--- a/QTfrontend/game.cpp Wed Oct 27 00:24:03 2010 -0400
+++ b/QTfrontend/game.cpp Wed Oct 27 14:02:20 2010 +0200
@@ -299,6 +299,7 @@
arguments << (config->isAltDamageEnabled() ? "1" : "0");
arguments << config->netNick().toUtf8().toBase64();
arguments << QString::number(config->translateQuality());
+ arguments << QString::number(config->stereoMode());
arguments << tr("en.txt");
return arguments;
--- a/QTfrontend/gameuiconfig.cpp Wed Oct 27 00:24:03 2010 -0400
+++ b/QTfrontend/gameuiconfig.cpp Wed Oct 27 14:02:20 2010 +0200
@@ -48,6 +48,7 @@
Form->ui.pageOptions->CBFrontendFullscreen->setChecked(ffscr);
Form->ui.pageOptions->SLQuality->setValue(value("video/quality", 5).toUInt());
+ Form->ui.pageOptions->CBStereoMode->setCurrentIndex(value("video/stereo", 0).toUInt());
Form->ui.pageOptions->CBFrontendEffects->setChecked(frontendEffects);
Form->ui.pageOptions->CBEnableSound->setChecked(value("audio/sound", true).toBool());
Form->ui.pageOptions->CBEnableFrontendSound->setChecked(value("frontend/sound", true).toBool());
@@ -113,6 +114,7 @@
setValue("video/fullscreen", vid_Fullscreen());
setValue("video/quality", Form->ui.pageOptions->SLQuality->value());
+ setValue("video/stereo", stereoMode());
setValue("frontend/effects", isFrontendEffects());
@@ -261,6 +263,11 @@
return Form->ui.pageOptions->CBAltDamage->isChecked();
}
+quint32 GameUIConfig::stereoMode() const
+{
+ return Form->ui.pageOptions->CBStereoMode->currentIndex();
+}
+
bool GameUIConfig::appendDateTimeToRecordName()
{
return Form->ui.pageOptions->CBNameWithDate->isChecked();
--- a/QTfrontend/gameuiconfig.h Wed Oct 27 00:24:03 2010 -0400
+++ b/QTfrontend/gameuiconfig.h Wed Oct 27 14:02:20 2010 +0200
@@ -52,6 +52,7 @@
bool isFrontendEffects() const;
bool isFrontendFullscreen() const;
void resizeToConfigValues();
+ quint32 stereoMode() const;
#ifdef __APPLE__
#ifdef SPARKLE_ENABLED
--- a/QTfrontend/pages.cpp Wed Oct 27 00:24:03 2010 -0400
+++ b/QTfrontend/pages.cpp Wed Oct 27 14:02:20 2010 +0200
@@ -629,6 +629,7 @@
QVBoxLayout * GBAlayout = new QVBoxLayout(AGGroupBox);
QHBoxLayout * GBAreslayout = new QHBoxLayout(0);
+ QHBoxLayout * GBAstereolayout = new QHBoxLayout(0);
QHBoxLayout * GBAqualayout = new QHBoxLayout(0);
CBFrontendFullscreen = new QCheckBox(AGGroupBox);
@@ -664,6 +665,7 @@
CBFullscreen = new QCheckBox(AGGroupBox);
CBFullscreen->setText(QCheckBox::tr("Fullscreen"));
GBAlayout->addWidget(CBFullscreen);
+ connect(CBFullscreen, SIGNAL(stateChanged(int)), this, SLOT(setFullscreen(void)));
QLabel * quality = new QLabel(AGGroupBox);
quality->setText(QLabel::tr("Quality"));
@@ -677,6 +679,25 @@
SLQuality->setFixedWidth(150);
GBAqualayout->addWidget(SLQuality);
GBAlayout->addLayout(GBAqualayout);
+ QLabel * stereo = new QLabel(AGGroupBox);
+ stereo->setText(QLabel::tr("Stereo rendering"));
+ GBAstereolayout->addWidget(stereo);
+
+ CBStereoMode = new QComboBox(AGGroupBox);
+ CBStereoMode->addItem(QComboBox::tr("Disabled"));
+ CBStereoMode->addItem(QComboBox::tr("Red/Cyan"));
+ CBStereoMode->addItem(QComboBox::tr("Cyan/Red"));
+ CBStereoMode->addItem(QComboBox::tr("Red/Blue"));
+ CBStereoMode->addItem(QComboBox::tr("Blue/Red"));
