Show weapon at full width in SideBySideFull 3D mode.

(cherry picked from commit c42e98c0042937adc05c1f1569d909d58a5b8ffb)
This commit is contained in:
Christopher Bruns 2016-09-19 20:06:52 -04:00 committed by Christoph Oelckers
parent 7b8847c6be
commit a5c27af59b
4 changed files with 17 additions and 1 deletions

View file

@ -660,6 +660,9 @@ void FGLRenderer::EndDrawScene(sector_t * viewsector)
framebuffer->Begin2D(false);
Reset3DViewport();
s3d::Stereo3DMode::getCurrentMode().AdjustPlayerSprites();
// [BB] Only draw the sprites if we didn't render a HUD model before.
if ( renderHUDModel == false )
{
@ -820,7 +823,7 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
clipper.SafeAddClipRangeRealAngles(ViewAngle.BAMs() + a1, ViewAngle.BAMs() - a1);
ProcessScene(toscreen);
if (mainview && toscreen) EndDrawScene(lviewsector); // do not call this for camera textures.
if (mainview && toscreen) EndDrawScene(lviewsector); // do not call this for camera textures.
if (mainview && FGLRenderBuffers::IsEnabled())
{
mBuffers->BlitSceneToTexture();

View file

@ -98,4 +98,14 @@ SideBySideFull::SideBySideFull(double ipdMeters)
eye_ptrs.Push(&rightEye);
}
/* virtual */
void SideBySideFull::AdjustPlayerSprites() const /* override */
{
// Show weapon at double width, so it would appear normal width after rescaling
int w = GLRenderer->mScreenViewport.width;
int h = GLRenderer->mScreenViewport.height;
gl_RenderState.mProjectionMatrix.ortho(w/2, w + w/2, h, 0, -1.0f, 1.0f);
gl_RenderState.ApplyMatrices();
}
} /* namespace s3d */

View file

@ -82,6 +82,7 @@ class SideBySideFull : public SideBySideBase
public:
static const SideBySideFull& getInstance(float ipd);
SideBySideFull(double ipdMeters);
virtual void AdjustPlayerSprites() const override;
private:
SBSFLeftEyePose leftEye;
SBSFRightEyePose rightEye;

View file

@ -58,6 +58,7 @@ public:
virtual void GetViewShift(float yaw, float outViewShift[3]) const;
virtual void SetUp() const {};
virtual void TearDown() const {};
// virtual void EndDrawScene(sector_t * viewsector) const {GLRenderer->EndDrawScene(viewsector);};
};
@ -80,6 +81,7 @@ public:
virtual bool IsMono() const { return false; }
virtual void AdjustViewports() const {};
virtual void AdjustPlayerSprites() const {};
virtual void Present() const = 0;
protected: