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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-09 23:40:42 +00:00
Basic fix for reflections in both stereo rendering modes
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parent
fa7697b13e
commit
1198932e87
6 changed files with 150 additions and 155 deletions
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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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