Add crossview support (#7361)

This commit is contained in:
otdav33 2018-05-29 12:38:58 -04:00 committed by SmallJoker
parent 7f7678e4e3
commit 3f0720e721
5 changed files with 10 additions and 6 deletions

@ -621,9 +621,10 @@ fall_bobbing_amount (Fall bobbing factor) float 0.0
# - interlaced: odd/even line based polarisation screen support.
# - topbottom: split screen top/bottom.
# - sidebyside: split screen side by side.
# - crossview: Cross-eyed 3d
# - pageflip: quadbuffer based 3d.
# Note that the interlaced mode requires shaders to be enabled.
3d_mode (3D mode) enum none none,anaglyph,interlaced,topbottom,sidebyside,pageflip
3d_mode (3D mode) enum none none,anaglyph,interlaced,topbottom,sidebyside,crossview,pageflip
# In-game chat console height, between 0.1 (10%) and 1.0 (100%).
console_height (Console height) float 0.6 0.1 1.0

@ -41,5 +41,7 @@ RenderingCore *createRenderingCore(const std::string &stereo_mode, IrrlichtDevic
return new RenderingCoreSideBySide(device, client, hud);
if (stereo_mode == "topbottom")
return new RenderingCoreSideBySide(device, client, hud, true);
if (stereo_mode == "crossview")
return new RenderingCoreSideBySide(device, client, hud, false, true);
throw std::invalid_argument("Invalid rendering mode: " + stereo_mode);
}

@ -23,8 +23,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "client/hud.h"
RenderingCoreSideBySide::RenderingCoreSideBySide(
IrrlichtDevice *_device, Client *_client, Hud *_hud, bool _horizontal)
: RenderingCoreStereo(_device, _client, _hud), horizontal(_horizontal)
IrrlichtDevice *_device, Client *_client, Hud *_hud, bool _horizontal, bool _flipped)
: RenderingCoreStereo(_device, _client, _hud), horizontal(_horizontal), flipped(_flipped)
{
}
@ -62,7 +62,7 @@ void RenderingCoreSideBySide::drawAll()
void RenderingCoreSideBySide::useEye(bool _right)
{
driver->setRenderTarget(_right ? right : left, true, true, skycolor);
RenderingCoreStereo::useEye(_right);
RenderingCoreStereo::useEye(_right ^ flipped);
}
void RenderingCoreSideBySide::resetEye()

@ -27,6 +27,7 @@ protected:
video::ITexture *left = nullptr;
video::ITexture *right = nullptr;
bool horizontal = false;
bool flipped = false;
core::dimension2du image_size;
v2s32 rpos;
@ -37,6 +38,6 @@ protected:
public:
RenderingCoreSideBySide(IrrlichtDevice *_device, Client *_client, Hud *_hud,
bool _horizontal = false);
bool _horizontal = false, bool _flipped = false);
void drawAll() override;
};

@ -286,7 +286,7 @@ fake_function() {
gettext("Fall bobbing factor");
gettext("Multiplier for fall bobbing.\nFor example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.");
gettext("3D mode");
gettext("3D support.\nCurrently supported:\n- none: no 3d output.\n- anaglyph: cyan/magenta color 3d.\n- interlaced: odd/even line based polarisation screen support.\n- topbottom: split screen top/bottom.\n- sidebyside: split screen side by side.\n- pageflip: quadbuffer based 3d.\nNote that the interlaced mode requires shaders to be enabled.");
gettext("3D support.\nCurrently supported:\n- none: no 3d output.\n- anaglyph: cyan/magenta color 3d.\n- interlaced: odd/even line based polarisation screen support.\n- topbottom: split screen top/bottom.\n- sidebyside: split screen side by side.\n- crossview: cross-eyed 3d viewing.\n- pageflip: quadbuffer based 3d.\nNote that the interlaced mode requires shaders to be enabled.");
gettext("Console height");
gettext("In-game chat console height, between 0.1 (10%) and 1.0 (100%).");
gettext("Console color");