mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-12 15:14:35 +00:00
Basic fix for reflections in both stereo rendering modes
This commit is contained in:
parent
fa7697b13e
commit
1198932e87
6 changed files with 150 additions and 155 deletions
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@ -95,9 +95,9 @@ ReflectionManager::ReflectionManager()
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void ReflectionManager::initConsole()
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{
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Con::addVariable( "$pref::Reflect::refractTexScale", TypeF32, &ReflectionManager::smRefractTexScale, "RefractTex has dimensions equal to the active render target scaled in both x and y by this float.\n"
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"@ingroup Rendering");
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"@ingroup Rendering");
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Con::addVariable( "$pref::Reflect::frameLimitMS", TypeS32, &ReflectionManager::smFrameReflectionMS, "ReflectionManager tries not to spend more than this amount of time updating reflections per frame.\n"
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"@ingroup Rendering");
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"@ingroup Rendering");
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}
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ReflectionManager::~ReflectionManager()
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@ -136,22 +136,49 @@ void ReflectionManager::update( F32 timeSlice,
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// visibility of reflectors.
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Frustum culler;
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// jamesu - normally we just need a frustum which covers the current ports, however for SBS mode
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// we need something which covers both viewports.
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S32 stereoTarget = GFX->getCurrentStereoTarget();
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if (stereoTarget != -1)
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{
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MathUtils::makeFovPortFrustum(&culler, false, query.nearPlane, query.farPlane, query.fovPort[stereoTarget]);
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// In this case we're rendering in stereo using a specific eye
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MathUtils::makeFovPortFrustum(&culler, false, query.nearPlane, query.farPlane, query.fovPort[stereoTarget], query.headMatrix);
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}
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else if (GFX->getCurrentRenderStyle() == GFXDevice::RS_StereoSideBySide)
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{
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// Calculate an ideal culling size here, we'll just assume double fov based on the first fovport based on
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// the head position.
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FovPort port = query.fovPort[0];
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F32 leftSize = query.nearPlane * port.leftTan;
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F32 rightSize = query.nearPlane * port.rightTan;
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F32 upSize = query.nearPlane * port.upTan;
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F32 downSize = query.nearPlane * port.downTan;
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F32 left = -leftSize;
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F32 right = rightSize;
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F32 top = upSize;
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F32 bottom = -downSize;
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F32 fovInRadians = mAtan2((top - bottom) / 2.0f, query.nearPlane) * 3.0f;
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culler.set(false,
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fovInRadians,
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(F32)(query.stereoViewports[0].extent.x + query.stereoViewports[1].extent.x) / (F32)query.stereoViewports[0].extent.y,
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query.nearPlane,
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query.farPlane,
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query.headMatrix);
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}
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else
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{
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culler.set(false,
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query.fov,
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(F32)resolution.x / (F32)resolution.y,
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query.nearPlane,
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query.farPlane,
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query.cameraMatrix);
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// Normal culling
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culler.set(false,
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query.fov,
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(F32)resolution.x / (F32)resolution.y,
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query.nearPlane,
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query.farPlane,
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query.cameraMatrix);
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}
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// Manipulate the frustum for tiled screenshots
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const bool screenShotMode = gScreenShot && gScreenShot->isPending();
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if ( screenShotMode )
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@ -170,6 +197,7 @@ void ReflectionManager::update( F32 timeSlice,
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refparams.viewportExtent = resolution;
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refparams.culler = culler;
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refparams.startOfUpdateMs = startOfUpdateMs;
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refparams.eyeId = stereoTarget;
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// Update the reflection score.
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ReflectorList::iterator reflectorIter = mReflectors.begin();
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@ -184,6 +212,7 @@ void ReflectionManager::update( F32 timeSlice,
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mTimer->getElapsedMs();
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mTimer->reset();
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U32 numUpdated = 0;
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U32 currentTarget = stereoTarget >= 0 ? stereoTarget : 0;
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reflectorIter = mReflectors.begin();
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for ( ; reflectorIter != mReflectors.end(); reflectorIter++ )
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{
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@ -193,7 +222,12 @@ void ReflectionManager::update( F32 timeSlice,
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break;
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(*reflectorIter)->updateReflection( refparams );
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(*reflectorIter)->lastUpdateMs = startOfUpdateMs;
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if (stereoTarget != 0) // only update MS if we're not rendering the left eye in separate mode
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{
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(*reflectorIter)->lastUpdateMs = startOfUpdateMs;
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}
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numUpdated++;
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// If we run out of update time then stop.
