Serious-Engine/Sources/Engine/Graphics/Stereo.cpp
Ryan C. Gordon 9820436fbe First pass at cleaning out 64-bit issues.
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.
2016-04-06 23:20:29 -04:00

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);
}
}