diff -r 617d00c850b0 -r fd8c22a358de hedgewars/uWorld.pas --- a/hedgewars/uWorld.pas Fri Jul 30 13:07:46 2010 +0200 +++ b/hedgewars/uWorld.pas Fri Jul 30 13:36:03 2010 +0200 @@ -73,6 +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; @@ -566,21 +571,30 @@ 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(2.0); + 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); @@ -593,6 +607,8 @@ 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); @@ -605,47 +621,44 @@ 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; - const cStereo_Sky = 0.0750; - cStereo_Horizon = 0.0250; - cStereo_Water = 0.0125; - var stereoDepth: GLfloat = 0; - - 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 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 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 +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 @@ -657,9 +670,9 @@ HorizontOffset:= HorizontOffset + ((ScreenBottom-SkyOffset) div 20); // background -ChangeDepth(RM, cStereo_Sky); + ChangeDepth(RM, cStereo_Sky); DrawRepeated(sprSky, sprSkyL, sprSkyR, (WorldDx + LAND_WIDTH div 2) * 3 div 8, SkyOffset); -ChangeDepth(RM, -cStereo_Horizon); + ChangeDepth(RM, -cStereo_Horizon); DrawRepeated(sprHorizont, sprHorizontL, sprHorizontR, (WorldDx + LAND_WIDTH div 2) * 3 div 5, HorizontOffset); end; @@ -669,15 +682,15 @@ begin // Waves DrawWater(255, SkyOffset); -ChangeDepth(RM, -cStereo_Water); + ChangeDepth(RM, -cStereo_Water); DrawWaves( 1, 0 - WorldDx div 32, - cWaveHeight + offsetY div 35, 64); -ChangeDepth(RM, -cStereo_Water); + ChangeDepth(RM, -cStereo_Water); DrawWaves( -1, 25 + WorldDx div 25, - cWaveHeight + offsetY div 38, 48); -ChangeDepth(RM, -cStereo_Water); + ChangeDepth(RM, -cStereo_Water); DrawWaves( 1, 75 - WorldDx div 19, - cWaveHeight + offsetY div 45, 32); -ChangeDepth(RM, -cStereo_Water); + ChangeDepth(RM, -cStereo_Water); DrawWaves(-1, 100 + WorldDx div 14, - cWaveHeight + offsetY div 70, 24); -ResetDepth(RM); + ResetDepth(RM); end else DrawWaves(-1, 100, - (cWaveHeight + (cWaveHeight shr 1)), 0); @@ -717,21 +730,21 @@ DrawWater(cWaterOpacity, 0); // Waves -ChangeDepth(RM, cStereo_Water); + 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); + ChangeDepth(RM, cStereo_Water); DrawWaves(-1, 50 + WorldDx div 6, - cWaveHeight - offsetY div 40, 8); DrawWater(cWaterOpacity, - offsetY div 20); -ChangeDepth(RM, cStereo_Water); + ChangeDepth(RM, cStereo_Water); DrawWaves( 1, 75 - WorldDx div 4, - cWaveHeight - offsetY div 20, 2); DrawWater(cWaterOpacity, - offsetY div 10); -ChangeDepth(RM, cStereo_Water); + ChangeDepth(RM, cStereo_Water); DrawWaves( -1, 25 + WorldDx div 3, - cWaveHeight - offsetY div 10, 0); -ResetDepth(RM); + ResetDepth(RM); end else DrawWaves(-1, 50, - (cWaveHeight shr 1), 0); @@ -956,60 +969,63 @@ offsetX:= 10; {$ENDIF} offsetY:= cOffsetY; + +// don't increment fps when drawing the right frame if (RM = rmDefault) or (RM = rmLeftEye) then begin -inc(Frames); + 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