Tweek the stereo settings: allow negative eye separation.

This commit is contained in:
Kester Maddock
2004-10-24 23:50:44 +00:00
parent e398ad2c0e
commit e4d22a8021
3 changed files with 36 additions and 28 deletions

View File

@@ -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;