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Add support for interlaced polarized 3d screens

Add (experimental) support for topbottom as well as sidebyside 3d mode
This commit is contained in:
sapier 2014-04-27 16:09:21 +02:00
parent d9f6f9e7a8
commit 09970b7b6d
17 changed files with 910 additions and 424 deletions

View file

@ -33,7 +33,7 @@ class LocalPlayer;
struct MapDrawControl;
class IGameDef;
enum CameraModes {CAMERA_MODE_FIRST, CAMERA_MODE_THIRD, CAMERA_MODE_THIRD_FRONT};
enum CameraMode {CAMERA_MODE_FIRST, CAMERA_MODE_THIRD, CAMERA_MODE_THIRD_FRONT};
/*
Client camera class, manages the player and camera scene nodes, the viewing distance
@ -117,8 +117,7 @@ public:
// Update the camera from the local player's position.
// busytime is used to adjust the viewing range.
void update(LocalPlayer* player, f32 frametime, f32 busytime,
f32 tool_reload_ratio,
int current_camera_mode, ClientEnvironment &c_env);
f32 tool_reload_ratio, ClientEnvironment &c_env);
// Render distance feedback loop
void updateViewingRange(f32 frametime_in, f32 busytime_in);
@ -133,7 +132,23 @@ public:
// Draw the wielded tool.
// This has to happen *after* the main scene is drawn.
// Warning: This clears the Z buffer.
void drawWieldedTool();
void drawWieldedTool(irr::core::matrix4* translation=NULL);
// Toggle the current camera mode
void toggleCameraMode() {
if (m_camera_mode == CAMERA_MODE_FIRST)
m_camera_mode = CAMERA_MODE_THIRD;
else if (m_camera_mode == CAMERA_MODE_THIRD)
m_camera_mode = CAMERA_MODE_THIRD_FRONT;
else
m_camera_mode = CAMERA_MODE_FIRST;
}
//read the current camera mode
inline CameraMode getCameraMode()
{
return m_camera_mode;
}
private:
// Nodes
@ -196,6 +211,8 @@ private:
scene::IMesh *m_wield_mesh_next;
u16 m_previous_playeritem;
std::string m_previous_itemname;
CameraMode m_camera_mode;
};
#endif