+ CBStereoMode->addItem(QComboBox::tr("Red/Green"));
+ CBStereoMode->addItem(QComboBox::tr("Green/Red"));
+ CBStereoMode->addItem(QComboBox::tr("Side-by-side"));
+ CBStereoMode->addItem(QComboBox::tr("Top-Bottom"));
+ CBStereoMode->addItem(QComboBox::tr("Frame Alternate"));
+ connect(CBStereoMode, SIGNAL(currentIndexChanged(int)), this, SLOT(forceFullscreen(int)));
+
+ GBAstereolayout->addWidget(CBStereoMode);
+ GBAlayout->addLayout(GBAstereolayout);
hr = new QFrame(AGGroupBox);
hr->setFrameStyle(QFrame::HLine);
@@ -726,7 +747,7 @@
hr->setFixedHeight(10);
GBAlayout->addWidget(hr);
- QLabel *restartNote = new QLabel(this);
+ QLabel *restartNote = new QLabel(this);
restartNote->setText(QString("* ") + QLabel::tr("Restart game to apply"));
restartNote->setSizePolicy(QSizePolicy::MinimumExpanding, QSizePolicy::Fixed);
GBAlayout->addWidget(restartNote);
@@ -741,8 +762,23 @@
BtnBack->setFixedHeight(BtnSaveOptions->height());
BtnBack->setFixedWidth(BtnBack->width()+2);
BtnBack->setStyleSheet("QPushButton{margin: 22px 0 9px 2px;}");
+}
-// BtnAssociateFiles = addButton("");
+void PageOptions::forceFullscreen(int index)
+{
+ if (index != 0) {
+ previousFullscreenValue = this->CBFullscreen->isChecked();
+ this->CBFullscreen->setChecked(true);
+ this->CBFullscreen->setEnabled(false);
+ } else {
+ this->CBFullscreen->setChecked(previousFullscreenValue);
+ this->CBFullscreen->setEnabled(true);
+ }
+}
+
+void PageOptions::setFullscreen(void)
+{
+ this->CBResolution->setEnabled(!this->CBFullscreen->isChecked());
}
PageNet::PageNet(QWidget* parent) : AbstractPage(parent)
--- a/QTfrontend/pages.h Wed Oct 27 00:24:03 2010 -0400
+++ b/QTfrontend/pages.h Wed Oct 27 14:02:20 2010 +0200
@@ -222,6 +222,7 @@
QComboBox *CBTeamName;
IconedGroupBox *AGGroupBox;
QComboBox *CBResolution;
+ QComboBox *CBStereoMode;
QCheckBox *CBEnableSound;
QCheckBox *CBEnableFrontendSound;
QCheckBox *CBEnableMusic;
@@ -242,6 +243,11 @@
QLineEdit *editNetNick;
QSlider *SLQuality;
QCheckBox *CBFrontendEffects;
+ bool previousFullscreenValue;
+
+private slots:
+ void forceFullscreen(int index);
+ void setFullscreen(void);
};
class PageNet : public AbstractPage
--- a/hedgewars/ArgParsers.inc Wed Oct 27 00:24:03 2010 -0400
+++ b/hedgewars/ArgParsers.inc Wed Oct 27 14:02:20 2010 +0200
@@ -8,6 +8,7 @@
end;
procedure internalStartGameWithParameters();
+var tmp: LongInt;
begin
val(ParamStr(2), cScreenWidth);
val(ParamStr(3), cScreenHeight);
@@ -23,7 +24,9 @@
cAltDamage:= ParamStr(13) = '1';
UserNick:= DecodeBase64(ParamStr(14));
val(ParamStr(15), cReducedQuality);
- cLocaleFName:= ParamStr(16)
+ val(ParamStr(16), tmp);
+ cStereoMode:= TStereoMode(max(0, min(ord(high(TStereoMode)), tmp)));
+ cLocaleFName:= ParamStr(17);
end;
procedure setVideo(screenWidth: LongInt; screenHeight: LongInt; bitsStr: LongInt);
--- a/hedgewars/hwengine.pas Wed Oct 27 00:24:03 2010 -0400
+++ b/hedgewars/hwengine.pas Wed Oct 27 14:02:20 2010 +0200
@@ -227,10 +227,12 @@
cAltDamage:= gameArgs[8] = '1';
val(gameArgs[9], rotationQt);
recordFileName:= gameArgs[10];
+ cStereoMode:= smNone; // TODO: Enable anaglyph rendering on iPhone?
