--- a/hedgewars/uStore.pas Fri Jul 30 18:20:42 2010 +0200
+++ b/hedgewars/uStore.pas Fri Jul 30 19:56:28 2010 +0200
@@ -39,7 +39,9 @@
rotationQt: GLfloat;
wScreen: LongInt;
hScreen: LongInt;
-
+ framel, framer, depthl, depthr: GLuint;
+ texl, texr: GLuint;
+
procedure initModule;
procedure freeModule;
@@ -802,6 +804,15 @@
SDL_FreeSurface(MissionIcons);
FreeTexture(ropeIconTex);
FreeTexture(HHTexture);
+ if isStereoEnabled then
+ begin
+ glDeleteTextures(1, @texl);
+ glDeleteRenderbuffersEXT(1, @depthl);
+ glDeleteFramebuffersEXT(1, @framel);
+ glDeleteTextures(1, @texr);
+ glDeleteRenderbuffersEXT(1, @depthr);
+ glDeleteFramebuffersEXT(1, @framer)
+ end
end;
@@ -1171,7 +1182,9 @@
{$ENDIF}
end;
-{$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
@@ -1179,8 +1192,43 @@
else if StrPos(Str2PChar(vendor), Str2PChar('ati')) <> nil then
cGPUVendor:= gvIntel;
//SupportNPOTT:= glLoadExtension('GL_ARB_texture_non_power_of_two');
-{$ELSE}
- cGPUVendor:= gvApple;
+
+ if isStereoEnabled then
+ begin
+ // prepare left and right frame buffers and associated textures
+ glLoadExtension('GL_EXT_framebuffer_object');
+
+ // left
+ glGenFramebuffersEXT(1, @framel);
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framel);
+ glGenRenderbuffersEXT(1, @depthl);
+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depthl);
+ glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, cScreenWidth, cScreenHeight);
+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depthl);
+ glGenTextures(1, @texl);
+ glBindTexture(GL_TEXTURE_2D, texl);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, cScreenWidth, cScreenHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nil);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, texl, 0);
+
+ // right
+ glGenFramebuffersEXT(1, @framer);
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framer);
+ glGenRenderbuffersEXT(1, @depthr);
+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depthr);
+ glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, cScreenWidth, cScreenHeight);
+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depthr);
+ glGenTextures(1, @texr);
+ glBindTexture(GL_TEXTURE_2D, texr);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, cScreenWidth, cScreenHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nil);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, texr, 0);
+
+ // reset
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
+ end;
{$ENDIF}
{$IFDEF DEBUGFILE}