mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-27 04:35:52 +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.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#include <Engine/StdH.h>
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#include <Engine/Graphics/Stereo.h>
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#include <Engine/Math/Projection.h>
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#include <Engine/Graphics/GfxLibrary.h>
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#include <Engine/Graphics/ViewPort.h>
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#include <Engine/Graphics/Gfx_wrapper.h>
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extern INDEX gfx_iStereo;
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extern INDEX gfx_bStereoInvert;
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extern INDEX gfx_iStereoOffset;
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extern FLOAT gfx_fStereoSeparation;
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// query whether user has turned stereo rendering on
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BOOL Stereo_IsEnabled(void)
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{
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return gfx_iStereo!=0;
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}
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// set buffer for stereo rendering left/right/nostereo
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void Stereo_SetBuffer(INDEX iEye)
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{
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if( gfx_bStereoInvert) gfx_bStereoInvert = 1;
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const ULONG ulLeftMask = gfx_bStereoInvert ? CT_BMASK|CT_GMASK : CT_RMASK;
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const ULONG ulRightMask = gfx_bStereoInvert ? CT_RMASK : CT_BMASK|CT_GMASK;
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if( iEye==STEREO_BOTH || gfx_iStereo==0) {
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gfxSetColorMask(CT_RMASK|CT_GMASK|CT_BMASK|CT_AMASK);
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} else if (iEye==STEREO_LEFT) {
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gfxSetColorMask(ulLeftMask);
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} else if (iEye==STEREO_RIGHT) {
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gfxSetColorMask(ulRightMask);
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}
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}
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// adjust perspective projection stereo rendering left/right/nostereo
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void Stereo_AdjustProjection(CProjection3D &pr, INDEX iEye, FLOAT fFactor)
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{
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// prepare and clamp
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CPerspectiveProjection3D &ppr = (CPerspectiveProjection3D &)pr;
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gfx_fStereoSeparation = Clamp( gfx_fStereoSeparation, 0.01f, 1.0f);
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gfx_iStereoOffset = Clamp( gfx_iStereoOffset, -100, 100);
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// apply!
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if (iEye==STEREO_BOTH || gfx_iStereo==0) {
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NOTHING;
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} else if (iEye==STEREO_LEFT) {
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pr.ViewerPlacementL().Translate_OwnSystem( FLOAT3D(-gfx_fStereoSeparation*fFactor/2,0,0) );
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ppr.ppr_boxSubScreen = ppr.pr_ScreenBBox;
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ppr.ppr_boxSubScreen -= FLOAT2D(-gfx_iStereoOffset/2.0f, 0.0f);
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} else if (iEye==STEREO_RIGHT) {
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pr.ViewerPlacementL().Translate_OwnSystem( FLOAT3D(+gfx_fStereoSeparation*fFactor/2,0,0) );
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ppr.ppr_boxSubScreen = ppr.pr_ScreenBBox;
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ppr.ppr_boxSubScreen -= FLOAT2D(+gfx_iStereoOffset/2.0f, 0.0f);
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}
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}
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