
GPU_SHADER_STIPPLE_S3D_INTERLACE_COLUMN_SWAP = 9,
GPU_SHADER_STIPPLE_S3D_INTERLACE_CHECKER = 10,
GPU_SHADER_STIPPLE_S3D_INTERLACE_CHECKER_SWAP = 11
} GPUBasicShaderStipple;
void GPU_basic_shaders_init(void);

View File

@@ -112,6 +112,8 @@ typedef enum GPUBuiltinShader {
GPU_SHADER_3D_IMAGE_MODULATE_ALPHA,
GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA,
GPU_SHADER_3D_IMAGE_DEPTH,
/* stereo 3d */
GPU_SHADER_2D_IMAGE_INTERLACE,
/* points */
GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR,
GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH,
@@ -128,6 +130,16 @@ typedef enum GPUBuiltinShader {
GPU_NUM_BUILTIN_SHADERS /* (not an actual shader) */
} GPUBuiltinShader;
/* Keep these in sync with:
* gpu_shader_image_interlace_frag.glsl
* gpu_shader_image_rect_interlace_frag.glsl
**/
typedef enum GPUInterlaceShader {
GPU_SHADER_INTERLACE_ROW = 0,
GPU_SHADER_INTERLACE_COLUMN = 1,
GPU_SHADER_INTERLACE_CHECKER = 2,
} GPUInterlaceShader;
GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader);
GPUShader *GPU_shader_get_builtin_fx_shader(int effects, bool persp);

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@@ -140,114 +140,6 @@ const GLubyte stipple_checker_8px[128] = {
0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255};
const GLubyte stipple_interlace_row[128] = {
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00};
const GLubyte stipple_interlace_row_swap[128] = {
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff};
const GLubyte stipple_interlace_column[128] = {
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55};
const GLubyte stipple_interlace_column_swap[128] = {
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa};
const GLubyte stipple_interlace_checker[128] = {
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa};
const GLubyte stipple_interlace_checker_swap[128] = {
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55};
const GLubyte stipple_hexagon[128] = {
0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22,
@@ -651,24 +543,6 @@ void GPU_basic_shader_stipple(GPUBasicShaderStipple stipple_id)
case GPU_SHADER_STIPPLE_DIAG_STRIPES:
glPolygonStipple(stipple_diag_stripes_pos);
return;
case GPU_SHADER_STIPPLE_S3D_INTERLACE_ROW:
glPolygonStipple(stipple_interlace_row);
return;
case GPU_SHADER_STIPPLE_S3D_INTERLACE_ROW_SWAP:
glPolygonStipple(stipple_interlace_row_swap);
return;
case GPU_SHADER_STIPPLE_S3D_INTERLACE_COLUMN:
glPolygonStipple(stipple_interlace_column);
return;
case GPU_SHADER_STIPPLE_S3D_INTERLACE_COLUMN_SWAP:
glPolygonStipple(stipple_interlace_column_swap);
return;
case GPU_SHADER_STIPPLE_S3D_INTERLACE_CHECKER:
glPolygonStipple(stipple_interlace_checker);
return;
case GPU_SHADER_STIPPLE_S3D_INTERLACE_CHECKER_SWAP:
glPolygonStipple(stipple_interlace_checker_swap);
return;
default:
glPolygonStipple(stipple_hexagon);
return;

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@@ -58,6 +58,7 @@ extern char datatoc_gpu_shader_2D_image_vert_glsl[];
extern char datatoc_gpu_shader_3D_image_vert_glsl[];
extern char datatoc_gpu_shader_image_color_frag_glsl[];
extern char datatoc_gpu_shader_image_interlace_frag_glsl[];
extern char datatoc_gpu_shader_image_mask_uniform_color_frag_glsl[];
extern char datatoc_gpu_shader_image_modulate_alpha_frag_glsl[];
extern char datatoc_gpu_shader_image_rect_modulate_alpha_frag_glsl[];
@@ -633,6 +634,9 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
[GPU_SHADER_3D_IMAGE_DEPTH] = { datatoc_gpu_shader_3D_image_vert_glsl,
datatoc_gpu_shader_image_depth_linear_frag_glsl },
[GPU_SHADER_2D_IMAGE_INTERLACE] = { datatoc_gpu_shader_2D_image_vert_glsl,
datatoc_gpu_shader_image_interlace_frag_glsl },
[GPU_SHADER_2D_UNIFORM_COLOR] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl },
[GPU_SHADER_2D_FLAT_COLOR] = { datatoc_gpu_shader_2D_flat_color_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl },

