mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 18:30:27 +01:00
9820436fbe
Touches a lot of code to remove long constants like "1L", so this patch is large and ugly, but I think it makes all those Clamp() calls look nicer in the long run. Most of the game is 64-bit clean, since we can build without assembly code now. I've marked the things that are obviously still wrong with STUBBED lines. That being said: a 64-bit build can already run the demos mostly correctly, so we're actually almost there! There are a few obvious things that are obviously wrong, to be fixed.
75 lines
2.5 KiB
C++
75 lines
2.5 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
|
|
This program is free software; you can redistribute it and/or modify
|
|
it under the terms of version 2 of the GNU General Public License as published by
|
|
the Free Software Foundation
|
|
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License along
|
|
with this program; if not, write to the Free Software Foundation, Inc.,
|
|
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
|
|
|
|
#include <Engine/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, -100, 100);
|
|
// 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);
|
|
}
|
|
}
|
|
|