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@ -533,19 +533,28 @@ void PlaneReflector::updateReflection( const ReflectParams ¶ms )
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texDim = getMin( texDim, params.viewportExtent.x );
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texDim = getMin( texDim, params.viewportExtent.y );
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bool texResize = ( texDim != mLastTexSize );
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mLastTexSize = texDim;
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S32 currentTarget = params.eyeId >= 0 ? params.eyeId : 0;
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const Point2I texSize( texDim, texDim );
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const Point2I texSize = Point2I(texDim, texDim);
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bool texResize = (texSize != mLastTexSize);
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mLastTexSize = texSize;
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if ( texResize ||
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reflectTex.isNull() ||
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innerReflectTex[currentTarget].isNull() ||
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innerReflectTex[currentTarget]->getSize() != texSize ||
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reflectTex->getFormat() != REFLECTMGR->getReflectFormat() )
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{
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reflectTex = REFLECTMGR->allocRenderTarget( texSize );
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depthBuff = LightShadowMap::_getDepthTarget( texSize.x, texSize.y );
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innerReflectTex[currentTarget] = REFLECTMGR->allocRenderTarget( texSize );
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}
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if ( texResize || depthBuff.isNull() )
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{
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depthBuff = LightShadowMap::_getDepthTarget(texSize.x, texSize.y);
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}
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reflectTex = innerReflectTex[currentTarget];
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// store current matrices
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GFXTransformSaver saver;
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@ -554,17 +563,17 @@ void PlaneReflector::updateReflection( const ReflectParams ¶ms )
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S32 stereoTarget = GFX->getCurrentStereoTarget();
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if (stereoTarget != -1)
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{
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MathUtils::makeFovPortFrustum(&frustum, false, params.query->nearPlane, params.query->farPlane, params.query->fovPort[stereoTarget]);
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MathUtils::makeFovPortFrustum(&frustum, false, params.query->nearPlane, params.query->farPlane, params.query->fovPort[stereoTarget]);
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}
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else
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{
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Point2I viewport(params.viewportExtent);
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if (GFX->getCurrentRenderStyle() == GFXDevice::RS_StereoSideBySide)
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{
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viewport.x *= 0.5f;
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}
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F32 aspectRatio = F32(viewport.x) / F32(viewport.y);
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frustum.set(false, params.query->fov, aspectRatio, params.query->nearPlane, params.query->farPlane);
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Point2I viewport(params.viewportExtent);
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if (GFX->getCurrentRenderStyle() == GFXDevice::RS_StereoSideBySide)
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{
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viewport.x *= 0.5f;
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}
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F32 aspectRatio = F32(viewport.x) / F32(viewport.y);
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frustum.set(false, params.query->fov, aspectRatio, params.query->nearPlane, params.query->farPlane);
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}
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// Manipulate the frustum for tiled screenshots
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@ -587,7 +596,7 @@ void PlaneReflector::updateReflection( const ReflectParams ¶ms )
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if(reflectTarget.isNull())
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reflectTarget = GFX->allocRenderToTextureTarget();
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reflectTarget->attachTexture( GFXTextureTarget::Color0, reflectTex );
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reflectTarget->attachTexture( GFXTextureTarget::Color0, innerReflectTex[currentTarget] );
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reflectTarget->attachTexture( GFXTextureTarget::DepthStencil, depthBuff );
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GFX->pushActiveRenderTarget();
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GFX->setActiveRenderTarget( reflectTarget );
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@ -615,8 +624,18 @@ void PlaneReflector::updateReflection( const ReflectParams ¶ms )
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MatrixF origNonClipProjection = gClientSceneGraph->getNonClipProjection();
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PFXFrameState origPFXState = PFXMGR->getFrameState();
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const FovPort *currentFovPort = GFX->getStereoFovPort();
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MatrixF inverseEyeTransforms[2];
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const FovPort *currentFovPort = params.query->fovPort;
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MatrixF inverseEyeTransforms[2];
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Frustum gfxFrustum;
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// Calculate viewport based on texture size
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RectI stereoViewports[2];
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stereoViewports[0] = params.query->stereoViewports[0];
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stereoViewports[1] = params.query->stereoViewports[1];
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stereoViewports[0].extent.x = stereoViewports[1].extent.x = texSize.x / 2;
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stereoViewports[0].extent.y = stereoViewports[1].extent.y = texSize.y;
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stereoViewports[0].point.x = 0;
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stereoViewports[1].point.x = stereoViewports[0].extent.x;
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// Calculate world transforms for eyes
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inverseEyeTransforms[0] = params.query->eyeTransforms[0];
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@ -624,50 +643,64 @@ void PlaneReflector::updateReflection( const ReflectParams ¶ms )
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inverseEyeTransforms[0].inverse();
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inverseEyeTransforms[1].inverse();
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Frustum originalFrustum = GFX->getFrustum();
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//
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// Render left half of display
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GFX->activateStereoTarget(0);
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GFX->setWorldMatrix(params.query->eyeTransforms[0]);
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//
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Frustum gfxFrustum = originalFrustum;
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MathUtils::makeFovPortFrustum(&gfxFrustum, gfxFrustum.isOrtho(), gfxFrustum.getNearDist(), gfxFrustum.getFarDist(), currentFovPort[0], inverseEyeTransforms[0]);
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GFX->setViewport(stereoViewports[0]);
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GFX->setCurrentStereoTarget(0);
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MathUtils::makeFovPortFrustum(&gfxFrustum, params.query->ortho, params.query->nearPlane, params.query->farPlane, params.query->fovPort[0]);
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gfxFrustum.update();
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GFX->setFrustum(gfxFrustum);
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setGFXMatrices( params.query->eyeTransforms[0] );
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SceneCameraState cameraStateLeft = SceneCameraState::fromGFX();
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SceneRenderState renderStateLeft( gClientSceneGraph, SPT_Reflect, cameraStateLeft );
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SceneRenderState renderStateLeft
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(
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gClientSceneGraph,
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SPT_Reflect,
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SceneCameraState::fromGFX()
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);
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renderStateLeft.setSceneRenderStyle(SRS_SideBySide);
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renderStateLeft.getMaterialDelegate().bind( REFLECTMGR, &ReflectionManager::getReflectionMaterial );
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renderStateLeft.setDiffuseCameraTransform( params.query->headMatrix );
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renderStateLeft.setDiffuseCameraTransform(params.query->headMatrix);
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//renderStateLeft.disableAdvancedLightingBins(true);
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gClientSceneGraph->renderSceneNoLights( &renderStateLeft, objTypeFlag );
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//
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// Render right half of display
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GFX->activateStereoTarget(1);
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GFX->setWorldMatrix(params.query->eyeTransforms[1]);
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//
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gfxFrustum = originalFrustum;
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MathUtils::makeFovPortFrustum(&gfxFrustum, gfxFrustum.isOrtho(), gfxFrustum.getNearDist(), gfxFrustum.getFarDist(), currentFovPort[1], inverseEyeTransforms[1]);
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GFX->setViewport(stereoViewports[1]);
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GFX->setCurrentStereoTarget(1);
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MathUtils::makeFovPortFrustum(&gfxFrustum, params.query->ortho, params.query->nearPlane, params.query->farPlane, params.query->fovPort[1]);
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gfxFrustum.update();
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GFX->setFrustum(gfxFrustum);
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setGFXMatrices( params.query->eyeTransforms[1] );
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SceneCameraState cameraStateRight = SceneCameraState::fromGFX();
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SceneRenderState renderStateRight( gClientSceneGraph, SPT_Reflect, cameraStateRight );
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SceneRenderState renderStateRight
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(
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gClientSceneGraph,
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SPT_Reflect,
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SceneCameraState::fromGFX()
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);
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renderStateRight.setSceneRenderStyle(SRS_SideBySide);
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renderStateRight.getMaterialDelegate().bind( REFLECTMGR, &ReflectionManager::getReflectionMaterial );
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renderStateRight.setDiffuseCameraTransform( params.query->headMatrix );
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renderStateRight.disableAdvancedLightingBins(true);
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//renderStateRight.disableAdvancedLightingBins(true);
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gClientSceneGraph->renderSceneNoLights( &renderStateRight, objTypeFlag );
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// Restore previous values
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GFX->setFrustum(gfxFrustum);
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GFX->setFrustum(frustum);
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GFX->setViewport(originalVP);
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gClientSceneGraph->setNonClipProjection(origNonClipProjection);
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PFXMGR->setFrameState(origPFXState);
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GFX->setCurrentStereoTarget(-1);
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}
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else
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{
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@ -690,6 +723,14 @@ void PlaneReflector::updateReflection( const ReflectParams ¶ms )
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reflectTarget->resolve();
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GFX->popActiveRenderTarget();
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#ifdef DEBUG_REFLECT_TEX
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static U32 reflectStage = 0;
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char buf[128]; dSprintf(buf, 128, "F:\\REFLECT-OUT%i.PNG", reflectStage);
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//reflectTex->dumpToDisk("PNG", buf);
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reflectStage++;
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if (reflectStage > 1) reflectStage = 0;
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#endif
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// Restore detail adjust amount.
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TSShapeInstance::smDetailAdjust = detailAdjustBackup;
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@ -803,7 +844,7 @@ MatrixF PlaneReflector::getFrustumClipProj( MatrixF &modelview )
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// as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
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// transform it into camera space by multiplying it
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// by the inverse of the projection matrix
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Vector4F q;
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Vector4F q;
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q.x = sgn(clipPlane.x) / proj(0,0);
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q.y = sgn(clipPlane.y) / proj(1,1);
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q.z = -1.0F;
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@ -53,6 +53,7 @@ struct ReflectParams
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Point2I viewportExtent;
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Frustum culler;
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U32 startOfUpdateMs;
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S8 eyeId;
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};
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@ -191,7 +192,7 @@ public:
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{
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refplane.set( Point3F(0,0,0), Point3F(0,0,1) );
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objectSpace = false;
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mLastTexSize = 0;
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mLastTexSize = Point2I(0,0);
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}
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virtual ~PlaneReflector() {}
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@ -213,7 +214,7 @@ public:
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protected:
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U32 mLastTexSize;
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Point2I mLastTexSize;
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// The camera position at the last update.
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Point3F mLastPos;
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@ -224,7 +225,9 @@ protected:
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public:
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GFXTextureTargetRef reflectTarget;
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GFXTexHandle reflectTex;
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GFXTexHandle innerReflectTex[2]; /// < Textures we actually render to
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GFXTexHandle reflectTex; ///< Last texture we rendered to
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GFXTexHandle depthBuff;
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PlaneF refplane;
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bool objectSpace;
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@ -256,7 +256,7 @@ void SceneManager::renderScene( SceneRenderState* renderState, U32 objectMask, S
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GFX->setWorldMatrix(worldEyeTransforms[0]);
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Frustum gfxFrustum = originalFrustum;
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MathUtils::makeFovPortFrustum(&gfxFrustum, gfxFrustum.isOrtho(), gfxFrustum.getNearDist(), gfxFrustum.getFarDist(), currentFovPort[0], eyeTransforms[0]);
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MathUtils::makeFovPortFrustum(&gfxFrustum, gfxFrustum.isOrtho(), gfxFrustum.getNearDist(), gfxFrustum.getFarDist(), currentFovPort[0]);
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GFX->setFrustum(gfxFrustum);
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SceneCameraState cameraStateLeft = SceneCameraState::fromGFX();
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@ -277,7 +277,7 @@ void SceneManager::renderScene( SceneRenderState* renderState, U32 objectMask, S
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GFX->setWorldMatrix(worldEyeTransforms[1]);
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gfxFrustum = originalFrustum;
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MathUtils::makeFovPortFrustum(&gfxFrustum, gfxFrustum.isOrtho(), gfxFrustum.getNearDist(), gfxFrustum.getFarDist(), currentFovPort[1], eyeTransforms[1]);
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MathUtils::makeFovPortFrustum(&gfxFrustum, gfxFrustum.isOrtho(), gfxFrustum.getNearDist(), gfxFrustum.getFarDist(), currentFovPort[1]);
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GFX->setFrustum(gfxFrustum);
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SceneCameraState cameraStateRight = SceneCameraState::fromGFX();
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