/** * Implement stereo using the stereo-enabled graphics device. The mode has an effect only if the * display device implements stereo. * * @param dc the current draw context. */ protected void doDrawToStereoDevice(DrawContext dc) { GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility. View dcView = dc.getView(); // Draw the left eye if (this.isSwapEyes()) gl.glDrawBuffer(GL2.GL_BACK_RIGHT); else gl.glDrawBuffer(GL2.GL_BACK_LEFT); gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); super.draw(dc); // Move the view to the right eye Angle viewHeading = dcView.getHeading(); dcView.setHeading(dcView.getHeading().subtract(this.getFocusAngle())); dcView.apply(dc); // Draw the right eye try { if (this.isSwapEyes()) gl.glDrawBuffer(GL2.GL_BACK_LEFT); else gl.glDrawBuffer(GL2.GL_BACK_RIGHT); gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); super.draw(dc); } finally { // Restore the original view heading dcView.setHeading(viewHeading); dcView.apply(dc); } }
/** * Implement no stereo ("Mono") while using a stereo device. * * <p>Note that this method draws the image twice, once to each of the left and right eye buffers, * even when stereo is not in effect. This is to prevent the stereo device from drawing blurred * scenes. * * @param dc the current draw context. */ protected void doDrawStereoNone(DrawContext dc) { // If running on a stereo device but want to draw a normal image, both buffers must be filled or // the // display will be blurry. GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility. gl.glDrawBuffer(GL2.GL_BACK_LEFT); gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); super.draw(dc); gl.glDrawBuffer(GL2.GL_BACK_RIGHT); gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); super.draw(dc); }
@Override protected void draw(DrawContext dc) { // Capture the capabilities actually in use. if (this.capabilities == null) { this.capabilities = dc.getGLContext().getGLDrawable().getChosenGLCapabilities(); this.hardwareStereo = this.capabilities.getStereo(); this.inStereo = this.isHardwareStereo() ? true : this.isInStereo(); } // If stereo isn't to be applied, just draw and return. if (!isInStereo()) { super.draw(dc); return; } // Check if pitch is in correct range (50 - 90 degrees) for current stereo implementation to // work correctly (temporary hack) View dcView = dc.getView(); Boolean pitchInRange = (dcView.getPitch().compareTo(Angle.fromDegrees(50)) > 0 && dcView.getPitch().compareTo(Angle.POS90) < 0); if (AVKey.STEREO_MODE_DEVICE.equals(this.stereoMode) && this.isHardwareStereo() && pitchInRange) this.doDrawToStereoDevice(dc); else if (AVKey.STEREO_MODE_RED_BLUE.equals(this.stereoMode) && pitchInRange) this.doDrawStereoRedBlue(dc); else // AVKey.STEREO_MODE_NONE this.doDrawStereoNone(dc); }
/** * Implement stereo using the red-blue anaglyph technique. * * @param dc the current draw context. */ protected void doDrawStereoRedBlue(DrawContext dc) { GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility. View dcView = dc.getView(); // Draw the left eye if (this.isSwapEyes()) { if (this.isHardwareStereo()) gl.glDrawBuffer(GL2.GL_BACK_RIGHT); gl.glColorMask(false, true, true, true); // right eye in green/blue } else { if (this.isHardwareStereo()) gl.glDrawBuffer(GL2.GL_BACK_LEFT); gl.glColorMask(true, false, false, true); // left eye in red only } if (this.isHardwareStereo()) gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); super.draw(dc); // Move the view to the right eye Angle viewHeading = dcView.getHeading(); dcView.setHeading(dcView.getHeading().subtract(this.getFocusAngle())); dcView.apply(dc); // Draw the right eye frame green and blue only try { gl.glClear(GL.GL_DEPTH_BUFFER_BIT); if (this.isSwapEyes()) { if (this.isHardwareStereo()) gl.glDrawBuffer(GL2.GL_BACK_RIGHT); gl.glColorMask(true, false, false, true); // right eye in red only } else { if (this.isHardwareStereo()) gl.glDrawBuffer(GL2.GL_BACK_LEFT); gl.glColorMask(false, true, true, true); // right eye in green/blue } if (this.isHardwareStereo()) gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); super.draw(dc); } finally { // Restore the original view heading dcView.setHeading(viewHeading); dcView.apply(dc); gl.glColorMask(true, true, true, true); } }