{$ENDIF}
cLogfileBase:= 'game';
initEverything(true);
+
WriteLnToConsole('Hedgewars ' + cVersionString + ' engine (network protocol: ' + inttostr(cNetProtoVersion) + ')');
{$IFDEF DEBUGFILE}
AddFileLog('Prefix: "' + PathPrefix +'"');
--- a/hedgewars/uConsts.pas Wed Oct 27 00:24:03 2010 -0400
+++ b/hedgewars/uConsts.pas Wed Oct 27 14:02:20 2010 +0200
@@ -148,6 +148,9 @@
TWave = (waveRollup, waveSad, waveWave, waveHurrah, waveLemonade, waveShrug, waveJuggle);
+ TRenderMode = (rmDefault, rmLeftEye, rmRightEye);
+ TStereoMode = (smNone, smRedCyan, smCyanRed, smRedBlue, smBlueRed, smRedGreen, smGreenRed, smHorizontal, smVertical, smAFR);
+
THHFont = record
Handle: PTTF_Font;
Height: LongInt;
@@ -191,7 +194,7 @@
TScreenFade = (sfNone, sfInit, sfToBlack, sfFromBlack, sfToWhite, sfFromWhite);
const
sfMax = 1000;
- cDefaultParamNum = 16;
+ cDefaultParamNum = 17;
// message constants
errmsgCreateSurface = 'Error creating SDL surface';
--- a/hedgewars/uMisc.pas Wed Oct 27 00:24:03 2010 -0400
+++ b/hedgewars/uMisc.pas Wed Oct 27 14:02:20 2010 +0200
@@ -55,6 +55,7 @@
isSpeed : boolean;
isFirstFrame : boolean;
+ cStereoMode : TStereoMode;
fastUntilLag : boolean;
GameState : TGameState;
@@ -842,7 +843,6 @@
{$ENDIF}
{$I+}
{$ENDIF}
-
end;
procedure freeModule;
--- a/hedgewars/uStore.pas Wed Oct 27 00:24:03 2010 -0400
+++ b/hedgewars/uStore.pas Wed Oct 27 14:02:20 2010 +0200
@@ -37,6 +37,10 @@
MissionIcons: PSDL_Surface;
ropeIconTex: PTexture;
rotationQt: GLfloat;
+ wScreen: LongInt;
+ hScreen: LongInt;
+ framel, framer, depthl, depthr: GLuint;
+ texl, texr: GLuint;
procedure initModule;
procedure freeModule;
@@ -857,6 +861,15 @@
SDL_FreeSurface(MissionIcons);
FreeTexture(ropeIconTex);
FreeTexture(HHTexture);
+ if (cStereoMode = smHorizontal) or (cStereoMode = smVertical) or (cStereoMode = smAFR) then
+ begin
+ glDeleteTextures(1, @texl);
+ glDeleteRenderbuffersEXT(1, @depthl);
+ glDeleteFramebuffersEXT(1, @framel);
+ glDeleteTextures(1, @texr);
+ glDeleteRenderbuffersEXT(1, @depthr);
+ glDeleteFramebuffersEXT(1, @framer)
+ end
end;
@@ -1215,7 +1228,9 @@
{$ENDIF}
end;
-{$IFNDEF IPHONEOS}
+{$IFDEF IPHONEOS}
+ cGPUVendor:= gvApple;
+{$ELSE}
if StrPos(Str2PChar(vendor), Str2PChar('nvidia')) <> nil then
cGPUVendor:= gvNVIDIA
else if StrPos(Str2PChar(vendor), Str2PChar('intel')) <> nil then
@@ -1223,8 +1238,43 @@
else if StrPos(Str2PChar(vendor), Str2PChar('ati')) <> nil then
cGPUVendor:= gvIntel;
//SupportNPOTT:= glLoadExtension('GL_ARB_texture_non_power_of_two');
-{$ELSE}
- cGPUVendor:= gvApple;
+
+ if (cStereoMode = smHorizontal) or (cStereoMode = smVertical) or (cStereoMode = smAFR) then
+ begin
+ // prepare left and right frame buffers and associated textures
+ glLoadExtension('GL_EXT_framebuffer_object');
+
+ // left
+ glGenFramebuffersEXT(1, @framel);
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framel);
+ glGenRenderbuffersEXT(1, @depthl);
