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	Implement Reverse Interlaced 3D
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					 6 changed files with 47 additions and 6 deletions
				
			
		|  | @ -143,7 +143,8 @@ void Config::ReadValues() { | ||||||
|     std::string default_shader = "none (builtin)"; |     std::string default_shader = "none (builtin)"; | ||||||
|     if (Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph) |     if (Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph) | ||||||
|         default_shader = "dubois (builtin)"; |         default_shader = "dubois (builtin)"; | ||||||
|     else if (Settings::values.render_3d == Settings::StereoRenderOption::Interlaced) |     else if (Settings::values.render_3d == Settings::StereoRenderOption::Interlaced || | ||||||
|  |              Settings::values.render_3d == Settings::StereoRenderOption::ReverseInterlaced) | ||||||
|         default_shader = "horizontal (builtin)"; |         default_shader = "horizontal (builtin)"; | ||||||
|     Settings::values.pp_shader_name = |     Settings::values.pp_shader_name = | ||||||
|         sdl2_config->GetString("Renderer", "pp_shader_name", default_shader); |         sdl2_config->GetString("Renderer", "pp_shader_name", default_shader); | ||||||
|  |  | ||||||
|  | @ -159,7 +159,7 @@ 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, 3: Interlaced | # 0 (default): Off, 1: Side by Side, 2: Anaglyph, 3: Interlaced, 4: Reverse Interlaced | ||||||
| render_3d = | render_3d = | ||||||
| 
 | 
 | ||||||
| # Change 3D Intensity | # Change 3D Intensity | ||||||
|  |  | ||||||
|  | @ -85,7 +85,8 @@ void ConfigureEnhancements::updateShaders(Settings::StereoRenderOption stereo_op | ||||||
| 
 | 
 | ||||||
|     if (stereo_option == Settings::StereoRenderOption::Anaglyph) |     if (stereo_option == Settings::StereoRenderOption::Anaglyph) | ||||||
|         ui->shader_combobox->addItem(QStringLiteral("dubois (builtin)")); |         ui->shader_combobox->addItem(QStringLiteral("dubois (builtin)")); | ||||||
|     else if (stereo_option == Settings::StereoRenderOption::Interlaced) |     else if (stereo_option == Settings::StereoRenderOption::Interlaced || | ||||||
|  |              stereo_option == Settings::StereoRenderOption::ReverseInterlaced) | ||||||
|         ui->shader_combobox->addItem(QStringLiteral("horizontal (builtin)")); |         ui->shader_combobox->addItem(QStringLiteral("horizontal (builtin)")); | ||||||
|     else |     else | ||||||
|         ui->shader_combobox->addItem(QStringLiteral("none (builtin)")); |         ui->shader_combobox->addItem(QStringLiteral("none (builtin)")); | ||||||
|  |  | ||||||
|  | @ -171,6 +171,11 @@ | ||||||
|             <string>Interlaced</string> |             <string>Interlaced</string> | ||||||
|            </property> |            </property> | ||||||
|           </item> |           </item> | ||||||
|  |           <item> | ||||||
|  |            <property name="text"> | ||||||
|  |             <string>Reverse 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, Interlaced }; | enum class StereoRenderOption { Off, SideBySide, Anaglyph, Interlaced, ReverseInterlaced }; | ||||||
| 
 | 
 | ||||||
| namespace NativeButton { | namespace NativeButton { | ||||||
| enum Values { | enum Values { | ||||||
|  |  | ||||||
|  | @ -311,6 +311,25 @@ void main() { | ||||||
| } | } | ||||||
| )"; | )"; | ||||||
| 
 | 
 | ||||||
|  | static const char fragment_shader_reverse_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 == 1) | ||||||
|  |         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. | ||||||
|  */ |  */ | ||||||
|  | @ -705,6 +724,19 @@ void RendererOpenGL::ReloadShader() { | ||||||
|                 shader_data += shader_text; |                 shader_data += shader_text; | ||||||
|             } |             } | ||||||
|         } |         } | ||||||
|  |     } else if (Settings::values.render_3d == Settings::StereoRenderOption::ReverseInterlaced) { | ||||||
|  |         if (Settings::values.pp_shader_name == "horizontal (builtin)") { | ||||||
|  |             shader_data += fragment_shader_reverse_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_reverse_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; | ||||||
|  | @ -725,7 +757,8 @@ void RendererOpenGL::ReloadShader() { | ||||||
|     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) { |         Settings::values.render_3d == Settings::StereoRenderOption::Interlaced || | ||||||
|  |         Settings::values.render_3d == Settings::StereoRenderOption::ReverseInterlaced) { | ||||||
|         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"); | ||||||
|  | @ -973,7 +1006,8 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool f | ||||||
| 
 | 
 | ||||||
|     const bool stereo_single_screen = |     const bool stereo_single_screen = | ||||||
|         Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph || |         Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph || | ||||||
|         Settings::values.render_3d == Settings::StereoRenderOption::Interlaced; |         Settings::values.render_3d == Settings::StereoRenderOption::Interlaced || | ||||||
|  |         Settings::values.render_3d == Settings::StereoRenderOption::ReverseInterlaced; | ||||||
| 
 | 
 | ||||||
|     // 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 (stereo_single_screen) { |     if (stereo_single_screen) { | ||||||
|  |  | ||||||
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