- Implement stereo rendering with anaglyph images.
- Add r_greyscale for black&white rendering
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12 changed files with 435 additions and 128 deletions
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@ -433,6 +433,8 @@ typedef struct {
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vec3_t vieworg;
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vec3_t viewaxis[3]; // transformation matrix
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stereoFrame_t stereoFrame;
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int time; // time in milliseconds for shader effects and other time dependent rendering issues
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int rdflags; // RDF_NOWORLDMODEL, etc
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@ -504,6 +506,7 @@ typedef struct {
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cplane_t frustum[4];
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vec3_t visBounds[2];
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float zFar;
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stereoFrame_t stereoFrame;
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} viewParms_t;
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@ -996,6 +999,8 @@ extern cvar_t *r_verbose; // used for verbose debug spew
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extern cvar_t *r_ignoreFastPath; // allows us to ignore our Tess fast paths
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extern cvar_t *r_znear; // near Z clip plane
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extern cvar_t *r_zproj; // z distance of projection plane
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extern cvar_t *r_stereoSeparation; // separation of cameras for stereo rendering
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extern cvar_t *r_stencilbits; // number of desired stencil bits
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extern cvar_t *r_depthbits; // number of desired depth bits
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@ -1088,6 +1093,11 @@ extern cvar_t *r_smp;
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extern cvar_t *r_showSmp;
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extern cvar_t *r_skipBackEnd;
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extern cvar_t *r_stereoEnabled;
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extern cvar_t *r_anaglyphMode;
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extern cvar_t *r_greyscale;
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extern cvar_t *r_ignoreGLErrors;
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extern cvar_t *r_overBrightBits;
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@ -1136,6 +1146,7 @@ int R_CullLocalBox (vec3_t bounds[2]);
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int R_CullPointAndRadius( vec3_t origin, float radius );
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int R_CullLocalPointAndRadius( vec3_t origin, float radius );
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void R_SetupProjection(viewParms_t *dest, float zProj, qboolean computeFrustum);
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void R_RotateForEntity( const trRefEntity_t *ent, const viewParms_t *viewParms, orientationr_t *or );
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/*
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@ -1614,6 +1625,18 @@ typedef struct {
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qboolean motionJpeg;
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} videoFrameCommand_t;
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typedef struct
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{
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int commandId;
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GLboolean rgba[4];
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} colorMaskCommand_t;
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typedef struct
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{
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int commandId;
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} clearDepthCommand_t;
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typedef enum {
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RC_END_OF_LIST,
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RC_SET_COLOR,
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@ -1622,7 +1645,9 @@ typedef enum {
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RC_DRAW_BUFFER,
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RC_SWAP_BUFFERS,
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RC_SCREENSHOT,
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RC_VIDEOFRAME
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RC_VIDEOFRAME,
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RC_COLORMASK,
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RC_CLEARDEPTH
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} renderCommand_t;
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