Merge support for anaglyph stereo

This commit is contained in:
PilzAdam 2012-12-01 12:41:05 +01:00
commit bb454b1846
3 changed files with 76 additions and 0 deletions

@ -117,6 +117,9 @@
#screenshot_path = . #screenshot_path = .
# Amount of view bobbing (0 = no view bobbing, 1.0 = normal, 2.0 = double) # Amount of view bobbing (0 = no view bobbing, 1.0 = normal, 2.0 = double)
#view_bobbing_amount = 1.0 #view_bobbing_amount = 1.0
# Anaglyph stereo
#anaglyph = false
#anaglyph_strength = 0.1
# In-game chat console background color (R,G,B) # In-game chat console background color (R,G,B)
#console_color = (0,0,0) #console_color = (0,0,0)
# In-game chat console background alpha (opaqueness, between 0 and 255) # In-game chat console background alpha (opaqueness, between 0 and 255)

@ -52,7 +52,10 @@ void set_default_settings(Settings *settings)
settings->setDefault("keymap_toggle_profiler", "KEY_F6"); settings->setDefault("keymap_toggle_profiler", "KEY_F6");
settings->setDefault("keymap_increase_viewing_range_min", "+"); settings->setDefault("keymap_increase_viewing_range_min", "+");
settings->setDefault("keymap_decrease_viewing_range_min", "-"); settings->setDefault("keymap_decrease_viewing_range_min", "-");
settings->setDefault("anaglyph", "false");
settings->setDefault("anaglyph_strength", "0.1");
settings->setDefault("aux1_descends", "false"); settings->setDefault("aux1_descends", "false");
// Some (temporary) keys for debugging // Some (temporary) keys for debugging
settings->setDefault("keymap_print_debug_stacks", "KEY_KEY_P"); settings->setDefault("keymap_print_debug_stacks", "KEY_KEY_P");
settings->setDefault("keymap_quicktune_prev", "KEY_HOME"); settings->setDefault("keymap_quicktune_prev", "KEY_HOME");

@ -2750,6 +2750,76 @@ void the_game(
{ {
TimeTaker timer("smgr"); TimeTaker timer("smgr");
smgr->drawAll(); smgr->drawAll();
if(g_settings->getBool("anaglyph"))
{
irr::core::vector3df oldPosition = camera.getCameraNode()->getPosition();
irr::core::vector3df oldTarget = camera.getCameraNode()->getTarget();
irr::core::matrix4 startMatrix = camera.getCameraNode()->getAbsoluteTransformation();
irr::core::vector3df focusPoint = (camera.getCameraNode()->getTarget() -
camera.getCameraNode()->getAbsolutePosition()).setLength(1) +
camera.getCameraNode()->getAbsolutePosition() ;
//Left eye...
irr::core::vector3df leftEye;
irr::core::matrix4 leftMove;
leftMove.setTranslation( irr::core::vector3df(-g_settings->getFloat("anaglyph_strength"),0.0f,0.0f) );
leftEye=(startMatrix*leftMove).getTranslation();
//clear the depth buffer, and color
driver->beginScene( true, true, irr::video::SColor(0,200,200,255) );
driver->getOverrideMaterial().Material.ColorMask = irr::video::ECP_RED;
driver->getOverrideMaterial().EnableFlags = irr::video::EMF_COLOR_MASK;
driver->getOverrideMaterial().EnablePasses = irr::scene::ESNRP_SKY_BOX +
irr::scene::ESNRP_SOLID +
irr::scene::ESNRP_TRANSPARENT +
irr::scene::ESNRP_TRANSPARENT_EFFECT +
irr::scene::ESNRP_SHADOW;
camera.getCameraNode()->setPosition( leftEye );
camera.getCameraNode()->setTarget( focusPoint );
smgr->drawAll(); // 'smgr->drawAll();' may go here
//Right eye...
irr::core::vector3df rightEye;
irr::core::matrix4 rightMove;
rightMove.setTranslation( irr::core::vector3df(g_settings->getFloat("anaglyph_strength"),0.0f,0.0f) );
rightEye=(startMatrix*rightMove).getTranslation();
//clear the depth buffer
driver->clearZBuffer();
driver->getOverrideMaterial().Material.ColorMask = irr::video::ECP_GREEN + irr::video::ECP_BLUE;
driver->getOverrideMaterial().EnableFlags = irr::video::EMF_COLOR_MASK;
driver->getOverrideMaterial().EnablePasses = irr::scene::ESNRP_SKY_BOX +
irr::scene::ESNRP_SOLID +
irr::scene::ESNRP_TRANSPARENT +
irr::scene::ESNRP_TRANSPARENT_EFFECT +
irr::scene::ESNRP_SHADOW;
camera.getCameraNode()->setPosition( rightEye );
camera.getCameraNode()->setTarget( focusPoint );
smgr->drawAll(); // 'smgr->drawAll();' may go here
//driver->endScene();
driver->getOverrideMaterial().Material.ColorMask=irr::video::ECP_ALL;
driver->getOverrideMaterial().EnableFlags=0;
driver->getOverrideMaterial().EnablePasses=0;
camera.getCameraNode()->setPosition( oldPosition );
camera.getCameraNode()->setTarget( oldTarget );
}
scenetime = timer.stop(true); scenetime = timer.stop(true);
} }