Merge branch 'feature-stereo'

This commit is contained in:
Valery Guskov 2016-04-04 23:29:53 +03:00
commit 3ed18bd7fe
7 changed files with 368 additions and 18 deletions

View File

@ -758,7 +758,13 @@ CL_CalcViewValues(void)
ops = ps; /* don't interpolate */
}
lerp = cl.lerpfrac;
if(cl_paused->value){
lerp = 1.0f;
}
else
{
lerp = cl.lerpfrac;
}
/* calculate the origin */
if ((cl_predict->value) && !(cl.frame.playerstate.pmove.pm_flags & PMF_NO_PREDICTION))

View File

@ -95,6 +95,11 @@ cvar_t *hand;
cvar_t *gender;
cvar_t *gender_auto;
cvar_t *cl_stereo;
cvar_t *cl_stereo_separation;
cvar_t *cl_stereo_convergence;
cvar_t *cl_vwep;
client_static_t cls;
@ -529,6 +534,10 @@ CL_InitLocal(void)
cl_paused = Cvar_Get("paused", "0", 0);
cl_timedemo = Cvar_Get("timedemo", "0", 0);
cl_stereo = Cvar_Get( "cl_stereo", "0", CVAR_ARCHIVE );
cl_stereo_separation = Cvar_Get( "cl_stereo_separation", "-0.4", CVAR_ARCHIVE );
cl_stereo_convergence = Cvar_Get( "cl_stereo_convergence", "1", CVAR_ARCHIVE );
rcon_client_password = Cvar_Get("rcon_password", "", 0);
rcon_address = Cvar_Get("rcon_address", "", 0);

View File

@ -492,7 +492,6 @@ SCR_DrawLoading(void)
return;
}
scr_draw_loading = false;
Draw_GetPicSize(&w, &h, "loading");
Draw_PicScaled((viddef.width - w * scale) / 2, (viddef.height - h * scale) / 2, "loading", scale);
}
@ -609,6 +608,9 @@ SCR_BeginLoadingPlaque(void)
}
SCR_UpdateScreen();
scr_draw_loading = false;
SCR_StopCinematic();
cls.disable_screen = Sys_Milliseconds();
cls.disable_servercount = cl.servercount;
@ -1441,9 +1443,18 @@ SCR_UpdateScreen(void)
return; /* not initialized yet */
}
separation[0] = 0;
separation[1] = 0;
numframes = 1;
if ( cl_stereo->value )
{
numframes = 2;
separation[0] = -cl_stereo_separation->value / 2;
separation[1] = +cl_stereo_separation->value / 2;
}
else
{
separation[0] = 0;
separation[1] = 0;
numframes = 1;
}
for (i = 0; i < numframes; i++)
{
@ -1454,8 +1465,14 @@ SCR_UpdateScreen(void)
/* loading plaque over black screen */
int w, h;
R_SetPalette(NULL);
scr_draw_loading = false;
if(i == 0){
R_SetPalette(NULL);
}
if(i == numframes - 1){
scr_draw_loading = false;
}
Draw_GetPicSize(&w, &h, "loading");
Draw_PicScaled((viddef.width - w * scale) / 2, (viddef.height - h * scale) / 2, "loading", scale);
}

