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luanti/src/client/render/anaglyph.cpp

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// Luanti
// SPDX-License-Identifier: LGPL-2.1-or-later
// Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
// Copyright (C) 2017 numzero, Lobachevskiy Vitaliy <numzer0@yandex.ru>
#include "anaglyph.h"
#include "client/camera.h"
#include <IrrlichtDevice.h>
/// SetColorMaskStep step
SetColorMaskStep::SetColorMaskStep(int _color_mask)
: color_mask(_color_mask)
{}
void SetColorMaskStep::run(PipelineContext &context)
{
video::SOverrideMaterial &mat = context.device->getVideoDriver()->getOverrideMaterial();
mat.reset();
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mat.Material.ColorMask = static_cast<video::E_COLOR_PLANE>(color_mask);
mat.EnableProps = video::EMP_COLOR_MASK;
mat.EnablePasses = scene::ESNRP_SKY_BOX | scene::ESNRP_SOLID |
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scene::ESNRP_TRANSPARENT | scene::ESNRP_TRANSPARENT_EFFECT;
}
/// ClearDepthBufferTarget
ClearDepthBufferTarget::ClearDepthBufferTarget(RenderTarget *_target) :
target(_target)
{}
void ClearDepthBufferTarget::activate(PipelineContext &context)
{
target->activate(context);
context.device->getVideoDriver()->clearBuffers(video::ECBF_DEPTH);
}
ConfigureOverrideMaterialTarget::ConfigureOverrideMaterialTarget(RenderTarget *_upstream, bool _enable) :
upstream(_upstream), enable(_enable)
{
}
void ConfigureOverrideMaterialTarget::activate(PipelineContext &context)
{
upstream->activate(context);
context.device->getVideoDriver()->getOverrideMaterial().Enabled = enable;
}
void populateAnaglyphPipeline(RenderPipeline *pipeline, Client *client)
{
// clear depth buffer every time 3D is rendered
auto step3D = pipeline->own(create3DStage(client, v2f(1.0)));
auto screen = pipeline->createOwned<ScreenTarget>();
auto clear_depth = pipeline->createOwned<ClearDepthBufferTarget>(screen);
auto enable_override_material = pipeline->createOwned<ConfigureOverrideMaterialTarget>(clear_depth, true);
step3D->setRenderTarget(enable_override_material);
// left eye
pipeline->addStep<OffsetCameraStep>(false);
pipeline->addStep<SetColorMaskStep>(video::ECP_RED);
pipeline->addStep(step3D);
// right eye
pipeline->addStep<OffsetCameraStep>(true);
pipeline->addStep<SetColorMaskStep>(video::ECP_GREEN | video::ECP_BLUE);
pipeline->addStep(step3D);
// reset
pipeline->addStep<OffsetCameraStep>(0.0f);
pipeline->addStep<SetColorMaskStep>(video::ECP_ALL);
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pipeline->addStep<DrawWield>();
pipeline->addStep<MapPostFxStep>();
pipeline->addStep<DrawHUD>();
}