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Refactor stereo3d classes to use TArray instead of std::vector.
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parent
5b7f9b04cd
commit
95f4134630
4 changed files with 16 additions and 19 deletions
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@ -816,19 +816,19 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
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float viewShift[3];
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const s3d::Stereo3DMode& stereo3dMode = s3d::Stereo3DMode::getCurrentMode();
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stereo3dMode.SetUp();
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s3d::Stereo3DMode::const_iterator eye;
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for (eye = stereo3dMode.begin(); eye != stereo3dMode.end(); ++eye)
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for (int eye_ix = 0; eye_ix < stereo3dMode.eye_count(); ++eye_ix)
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{
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(*eye)->SetUp();
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const s3d::EyePose * eye = stereo3dMode.getEyePose(eye_ix);
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eye->SetUp();
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// TODO: stereo specific viewport - needed when implementing side-by-side modes etc.
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SetViewport(bounds);
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mCurrentFoV = fov;
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// Stereo mode specific perspective projection
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SetProjection( (*eye)->GetProjection(fov, ratio, fovratio) );
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SetProjection( eye->GetProjection(fov, ratio, fovratio) );
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// SetProjection(fov, ratio, fovratio); // switch to perspective mode and set up clipper
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SetViewAngle(viewangle);
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// Stereo mode specific viewpoint adjustment - temporarily shifts global viewx, viewy, viewz
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(*eye)->GetViewShift(GLRenderer->mAngles.Yaw, viewShift);
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eye->GetViewShift(GLRenderer->mAngles.Yaw, viewShift);
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s3d::ScopedViewShifter viewShifter(viewShift);
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SetViewMatrix(viewx, viewy, viewz, false, false);
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gl_RenderState.ApplyMatrices();
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@ -839,7 +839,7 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
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ProcessScene(toscreen);
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EndDrawScene(viewsector);
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(*eye)->TearDown();
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eye->TearDown();
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}
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stereo3dMode.TearDown();
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@ -40,8 +40,8 @@ namespace s3d {
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MaskAnaglyph::MaskAnaglyph(const ColorMask& leftColorMask, double ipdMeters)
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: leftEye(leftColorMask, ipdMeters), rightEye(leftColorMask.inverse(), ipdMeters)
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{
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eye_ptrs.push_back(&leftEye);
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eye_ptrs.push_back(&rightEye);
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eye_ptrs.Push(&leftEye);
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eye_ptrs.Push(&rightEye);
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}
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@ -36,8 +36,8 @@
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#ifndef GL_STEREO3D_H_
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#define GL_STEREO3D_H_
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#include <vector>
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#include <cstring> // needed for memcpy on linux, which is needed by VSMatrix copy ctor
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#include "tarray.h"
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#include "gl/data/gl_matrix.h"
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@ -72,23 +72,20 @@ public:
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class Stereo3DMode
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{
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public:
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/* const_iterator cycles through the various eye viewpoints */
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typedef std::vector<const EyePose *>::const_iterator const_iterator;
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/* static methods for managing the selected stereoscopic view state */
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static const Stereo3DMode& getCurrentMode();
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Stereo3DMode();
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virtual ~Stereo3DMode();
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/* const_iterator cycles through the various eye viewpoints */
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virtual const_iterator begin() const { return eye_ptrs.begin(); }
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virtual const_iterator end() const { return eye_ptrs.end(); }
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virtual int eye_count() const { return eye_ptrs.Size(); }
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virtual const EyePose * getEyePose(int ix) const { return eye_ptrs(ix); }
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/* hooks for setup and cleanup operations for each stereo mode */
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virtual void SetUp() const {};
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virtual void TearDown() const {};
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protected:
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std::vector<const EyePose *> eye_ptrs;
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TArray<const EyePose *> eye_ptrs;
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private:
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static Stereo3DMode const * currentStereo3DMode;
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@ -105,7 +102,7 @@ public:
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static const MonoView& getInstance();
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protected:
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MonoView() { eye_ptrs.push_back(¢ralEye); }
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MonoView() { eye_ptrs.Push(¢ralEye); }
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EyePose centralEye;
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};
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@ -80,7 +80,7 @@ class LeftEyeView : public Stereo3DMode
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public:
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static const LeftEyeView& getInstance(FLOATTYPE ipd);
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LeftEyeView(FLOATTYPE ipd) : eye(ipd) { eye_ptrs.push_back(&eye); }
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LeftEyeView(FLOATTYPE ipd) : eye(ipd) { eye_ptrs.Push(&eye); }
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FLOATTYPE getIpd() const { return eye.getIpd(); }
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void setIpd(FLOATTYPE ipd) { eye.setIpd(ipd); }
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protected:
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@ -93,7 +93,7 @@ class RightEyeView : public Stereo3DMode
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public:
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static const RightEyeView& getInstance(FLOATTYPE ipd);
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RightEyeView(FLOATTYPE ipd) : eye(ipd) { eye_ptrs.push_back(&eye); }
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RightEyeView(FLOATTYPE ipd) : eye(ipd) { eye_ptrs.Push(&eye); }
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FLOATTYPE getIpd() const { return eye.getIpd(); }
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void setIpd(FLOATTYPE ipd) { eye.setIpd(ipd); }
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protected:
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