/** * 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 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); } }