Removed remnants of the old and obsolete VR implementation

This commit is contained in:
zicodxx 2012-05-27 00:24:57 +02:00
parent 12b30ed446
commit 6ee7c2f092
9 changed files with 13 additions and 197 deletions

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@ -1,5 +1,9 @@
D2X-Rebirth Changelog
20120527
--------
editor/med.c, main/game.c, main/gamecntl.c, main/gamerend.c, main/gauges.c, main/kconfig.c, main/menu.c, main/screens.h: Removed remnants of the old and obsolete VR implementation
20120526
--------
main/collide.c: Fit player/player collisions to not take damage from bump while remote player has possibly not aligned to the collision, yet; Added FORCE_DAMAGE_THRESHOLD for minimum force damage to receive from object bumps to not simply take damage from touching objects

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@ -93,12 +93,11 @@ COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
int initializing;
//these are instances of canvases, pointed to by variables below
grs_canvas _canv_editor_game; //the game on the editor screen
grs_canvas _canv_editor_game, _canv_editor; //the game on the editor screen, the canvas that the editor writes to
//these are pointers to our canvases
grs_canvas *Canv_editor; //the editor screen
grs_canvas *Canv_editor_game=&_canv_editor_game; //the game on the editor screen
grs_canvas VR_editor_canvas; // The canvas that the editor writes to.
window *Pad_info; // Keypad text
@ -427,9 +426,9 @@ void init_editor()
//Editor renders into full (320x200) game screen
game_init_render_buffers(320, 200, VR_NONE);
gr_init_sub_canvas( &VR_editor_canvas, &grd_curscreen->sc_canvas, 0, 0, SWIDTH, SHEIGHT );
Canv_editor = &VR_editor_canvas;
game_init_render_buffers(320, 200);
gr_init_sub_canvas( &_canv_editor, &grd_curscreen->sc_canvas, 0, 0, SWIDTH, SHEIGHT );
Canv_editor = &_canv_editor;
gr_set_current_canvas( Canv_editor );
init_editor_screen(); // load the main editor dialog
gr_set_current_canvas( NULL );

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@ -110,22 +110,7 @@ int Mark_count = 0; // number of debugging marks set
static fix64 last_timer_value=0;
fix ThisLevelTime=0;
fix VR_eye_width = F1_0;
int VR_render_mode = VR_NONE;
int VR_low_res = 3; // Default to low res
int VR_show_hud = 1;
int VR_sensitivity = 1; // 0 - 2
//NEWVR
int VR_eye_offset = 0;
int VR_eye_switch = 0;
int VR_eye_offset_changed = 0;
int VR_use_reg_code = 0;
grs_canvas Screen_3d_window; // The rectangle for rendering the mine to
grs_canvas *VR_offscreen_buffer = NULL; // The offscreen data buffer
grs_canvas VR_render_buffer[2]; // Two offscreen buffers for left/right eyes.
grs_canvas VR_render_sub_buffer[2]; // Two sub buffers for left/right eyes.
int force_cockpit_redraw=0;
int PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd;
@ -205,7 +190,7 @@ void init_cockpit()
if (Screen_mode != SCREEN_GAME)
return;
if (( Screen_mode == SCREEN_EDITOR ) || ( VR_render_mode != VR_NONE ))
if ( Screen_mode == SCREEN_EDITOR )
PlayerCfg.CockpitMode[1] = CM_FULL_SCREEN;
#ifndef OGL
@ -274,54 +259,16 @@ void reset_cockpit()
last_drawn_cockpit = -1;
}
//NEWVR
void VR_reset_params()
{
VR_eye_width = VR_SEPARATION;
VR_eye_offset = VR_PIXEL_SHIFT;
VR_eye_offset_changed = 2;
}
void game_init_render_sub_buffers( int x, int y, int w, int h )
{
gr_clear_canvas(0);
gr_init_sub_canvas( &Screen_3d_window, &grd_curscreen->sc_canvas, x, y, w, h );
gr_init_sub_canvas( &VR_render_sub_buffer[0], &VR_render_buffer[0], x, y, w, h );
gr_init_sub_canvas( &VR_render_sub_buffer[1], &VR_render_buffer[1], x, y, w, h );
}
// Sets up the canvases we will be rendering to
void game_init_render_buffers(int render_w, int render_h, int render_method )
void game_init_render_buffers(int render_w, int render_h)
{
VR_reset_params();
VR_render_mode = render_method;
if (VR_offscreen_buffer) {
gr_free_canvas(VR_offscreen_buffer);
}
if ( (VR_render_mode==VR_AREA_DET) || (VR_render_mode==VR_INTERLACED ) ) {
if ( render_h*2 < 200 )
VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
else
VR_offscreen_buffer = gr_create_canvas( render_w, render_h*2 );
gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, render_h, render_w, render_h );
} else {
if ( render_h < 200 )
VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
else
VR_offscreen_buffer = gr_create_canvas( render_w, render_h );
#ifdef OGL
VR_offscreen_buffer->cv_bitmap.bm_type = BM_OGL;
#endif
gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, 0, render_w, render_h );
}
game_init_render_sub_buffers( 0, 0, render_w, render_h );
}
@ -1236,11 +1183,6 @@ void game()
//called at the end of the program
void close_game()
{
if (VR_offscreen_buffer) {
gr_free_canvas(VR_offscreen_buffer);
VR_offscreen_buffer = NULL;
}
close_gauges();
restore_effect_bitmap_icons();
}

