]> git.jsancho.org Git - lugaru.git/blobdiff - Source/GameDraw.cpp
Merged with parent
[lugaru.git] / Source / GameDraw.cpp
index ea75d51b0eed5a8e5d972dd6fbe3a01ff4dcae03..ba527aaa8098bf72bceb93b5158197d909375a4a 100644 (file)
@@ -211,7 +211,7 @@ long long Game::MD5_string (char *string){
        //return 1111111111111111;
 }
 
-int Game::DrawGLScene(void)
+int Game::DrawGLScene(StereoSide side)
 {      
        static float texcoordwidth,texcoordheight;
        static float texviewwidth, texviewheight;
@@ -230,8 +230,22 @@ int Game::DrawGLScene(void)
 
        lastcheck+=multiplier;
 
-       glColorMask( 1.0, 1.0, 1.0, 1.0 );
-
+       if ( stereomode == stereoAnaglyph ) {
+               switch(side) {
+                       case stereoLeft: glColorMask( 1.0, 0.0, 0.0, 1.0 ); break;
+                       case stereoRight: glColorMask( 0.0, 1.0, 1.0, 1.0 ); break;
+               }
+       } else {
+               glColorMask( 1.0, 1.0, 1.0, 1.0 );
+               
+               if ( stereomode == stereoHorizontalInterlaced || stereomode == stereoVerticalInterlaced ) {
+                       if (!stereoreverse) {
+                               glStencilFunc(side == stereoLeft ? GL_NOTEQUAL : GL_EQUAL, 0x01, 0x01);
+                       } else {
+                               glStencilFunc(side == stereoLeft ? GL_EQUAL : GL_NOTEQUAL, 0x01, 0x01);
+                       }
+               }
+       }
 
        if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)){
                tempmult=multiplier;
@@ -347,6 +361,9 @@ int Game::DrawGLScene(void)
                glMatrixMode (GL_MODELVIEW);
                glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
                glLoadIdentity ();
+               
+               glTranslatef((stereoseparation/2) * side, 0, 0);
+               
                if(!cameramode&&!freeze&&!winfreeze){
                        glRotatef(float(Random()%100)/10*camerashake/*+(woozy*woozy)/10*/,0,0,1);
                        glRotatef(rotation2+sin(woozy/2)*(player[0].damage/player[0].damagetolerance)*5,1,0,0);
@@ -3793,10 +3810,11 @@ int Game::DrawGLScene(void)
 
 
        //glFlush();
-       if(drawmode!=motionblurmode||mainmenu){
-
-               swap_gl_buffers();
-  }
+       if ( side == stereoRight || side == stereoCenter ) {
+               if(drawmode!=motionblurmode||mainmenu){
+                       swap_gl_buffers();
+               }
+       }
 
        //myassert(glGetError() == GL_NO_ERROR);
        glDrawBuffer(GL_BACK);