View File

@ -31,11 +31,18 @@ int gun_frame;
struct model_s *gun_model;
cvar_t *crosshair;
cvar_t *crosshair_3d;
cvar_t *crosshair_3d_glow;
cvar_t *crosshair_3d_color;
cvar_t *crosshair_scale;
cvar_t *cl_testparticles;
cvar_t *cl_testentities;
cvar_t *cl_testlights;
cvar_t *cl_testblend;
cvar_t *crosshair_3d_glow_r;
cvar_t *crosshair_3d_glow_g;
cvar_t *crosshair_3d_glow_b;
cvar_t *cl_stats;
@ -53,6 +60,8 @@ lightstyle_t r_lightstyles[MAX_LIGHTSTYLES];
char cl_weaponmodels[MAX_CLIENTWEAPONMODELS][MAX_QPATH];
int num_cl_weaponmodels;
void V_Render3dCrosshair(void);
/*
* Specifies the model that will be used as the world
*/
@ -494,6 +503,9 @@ V_RenderView(float stereo_separation)
v_forward, etc. */
CL_AddEntities();
// before changing viewport we should trace the crosshair position
V_Render3dCrosshair();
if (cl_testparticles->value)
{
V_TestParticles();
@ -519,6 +531,7 @@ V_RenderView(float stereo_separation)
/* offset vieworg appropriately if
we're doing stereo separation */
if (stereo_separation != 0)
{
vec3_t tmp;
@ -572,7 +585,19 @@ V_RenderView(float stereo_separation)
qsort(cl.refdef.entities, cl.refdef.num_entities,
sizeof(cl.refdef.entities[0]), (int (*)(const void *, const void *))
entitycmpfnc);
}
} else if (cl.frame.valid && cl_paused->value && cl_stereo->value) {
// We need to adjust the refdef in stereo mode when paused.
vec3_t tmp;
CL_CalcViewValues();
VectorScale( cl.v_right, stereo_separation, tmp );
VectorAdd( cl.refdef.vieworg, tmp, cl.refdef.vieworg );
cl.refdef.vieworg[0] += 1.0/16;
cl.refdef.vieworg[1] += 1.0/16;
cl.refdef.vieworg[2] += 1.0/16;
cl.refdef.time = cl.time*0.001;
}
cl.refdef.x = scr_vrect.x;
cl.refdef.y = scr_vrect.y;
@ -602,6 +627,53 @@ V_RenderView(float stereo_separation)
SCR_DrawCrosshair();
}
void
V_Render3dCrosshair(void)
{
trace_t crosshair_trace;
vec3_t end;
vec_t *crosshair_pos;
crosshair_3d = Cvar_Get("crosshair_3d", "0", CVAR_ARCHIVE);
crosshair_3d_glow = Cvar_Get("crosshair_3d_glow", "0", CVAR_ARCHIVE);
if(crosshair_3d->value || crosshair_3d_glow->value){
VectorMA(cl.refdef.vieworg,8192,cl.v_forward,end);
crosshair_trace = CL_PMTrace(cl.refdef.vieworg, vec3_origin, vec3_origin, end);
if(crosshair_3d_glow->value){
crosshair_3d_glow_r = Cvar_Get("crosshair_3d_glow_r", "5", CVAR_ARCHIVE);
crosshair_3d_glow_g = Cvar_Get("crosshair_3d_glow_g", "1", CVAR_ARCHIVE);
crosshair_3d_glow_b = Cvar_Get("crosshair_3d_glow_b", "4", CVAR_ARCHIVE);
V_AddLight(
crosshair_trace.endpos,
crosshair_3d_glow->value,
crosshair_3d_glow_r->value,
crosshair_3d_glow_g->value,
crosshair_3d_glow_b->value
);
}
if(crosshair_3d->value){
entity_t crosshair_ent = {0};
crosshair_ent.origin[0] = crosshair_trace.endpos[0];
crosshair_ent.origin[1] = crosshair_trace.endpos[1];
crosshair_ent.origin[2] = crosshair_trace.endpos[2];
crosshair_ent.model = R_RegisterModel("models/crosshair/tris.md2");
//crosshair_ent.skin = R_RegisterSkin("models/crosshair/skin.pcx");
AngleVectors2(crosshair_trace.plane.normal, crosshair_ent.angles);
crosshair_ent.flags = RF_DEPTHHACK | RF_FULLBRIGHT | RF_NOSHADOW;
V_AddEntity(&crosshair_ent);
}
}
}
void
V_Viewpos_f(void)
{

View File

@ -248,6 +248,7 @@ extern client_static_t cls;
/* cvars */
extern cvar_t *cl_stereo_separation;
extern cvar_t *cl_stereo_convergence;
extern cvar_t *cl_stereo;
extern cvar_t *cl_gun;
extern cvar_t *cl_add_blend;
@ -506,5 +507,6 @@ void CL_KeyInventory (int key);
void CL_DrawInventory (void);
void CL_PredictMovement (void);
trace_t CL_PMTrace(vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end);
#endif

View File

@ -117,6 +117,23 @@ typedef enum
it_sky
} imagetype_t;
enum stereo_modes {
STEREO_MODE_NONE,
STEREO_MODE_OPENGL,
STEREO_MODE_ANAGLYPH,
STEREO_MODE_ROW_INTERLEAVED,
STEREO_MODE_COLUMN_INTERLEAVED,
STEREO_MODE_PIXEL_INTERLEAVED,
STEREO_SPLIT_HORIZONTAL,
STEREO_SPLIT_VERTICAL,
};
enum opengl_special_buffer_modes {
OPENGL_SPECIAL_BUFFER_MODE_NONE,
OPENGL_SPECIAL_BUFFER_MODE_STEREO,
OPENGL_SPECIAL_BUFFER_MODE_STENCIL,
};
typedef struct image_s
{
char name[MAX_QPATH]; /* game path, including extension */
@ -382,7 +399,7 @@ typedef struct
int currenttmu;
float camera_separation;
qboolean stereo_enabled;
enum stereo_modes stereo_mode;
qboolean hwgamma;