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@ -1026,97 +1026,6 @@ int HandleSystemKey(int key)
return 1;
}
int HandleVRKey(int key)
{
switch( key ) {
case KEY_ALTED+KEY_F5:
if ( VR_render_mode != VR_NONE ) {
VR_reset_params();
HUD_init_message(HM_DEFAULT, "-Stereoscopic Parameters Reset-" );
HUD_init_message(HM_DEFAULT, "Interaxial Separation = %.2f", f2fl(VR_eye_width) );
HUD_init_message(HM_DEFAULT, "Stereo balance = %.2f", (float)VR_eye_offset/30.0 );
}
break;
case KEY_ALTED+KEY_F6:
if ( VR_render_mode != VR_NONE ) {
VR_low_res++;
if ( VR_low_res > 3 ) VR_low_res = 0;
switch( VR_low_res ) {
case 0: HUD_init_message(HM_DEFAULT, "Normal Resolution" ); break;
case 1: HUD_init_message(HM_DEFAULT, "Low Vertical Resolution" ); break;
case 2: HUD_init_message(HM_DEFAULT, "Low Horizontal Resolution" ); break;
case 3: HUD_init_message(HM_DEFAULT, "Low Resolution" ); break;
}
}
break;
case KEY_ALTED+KEY_F7:
if ( VR_render_mode != VR_NONE ) {
VR_eye_switch = !VR_eye_switch;
HUD_init_message(HM_DEFAULT, "-Eyes toggled-" );
if ( VR_eye_switch )
HUD_init_message(HM_DEFAULT, "Right Eye -- Left Eye" );
else
HUD_init_message(HM_DEFAULT, "Left Eye -- Right Eye" );
}
break;
case KEY_ALTED+KEY_F8:
if ( VR_render_mode != VR_NONE ) {
VR_sensitivity++;
if (VR_sensitivity > 2 )
VR_sensitivity = 0;
HUD_init_message(HM_DEFAULT, "Head tracking sensitivy = %d", VR_sensitivity );
}
break;
case KEY_ALTED+KEY_F9:
if ( VR_render_mode != VR_NONE ) {
VR_eye_width -= F1_0/10;
if ( VR_eye_width < 0 ) VR_eye_width = 0;
HUD_init_message(HM_DEFAULT, "Interaxial Separation = %.2f", f2fl(VR_eye_width) );
HUD_init_message(HM_DEFAULT, "(The default value is %.2f)", f2fl(VR_SEPARATION) );
}
break;
case KEY_ALTED+KEY_F10:
if ( VR_render_mode != VR_NONE ) {
VR_eye_width += F1_0/10;
if ( VR_eye_width > F1_0*4 ) VR_eye_width = F1_0*4;
HUD_init_message(HM_DEFAULT, "Interaxial Separation = %.2f", f2fl(VR_eye_width) );
HUD_init_message(HM_DEFAULT, "(The default value is %.2f)", f2fl(VR_SEPARATION) );
}
break;
case KEY_ALTED+KEY_F11:
if ( VR_render_mode != VR_NONE ) {
VR_eye_offset--;
if ( VR_eye_offset < -30 ) VR_eye_offset = -30;
HUD_init_message(HM_DEFAULT, "Stereo balance = %.2f", (float)VR_eye_offset/30.0 );
HUD_init_message(HM_DEFAULT, "(The default value is %.2f)", (float)VR_PIXEL_SHIFT/30.0 );
VR_eye_offset_changed = 2;
}
break;
case KEY_ALTED+KEY_F12:
if ( VR_render_mode != VR_NONE ) {
VR_eye_offset++;
if ( VR_eye_offset > 30 ) VR_eye_offset = 30;
HUD_init_message(HM_DEFAULT, "Stereo balance = %.2f", (float)VR_eye_offset/30.0 );
HUD_init_message(HM_DEFAULT, "(The default value is %.2f)", (float)VR_PIXEL_SHIFT/30.0 );
VR_eye_offset_changed = 2;
}
break;
default:
return 0;
break;
}
return 1;
}
extern void DropFlag();
int HandleGameKey(int key)