+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depthl);
+ glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, cScreenWidth, cScreenHeight);
+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depthl);
+ glGenTextures(1, @texl);
+ glBindTexture(GL_TEXTURE_2D, texl);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, cScreenWidth, cScreenHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nil);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, texl, 0);
+
+ // right
+ glGenFramebuffersEXT(1, @framer);
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framer);
+ glGenRenderbuffersEXT(1, @depthr);
+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depthr);
+ glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, cScreenWidth, cScreenHeight);
+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depthr);
+ glGenTextures(1, @texr);
+ glBindTexture(GL_TEXTURE_2D, texr);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, cScreenWidth, cScreenHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nil);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, texr, 0);
+
+ // reset
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
+ end;
{$ENDIF}
{$IFDEF DEBUGFILE}
--- a/hedgewars/uWorld.pas Wed Oct 27 00:24:03 2010 -0400
+++ b/hedgewars/uWorld.pas Wed Oct 27 14:02:20 2010 +0200
@@ -22,18 +22,19 @@
interface
uses SDLh, uGears, uConsts, uFloat, uRandom;
-
var FollowGear: PGear;
WindBarWidth: LongInt;
bShowAmmoMenu: boolean;
bSelected: boolean;
bShowFinger: boolean;
Frames: Longword;
+ AFRToggle: Boolean;
WaterColor, DeepWaterColor: TSDL_Color;
WorldDx: LongInt;
WorldDy: LongInt;
SkyOffset: LongInt;
HorizontOffset: LongInt;
+ bAFRRight: Boolean;
{$IFDEF COUNTTICKS}
cntTicks: LongWord;
{$ENDIF}
@@ -44,6 +45,7 @@
procedure InitWorld;
procedure DrawWorld(Lag: LongInt);
+procedure DrawWorldStereo(Lag: LongInt; RM: TRenderMode);
procedure AddCaption(s: shortstring; Color: Longword; Group: TCapGroup);
procedure ShowMission(caption, subcaption, text: ansistring; icon, time : LongInt);
procedure HideMission;
@@ -71,6 +73,11 @@
amSel: TAmmoType = amNothing;
missionTex: PTexture;
missionTimer: LongInt;
+ stereoDepth: GLfloat = 0;
+
+const cStereo_Sky = 0.0750;
+ cStereo_Horizon = 0.0250;
+ cStereo_Water = 0.0125;
procedure InitWorld;
var i, t: LongInt;
@@ -530,14 +537,6 @@
procedure DrawWorld(Lag: LongInt);
-var i, t: LongInt;
- r: TSDL_Rect;
- tdx, tdy: Double;
- grp: TCapGroup;
- s: string[15];
- highlight: Boolean;
- offset, offsetX, offsetY, ScreenBottom: LongInt;
- VertexBuffer: array [0..3] of TVertex2f;
begin
if not isPaused then
begin
@@ -566,6 +565,150 @@
if not isPaused then
MoveCamera;
+ if cStereoMode = smNone then
+ begin
+ glClear(GL_COLOR_BUFFER_BIT);
+ DrawWorldStereo(Lag, rmDefault)
+ end
+ else if (cStereoMode = smAFR) then
+ begin
+ AFRToggle:= not AFRToggle;
+ glClear(GL_COLOR_BUFFER_BIT);