View File

@ -142,6 +142,11 @@ cvar_t *gl_msaa_samples;
cvar_t *vid_fullscreen;
cvar_t *vid_gamma;
cvar_t *cl_stereo;
cvar_t *cl_stereo_separation;
cvar_t *cl_stereo_anaglyph_colors;
cvar_t *cl_stereo_convergence;
/*
* Returns true if the box is completely outside the frustom
*/
@ -467,7 +472,10 @@ R_DrawParticles2(int num_particles, const particle_t particles[],
void
R_DrawParticles(void)
{
if (gl_ext_pointparameters->value && qglPointParameterfEXT)
qboolean stereo_split_tb = ((gl_state.stereo_mode == STEREO_SPLIT_VERTICAL) && gl_state.camera_separation);
qboolean stereo_split_lr = ((gl_state.stereo_mode == STEREO_SPLIT_HORIZONTAL) && gl_state.camera_separation);
if (gl_ext_pointparameters->value && qglPointParameterfEXT && !(stereo_split_tb || stereo_split_lr))
{
int i;
unsigned char color[4];
@ -678,8 +686,8 @@ R_MYgluPerspective(GLdouble fovy, GLdouble aspect,
xmin = ymin * aspect;
xmax = ymax * aspect;
xmin += -(2 * gl_state.camera_separation) / zNear;
xmax += -(2 * gl_state.camera_separation) / zNear;
xmin += - cl_stereo_convergence->value * (2 * gl_state.camera_separation) / zNear;
xmax += - cl_stereo_convergence->value * (2 * gl_state.camera_separation) / zNear;
glFrustum(xmin, xmax, ymin, ymax, zNear, zFar);
}
@ -700,6 +708,20 @@ R_SetupGL(void)
w = x2 - x;
h = y - y2;
qboolean drawing_left_eye = gl_state.camera_separation < 0;
qboolean stereo_split_tb = ((gl_state.stereo_mode == STEREO_SPLIT_VERTICAL) && gl_state.camera_separation);
qboolean stereo_split_lr = ((gl_state.stereo_mode == STEREO_SPLIT_HORIZONTAL) && gl_state.camera_separation);
if(stereo_split_lr) {
w = w / 2;
x = drawing_left_eye ? (x / 2) : (x + vid.width) / 2;
}
if(stereo_split_tb) {
h = h / 2;
y2 = drawing_left_eye ? (y2 + vid.height) / 2 : (y2 / 2);
}
glViewport(x, y2, w, h);
/* set up projection matrix */
@ -749,13 +771,20 @@ R_SetupGL(void)
void
R_Clear(void)
{
// Check whether the stencil buffer needs clearing, and do so if need be.
GLbitfield stencilFlags = 0;
if (gl_state.stereo_mode >= STEREO_MODE_ROW_INTERLEAVED && gl_state.stereo_mode <= STEREO_MODE_PIXEL_INTERLEAVED) {
glClearStencil(0);
stencilFlags |= GL_STENCIL_BUFFER_BIT;
}
if (gl_ztrick->value)
{
static int trickframe;
if (gl_clear->value)
{
glClear(GL_COLOR_BUFFER_BIT);
glClear(GL_COLOR_BUFFER_BIT | stencilFlags);
}
trickframe++;
@ -777,11 +806,11 @@ R_Clear(void)
{
if (gl_clear->value)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClear(GL_COLOR_BUFFER_BIT | stencilFlags | GL_DEPTH_BUFFER_BIT);
}
else
{
glClear(GL_DEPTH_BUFFER_BIT);
glClear(GL_DEPTH_BUFFER_BIT | stencilFlags);
}
gldepthmin = 0;
@ -823,6 +852,113 @@ R_Flash(void)
void
R_RenderView(refdef_t *fd)
{
if ((gl_state.stereo_mode != STEREO_MODE_NONE) && gl_state.camera_separation) {
qboolean drawing_left_eye = gl_state.camera_separation < 0;
switch (gl_state.stereo_mode) {
case STEREO_MODE_ANAGLYPH:
{
// Work out the colour for each eye.
int anaglyph_colours[] = { 0x4, 0x3 }; // Left = red, right = cyan.
if (strlen(cl_stereo_anaglyph_colors->string) == 2) {
int eye, colour, missing_bits;
// Decode the colour name from its character.
for (eye = 0; eye < 2; ++eye) {