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@ -777,9 +777,6 @@ void update_cockpits()
PIGGY_PAGE_IN(cockpit_bitmap[PlayerCfg.CockpitMode[1]+(HIRESMODE?(Num_cockpits/2):0)]);
bm=&GameBitmaps[cockpit_bitmap[PlayerCfg.CockpitMode[1]+(HIRESMODE?(Num_cockpits/2):0)].index];
//Redraw the on-screen cockpit bitmaps
if (VR_render_mode != VR_NONE ) return;
switch( PlayerCfg.CockpitMode[1] ) {
case CM_FULL_COCKPIT:
gr_set_current_canvas(NULL);
@ -832,11 +829,8 @@ void update_cockpits()
void game_render_frame()
{
set_screen_mode( SCREEN_GAME );
play_homing_warning();
if (VR_render_mode == VR_NONE )
game_render_frame_mono(GameArg.DbgUseDoubleBuffer);
game_render_frame_mono(GameArg.DbgUseDoubleBuffer);
}
//show a message in a nice little box

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@ -1380,7 +1380,6 @@ void hud_show_cloak_invuln(void)
void hud_show_shield(void)
{
// gr_set_current_canvas(&VR_render_sub_buffer[0]); //render off-screen
if (PlayerCfg.HudMode<2) {
gr_set_curfont( GAME_FONT );
gr_set_fontcolor(BM_XRGB(0,31,0),-1 );

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@ -1163,9 +1163,6 @@ fix Last_angles_b = 0;
fix Last_angles_h = 0;
ubyte Last_angles_read = 0;
extern int VR_sensitivity;
int VR_sense_range[3] = { 25, 50, 75 };
void kconfig_read_controls(d_event *event, int automap_flag)
{
int i = 0, j = 0, speed_factor = cheats.turbo?2:1;

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@ -996,7 +996,7 @@ void change_res()
WINDOW_SEND_EVENT(Game_wind, EVENT_WINDOW_DEACTIVATED);
}
}
game_init_render_buffers(SM_W(Game_screen_mode), SM_H(Game_screen_mode), VR_NONE);
game_init_render_buffers(SM_W(Game_screen_mode), SM_H(Game_screen_mode));
}
}

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@ -39,38 +39,10 @@ extern grs_canvas *Canv_editor_game; // the game window on the editor screen
extern int set_screen_mode(int sm); // True = editor screen
//About the screen
extern fix VR_eye_width;
extern int VR_eye_switch;
//NEWVR (Add a bunch off lines)
#define VR_SEPARATION F1_0*7/10
#define VR_PIXEL_SHIFT -6
#define VR_WHITE_INDEX 255
#define VR_BLACK_INDEX 0
extern int VR_eye_offset;
extern int VR_eye_offset_changed;
extern void VR_reset_params();
extern int VR_use_reg_code;
extern int VR_render_mode;
extern int VR_low_res;
extern int VR_show_hud;
extern int VR_sensitivity;
extern grs_canvas Screen_3d_window; // The rectangle for rendering the mine to
extern grs_canvas *VR_offscreen_buffer; // The offscreen data buffer
extern grs_canvas VR_render_buffer[2]; // Two offscreen buffers for left/right eyes.
extern grs_canvas VR_render_sub_buffer[2]; // Two sub buffers for left/right eyes.
extern grs_canvas VR_screen_sub_pages[2]; // Two sub pages of VRAM if paging is available
//values for VR_render_mode
#define VR_NONE 0 // viewing the game screen
#define VR_AREA_DET 1 // viewing with the stereo area determined method
#define VR_INTERLACED 2 // viewing with the stereo interlaced method
void game_init_render_buffers(int render_max_w, int render_max_h, int render_method);
void game_init_render_buffers(int render_max_w, int render_max_h);
void set_display_mode(int mode);
extern int Default_display_mode;