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source/blender/windowmanager/intern/wm_stereo.c
| Show First 20 Lines • Show All 72 Lines • ▼ Show 20 Lines | static void wm_method_draw_stereo3d_pageflip(wmWindow *win) | ||||
| for (view = 0; view < 2; view ++) { | for (view = 0; view < 2; view ++) { | ||||
| drawdata = BLI_findlink(&win->drawdata, (view * 2) + 1); | drawdata = BLI_findlink(&win->drawdata, (view * 2) + 1); | ||||
| if (view == STEREO_LEFT_ID) | if (view == STEREO_LEFT_ID) | ||||
| glDrawBuffer(GL_BACK_LEFT); | glDrawBuffer(GL_BACK_LEFT); | ||||
| else //STEREO_RIGHT_ID | else //STEREO_RIGHT_ID | ||||
| glDrawBuffer(GL_BACK_RIGHT); | 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); | glDrawBuffer(GL_BACK); | ||||
| } | } | ||||
| static enum eStereo3dInterlaceType interlace_prev_type = -1; | static GPUInterlaceShader interlace_gpu_id_from_type(eStereo3dInterlaceType interlace_type) | ||||
| static char interlace_prev_swap = -1; | |||||
| 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) { | switch (interlace_type) { | ||||
| case S3D_INTERLACE_ROW: | case S3D_INTERLACE_ROW: | ||||
| if (flag) | return GPU_SHADER_INTERLACE_ROW; | ||||
| 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: | case S3D_INTERLACE_COLUMN: | ||||
| if (flag) | return GPU_SHADER_INTERLACE_COLUMN; | ||||
| 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: | case S3D_INTERLACE_CHECKERBOARD: | ||||
| default: | default: | ||||
| if (flag) | return GPU_SHADER_INTERLACE_CHECKER; | ||||
| GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_S3D_INTERLACE_CHECKER_SWAP); | } | ||||
| else | } | ||||
| GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_S3D_INTERLACE_CHECKER); | |||||
| break; | static void wm_method_draw_stereo3d_interlace(wmWindow *win) | ||||
| { | |||||
| bool swap = (win->stereo3d_format->flag & S3D_INTERLACE_SWAP) != 0; | |||||
| enum eStereo3dInterlaceType interlace_type = win->stereo3d_format->interlace_type; | |||||
| 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); | |||||
| const int activeTex = 7; /* arbitrary */ | |||||
| for (int eye = 0; eye < 2; eye++) { | |||||
| glActiveTexture(GL_TEXTURE0 + activeTex + eye); | |||||
| glBindTexture(drawdata[eye]->triple->target, drawdata[eye]->triple->bind); | |||||
| } | } | ||||
| wm_triple_draw_textures(win, drawdata->triple, 1.0f, true); | immUniform1i("image_a", activeTex); | ||||
| GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); | immUniform1i("image_b", activeTex + 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; | if (activeTex != 0) | ||||
| interlace_prev_swap = swap; | glActiveTexture(GL_TEXTURE0); | ||||
| } | } | ||||
merwin: Most recent call was glActiveTexture(GL_TEXTURE0 + activeTex + (eye = 1))
Could assume… | |||||
| static void wm_method_draw_stereo3d_anaglyph(wmWindow *win) | static void wm_method_draw_stereo3d_anaglyph(wmWindow *win) | ||||
| { | { | ||||
| wmDrawData *drawdata; | wmDrawData *drawdata; | ||||
| int view, bit; | int view, bit; | ||||
| for (view = 0; view < 2; view ++) { | for (view = 0; view < 2; view ++) { | ||||
| drawdata = BLI_findlink(&win->drawdata, (view * 2) + 1); | drawdata = BLI_findlink(&win->drawdata, (view * 2) + 1); | ||||
| Show All 15 Lines | switch (win->stereo3d_format->anaglyph_type) { | ||||
| case S3D_ANAGLYPH_YELLOWBLUE: | case S3D_ANAGLYPH_YELLOWBLUE: | ||||
| glColorMask((1&bit) ? GL_TRUE : GL_FALSE, | glColorMask((1&bit) ? GL_TRUE : GL_FALSE, | ||||
| (1&bit) ? GL_TRUE : GL_FALSE, | (1&bit) ? GL_TRUE : GL_FALSE, | ||||
| (2&bit) ? GL_TRUE : GL_FALSE, | (2&bit) ? GL_TRUE : GL_FALSE, | ||||
| GL_FALSE); | GL_FALSE); | ||||
| break; | 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); | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); | ||||
| } | } | ||||
| } | } | ||||
| static void wm_method_draw_stereo3d_sidebyside(wmWindow *win) | static void wm_method_draw_stereo3d_sidebyside(wmWindow *win) | ||||
| { | { | ||||
| wmDrawData *drawdata; | wmDrawData *drawdata; | ||||
| ▲ Show 20 Lines • Show All 409 Lines • Show Last 20 Lines | |||||
Most recent call was glActiveTexture(GL_TEXTURE0 + activeTex + (eye = 1))
Could assume activeTex > 0 and always call glActiveTexture(GL_TEXTURE0) here
or
use GL_TEXTURE0 + 0 for eye 0
use GL_TEXTURE0 + 1 for eye 1
bind eye 1 then eye 0 so that GL_TEXTURE0 is already active when this function exits.