* Clean draw_*() arguments * Split rendering core * Add anaglyph 3D * Interlaced 3D * Drop obsolete methods
117 lines
3.6 KiB
C++
117 lines
3.6 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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Copyright (C) 2017 numzero, Lobachesky Vitaly <numzer0@yandex.ru>
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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 the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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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 Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser 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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*/
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#include "interlaced.h"
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#include "client.h"
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#include "shader.h"
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#include "client/tile.h"
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RenderingCoreInterlaced::RenderingCoreInterlaced(
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IrrlichtDevice *_device, Client *_client, Hud *_hud)
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: RenderingCoreStereo(_device, _client, _hud)
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{
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initMaterial();
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}
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void RenderingCoreInterlaced::initMaterial()
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{
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IShaderSource *s = client->getShaderSource();
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mat.UseMipMaps = false;
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mat.ZBuffer = false;
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mat.ZWriteEnable = false;
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u32 shader = s->getShader("3d_interlaced_merge", TILE_MATERIAL_BASIC, 0);
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mat.MaterialType = s->getShaderInfo(shader).material;
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for (int k = 0; k < 3; ++k) {
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mat.TextureLayer[k].AnisotropicFilter = false;
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mat.TextureLayer[k].BilinearFilter = false;
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mat.TextureLayer[k].TrilinearFilter = false;
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mat.TextureLayer[k].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
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mat.TextureLayer[k].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
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}
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}
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void RenderingCoreInterlaced::initTextures()
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{
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v2u32 image_size{screensize.X, screensize.Y / 2};
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left = driver->addRenderTargetTexture(
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image_size, "3d_render_left", video::ECF_A8R8G8B8);
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right = driver->addRenderTargetTexture(
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image_size, "3d_render_right", video::ECF_A8R8G8B8);
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mask = driver->addTexture(screensize, "3d_render_mask", video::ECF_A8R8G8B8);
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initMask();
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mat.TextureLayer[0].Texture = left;
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mat.TextureLayer[1].Texture = right;
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mat.TextureLayer[2].Texture = mask;
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}
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void RenderingCoreInterlaced::clearTextures()
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{
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driver->removeTexture(left);
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driver->removeTexture(right);
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driver->removeTexture(mask);
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}
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void RenderingCoreInterlaced::initMask()
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{
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u8 *data = reinterpret_cast<u8 *>(mask->lock());
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for (u32 j = 0; j < screensize.Y; j++) {
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u8 val = j % 2 ? 0xff : 0x00;
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memset(data, val, 4 * screensize.X);
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data += 4 * screensize.X;
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}
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mask->unlock();
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}
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void RenderingCoreInterlaced::drawAll()
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{
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renderBothImages();
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merge();
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drawHUD();
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}
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void RenderingCoreInterlaced::merge()
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{
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static const video::S3DVertex vertices[4] = {
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video::S3DVertex(1.0, -1.0, 0.0, 0.0, 0.0, -1.0,
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video::SColor(255, 0, 255, 255), 1.0, 0.0),
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video::S3DVertex(-1.0, -1.0, 0.0, 0.0, 0.0, -1.0,
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video::SColor(255, 255, 0, 255), 0.0, 0.0),
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video::S3DVertex(-1.0, 1.0, 0.0, 0.0, 0.0, -1.0,
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video::SColor(255, 255, 255, 0), 0.0, 1.0),
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video::S3DVertex(1.0, 1.0, 0.0, 0.0, 0.0, -1.0,
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video::SColor(255, 255, 255, 255), 1.0, 1.0),
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};
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static const u16 indices[6] = {0, 1, 2, 2, 3, 0};
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driver->setMaterial(mat);
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driver->drawVertexPrimitiveList(&vertices, 4, &indices, 2);
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}
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void RenderingCoreInterlaced::useEye(bool _right)
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{
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driver->setRenderTarget(_right ? right : left, true, true, skycolor);
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RenderingCoreStereo::useEye(_right);
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}
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void RenderingCoreInterlaced::resetEye()
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{
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driver->setRenderTarget(nullptr, false, false, skycolor);
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RenderingCoreStereo::resetEye();
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}
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