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70 lines
No EOL
2.4 KiB
C++
70 lines
No EOL
2.4 KiB
C++
// Luanti
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// SPDX-License-Identifier: LGPL-2.1-or-later
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// Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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// Copyright (C) 2017 numzero, Lobachevskiy Vitaliy <numzer0@yandex.ru>
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#include "interlaced.h"
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#include "secondstage.h"
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#include "client/client.h"
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#include "client/shader.h"
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#include "client/camera.h"
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InitInterlacedMaskStep::InitInterlacedMaskStep(TextureBuffer *_buffer, u8 _index) :
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buffer(_buffer), index(_index)
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{
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}
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void InitInterlacedMaskStep::run(PipelineContext &context)
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{
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video::ITexture *mask = buffer->getTexture(index);
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if (!mask)
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return;
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if (mask == last_mask)
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return;
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last_mask = mask;
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auto size = mask->getSize();
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u8 *data = reinterpret_cast<u8 *>(mask->lock());
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for (u32 j = 0; j < size.Height; j++) {
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u8 val = j % 2 ? 0xff : 0x00;
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memset(data, val, 4 * size.Width);
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data += 4 * size.Width;
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}
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mask->unlock();
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}
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void populateInterlacedPipeline(RenderPipeline *pipeline, Client *client)
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{
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static const u8 TEXTURE_LEFT = 0;
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static const u8 TEXTURE_RIGHT = 1;
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static const u8 TEXTURE_MASK = 2;
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TextureBuffer *buffer = pipeline->createOwned<TextureBuffer>();
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buffer->setTexture(TEXTURE_LEFT, v2f(1.0f, 0.5f), "3d_render_left", video::ECF_A8R8G8B8);
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buffer->setTexture(TEXTURE_RIGHT, v2f(1.0f, 0.5f), "3d_render_right", video::ECF_A8R8G8B8);
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buffer->setTexture(TEXTURE_MASK, v2f(1.0f, 1.0f), "3d_render_mask", video::ECF_A8R8G8B8);
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pipeline->addStep<InitInterlacedMaskStep>(buffer, TEXTURE_MASK);
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auto step3D = pipeline->own(create3DStage(client, v2f(1.0f, 0.5f)));
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// eyes
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for (bool right : { false, true }) {
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pipeline->addStep<OffsetCameraStep>(right);
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auto output = pipeline->createOwned<TextureBufferOutput>(buffer, right ? TEXTURE_RIGHT : TEXTURE_LEFT);
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pipeline->addStep<SetRenderTargetStep>(step3D, output);
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pipeline->addStep(step3D);
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pipeline->addStep<DrawWield>();
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pipeline->addStep<MapPostFxStep>();
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}
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pipeline->addStep<OffsetCameraStep>(0.0f);
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IShaderSource *s = client->getShaderSource();
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u32 shader = s->getShader("3d_interlaced_merge", TILE_MATERIAL_BASIC);
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video::E_MATERIAL_TYPE material = s->getShaderInfo(shader).material;
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auto texture_map = { TEXTURE_LEFT, TEXTURE_RIGHT, TEXTURE_MASK };
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auto merge = pipeline->addStep<PostProcessingStep>(material, texture_map);
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merge->setRenderSource(buffer);
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merge->setRenderTarget(pipeline->createOwned<ScreenTarget>());
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pipeline->addStep<DrawHUD>();
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} |