# HG changeset patch # User koda # Date 1280744646 -7200 # Node ID bbec1275e46f17809125218d38d49796bfb2cc53 # Parent c247dee9e1c0cbf1754b8bbf41cc935cfa0d86f0 these were removed by mistake diff -r c247dee9e1c0 -r bbec1275e46f hedgewars/uStore.pas --- 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} diff -r c247dee9e1c0 -r bbec1275e46f hedgewars/uWorld.pas --- 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;