Merge pull request #3632 from N00byKing/3dtv_botenable
Add Support for Stereoscopic 3D
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commit
574824a26c
@ -108,6 +108,10 @@ void Config::ReadValues() {
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Settings::values.frame_limit =
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static_cast<u16>(sdl2_config->GetInteger("Renderer", "frame_limit", 100));
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Settings::values.toggle_3d = sdl2_config->GetBoolean("Renderer", "toggle_3d", false);
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Settings::values.factor_3d =
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static_cast<u8>(sdl2_config->GetInteger("Renderer", "factor_3d", 0));
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Settings::values.bg_red = (float)sdl2_config->GetReal("Renderer", "bg_red", 0.0);
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Settings::values.bg_green = (float)sdl2_config->GetReal("Renderer", "bg_green", 0.0);
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Settings::values.bg_blue = (float)sdl2_config->GetReal("Renderer", "bg_blue", 0.0);
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@ -116,6 +116,14 @@ bg_red =
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bg_blue =
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bg_green =
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# Toggles Stereoscopic 3D
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# 0 (default): Off, 1: On
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toggle_3d =
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# Change 3D Intensity
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# 0 - 100: Intensity. 0 (default)
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factor_3d =
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[Layout]
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# Layout for the screen inside the render window.
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# 0 (default): Default Top Bottom Screen, 1: Single Screen Only, 2: Large Screen Small Screen, 3: Side by Side
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@ -100,6 +100,8 @@ void Config::ReadValues() {
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qt_config->endGroup();
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qt_config->beginGroup("Layout");
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Settings::values.toggle_3d = qt_config->value("toggle_3d", false).toBool();
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Settings::values.factor_3d = qt_config->value("factor_3d", 0).toInt();
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Settings::values.layout_option =
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static_cast<Settings::LayoutOption>(qt_config->value("layout_option").toInt());
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Settings::values.swap_screen = qt_config->value("swap_screen", false).toBool();
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@ -323,6 +325,8 @@ void Config::SaveValues() {
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qt_config->endGroup();
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qt_config->beginGroup("Layout");
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qt_config->setValue("toggle_3d", Settings::values.toggle_3d);
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qt_config->setValue("factor_3d", Settings::values.factor_3d);
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qt_config->setValue("layout_option", static_cast<int>(Settings::values.layout_option));
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qt_config->setValue("swap_screen", Settings::values.swap_screen);
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qt_config->setValue("custom_layout", Settings::values.custom_layout);
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@ -40,6 +40,8 @@ void ConfigureGraphics::setConfiguration() {
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ui->toggle_vsync->setChecked(Settings::values.use_vsync);
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ui->toggle_frame_limit->setChecked(Settings::values.use_frame_limit);
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ui->frame_limit->setValue(Settings::values.frame_limit);
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ui->factor_3d->setValue(Settings::values.factor_3d);
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ui->toggle_3d->setChecked(Settings::values.toggle_3d);
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ui->layout_combobox->setCurrentIndex(static_cast<int>(Settings::values.layout_option));
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ui->swap_screen->setChecked(Settings::values.swap_screen);
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}
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@ -55,6 +57,8 @@ void ConfigureGraphics::applyConfiguration() {
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Settings::values.use_vsync = ui->toggle_vsync->isChecked();
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Settings::values.use_frame_limit = ui->toggle_frame_limit->isChecked();
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Settings::values.frame_limit = ui->frame_limit->value();
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Settings::values.factor_3d = ui->factor_3d->value();
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Settings::values.toggle_3d = ui->toggle_3d->isChecked();
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Settings::values.layout_option =
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static_cast<Settings::LayoutOption>(ui->layout_combobox->currentIndex());
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Settings::values.swap_screen = ui->swap_screen->isChecked();
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@ -228,6 +228,33 @@
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<string>Layout</string>
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</property>
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<layout class="QVBoxLayout" name="verticalLayout_3">
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<item>
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<layout class="QHBoxLayout" name="horizontalLayout_5">
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<item>
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<widget class="QCheckBox" name="toggle_3d">
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<property name="text">
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<string>Enable Stereoscopic 3D</string>
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</property>
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</widget>
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</item>
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<item>
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<widget class="QSpinBox" name="factor_3d">
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<property name="suffix">
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<string>%</string>
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</property>
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<property name="minimum">
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<number>0</number>
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</property>
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<property name="maximum">
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<number>100</number>
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</property>
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<property name="value">
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<number>0</number>
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</property>
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</widget>