+ if AFRToggle then
+ DrawWorldStereo(Lag, rmLeftEye)
+ else
+ DrawWorldStereo(Lag, rmRightEye)
+ end
+ else if (cStereoMode = smHorizontal) or (cStereoMode = smVertical) then
+ begin
+ // create left fb
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framel);
+ glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
+ DrawWorldStereo(Lag, rmLeftEye);
+
+ // create right fb
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framer);
+ glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
+ DrawWorldStereo(0, rmRightEye);
+
+ // detatch drawing from fbs
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
+ SetScale(cDefaultZoomLevel);
+
+ // draw left frame
+ glBindTexture(GL_TEXTURE_2D, texl);
+ glBegin(GL_QUADS);
+ if cStereoMode = smHorizontal then
+ begin
+ glTexCoord2f(0.0, 0.0);
+ glVertex2d(cScreenWidth / -2, cScreenHeight);
+ glTexCoord2f(1.0, 0.0);
+ glVertex2d(0, cScreenHeight);
+ glTexCoord2f(1.0, 1.0);
+ glVertex2d(0, 0);
+ glTexCoord2f(0.0, 1.0);
+ glVertex2d(cScreenWidth / -2, 0);
+ end
+ else
+ begin
+ glTexCoord2f(0.0, 0.0);
+ glVertex2d(cScreenWidth / -2, cScreenHeight / 2);
+ glTexCoord2f(1.0, 0.0);
+ glVertex2d(cScreenWidth / 2, cScreenHeight / 2);
+ glTexCoord2f(1.0, 1.0);
+ glVertex2d(cScreenWidth / 2, 0);
+ glTexCoord2f(0.0, 1.0);
+ glVertex2d(cScreenWidth / -2, 0);
+ end;
+ glEnd();
+
+ // draw right frame
+ glBindTexture(GL_TEXTURE_2D, texr);
+ glBegin(GL_QUADS);
+ if cStereoMode = smHorizontal then
+ begin
+ glTexCoord2f(0.0, 0.0);
+ glVertex2d(0, cScreenHeight);
+ glTexCoord2f(1.0, 0.0);
+ glVertex2d(cScreenWidth / 2, cScreenHeight);
+ glTexCoord2f(1.0, 1.0);
+ glVertex2d(cScreenWidth / 2, 0);
+ glTexCoord2f(0.0, 1.0);
+ glVertex2d(0, 0);
+ end
+ else
+ begin
+ glTexCoord2f(0.0, 0.0);
+ glVertex2d(cScreenWidth / -2, cScreenHeight);
+ glTexCoord2f(1.0, 0.0);
+ glVertex2d(cScreenWidth / 2, cScreenHeight);
+ glTexCoord2f(1.0, 1.0);
+ glVertex2d(cScreenWidth / 2, cScreenHeight / 2);
+ glTexCoord2f(0.0, 1.0);
+ glVertex2d(cScreenWidth / -2, cScreenHeight / 2);
+ end;
+ glEnd();
+ SetScale(zoom);
+ end
+ else
+ begin
+ // clear scene
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
+ // draw left eye in red channel only
+ if cStereoMode = smGreenRed then
+ glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE)
+ else if cStereoMode = smBlueRed then
+ glColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_TRUE)
+ else if cStereoMode = smCyanRed then
+ glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE)
+ else
+ glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);
+ DrawWorldStereo(Lag, rmLeftEye);
+ // draw right eye in selected channel(s) only
+ if cStereoMode = smRedGreen then
+ glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE)
+ else if cStereoMode = smRedBlue then
+ glColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_TRUE)
+ else if cStereoMode = smRedCyan then
+ glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE)
+ else
+ glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);
+ DrawWorldStereo(Lag, rmRightEye);
+ end
+end;
+
+procedure ChangeDepth(rm: TRenderMode; d: GLfloat);
+begin
+ d:= d / 5;
+ if rm = rmDefault then exit
+ else if rm = rmLeftEye then d:= -d;
+ stereoDepth:= stereoDepth + d;
+ glMatrixMode(GL_PROJECTION);
+ glTranslatef(d, 0, 0);
+ glMatrixMode(GL_MODELVIEW)
+end;
+
+procedure ResetDepth(rm: TRenderMode);
+begin
+ if rm = rmDefault then exit;
+ glMatrixMode(GL_PROJECTION);
+ glTranslatef(-stereoDepth, 0, 0);
+ glMatrixMode(GL_MODELVIEW);
+ stereoDepth:= 0;
+end;
+
+procedure DrawWorldStereo(Lag: LongInt; RM: TRenderMode);
+var i, t: LongInt;
+ r: TSDL_Rect;
+ tdx, tdy: Double;
+ grp: TCapGroup;
+ s: string[15];
+ highlight: Boolean;
+ offset, offsetX, offsetY, screenBottom: LongInt;
+ VertexBuffer: array [0..3] of TVertex2f;
+begin
if (cReducedQuality and rqNoBackground) = 0 then
begin
// Offsets relative to camera - spare them to wimpier cpus, no bg or flakes for them anyway
@@ -577,7 +720,9 @@
HorizontOffset:= HorizontOffset + ((ScreenBottom-SkyOffset) div 20);
// background
+ ChangeDepth(RM, cStereo_Sky);
DrawRepeated(sprSky, sprSkyL, sprSkyR, (WorldDx + LAND_WIDTH div 2) * 3 div 8, SkyOffset);
+ ChangeDepth(RM, -cStereo_Horizon);
DrawRepeated(sprHorizont, sprHorizontL, sprHorizontR, (WorldDx + LAND_WIDTH div 2) * 3 div 5, HorizontOffset);
end;
@@ -586,11 +731,16 @@
if (cReducedQuality and rq2DWater) = 0 then
begin
// Waves
- DrawWater(255, SkyOffset);
+ DrawWater(255, SkyOffset);
+ ChangeDepth(RM, -cStereo_Water);
DrawWaves( 1, 0 - WorldDx div 32, - cWaveHeight + offsetY div 35, 64);
+ ChangeDepth(RM, -cStereo_Water);
DrawWaves( -1, 25 + WorldDx div 25, - cWaveHeight + offsetY div 38, 48);
+ ChangeDepth(RM, -cStereo_Water);
DrawWaves( 1, 75 - WorldDx div 19, - cWaveHeight + offsetY div 45, 32);
+ ChangeDepth(RM, -cStereo_Water);
DrawWaves(-1, 100 + WorldDx div 14, - cWaveHeight + offsetY div 70, 24);
+ ResetDepth(RM);
end
else
DrawWaves(-1, 100, - (cWaveHeight + (cWaveHeight shr 1)), 0);
@@ -630,16 +780,21 @@
DrawWater(cWaterOpacity, 0);
// Waves
+ ChangeDepth(RM, cStereo_Water);
DrawWaves( 1, 25 - WorldDx div 9, - cWaveHeight, 12);
if (cReducedQuality and rq2DWater) = 0 then
begin
//DrawWater(cWaterOpacity, - offsetY div 40);
+ ChangeDepth(RM, cStereo_Water);
DrawWaves(-1, 50 + WorldDx div 6, - cWaveHeight - offsetY div 40, 8);
DrawWater(cWaterOpacity, - offsetY div 20);
+ ChangeDepth(RM, cStereo_Water);
DrawWaves( 1, 75 - WorldDx div 4, - cWaveHeight - offsetY div 20, 2);
DrawWater(cWaterOpacity, - offsetY div 10);
+ ChangeDepth(RM, cStereo_Water);
DrawWaves( -1, 25 + WorldDx div 3, - cWaveHeight - offsetY div 10, 0);
+ ResetDepth(RM);
end
else
DrawWaves(-1, 50, - (cWaveHeight shr 1), 0);
@@ -874,58 +1029,63 @@
offsetX:= 10;
{$ENDIF}
offsetY:= cOffsetY;
-inc(Frames);
