Port stereo stuff from tuhopuu2: anaglyph, vinterlace

This commit is contained in:
Kester Maddock
2004-10-24 11:03:18 +00:00
parent 6424bf6eb0
commit 657eff7ed7
8 changed files with 190 additions and 13 deletions

View File

@@ -58,6 +58,8 @@ 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_noOfScanlines(32),
m_materialCachingInfo(0)
{
@@ -265,7 +267,9 @@ void RAS_OpenGLRasterizer::Exit()
glDepthMask (GL_TRUE);
glDepthFunc(GL_LEQUAL);
glBlendFunc(GL_ONE, GL_ZERO);
glDisable(GL_POLYGON_STIPPLE);
glDisable(GL_LIGHTING);
if (bgl::QueryExtension(bgl::_GL_EXT_separate_specular_color) || bgl::QueryVersion(1, 2))
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
@@ -273,15 +277,21 @@ void RAS_OpenGLRasterizer::Exit()
EndFrame();
}
bool RAS_OpenGLRasterizer::InterlacedStereo() const
{
return m_stereomode == RAS_STEREO_VINTERLACE || m_stereomode == RAS_STEREO_INTERLACED;
}
bool RAS_OpenGLRasterizer::BeginFrame(int drawingmode, double time)
{
m_time = time;
m_drawingmode = drawingmode;
m_2DCanvas->ClearColor(m_redback,m_greenback,m_blueback,m_alphaback);
m_2DCanvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER);
if (!InterlacedStereo() || m_curreye == RAS_STEREO_LEFTEYE)
{
m_2DCanvas->ClearColor(m_redback,m_greenback,m_blueback,m_alphaback);
m_2DCanvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER);
}
// Blender camera routine destroys the settings
if (m_drawingmode < KX_SOLID)
@@ -459,23 +469,63 @@ void RAS_OpenGLRasterizer::SetEye(StereoEye eye)
ClearDepthBuffer();
}
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);
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);
if (m_curreye == RAS_STEREO_RIGHTEYE)
ClearDepthBuffer();
break;
}
default:
break;
}
}
RAS_IRasterizer::StereoEye RAS_OpenGLRasterizer::GetEye()
{
return m_curreye;
}
void RAS_OpenGLRasterizer::SetEyeSeparation(float eyeseparation)
{
m_eyeseparation = eyeseparation;
}
float RAS_OpenGLRasterizer::GetEyeSeparation()
{
return m_eyeseparation;
}
void RAS_OpenGLRasterizer::SetFocalLength(float focallength)
{
m_focallength = focallength;
}
float RAS_OpenGLRasterizer::GetFocalLength()
{
return m_focallength;
}
void RAS_OpenGLRasterizer::SwapBuffers()
{
@@ -1109,8 +1159,10 @@ MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix(
{
float near_div_focallength;
// next 2 params should be specified on command line and in Blender publisher
m_focallength = 1.5 * right; // derived from example
m_eyeseparation = 0.18 * right; // just a guess...
if (m_focallength < 0.0f)
m_focallength = 1.5 * right; // derived from example
if (m_eyeseparation < 0.0f)
m_eyeseparation = 0.18 * right; // just a guess...
near_div_focallength = frustnear / m_focallength;
switch(m_curreye)