--- a/hedgewars/uStore.pas Sat Jul 31 10:53:54 2010 +0200
+++ b/hedgewars/uStore.pas Mon Aug 02 12:24:06 2010 +0200
@@ -39,7 +39,9 @@
rotationQt: GLfloat;
wScreen: LongInt;
hScreen: LongInt;
-
+ framel, framer, depthl, depthr: GLuint;
+ texl, texr: GLuint;
+
procedure initModule;
procedure freeModule;
@@ -801,6 +803,15 @@
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;
@@ -1170,7 +1181,9 @@
{$ENDIF}
end;
-{$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
@@ -1178,8 +1191,43 @@
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}
--- a/hedgewars/uWorld.pas Sat Jul 31 10:53:54 2010 +0200
+++ b/hedgewars/uWorld.pas Mon Aug 02 12:24:06 2010 +0200
@@ -22,6 +22,7 @@
interface
uses SDLh, uGears, uConsts, uFloat, uRandom;
+type TRenderMode = (rmDefault, rmLeftEye, rmRightEye);
var FollowGear: PGear;
WindBarWidth: LongInt;
@@ -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;
@@ -528,14 +535,7 @@
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;
+var cc: array[0..3] of GLfloat;
begin
if not isPaused then
begin
@@ -564,6 +564,101 @@
if not isPaused then
MoveCamera;
+ if not isStereoEnabled then
+ begin
+ glClear(GL_COLOR_BUFFER_BIT);
+ DrawWorldStereo(Lag, rmDefault)
+ end
+ else
+ 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);
+ glGetFloatv(GL_COLOR_CLEAR_VALUE, @cc);
+ glClearColor(0, 0, 0, 0);
+ glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
+ glClearColor(cc[0], cc[1], cc[2], cc[3]);
+ SetScale(cDefaultZoomLevel);
+
+ // enable gl stuff
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_ONE, GL_ONE);
+
+ // draw left frame
+ glBindTexture(GL_TEXTURE_2D, texl);
+ glColor3f(0.0, 1.0, 1.0);
+ glBegin(GL_QUADS);
+ 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, 0);
+ glTexCoord2f(0.0, 1.0);
+ glVertex2d(cScreenWidth / -2, 0);
+ glEnd();
+
+ // draw right frame
+ glBindTexture(GL_TEXTURE_2D, texr);
+ glColor3f(1.0, 0.0, 0.0);
+ glBegin(GL_QUADS);
+ 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, 0);
+ glTexCoord2f(0.0, 1.0);
+ glVertex2d(cScreenWidth / -2, 0);
+ glEnd();
+
+ // reset
+ glColor3f(1.0, 1.0, 1.0);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ SetScale(zoom);
+ end
+end;
+
+procedure ChangeDepth(rm: TRenderMode; d: GLfloat);
+begin
+ if rm = rmDefault then exit
+ else if rm = rmRightEye 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;
+ scale: GLfloat;
+ 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
@@ -874,58 +969,65 @@
offsetX:= 10;
{$ENDIF}
offsetY:= cOffsetY;
-inc(Frames);
+
+// don't increment fps when drawing the right frame
+if (RM = rmDefault) or (RM = rmLeftEye) 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 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;
+ 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;
+ 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;