コード例 #1
0
void RowInterleaved3D::Present() const
{
	FGLPostProcessState savedState;
	savedState.SaveTextureBindings(2);
	prepareInterleavedPresent(*GLRenderer->mPresent3dRowShader);

	// Compute absolute offset from top of screen to top of current display window
	// because we need screen-relative, not window-relative, scan line parity
	int windowVOffset = 0;
	
#ifdef _WIN32
	if (! fullscreen) {
		I_SaveWindowedPos(); // update win_y CVAR
		windowVOffset = (win_y + WINDOW_BORDER_VERTICAL_PARITY) % 2;
	}
#endif // _WIN32

	GLRenderer->mPresent3dRowShader->WindowPositionParity.Set(
		(windowVOffset
			+ GLRenderer->mOutputLetterbox.height + 1 // +1 because of origin at bottom
		) % 2
	);

	GLRenderer->RenderScreenQuad();
}
コード例 #2
0
ファイル: gl_interleaved3d.cpp プロジェクト: Blzut3/gzdoom
void CheckerInterleaved3D::Present() const
{
	FGLPostProcessState savedState;
	savedState.SaveTextureBindings(2);
	prepareInterleavedPresent(*GLRenderer->mPresent3dCheckerShader);

	// Compute absolute offset from top of screen to top of current display window
	// because we need screen-relative, not window-relative, scan line parity
	int windowVOffset = 0;
	int windowHOffset = 0;

#ifdef _WIN32
	if (!fullscreen) {
		I_SaveWindowedPos(); // update win_y CVAR
		windowHOffset = (win_x + WINDOW_BORDER_HORIZONTAL_PARITY) % 2;
		windowVOffset = (win_y + WINDOW_BORDER_VERTICAL_PARITY) % 2;
	}
#endif // _WIN32

	GLRenderer->mPresent3dCheckerShader->Uniforms->WindowPositionParity =
		(windowVOffset
			+ windowHOffset
			+ screen->mOutputLetterbox.height + 1 // +1 because of origin at bottom
		) % 2; // because we want the top pixel offset, but gl_FragCoord.y is the bottom pixel offset

	GLRenderer->mPresent3dCheckerShader->Uniforms.Set();
	GLRenderer->RenderScreenQuad();
}
コード例 #3
0
void ColumnInterleaved3D::Present() const
{
	FGLPostProcessState savedState;
	savedState.SaveTextureBindings(2);
	prepareInterleavedPresent(*GLRenderer->mPresent3dColumnShader);

	// Compute absolute offset from top of screen to top of current display window
	// because we need screen-relative, not window-relative, scan line parity
	int windowHOffset = 0;

#ifdef _WIN32
	if (!fullscreen) {
		I_SaveWindowedPos(); // update win_y CVAR
		windowHOffset = (win_x + WINDOW_BORDER_HORIZONTAL_PARITY) % 2;
	}
#endif // _WIN32

	GLRenderer->mPresent3dColumnShader->WindowPositionParity.Set(windowHOffset);

	GLRenderer->RenderScreenQuad();
}