Serious-Engine/Sources/Engine/Graphics/Stereo.cpp

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2016-03-11 14:57:17 +01:00
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
#include "stdh.h"
#include <Engine/Graphics/Stereo.h>
#include <Engine/Math/Projection.h>
#include <Engine/Graphics/GfxLibrary.h>
#include <Engine/Graphics/ViewPort.h>
#include <Engine/Graphics/Gfx_wrapper.h>
extern INDEX gfx_iStereo;
extern INDEX gfx_bStereoInvert;
extern INDEX gfx_iStereoOffset;
extern FLOAT gfx_fStereoSeparation;
// query whether user has turned stereo rendering on
BOOL Stereo_IsEnabled(void)
{
return gfx_iStereo!=0;
}
// set buffer for stereo rendering left/right/nostereo
void Stereo_SetBuffer(INDEX iEye)
{
if( gfx_bStereoInvert) gfx_bStereoInvert = 1;
const ULONG ulLeftMask = gfx_bStereoInvert ? CT_BMASK|CT_GMASK : CT_RMASK;
const ULONG ulRightMask = gfx_bStereoInvert ? CT_RMASK : CT_BMASK|CT_GMASK;
if( iEye==STEREO_BOTH || gfx_iStereo==0) {
gfxSetColorMask(CT_RMASK|CT_GMASK|CT_BMASK|CT_AMASK);
} else if (iEye==STEREO_LEFT) {
gfxSetColorMask(ulLeftMask);
} else if (iEye==STEREO_RIGHT) {
gfxSetColorMask(ulRightMask);
}
}
// adjust perspective projection stereo rendering left/right/nostereo
void Stereo_AdjustProjection(CProjection3D &pr, INDEX iEye, FLOAT fFactor)
{
// prepare and clamp
CPerspectiveProjection3D &ppr = (CPerspectiveProjection3D &)pr;
gfx_fStereoSeparation = Clamp( gfx_fStereoSeparation, 0.01f, 1.0f);
gfx_iStereoOffset = Clamp( gfx_iStereoOffset, -100L, +100L);
// apply!
if (iEye==STEREO_BOTH || gfx_iStereo==0) {
NOTHING;
} else if (iEye==STEREO_LEFT) {
pr.ViewerPlacementL().Translate_OwnSystem( FLOAT3D(-gfx_fStereoSeparation*fFactor/2,0,0) );
ppr.ppr_boxSubScreen = ppr.pr_ScreenBBox;
ppr.ppr_boxSubScreen -= FLOAT2D(-gfx_iStereoOffset/2.0f, 0.0f);
} else if (iEye==STEREO_RIGHT) {
pr.ViewerPlacementL().Translate_OwnSystem( FLOAT3D(+gfx_fStereoSeparation*fFactor/2,0,0) );
ppr.ppr_boxSubScreen = ppr.pr_ScreenBBox;
ppr.ppr_boxSubScreen -= FLOAT2D(+gfx_iStereoOffset/2.0f, 0.0f);
}
}