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</item>
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</layout>
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</item>
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<item>
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<layout class="QHBoxLayout" name="horizontalLayout_4">
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<item>
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@ -60,9 +60,17 @@ EmuWindow::~EmuWindow() {
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*/
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static bool IsWithinTouchscreen(const Layout::FramebufferLayout& layout, unsigned framebuffer_x,
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unsigned framebuffer_y) {
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return (
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framebuffer_y >= layout.bottom_screen.top && framebuffer_y < layout.bottom_screen.bottom &&
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framebuffer_x >= layout.bottom_screen.left && framebuffer_x < layout.bottom_screen.right);
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if (Settings::values.toggle_3d) {
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return (framebuffer_y >= layout.bottom_screen.top &&
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framebuffer_y < layout.bottom_screen.bottom &&
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framebuffer_x >= layout.bottom_screen.left / 2 &&
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framebuffer_x < layout.bottom_screen.right / 2);
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} else {
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return (framebuffer_y >= layout.bottom_screen.top &&
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framebuffer_y < layout.bottom_screen.bottom &&
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framebuffer_x >= layout.bottom_screen.left &&
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framebuffer_x < layout.bottom_screen.right);
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}
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}
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std::tuple<unsigned, unsigned> EmuWindow::ClipToTouchScreen(unsigned new_x, unsigned new_y) {
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@ -80,9 +88,16 @@ void EmuWindow::TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y) {
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return;
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std::lock_guard<std::mutex> guard(touch_state->mutex);
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touch_state->touch_x =
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static_cast<float>(framebuffer_x - framebuffer_layout.bottom_screen.left) /
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(framebuffer_layout.bottom_screen.right - framebuffer_layout.bottom_screen.left);
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if (Settings::values.toggle_3d) {
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touch_state->touch_x =
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static_cast<float>(framebuffer_x - framebuffer_layout.bottom_screen.left / 2) /
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(framebuffer_layout.bottom_screen.right / 2 -
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framebuffer_layout.bottom_screen.left / 2);
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} else {
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touch_state->touch_x =
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static_cast<float>(framebuffer_x - framebuffer_layout.bottom_screen.left) /
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(framebuffer_layout.bottom_screen.right - framebuffer_layout.bottom_screen.left);
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}
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touch_state->touch_y =
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static_cast<float>(framebuffer_y - framebuffer_layout.bottom_screen.top) /
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(framebuffer_layout.bottom_screen.bottom - framebuffer_layout.bottom_screen.top);
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@ -8,6 +8,7 @@
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#include "core/core_timing.h"
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#include "core/hle/service/ptm/ptm.h"
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#include "core/hle/shared_page.h"
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#include "core/settings.h"
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////////////////////////////////////////////////////////////////////////////////////////////////////
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@ -83,6 +84,10 @@ void Init() {
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update_time_event =
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CoreTiming::RegisterEvent("SharedPage::UpdateTimeCallback", UpdateTimeCallback);
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CoreTiming::ScheduleEvent(0, update_time_event);
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float slidestate =
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Settings::values.toggle_3d ? (float_le)Settings::values.factor_3d / 100 : 0.0f;
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shared_page.sliderstate_3d = slidestate;
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}
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void SetMacAddress(const MacAddress& addr) {
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@ -132,6 +132,9 @@ struct Values {
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float bg_green;
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float bg_blue;
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bool toggle_3d;
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u8 factor_3d;
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// Audio
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std::string sink_id;
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bool enable_audio_stretching;
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@ -103,12 +103,13 @@ void RendererOpenGL::SwapBuffers() {
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OpenGLState prev_state = OpenGLState::GetCurState();
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state.Apply();
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for (int i : {0, 1}) {
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const auto& framebuffer = GPU::g_regs.framebuffer_config[i];
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for (int i : {0, 1, 2}) {
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int fb_id = i == 2 ? 1 : 0;
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const auto& framebuffer = GPU::g_regs.framebuffer_config[fb_id];
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// Main LCD (0): 0x1ED02204, Sub LCD (1): 0x1ED02A04
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u32 lcd_color_addr =
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(i == 0) ? LCD_REG_INDEX(color_fill_top) : LCD_REG_INDEX(color_fill_bottom);
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(fb_id == 0) ? LCD_REG_INDEX(color_fill_top) : LCD_REG_INDEX(color_fill_bottom);
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lcd_color_addr = HW::VADDR_LCD + 4 * lcd_color_addr;
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LCD::Regs::ColorFill color_fill = {0};
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LCD::Read(color_fill.raw, lcd_color_addr);
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@ -129,7 +130,7 @@ void RendererOpenGL::SwapBuffers() {
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// performance problem.
