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Merge support for anaglyph stereo
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commit
bb454b1846
@ -117,6 +117,9 @@
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#screenshot_path = .
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#screenshot_path = .
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# Amount of view bobbing (0 = no view bobbing, 1.0 = normal, 2.0 = double)
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# Amount of view bobbing (0 = no view bobbing, 1.0 = normal, 2.0 = double)
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#view_bobbing_amount = 1.0
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#view_bobbing_amount = 1.0
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# Anaglyph stereo
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#anaglyph = false
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#anaglyph_strength = 0.1
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# In-game chat console background color (R,G,B)
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# In-game chat console background color (R,G,B)
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#console_color = (0,0,0)
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#console_color = (0,0,0)
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# In-game chat console background alpha (opaqueness, between 0 and 255)
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# In-game chat console background alpha (opaqueness, between 0 and 255)
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@ -52,7 +52,10 @@ void set_default_settings(Settings *settings)
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settings->setDefault("keymap_toggle_profiler", "KEY_F6");
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settings->setDefault("keymap_toggle_profiler", "KEY_F6");
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settings->setDefault("keymap_increase_viewing_range_min", "+");
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settings->setDefault("keymap_increase_viewing_range_min", "+");
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settings->setDefault("keymap_decrease_viewing_range_min", "-");
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settings->setDefault("keymap_decrease_viewing_range_min", "-");
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settings->setDefault("anaglyph", "false");
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settings->setDefault("anaglyph_strength", "0.1");
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settings->setDefault("aux1_descends", "false");
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settings->setDefault("aux1_descends", "false");
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// Some (temporary) keys for debugging
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// Some (temporary) keys for debugging
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settings->setDefault("keymap_print_debug_stacks", "KEY_KEY_P");
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settings->setDefault("keymap_print_debug_stacks", "KEY_KEY_P");
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settings->setDefault("keymap_quicktune_prev", "KEY_HOME");
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settings->setDefault("keymap_quicktune_prev", "KEY_HOME");
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70
src/game.cpp
70
src/game.cpp
@ -2750,6 +2750,76 @@ void the_game(
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{
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{
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TimeTaker timer("smgr");
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TimeTaker timer("smgr");
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smgr->drawAll();
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smgr->drawAll();
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if(g_settings->getBool("anaglyph"))
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{
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irr::core::vector3df oldPosition = camera.getCameraNode()->getPosition();
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irr::core::vector3df oldTarget = camera.getCameraNode()->getTarget();
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irr::core::matrix4 startMatrix = camera.getCameraNode()->getAbsoluteTransformation();
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irr::core::vector3df focusPoint = (camera.getCameraNode()->getTarget() -
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camera.getCameraNode()->getAbsolutePosition()).setLength(1) +
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camera.getCameraNode()->getAbsolutePosition() ;
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//Left eye...
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irr::core::vector3df leftEye;
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irr::core::matrix4 leftMove;
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leftMove.setTranslation( irr::core::vector3df(-g_settings->getFloat("anaglyph_strength"),0.0f,0.0f) );
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leftEye=(startMatrix*leftMove).getTranslation();
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//clear the depth buffer, and color
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driver->beginScene( true, true, irr::video::SColor(0,200,200,255) );
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driver->getOverrideMaterial().Material.ColorMask = irr::video::ECP_RED;
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driver->getOverrideMaterial().EnableFlags = irr::video::EMF_COLOR_MASK;
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driver->getOverrideMaterial().EnablePasses = irr::scene::ESNRP_SKY_BOX +
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irr::scene::ESNRP_SOLID +
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irr::scene::ESNRP_TRANSPARENT +
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irr::scene::ESNRP_TRANSPARENT_EFFECT +
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irr::scene::ESNRP_SHADOW;
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camera.getCameraNode()->setPosition( leftEye );
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camera.getCameraNode()->setTarget( focusPoint );
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smgr->drawAll(); // 'smgr->drawAll();' may go here
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//Right eye...
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irr::core::vector3df rightEye;
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irr::core::matrix4 rightMove;
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rightMove.setTranslation( irr::core::vector3df(g_settings->getFloat("anaglyph_strength"),0.0f,0.0f) );
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rightEye=(startMatrix*rightMove).getTranslation();
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//clear the depth buffer
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driver->clearZBuffer();
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driver->getOverrideMaterial().Material.ColorMask = irr::video::ECP_GREEN + irr::video::ECP_BLUE;
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driver->getOverrideMaterial().EnableFlags = irr::video::EMF_COLOR_MASK;
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driver->getOverrideMaterial().EnablePasses = irr::scene::ESNRP_SKY_BOX +
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irr::scene::ESNRP_SOLID +
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irr::scene::ESNRP_TRANSPARENT +
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irr::scene::ESNRP_TRANSPARENT_EFFECT +
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irr::scene::ESNRP_SHADOW;
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camera.getCameraNode()->setPosition( rightEye );
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camera.getCameraNode()->setTarget( focusPoint );
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smgr->drawAll(); // 'smgr->drawAll();' may go here
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//driver->endScene();
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driver->getOverrideMaterial().Material.ColorMask=irr::video::ECP_ALL;
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driver->getOverrideMaterial().EnableFlags=0;
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driver->getOverrideMaterial().EnablePasses=0;
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camera.getCameraNode()->setPosition( oldPosition );
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camera.getCameraNode()->setTarget( oldTarget );
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}
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scenetime = timer.stop(true);
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scenetime = timer.stop(true);
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}
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}
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