colour = 0;
switch (toupper(cl_stereo_anaglyph_colors->string[eye])) {
case 'B': ++colour; // 001 Blue
case 'G': ++colour; // 010 Green
case 'C': ++colour; // 011 Cyan
case 'R': ++colour; // 100 Red
case 'M': ++colour; // 101 Magenta
case 'Y': ++colour; // 110 Yellow
anaglyph_colours[eye] = colour;
break;
}
}
// Fill in any missing bits.
missing_bits = ~(anaglyph_colours[0] | anaglyph_colours[1]) & 0x3;
for (eye = 0; eye < 2; ++eye) {
anaglyph_colours[eye] |= missing_bits;
}
}
// Set the current colour.
glColorMask(
!!(anaglyph_colours[drawing_left_eye] & 0x4),
!!(anaglyph_colours[drawing_left_eye] & 0x2),
!!(anaglyph_colours[drawing_left_eye] & 0x1),
GL_TRUE
);
}
break;
case STEREO_MODE_ROW_INTERLEAVED:
case STEREO_MODE_COLUMN_INTERLEAVED:
case STEREO_MODE_PIXEL_INTERLEAVED:
{
qboolean flip_eyes = true;
int client_x, client_y;
//GLimp_GetClientAreaOffset(&client_x, &client_y);
client_x = 0;
client_y = 0;
R_SetGL2D();
glEnable(GL_STENCIL_TEST);
glStencilMask(GL_TRUE);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glStencilOp(GL_REPLACE, GL_KEEP, GL_KEEP);
glStencilFunc(GL_NEVER, 0, 1);
glBegin(GL_QUADS);
{
glVertex2i(0, 0);
glVertex2i(vid.width, 0);
glVertex2i(vid.width, vid.height);
glVertex2i(0, vid.height);
}
glEnd();
glStencilOp(GL_INVERT, GL_KEEP, GL_KEEP);
glStencilFunc(GL_NEVER, 1, 1);
glBegin(GL_LINES);
{
if (gl_state.stereo_mode == STEREO_MODE_ROW_INTERLEAVED || gl_state.stereo_mode == STEREO_MODE_PIXEL_INTERLEAVED) {
int y;
for (y = 0; y <= vid.height; y += 2) {
glVertex2f(0, y - 0.5f);
glVertex2f(vid.width, y - 0.5f);
}
flip_eyes ^= (client_y & 1);
}
if (gl_state.stereo_mode == STEREO_MODE_COLUMN_INTERLEAVED || gl_state.stereo_mode == STEREO_MODE_PIXEL_INTERLEAVED) {
int x;
for (x = 0; x <= vid.width; x += 2) {
glVertex2f(x - 0.5f, 0);
glVertex2f(x - 0.5f, vid.height);
}
flip_eyes ^= (client_x & 1);
}
}
glEnd();
glStencilMask(GL_FALSE);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glStencilFunc(GL_EQUAL, drawing_left_eye ^ flip_eyes, 1);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
}
break;
}
}
if (gl_norefresh->value)
{
return;
@ -874,13 +1010,44 @@ R_RenderView(refdef_t *fd)
c_brush_polys, c_alias_polys, c_visible_textures,
c_visible_lightmaps);
}
switch (gl_state.stereo_mode) {
case STEREO_MODE_ANAGLYPH:
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
break;
case STEREO_MODE_ROW_INTERLEAVED:
case STEREO_MODE_COLUMN_INTERLEAVED:
case STEREO_MODE_PIXEL_INTERLEAVED:
glDisable(GL_STENCIL_TEST);
break;
}
}
void
R_SetGL2D(void)
{
int x, w, y, h;
/* set 2D virtual screen size */
glViewport(0, 0, vid.width, vid.height);
qboolean drawing_left_eye = gl_state.camera_separation < 0;
qboolean stereo_split_tb = ((gl_state.stereo_mode == STEREO_SPLIT_VERTICAL) && gl_state.camera_separation);
qboolean stereo_split_lr = ((gl_state.stereo_mode == STEREO_SPLIT_HORIZONTAL) && gl_state.camera_separation);
x = 0;
w = vid.width;
y = 0;
h = vid.height;
if(stereo_split_lr) {
w = w / 2;
x = drawing_left_eye ? 0 : w;
}
if(stereo_split_tb) {
h = h / 2;
y = drawing_left_eye ? h : 0;
}
glViewport(x, y, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, vid.width, vid.height, 0, -99999, 99999);
@ -893,6 +1060,23 @@ R_SetGL2D(void)
glColor4f(1, 1, 1, 1);
}
enum opengl_special_buffer_modes GL_GetSpecialBufferModeForStereoMode(enum stereo_modes stereo_mode) {
switch (stereo_mode) {
case STEREO_MODE_NONE:
case STEREO_SPLIT_HORIZONTAL:
case STEREO_SPLIT_VERTICAL:
case STEREO_MODE_ANAGLYPH:
return OPENGL_SPECIAL_BUFFER_MODE_NONE;
case STEREO_MODE_OPENGL:
return OPENGL_SPECIAL_BUFFER_MODE_STEREO;
case STEREO_MODE_ROW_INTERLEAVED:
case STEREO_MODE_COLUMN_INTERLEAVED:
case STEREO_MODE_PIXEL_INTERLEAVED:
return OPENGL_SPECIAL_BUFFER_MODE_STENCIL;
}
return OPENGL_SPECIAL_BUFFER_MODE_NONE;
}
void
R_SetLightLevel(void)
{
@ -1018,6 +1202,12 @@ R_Register(void)
gl_retexturing = Cvar_Get("gl_retexturing", "1", CVAR_ARCHIVE);
cl_stereo = Cvar_Get( "cl_stereo", "0", CVAR_ARCHIVE );
cl_stereo_separation = Cvar_Get( "cl_stereo_separation", "-0.4", CVAR_ARCHIVE );
cl_stereo_anaglyph_colors = Cvar_Get( "cl_stereo_anaglyph_colors", "rc", CVAR_ARCHIVE );
cl_stereo_convergence = Cvar_Get( "cl_stereo_convergence", "1", CVAR_ARCHIVE );
Cmd_AddCommand("imagelist", R_ImageList_f);
Cmd_AddCommand("screenshot", R_ScreenShot);
Cmd_AddCommand("modellist", Mod_Modellist_f);
@ -1128,6 +1318,7 @@ R_Init(void *hinstance, void *hWnd)
/* set our "safe" mode */
gl_state.prev_mode = 4;
gl_state.stereo_mode = cl_stereo->value;
/* create the window and set up the context */
if (!R_SetMode())
@ -1344,6 +1535,21 @@ R_BeginFrame(float camera_separation)
vid_fullscreen->modified = true;
}
// force a vid_restart if cl_stereo has been modified.
if ( gl_state.stereo_mode != cl_stereo->value ) {
// If we've gone from one mode to another with the same special buffer requirements there's no need to restart.
if ( GL_GetSpecialBufferModeForStereoMode( gl_state.stereo_mode ) == GL_GetSpecialBufferModeForStereoMode( cl_stereo->value ) ) {
gl_state.stereo_mode = cl_stereo->value;
}
else
{
VID_Printf(PRINT_ALL, "stereo supermode changed, restarting video!\n");
cvar_t *ref;
ref = Cvar_Get("vid_fullscreen", "0", CVAR_ARCHIVE);
ref->modified = true;
}
}
if (vid_gamma->modified)
{
vid_gamma->modified = false;
@ -1355,7 +1561,28 @@ R_BeginFrame(float camera_separation)
}
/* go into 2D mode */
glViewport(0, 0, vid.width, vid.height);
int x, w, y, h;
qboolean drawing_left_eye = gl_state.camera_separation < 0;
qboolean stereo_split_tb = ((gl_state.stereo_mode == STEREO_SPLIT_VERTICAL) && gl_state.camera_separation);
qboolean stereo_split_lr = ((gl_state.stereo_mode == STEREO_SPLIT_HORIZONTAL) && gl_state.camera_separation);
x = 0;
w = vid.width;
y = 0;
h = vid.height;
if(stereo_split_lr) {
w = w / 2;
x = drawing_left_eye ? 0 : w;
}
if(stereo_split_tb) {
h = h / 2;
y = drawing_left_eye ? h : 0;
}
glViewport(x, y, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, vid.width, vid.height, 0, -99999, 99999);
@ -1372,7 +1599,7 @@ R_BeginFrame(float camera_separation)
{
gl_drawbuffer->modified = false;
if ((gl_state.camera_separation == 0) || !gl_state.stereo_enabled)
if ((gl_state.camera_separation == 0) || gl_state.stereo_mode != STEREO_MODE_OPENGL)
{
if (Q_stricmp(gl_drawbuffer->string, "GL_FRONT") == 0)
{