immediate mode: using texture shader for stereo drawing

(for side-by-side and top-bottom stereo modes)
This commit is contained in:
Dalai Felinto
2016-09-26 14:31:41 +00:00
parent 8cff9c20ff
commit fc485302cc

View File

@@ -54,6 +54,7 @@
#include "GPU_glew.h"
#include "GPU_basic_shader.h"
#include "GPU_immediate.h"
#include "WM_api.h"
#include "WM_types.h"
@@ -203,23 +204,33 @@ static void wm_method_draw_stereo3d_sidebyside(wmWindow *win)
halfy /= triple->y;
}
VertexFormat *format = immVertexFormat();
unsigned texcoord = add_attrib(format, "texcoord", GL_FLOAT, 2, KEEP_FLOAT);
unsigned pos = add_attrib(format, "position", GL_FLOAT, 2, KEEP_FLOAT);
glEnable(triple->target);
immBindBuiltinProgram((triple->target == GL_TEXTURE_2D) ? GPU_SHADER_2D_TEXTURE_2D : GPU_SHADER_2D_TEXTURE_RECT);
glBindTexture(triple->target, triple->bind);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glBegin(GL_QUADS);
glTexCoord2f(halfx, halfy);
glVertex2f(soffx, 0);
immUniform1i("texture_map", 0);
glTexCoord2f(ratiox + halfx, halfy);
glVertex2f(soffx + (sizex * 0.5f), 0);
immBegin(GL_QUADS, 4);
glTexCoord2f(ratiox + halfx, ratioy + halfy);
glVertex2f(soffx + (sizex * 0.5f), sizey);
immAttrib2f(texcoord, halfx, halfy);
immVertex2f(pos, soffx, 0.0f);
glTexCoord2f(halfx, ratioy + halfy);
glVertex2f(soffx, sizey);
glEnd();
immAttrib2f(texcoord, ratiox + halfx, halfy);
immVertex2f(pos, soffx + (sizex * 0.5f), 0.0f);
immAttrib2f(texcoord, ratiox + halfx, ratioy + halfy);
immVertex2f(pos, soffx + (sizex * 0.5f), sizey);
immAttrib2f(texcoord, halfx, ratioy + halfy);
immVertex2f(pos, soffx, sizey);
immEnd();
immUnbindProgram();
glBindTexture(triple->target, 0);
glDisable(triple->target);
@@ -262,23 +273,33 @@ static void wm_method_draw_stereo3d_topbottom(wmWindow *win)
halfy /= triple->y;
}
VertexFormat *format = immVertexFormat();
unsigned texcoord = add_attrib(format, "texcoord", GL_FLOAT, 2, KEEP_FLOAT);
unsigned pos = add_attrib(format, "position", GL_FLOAT, 2, KEEP_FLOAT);
glEnable(triple->target);
immBindBuiltinProgram((triple->target == GL_TEXTURE_2D) ? GPU_SHADER_2D_TEXTURE_2D : GPU_SHADER_2D_TEXTURE_RECT);
glBindTexture(triple->target, triple->bind);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glBegin(GL_QUADS);
glTexCoord2f(halfx, halfy);
glVertex2f(0, soffy);
immUniform1i("texture_map", 0);
glTexCoord2f(ratiox + halfx, halfy);
glVertex2f(sizex, soffy);
immBegin(GL_QUADS, 4);
glTexCoord2f(ratiox + halfx, ratioy + halfy);
glVertex2f(sizex, soffy + (sizey * 0.5f));
immAttrib2f(texcoord, halfx, halfy);
immVertex2f(pos, 0.0f, soffy);
glTexCoord2f(halfx, ratioy + halfy);
glVertex2f(0, soffy + (sizey * 0.5f));
glEnd();
immAttrib2f(texcoord, ratiox + halfx, halfy);
immVertex2f(pos, sizex, soffy);
immAttrib2f(texcoord, ratiox + halfx, ratioy + halfy);
immVertex2f(pos, sizex, soffy + (sizey * 0.5f));
immAttrib2f(texcoord, halfx, ratioy + halfy);
immVertex2f(pos, 0.0f, soffy + (sizey * 0.5f));
immEnd();
immUnbindProgram();
glBindTexture(triple->target, 0);
glDisable(triple->target);