diff options
author | Kester Maddock <Christopher.Maddock.1@uni.massey.ac.nz> | 2004-10-25 03:50:44 +0400 |
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committer | Kester Maddock <Christopher.Maddock.1@uni.massey.ac.nz> | 2004-10-25 03:50:44 +0400 |
commit | e4d22a8021576fd846c9718506098653f98cfdf4 (patch) | |
tree | 6582c7ac0526868c252f96eea19ec3bd5e08b904 /source/gameengine/Rasterizer | |
parent | e398ad2c0e147e2a36b34c4bf4e257928da2b515 (diff) |
Tweek the stereo settings: allow negative eye separation.
Diffstat (limited to 'source/gameengine/Rasterizer')
-rw-r--r-- | source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp | 51 | ||||
-rw-r--r-- | source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h | 2 |
2 files changed, 35 insertions, 18 deletions
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp index 803ccbc2b63..78666b6936d 100644 --- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp +++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp @@ -28,6 +28,9 @@ * * ***** END GPL/BL DUAL LICENSE BLOCK ***** */ + +#include <math.h> + #include "RAS_OpenGLRasterizer.h" #ifdef HAVE_CONFIG_H @@ -50,6 +53,18 @@ #include "RAS_GLExtensionManager.h" +/** + * 32x32 bit masks for vinterlace stereo mode + */ +static GLuint left_eye_vinterlace_mask[32]; +static GLuint right_eye_vinterlace_mask[32]; + +/** + * 32x32 bit masks for hinterlace stereo mode. + * Left eye = &hinterlace_mask[0] + * Right eye = &hinterlace_mask[1] + */ +static GLuint hinterlace_mask[33]; RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas) :RAS_IRasterizer(canvas), @@ -58,12 +73,22 @@ RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas) m_time(0.0), m_stereomode(RAS_STEREO_NOSTEREO), m_curreye(RAS_STEREO_LEFTEYE), - m_eyeseparation(-1.0f), - m_focallength(-1.0f), + m_eyeseparation(0.0), + m_seteyesep(false), + m_focallength(0.0), + m_setfocallength(false), m_noOfScanlines(32), m_materialCachingInfo(0) { m_viewmatrix.Identity(); + + for (int i = 0; i < 32; i++) + { + left_eye_vinterlace_mask[i] = 0x55555555; + right_eye_vinterlace_mask[i] = 0xAAAAAAAA; + hinterlace_mask[i] = (i&1)*0xFFFFFFFF; + } + hinterlace_mask[32] = 0; } @@ -461,8 +486,6 @@ void RAS_OpenGLRasterizer::SetEye(StereoEye eye) if (m_curreye == RAS_STEREO_LEFTEYE) { glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_FALSE); - m_2DCanvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER); - glColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_FALSE); } else { //glAccum(GL_LOAD, 1.0); glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE); @@ -471,26 +494,16 @@ void RAS_OpenGLRasterizer::SetEye(StereoEye eye) break; case RAS_STEREO_VINTERLACE: { - GLuint pat[32]; - const unsigned char mask = 0x55; // 01010101 - memset(pat, m_curreye == RAS_STEREO_RIGHTEYE?~mask:mask, sizeof(pat)); glEnable(GL_POLYGON_STIPPLE); - glPolygonStipple((const GLubyte*) pat); + glPolygonStipple((const GLubyte*) ((m_curreye == RAS_STEREO_LEFTEYE) ? left_eye_vinterlace_mask : right_eye_vinterlace_mask)); if (m_curreye == RAS_STEREO_RIGHTEYE) ClearDepthBuffer(); break; } case RAS_STEREO_INTERLACED: { - GLuint pat[32]; - GLuint mask = m_curreye == RAS_STEREO_LEFTEYE?~0:0; - for (int y = 0; y < 32; y+=2) - { - pat[y] = mask; - pat[y+1] = ~mask; - } glEnable(GL_POLYGON_STIPPLE); - glPolygonStipple((const GLubyte*) pat); + glPolygonStipple((const GLubyte*) &hinterlace_mask[m_curreye == RAS_STEREO_LEFTEYE?0:1]); if (m_curreye == RAS_STEREO_RIGHTEYE) ClearDepthBuffer(); break; @@ -509,6 +522,7 @@ RAS_IRasterizer::StereoEye RAS_OpenGLRasterizer::GetEye() void RAS_OpenGLRasterizer::SetEyeSeparation(float eyeseparation) { m_eyeseparation = eyeseparation; + m_seteyesep = true; } float RAS_OpenGLRasterizer::GetEyeSeparation() @@ -519,6 +533,7 @@ float RAS_OpenGLRasterizer::GetEyeSeparation() void RAS_OpenGLRasterizer::SetFocalLength(float focallength) { m_focallength = focallength; + m_setfocallength = true; } float RAS_OpenGLRasterizer::GetFocalLength() @@ -1159,9 +1174,9 @@ MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix( { float near_div_focallength; // next 2 params should be specified on command line and in Blender publisher - if (m_focallength < 0.0f) + if (!m_setfocallength) m_focallength = 1.5 * right; // derived from example - if (m_eyeseparation < 0.0f) + if (!m_seteyesep) m_eyeseparation = 0.18 * right; // just a guess... near_div_focallength = frustnear / m_focallength; diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h index 9ab7b772cf9..d5a0e7ff551 100644 --- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h +++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h @@ -72,7 +72,9 @@ class RAS_OpenGLRasterizer : public RAS_IRasterizer StereoMode m_stereomode; StereoEye m_curreye; float m_eyeseparation; + bool m_seteyesep; float m_focallength; + bool m_setfocallength; int m_noOfScanlines; bool InterlacedStereo() const; |