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ConfigureFramebufferTexture(screen_infos[i].texture, framebuffer);
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}
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LoadFBToScreenInfo(framebuffer, screen_infos[i]);
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LoadFBToScreenInfo(framebuffer, screen_infos[i], i == 1);
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// Resize the texture in case the framebuffer size has changed
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screen_infos[i].texture.width = framebuffer.width;
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@ -160,10 +161,15 @@ void RendererOpenGL::SwapBuffers() {
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* Loads framebuffer from emulated memory into the active OpenGL texture.
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*/
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void RendererOpenGL::LoadFBToScreenInfo(const GPU::Regs::FramebufferConfig& framebuffer,
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ScreenInfo& screen_info) {
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ScreenInfo& screen_info, bool right_eye) {
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if (framebuffer.address_right1 == 0 || framebuffer.address_right2 == 0)
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right_eye = false;
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const PAddr framebuffer_addr =
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framebuffer.active_fb == 0 ? framebuffer.address_left1 : framebuffer.address_left2;
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framebuffer.active_fb == 0
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? (!right_eye ? framebuffer.address_left1 : framebuffer.address_right1)
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: (!right_eye ? framebuffer.address_left2 : framebuffer.address_right2);
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LOG_TRACE(Render_OpenGL, "0x%08x bytes from 0x%08x(%dx%d), fmt %x",
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framebuffer.stride * framebuffer.height, framebuffer_addr, (int)framebuffer.width,
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@ -395,13 +401,33 @@ void RendererOpenGL::DrawScreens() {
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glUniform1i(uniform_color_texture, 0);
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if (layout.top_screen_enabled) {
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DrawSingleScreenRotated(screen_infos[0], (float)top_screen.left, (float)top_screen.top,
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(float)top_screen.GetWidth(), (float)top_screen.GetHeight());
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if (!Settings::values.toggle_3d) {
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DrawSingleScreenRotated(screen_infos[0], (float)top_screen.left, (float)top_screen.top,
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(float)top_screen.GetWidth(), (float)top_screen.GetHeight());
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} else {
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DrawSingleScreenRotated(screen_infos[0], (float)top_screen.left / 2,
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(float)top_screen.top, (float)top_screen.GetWidth() / 2,
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(float)top_screen.GetHeight());
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DrawSingleScreenRotated(screen_infos[1],
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((float)top_screen.left / 2) + ((float)layout.width / 2),
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(float)top_screen.top, (float)top_screen.GetWidth() / 2,
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(float)top_screen.GetHeight());
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}
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}
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if (layout.bottom_screen_enabled) {
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DrawSingleScreenRotated(screen_infos[1], (float)bottom_screen.left,
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(float)bottom_screen.top, (float)bottom_screen.GetWidth(),
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(float)bottom_screen.GetHeight());
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if (!Settings::values.toggle_3d) {
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DrawSingleScreenRotated(screen_infos[2], (float)bottom_screen.left,
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(float)bottom_screen.top, (float)bottom_screen.GetWidth(),
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(float)bottom_screen.GetHeight());
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} else {
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DrawSingleScreenRotated(screen_infos[2], (float)bottom_screen.left / 2,
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(float)bottom_screen.top, (float)bottom_screen.GetWidth() / 2,
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(float)bottom_screen.GetHeight());
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DrawSingleScreenRotated(screen_infos[2],
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((float)bottom_screen.left / 2) + ((float)layout.width / 2),
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(float)bottom_screen.top, (float)bottom_screen.GetWidth() / 2,
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(float)bottom_screen.GetHeight());
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}
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}
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m_current_frame++;
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@ -62,7 +62,7 @@ private:
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// Loads framebuffer from emulated memory into the display information structure
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void LoadFBToScreenInfo(const GPU::Regs::FramebufferConfig& framebuffer,
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ScreenInfo& screen_info);
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ScreenInfo& screen_info, bool right_eye);
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// Fills active OpenGL texture with the given RGB color.
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void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, const TextureInfo& texture);
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@ -76,7 +76,7 @@ private:
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OGLProgram shader;
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/// Display information for top and bottom screens respectively
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std::array<ScreenInfo, 2> screen_infos;
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std::array<ScreenInfo, 3> screen_infos;
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// Shader uniform location indices
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GLuint uniform_modelview_matrix;
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