+if (RM = rmDefault) or (RM = rmRightEye) then
+begin
+ inc(Frames);
-if cShowFPS or (GameType = gmtDemo) then inc(CountTicks, Lag);
-if (GameType = gmtDemo) and (CountTicks >= 1000) then
- begin
- i:=GameTicks div 1000;
- t:= i mod 60;
- s:= inttostr(t);
- if t < 10 then s:= '0' + s;
- i:= i div 60;
- t:= i mod 60;
- s:= inttostr(t) + ':' + s;
- if t < 10 then s:= '0' + s;
- s:= inttostr(i div 60) + ':' + s;
-
- if timeTexture <> nil then
- FreeTexture(timeTexture);
- timeTexture:= nil;
-
- tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels);
- tmpSurface:= doSurfaceConversion(tmpSurface);
- timeTexture:= Surface2Tex(tmpSurface, false);
- SDL_FreeSurface(tmpSurface)
- end;
+ if cShowFPS or (GameType = gmtDemo) then
+ inc(CountTicks, Lag);
+ if (GameType = gmtDemo) and (CountTicks >= 1000) then
+ begin
+ i:=GameTicks div 1000;
+ t:= i mod 60;
+ s:= inttostr(t);
+ if t < 10 then s:= '0' + s;
+ i:= i div 60;
+ t:= i mod 60;
+ s:= inttostr(t) + ':' + s;
+ if t < 10 then s:= '0' + s;
+ s:= inttostr(i div 60) + ':' + s;
+
+ if timeTexture <> nil then
+ FreeTexture(timeTexture);
+ timeTexture:= nil;
+
+ tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels);
+ tmpSurface:= doSurfaceConversion(tmpSurface);
+ timeTexture:= Surface2Tex(tmpSurface, false);
+ SDL_FreeSurface(tmpSurface)
+ end;
-if timeTexture <> nil then
- DrawTexture((cScreenWidth shr 1) - 20 - timeTexture^.w - offsetY, offsetX + timeTexture^.h+5, timeTexture);
+ if timeTexture <> nil then
+ DrawTexture((cScreenWidth shr 1) - 20 - timeTexture^.w - offsetY, offsetX + timeTexture^.h+5, timeTexture);
-if cShowFPS then
- begin
- if CountTicks >= 1000 then
- begin
- FPS:= Frames;
- Frames:= 0;
- CountTicks:= 0;
- s:= inttostr(FPS) + ' fps';
- if fpsTexture <> nil then
- FreeTexture(fpsTexture);
- fpsTexture:= nil;
- tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels);
- tmpSurface:= doSurfaceConversion(tmpSurface);
- fpsTexture:= Surface2Tex(tmpSurface, false);
- SDL_FreeSurface(tmpSurface)
- end;
- if fpsTexture <> nil then
- DrawTexture((cScreenWidth shr 1) - 60 - offsetY, offsetX, fpsTexture);
- end;
+ if cShowFPS then
+ begin
+ if CountTicks >= 1000 then
+ begin
+ FPS:= Frames;
+ Frames:= 0;
+ CountTicks:= 0;
+ s:= inttostr(FPS) + ' fps';
+ if fpsTexture <> nil then
+ FreeTexture(fpsTexture);
+ fpsTexture:= nil;
+ tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels);
+ tmpSurface:= doSurfaceConversion(tmpSurface);
+ fpsTexture:= Surface2Tex(tmpSurface, false);
+ SDL_FreeSurface(tmpSurface)
+ end;
+ if fpsTexture <> nil then
+ DrawTexture((cScreenWidth shr 1) - 60 - offsetY, offsetX, fpsTexture);
+ end;
-if CountTicks >= 1000 then CountTicks:= 0;
+ if CountTicks >= 1000 then CountTicks:= 0;
-// lag warning (?)
-inc(SoundTimerTicks, Lag);
+ // lag warning (?)
+ inc(SoundTimerTicks, Lag);
+end;
+
if SoundTimerTicks >= 50 then
begin
SoundTimerTicks:= 0;