/* Minetest Copyright (C) 2010-2013 celeron55, Perttu Ahola Copyright (C) 2017 numzero, Lobachevskiy Vitaliy 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 2.1 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, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include "anaglyph.h" #include "client/camera.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(); mat.Material.ColorMask = color_mask; mat.EnableFlags = video::EMF_COLOR_MASK; mat.EnablePasses = scene::ESNRP_SKY_BOX | scene::ESNRP_SOLID | scene::ESNRP_TRANSPARENT | scene::ESNRP_TRANSPARENT_EFFECT | scene::ESNRP_SHADOW; } /// 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(); auto clear_depth = pipeline->createOwned(screen); auto enable_override_material = pipeline->createOwned(clear_depth, true); step3D->setRenderTarget(enable_override_material); // left eye pipeline->addStep(false); pipeline->addStep(video::ECP_RED); pipeline->addStep(step3D); // right eye pipeline->addStep(true); pipeline->addStep(video::ECP_GREEN | video::ECP_BLUE); pipeline->addStep(step3D); // reset pipeline->addStep(0.0f); pipeline->addStep(video::ECP_ALL); pipeline->addStep(); pipeline->addStep(); pipeline->addStep(); }