Tweek the stereo settings: allow negative eye separation.
[blender.git] / source / gameengine / Rasterizer / RAS_OpenGLRasterizer / RAS_OpenGLRasterizer.cpp
index 803ccbc2b63cc47d31ae7baa855e58e56037fb1e..78666b6936d59700e840a354d7ba6f27001733ab 100644 (file)
@@ -28,6 +28,9 @@
  *
  * ***** END GPL/BL DUAL LICENSE BLOCK *****
  */
+#include <math.h>
 #include "RAS_OpenGLRasterizer.h"
 
 #ifdef HAVE_CONFIG_H
 
 #include "RAS_GLExtensionManager.h"
 
+/**
+ *  32x32 bit masks for vinterlace stereo mode
+ */
+static GLuint left_eye_vinterlace_mask[32];
+static GLuint right_eye_vinterlace_mask[32];
+
+/**
+ *  32x32 bit masks for hinterlace stereo mode.
+ *  Left eye = &hinterlace_mask[0]
+ *  Right eye = &hinterlace_mask[1]
+ */
+static GLuint hinterlace_mask[33];
 
 RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas)
        :RAS_IRasterizer(canvas),
@@ -58,12 +73,22 @@ RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas)
        m_time(0.0),
        m_stereomode(RAS_STEREO_NOSTEREO),
        m_curreye(RAS_STEREO_LEFTEYE),
-       m_eyeseparation(-1.0f),
-       m_focallength(-1.0f),
+       m_eyeseparation(0.0),
+       m_seteyesep(false),
+       m_focallength(0.0),
+       m_setfocallength(false),
        m_noOfScanlines(32),
        m_materialCachingInfo(0)
 {
        m_viewmatrix.Identity();
+       
+       for (int i = 0; i < 32; i++)
+       {
+               left_eye_vinterlace_mask[i] = 0x55555555;
+               right_eye_vinterlace_mask[i] = 0xAAAAAAAA;
+               hinterlace_mask[i] = (i&1)*0xFFFFFFFF;
+       }
+       hinterlace_mask[32] = 0;
 }
 
 
@@ -461,8 +486,6 @@ void RAS_OpenGLRasterizer::SetEye(StereoEye eye)
                        if (m_curreye == RAS_STEREO_LEFTEYE)
                        {
                                glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_FALSE);
-                               m_2DCanvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER);
-                               glColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_FALSE);
                        } else {
                                //glAccum(GL_LOAD, 1.0);
                                glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE);
@@ -471,26 +494,16 @@ void RAS_OpenGLRasterizer::SetEye(StereoEye eye)
                        break;
                case RAS_STEREO_VINTERLACE:
                {
-                       GLuint pat[32];
-                       const unsigned char mask = 0x55;  // 01010101
-                       memset(pat, m_curreye == RAS_STEREO_RIGHTEYE?~mask:mask, sizeof(pat));
                        glEnable(GL_POLYGON_STIPPLE);
-                       glPolygonStipple((const GLubyte*) pat);
+                       glPolygonStipple((const GLubyte*) ((m_curreye == RAS_STEREO_LEFTEYE) ? left_eye_vinterlace_mask : right_eye_vinterlace_mask));
                        if (m_curreye == RAS_STEREO_RIGHTEYE)
                                ClearDepthBuffer();
                        break;
                }
                case RAS_STEREO_INTERLACED:
                {
-                       GLuint pat[32];
-                       GLuint mask = m_curreye == RAS_STEREO_LEFTEYE?~0:0;
-                       for (int y = 0; y < 32; y+=2)
-                       {
-                               pat[y] = mask;
-                               pat[y+1] = ~mask;
-                       }
                        glEnable(GL_POLYGON_STIPPLE);
-                       glPolygonStipple((const GLubyte*) pat);
+                       glPolygonStipple((const GLubyte*) &hinterlace_mask[m_curreye == RAS_STEREO_LEFTEYE?0:1]);
                        if (m_curreye == RAS_STEREO_RIGHTEYE)
                                ClearDepthBuffer();
                        break;
@@ -509,6 +522,7 @@ RAS_IRasterizer::StereoEye RAS_OpenGLRasterizer::GetEye()
 void RAS_OpenGLRasterizer::SetEyeSeparation(float eyeseparation)
 {
        m_eyeseparation = eyeseparation;
+       m_seteyesep = true;
 }
 
 float RAS_OpenGLRasterizer::GetEyeSeparation()
@@ -519,6 +533,7 @@ float RAS_OpenGLRasterizer::GetEyeSeparation()
 void RAS_OpenGLRasterizer::SetFocalLength(float focallength)
 {
        m_focallength = focallength;
+       m_setfocallength = true;
 }
 
 float RAS_OpenGLRasterizer::GetFocalLength()
@@ -1159,9 +1174,9 @@ MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix(
        {
                        float near_div_focallength;
                        // next 2 params should be specified on command line and in Blender publisher
-                       if (m_focallength < 0.0f)
+                       if (!m_setfocallength)
                                m_focallength = 1.5 * right;  // derived from example
-                       if (m_eyeseparation < 0.0f)
+                       if (!m_seteyesep)
                                m_eyeseparation = 0.18 * right;  // just a guess...
 
                        near_div_focallength = frustnear / m_focallength;