VertexShaderManager: Add stereoscopy options to swap the left and right eye.
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@ -152,6 +152,7 @@ static wxString shader_errors_desc = wxTRANSLATE("Usually if shader compilation
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static wxString stereo_3d_desc = wxTRANSLATE("Side-by-side stereoscopic 3D.");
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static wxString stereo_separation_desc = wxTRANSLATE("Control the Interpupillary distance.");
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static wxString stereo_focal_desc = wxTRANSLATE("Control the distance at which objects appear to be at screen depth.");
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static wxString stereo_swap_desc = wxTRANSLATE("Swap the left and right eye.\n\nIf unsure, leave this unchecked.");
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#if !defined(__APPLE__)
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@ -470,6 +471,8 @@ VideoConfigDiag::VideoConfigDiag(wxWindow* parent, const std::string &title, con
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szr_stereo->Add(new wxStaticText(page_enh, wxID_ANY, _("Focal Length:")), 1, wxALIGN_CENTER_VERTICAL, 0);
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szr_stereo->Add(foc_slider, 1, wxEXPAND | wxRIGHT);
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szr_stereo->Add(CreateCheckBox(page_enh, _("Swap eyes"), wxGetTranslation(stereo_swap_desc), vconfig.bStereoSwapEyes));
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wxStaticBoxSizer* const group_stereo = new wxStaticBoxSizer(wxVERTICAL, page_enh, _("Stereoscopy"));
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group_stereo->Add(szr_stereo, 1, wxEXPAND | wxLEFT | wxRIGHT | wxBOTTOM, 5);
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szr_enh_main->Add(group_stereo, 0, wxEXPAND | wxALL, 5);
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@ -516,8 +516,8 @@ void VertexShaderManager::SetConstants()
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if (g_ActiveConfig.iStereoMode > 0 && xfmem.projection.type == GX_PERSPECTIVE)
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{
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float offset = g_ActiveConfig.iStereoSeparation / (200.0f * g_ActiveConfig.iStereoFocalLength);
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constants.stereooffset[0] = offset;
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constants.stereooffset[1] = -offset;
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constants.stereooffset[0] = (g_ActiveConfig.bStereoSwapEyes) ? -offset : offset;
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constants.stereooffset[1] = (g_ActiveConfig.bStereoSwapEyes) ? offset : -offset;
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}
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else
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{
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@ -69,6 +69,7 @@ void VideoConfig::Load(const std::string& ini_file)
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settings->Get("StereoMode", &iStereoMode, 0);
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settings->Get("StereoSeparation", &iStereoSeparation, 65);
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settings->Get("StereoFocalLength", &iStereoFocalLength, 100);
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settings->Get("StereoSwapEyes", &bStereoSwapEyes, false);
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settings->Get("EnablePixelLighting", &bEnablePixelLighting, 0);
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settings->Get("FastDepthCalc", &bFastDepthCalc, true);
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settings->Get("MSAA", &iMultisampleMode, 0);
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@ -143,6 +144,7 @@ void VideoConfig::GameIniLoad()
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CHECK_SETTING("Video_Settings", "StereoMode", iStereoMode);
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CHECK_SETTING("Video_Settings", "StereoSeparation", iStereoSeparation);
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CHECK_SETTING("Video_Settings", "StereoFocalLength", iStereoFocalLength);
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CHECK_SETTING("Video_Settings", "StereoSwapEyes", bStereoSwapEyes);
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CHECK_SETTING("Video_Settings", "EnablePixelLighting", bEnablePixelLighting);
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CHECK_SETTING("Video_Settings", "FastDepthCalc", bFastDepthCalc);
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CHECK_SETTING("Video_Settings", "MSAA", iMultisampleMode);
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@ -234,6 +236,7 @@ void VideoConfig::Save(const std::string& ini_file)
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settings->Set("StereoMode", iStereoMode);
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settings->Set("StereoSeparation", iStereoSeparation);
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settings->Set("StereoFocalLength", iStereoFocalLength);
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settings->Set("StereoSwapEyes", bStereoSwapEyes);
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settings->Set("EnablePixelLighting", bEnablePixelLighting);
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settings->Set("FastDepthCalc", bFastDepthCalc);
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settings->Set("ShowEFBCopyRegions", bShowEFBCopyRegions);
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@ -81,6 +81,7 @@ struct VideoConfig final
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int iStereoMode;
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int iStereoSeparation;
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int iStereoFocalLength;
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bool bStereoSwapEyes;
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// Information
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bool bShowFPS;
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