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@@ -20,12 +20,6 @@
#define STIPPLE_HEXAGON 3
#define STIPPLE_DIAG_STRIPES 4
#define STIPPLE_DIAG_STRIPES_SWAP 5
#define STIPPLE_S3D_INTERLACE_ROW 6
#define STIPPLE_S3D_INTERLACE_ROW_SWAP 7
#define STIPPLE_S3D_INTERLACE_COLUMN 8
#define STIPPLE_S3D_INTERLACE_COLUMN_SWAP 9
#define STIPPLE_S3D_INTERLACE_CHECKERBOARD 10
#define STIPPLE_S3D_INTERLACE_CHECKERBOARD_SWAP 11
#if defined(USE_SOLID_LIGHTING) || defined(USE_SCENE_LIGHTING)
#if defined(USE_FLAT_NORMAL)
@@ -74,14 +68,9 @@ void main()
/* We have to use mod function and integer casting.
* This can be optimized further with the bitwise operations
* when GLSL 1.3 is supported. */
if (stipple_id == STIPPLE_HALFTONE ||
stipple_id == STIPPLE_S3D_INTERLACE_CHECKERBOARD ||
stipple_id == STIPPLE_S3D_INTERLACE_CHECKERBOARD_SWAP)
{
if (stipple_id == STIPPLE_HALFTONE) {
int result = int(mod(gl_FragCoord.x + gl_FragCoord.y, 2));
bool dis = result == 0;
if (stipple_id == STIPPLE_S3D_INTERLACE_CHECKERBOARD_SWAP)
dis = !dis;
if (dis)
discard;
}
@@ -116,22 +105,6 @@ void main()
if (!((16 - modx > mody && mody > 8 - modx) || mody > 24 - modx))
discard;
}
else if (stipple_id == STIPPLE_S3D_INTERLACE_ROW || stipple_id == STIPPLE_S3D_INTERLACE_ROW_SWAP) {
int result = int(mod(gl_FragCoord.y, 2));
bool dis = result == 0;
if (stipple_id == STIPPLE_S3D_INTERLACE_ROW_SWAP)
dis = !dis;
if (dis)
discard;
}
else if (stipple_id == STIPPLE_S3D_INTERLACE_COLUMN || stipple_id == STIPPLE_S3D_INTERLACE_COLUMN_SWAP) {
int result = int(mod(gl_FragCoord.x, 2));
bool dis = result != 0;
if (stipple_id == STIPPLE_S3D_INTERLACE_COLUMN_SWAP)
dis = !dis;
if (dis)
discard;
}
else if (stipple_id == STIPPLE_HEXAGON) {
int mody = int(mod(gl_FragCoord.y, 2));
int modx = int(mod(gl_FragCoord.x, 4));

