Try to fix r_stereo_method anaglyph rendering.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5790 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2020-12-05 04:08:40 +00:00
parent c652b9a7e5
commit 583922f586
5 changed files with 35 additions and 14 deletions

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@ -302,6 +302,7 @@ typedef struct
int recurse; /*in a mirror/portal/half way through drawing something else*/
qboolean forcevis; /*if true, vis comes from the forcedvis field instead of recalculated*/
unsigned int flipcull; /*reflected/flipped view, requires inverted culling (should be set to SHADER_CULL_FLIPPED or 0 - its implemented as a xor)*/
unsigned int colourmask; /*shaderbits mask. anything not here will be forced to 0. this is for red/green type stereo*/
qboolean useperspective; /*not orthographic*/
stereomethod_t stereomethod;

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@ -410,6 +410,9 @@ void GL_ForceDepthWritable(void)
shaderstate.shaderbits |= SBITS_MISC_DEPTHWRITE;
qglDepthMask(GL_TRUE);
}
qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
shaderstate.shaderbits |= SBITS_MASK_BITS;
}
void GL_SetShaderState2D(qboolean is2d)
@ -2915,6 +2918,7 @@ static void BE_SendPassBlendDepthMask(unsigned int sbits)
sbits |= SBITS_MISC_DEPTHWRITE;
}
}
sbits |= r_refdef.colourmask;
delta = sbits^shaderstate.shaderbits;

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@ -689,6 +689,7 @@ void GL_Set2D (qboolean flipped)
r_refdef.flipcull = SHADER_CULL_FLIP;
else
r_refdef.flipcull = 0;
r_refdef.colourmask = 0u;
GL_SetShaderState2D(true);
}

