Made the ScopedViewShifter fully inline

This commit is contained in:
Christoph Oelckers 2018-06-12 14:44:58 +02:00
parent 5a20de829b
commit f33ddd8cce
5 changed files with 58 additions and 64 deletions

View file

@ -1040,7 +1040,6 @@ set (PCH_SOURCES
gl/stereo3d/gl_stereo3d.cpp gl/stereo3d/gl_stereo3d.cpp
gl/stereo3d/gl_stereo_cvars.cpp gl/stereo3d/gl_stereo_cvars.cpp
gl/stereo3d/gl_stereo_leftright.cpp gl/stereo3d/gl_stereo_leftright.cpp
gl/stereo3d/scoped_view_shifter.cpp
gl/stereo3d/gl_anaglyph.cpp gl/stereo3d/gl_anaglyph.cpp
gl/stereo3d/gl_quadstereo.cpp gl/stereo3d/gl_quadstereo.cpp
gl/stereo3d/gl_sidebyside3d.cpp gl/stereo3d/gl_sidebyside3d.cpp

View file

@ -670,7 +670,7 @@ sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, IntRect * bounds, fl
SetViewAngle(r_viewpoint.Angles.Yaw); SetViewAngle(r_viewpoint.Angles.Yaw);
// Stereo mode specific viewpoint adjustment - temporarily shifts global ViewPos // Stereo mode specific viewpoint adjustment - temporarily shifts global ViewPos
eye->GetViewShift(GLRenderer->mAngles.Yaw.Degrees, viewShift); eye->GetViewShift(GLRenderer->mAngles.Yaw.Degrees, viewShift);
s3d::ScopedViewShifter viewShifter(viewShift); ScopedViewShifter viewShifter(r_viewpoint.Pos, viewShift);
SetViewMatrix(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, false, false); SetViewMatrix(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, false, false);
gl_RenderState.ApplyMatrices(); gl_RenderState.ApplyMatrices();

View file

@ -1,48 +0,0 @@
//
//---------------------------------------------------------------------------
//
// Copyright(C) 2015 Christopher Bruns
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
/*
** scoped_view_shifter.cpp
** Stack-scoped class for temporarily changing camera viewpoint
** Used for stereoscopic 3D.
**
*/
#include "scoped_view_shifter.h"
#include "r_utility.h"
namespace s3d {
ScopedViewShifter::ScopedViewShifter(float dxyz[3]) // in meters
{
// save original values
cachedView = r_viewpoint.Pos;
// modify values
r_viewpoint.Pos += DVector3(dxyz[0], dxyz[1], dxyz[2]);
}
ScopedViewShifter::~ScopedViewShifter()
{
// restore original values
r_viewpoint.Pos = cachedView;
}
}

View file

@ -32,21 +32,31 @@
#include "basictypes.h" #include "basictypes.h"
#include "vectors.h" #include "vectors.h"
namespace s3d { /**
* Temporarily shift
*/
class ScopedViewShifter
{
public:
ScopedViewShifter(DVector3 &var, float dxyz[3]) // in meters
{
// save original values
mVar = &var;
cachedView = var;
// modify values
var += DVector3(dxyz[0], dxyz[1], dxyz[2]);
}
/** ~ScopedViewShifter()
* Temporarily shift {
*/ // restore original values
class ScopedViewShifter *mVar = cachedView;
{ }
public:
ScopedViewShifter(float dxyz[3]); // in meters
~ScopedViewShifter();
private: private:
DVector3 cachedView; DVector3 *mVar;
}; DVector3 cachedView;
};
} /* namespace s3d */
#endif // GL_STEREO3D_SCOPED_VIEW_SHIFTER_H_ #endif // GL_STEREO3D_SCOPED_VIEW_SHIFTER_H_

View file

@ -0,0 +1,33 @@
#pragma once
#include <stdint.h>
#include "tflags.h"
// A render queue is what contains all render commands.
// On Vulkan there can be several of them so this interface is needed to allow for the needed parallelism.
// On OpenGL the render state is global so all this will do is to translate the system independent calls into OpenGL API calls.
enum class ColormaskBits
{
RED = 1,
GREEN = 2,
BLUE = 4,
ALPHA = 8
};
typedef TFlags<ColormaskBits, uint8_t> Colormask;
class IRenderQueue
{
Colormask mColorMask;
Colormask GetColorMask() const
{
return mColorMask;
}
void SetColorMask(Colormask mask) = 0;
};