/* ** gl_anaglyph.cpp ** Color mask based stereoscopic 3D modes for GZDoom ** **--------------------------------------------------------------------------- ** Copyright 2015 Christopher Bruns ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** ** */ #include "gl_anaglyph.h" #include "gl/renderer/gl_renderer.h" #include "gl/renderer/gl_renderbuffers.h" namespace s3d { MaskAnaglyph::MaskAnaglyph(const ColorMask& leftColorMask, double ipdMeters) : leftEye(leftColorMask, ipdMeters), rightEye(leftColorMask.inverse(), ipdMeters) { eye_ptrs.Push(&leftEye); eye_ptrs.Push(&rightEye); } void MaskAnaglyph::Present() const { GLRenderer->mBuffers->BindOutputFB(); GLRenderer->ClearBorders(); gl_RenderState.SetColorMask(leftEye.GetColorMask().r, leftEye.GetColorMask().g, leftEye.GetColorMask().b, true); gl_RenderState.ApplyColorMask(); GLRenderer->mBuffers->BindEyeTexture(0, 0); GLRenderer->DrawPresentTexture(GLRenderer->mOutputLetterbox, true); gl_RenderState.SetColorMask(rightEye.GetColorMask().r, rightEye.GetColorMask().g, rightEye.GetColorMask().b, true); gl_RenderState.ApplyColorMask(); GLRenderer->mBuffers->BindEyeTexture(1, 0); GLRenderer->DrawPresentTexture(GLRenderer->mOutputLetterbox, true); gl_RenderState.ResetColorMask(); gl_RenderState.ApplyColorMask(); } /* static */ const GreenMagenta& GreenMagenta::getInstance(float ipd) { static GreenMagenta instance(ipd); return instance; } /* static */ const RedCyan& RedCyan::getInstance(float ipd) { static RedCyan instance(ipd); return instance; } /* static */ const AmberBlue& AmberBlue::getInstance(float ipd) { static AmberBlue instance(ipd); return instance; } } /* namespace s3d */