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@ -705,6 +705,7 @@ r_refdef must be set before the first call
*/
static void R_RenderScene_Internal(void)
{
extern qboolean depthcleared;
int tmpvisents = cl_numvisedicts;
TRACE(("dbg: calling R_SetFrustrum\n"));
if (!r_refdef.recurse)
@ -728,9 +729,12 @@ static void R_RenderScene_Internal(void)
RQ_RenderBatchClear();
cl_numvisedicts = tmpvisents;
depthcleared = false; //whatever is in the depth buffer is no longer useful.
}
static void R_RenderEyeScene (texid_t rendertarget, vec4_t fovoverride, vec3_t axisorigin[4])
{
extern qboolean depthcleared;
refdef_t refdef = r_refdef;
int pw = vid.fbpwidth;
int ph = vid.fbpheight;
@ -741,6 +745,7 @@ static void R_RenderEyeScene (texid_t rendertarget, vec4_t fovoverride, vec3_t a
r = GLBE_FBO_Update(&fbo_vr, FBO_RB_DEPTH, &rendertarget, 1, r_nulltex, rendertarget->width, rendertarget->height, 0);
GL_ForceDepthWritable();
qglClear (GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
depthcleared = true;
vid.fbpwidth = rendertarget->width;
vid.fbpheight = rendertarget->height;
}
@ -766,8 +771,11 @@ static void R_RenderScene (void)
int stereomode;
int i;
int cull = r_refdef.flipcull;
unsigned int colourmask = r_refdef.colourmask;
vec3_t axisorg[4], ang;
extern qboolean depthcleared;
r_refdef.colourmask = 0u;
stereomode = r_refdef.stereomethod;
if (stereomode == STEREO_QUAD)
{
@ -780,7 +788,7 @@ static void R_RenderScene (void)
}
if (r_refdef.recurse || !stereomode || !r_stereo_separation.value)
if (r_refdef.recurse || !stereomode)// || !(r_stereo_separation.value||r_stereo_convergence.value))
{
stereooffset[0] = 0;
stereoframes = 1;
@ -800,7 +808,6 @@ static void R_RenderScene (void)
{
GL_ForceDepthWritable();
qglClear (GL_DEPTH_BUFFER_BIT);
r_framecount++;
R_SetupGL (NULL, NULL, NULL, NULL);
R_RenderScene_Internal();
@ -823,6 +830,7 @@ static void R_RenderScene (void)
#endif
else for (i = 0; i < stereoframes; i++)
{
r_refdef.colourmask = 0u;
switch (stereomode)
{
default:
@ -840,21 +848,21 @@ static void R_RenderScene (void)
#endif
case STEREO_RED_CYAN: //red/cyan(green+blue)
if (stereooffset[i] < 0)
qglColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);
r_refdef.colourmask = (SBITS_MASK_GREEN|SBITS_MASK_BLUE);
else
qglColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE);
r_refdef.colourmask = SBITS_MASK_RED;
break;
case STEREO_RED_BLUE: //red/blue
if (stereooffset[i] < 0)
qglColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);
r_refdef.colourmask = (SBITS_MASK_GREEN|SBITS_MASK_BLUE);
else
qglColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_TRUE);
r_refdef.colourmask = (SBITS_MASK_RED|SBITS_MASK_GREEN);
break;
case STEREO_RED_GREEN: //red/green
if (stereooffset[i] < 0)
qglColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);
r_refdef.colourmask = (SBITS_MASK_GREEN|SBITS_MASK_BLUE);
else
qglColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE);
r_refdef.colourmask = (SBITS_MASK_RED|SBITS_MASK_BLUE);
break;
#ifdef FTE_TARGET_WEB
case STEREO_WEBVR:
@ -873,17 +881,19 @@ static void R_RenderScene (void)
//fixme: depth buffer doesn't need clearing
break;
}
if (i)
if (!depthcleared)
{
GL_ForceDepthWritable();
qglClear (GL_DEPTH_BUFFER_BIT);
r_framecount++;
depthcleared = true;
}
r_framecount++; //view position changes, if only slightly. which means we need to rebuild vis info. :(
ang[0] = 0;
ang[1] = r_stereo_convergence.value * (i?0.5:-0.5);
ang[2] = 0;;
AngleVectors(ang, axisorg[0], axisorg[1], axisorg[2]);
ang[2] = 0;
AngleVectorsFLU(ang, axisorg[0], axisorg[1], axisorg[2]);
axisorg[3][0] = 0;
axisorg[3][1] = stereooffset[i];
axisorg[3][2] = 0;
@ -904,13 +914,13 @@ static void R_RenderScene (void)
case STEREO_RED_BLUE: //green should have already been cleared.
case STEREO_RED_GREEN: //blue should have already been cleared.
case STEREO_RED_CYAN:
qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
break;
case 5:
break;
}
r_refdef.flipcull = cull;
r_refdef.colourmask = colourmask;
}
/*generates a new modelview matrix, as well as vpn vectors*/
static void R_MirrorMatrix(plane_t *plane)
@ -1459,7 +1469,6 @@ void R_Clear (qboolean fbo)
{
/*tbh, this entire function should be in the backend*/
{
qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); //FIXME: breaks backend!
if (!depthcleared || fbo)
{
GL_ForceDepthWritable();
@ -1468,7 +1477,10 @@ void R_Clear (qboolean fbo)
//but for multiple scenes, we do need to clear depth still.
//fbos always get cleared depth, just in case (colour fbos may contain junk, but hey).
if ((fbo && r_clear.ival) || r_refdef.stereomethod==STEREO_RED_BLUE||r_refdef.stereomethod==STEREO_RED_GREEN)
{
qglClearColor(0, 0, 0, 1);
qglClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
}
else
qglClear (GL_DEPTH_BUFFER_BIT);
}

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@ -2331,6 +2331,7 @@ static void Sh_GenShadowFace(dlight_t *l, vec3_t axis[3], int lighttype, shadowm
if (lighttype & LSHADER_FAKESHADOWS)
r_refdef.flipcull ^= SHADER_CULL_FLIP;
r_refdef.colourmask = 0u;
#ifdef SHADOWDBG_COLOURNOTDEPTH
BE_SelectMode(BEM_STANDARD);
@ -2448,6 +2449,7 @@ qboolean Sh_GenShadowMap (dlight_t *l, int lighttype, vec3_t axis[3], qbyte *lvi
shadowmesh_t *smesh;
int sidevisible;
int oldflip = r_refdef.flipcull;
unsigned int oldcolourmask = r_refdef.colourmask;
int oldexternalview = r_refdef.externalview;
int twidth;
int theight;
@ -2593,6 +2595,7 @@ qboolean Sh_GenShadowMap (dlight_t *l, int lighttype, vec3_t axis[3], qbyte *lvi
r_refdef.pxrect = oprect;
r_refdef.flipcull = oldflip;
r_refdef.colourmask = oldcolourmask;
r_refdef.externalview = oldexternalview;
R_SetFrustum(r_refdef.m_projection_std, r_refdef.m_view);