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@@ -0,0 +1,52 @@
/* Keep these in sync with GPU_shader.h */
#define INTERLACE_ROW 0
#define INTERLACE_COLUMN 1
#define INTERLACE_CHECKERBOARD 2
#if __VERSION__ == 120
varying vec2 texCoord_interp;
#define fragColor gl_FragColor
#else
in vec2 texCoord_interp;
out vec4 fragColor;
#define texture2DRect texture
#endif
uniform int interlace_id;
uniform sampler2DRect image_a;
uniform sampler2DRect image_b;
bool interlace()
{
#if __VERSION__ == 120
if (interlace_id == INTERLACE_CHECKERBOARD) {
return int(mod(gl_FragCoord.x + gl_FragCoord.y, 2)) != 0;
}
else if (interlace_id == INTERLACE_ROW) {
return int(mod(gl_FragCoord.y, 2)) != 0;
}
else if (interlace_id == INTERLACE_COLUMN) {
return int(mod(gl_FragCoord.x, 2)) != 0;
}
#else
if (interlace_id == INTERLACE_CHECKERBOARD) {
return (int(gl_FragCoord.x + gl_FragCoord.y) & 1) != 0;
}
else if (interlace_id == INTERLACE_ROW) {
return (int(gl_FragCoord.y) & 1) != 0;
}
else if (interlace_id == INTERLACE_COLUMN) {
return (int(gl_FragCoord.x) & 1) != 0;
}
#endif
}
void main()
{
if (interlace()) {
fragColor = texture2DRect(image_a, texCoord_interp);
} else {
fragColor = texture2DRect(image_b, texCoord_interp);
}
}

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@@ -80,8 +80,6 @@
#define WIN_FRONT_OK 2
#define WIN_BOTH_OK 3
#define USE_TEXTURE_RECTANGLE 1
/* ******************* drawing, overlays *************** */
@@ -426,8 +424,7 @@ static bool wm_triple_gen_textures(wmWindow *win, wmDrawTriple *triple)
return true;
}
/* TODO: fix interface - T49861 */
void wm_triple_draw_textures(wmWindow *win, wmDrawTriple *triple, float alpha, bool UNUSED(is_interlace))
void wm_triple_draw_textures(wmWindow *win, wmDrawTriple *triple, float alpha)
{
const int sizex = WM_window_pixels_x(win);
const int sizey = WM_window_pixels_y(win);
@@ -508,7 +505,7 @@ static void wm_draw_region_blend(wmWindow *win, ARegion *ar, wmDrawTriple *tripl
wmSubWindowScissorSet(win, win->screen->mainwin, &ar->winrct, true);
glEnable(GL_BLEND);
wm_triple_draw_textures(win, triple, 1.0f - fac, false);
wm_triple_draw_textures(win, triple, 1.0f - fac);
glDisable(GL_BLEND);
}
}
@@ -530,7 +527,7 @@ static void wm_method_draw_triple(bContext *C, wmWindow *win)
wmSubWindowSet(win, screen->mainwin);
wm_triple_draw_textures(win, drawdata->triple, 1.0f, false);
wm_triple_draw_textures(win, drawdata->triple, 1.0f);
}
else {
/* we run it when we start OR when we turn stereo on */
@@ -671,7 +668,7 @@ static void wm_method_draw_triple_multiview(bContext *C, wmWindow *win, StereoVi
wmSubWindowSet(win, screen->mainwin);
wm_triple_draw_textures(win, drawdata->triple, 1.0f, false);
wm_triple_draw_textures(win, drawdata->triple, 1.0f);
}
}
else {

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@@ -78,54 +78,82 @@ 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;
}
wm_triple_draw_textures(win, drawdata->triple, 1.0f, true);
GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
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;
VertexFormat *format = immVertexFormat();
unsigned texcoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_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);
}
immUniform1i("image_a", 0);
immUniform1i("image_b", 1);
immUniform1i("interlace_id", interlace_gpu_id_from_type(interlace_type));
immBegin(GL_QUADS, 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)
@@ -158,7 +186,7 @@ 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);
}

View File

@@ -34,6 +34,8 @@
#include "GPU_glew.h"
#define USE_TEXTURE_RECTANGLE 1
typedef struct wmDrawTriple {
GLuint bind;
int x, y;
@@ -56,7 +58,7 @@ void wm_draw_region_clear (struct wmWindow *win, struct ARegion *ar);
void wm_tag_redraw_overlay (struct wmWindow *win, struct ARegion *ar);
void wm_triple_draw_textures (struct wmWindow *win, struct wmDrawTriple *triple, float alpha, bool is_interlace);
void wm_triple_draw_textures (struct wmWindow *win, struct wmDrawTriple *triple, float alpha);
void wm_draw_data_free (struct wmWindow *win);