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Merge pull request #504 from DavidWyand-GG/OculusRiftUpdate
Expand PostFX Viewport Options
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commit
12da4e40ff
6 changed files with 56 additions and 12 deletions
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@ -849,7 +849,7 @@ void GFXDevice::popActiveRenderTarget()
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mRTStack.pop_back();
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}
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void GFXDevice::setActiveRenderTarget( GFXTarget *target )
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void GFXDevice::setActiveRenderTarget( GFXTarget *target, bool updateViewport )
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{
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AssertFatal( target,
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"GFXDevice::setActiveRenderTarget - must specify a render target!" );
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@ -878,7 +878,10 @@ void GFXDevice::setActiveRenderTarget( GFXTarget *target )
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// We should consider removing this and making it the
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// responsibility of the caller to set a proper viewport
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// when the target is changed.
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setViewport( RectI( Point2I::Zero, mCurrentRT->getSize() ) );
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if ( updateViewport )
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{
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setViewport( RectI( Point2I::Zero, mCurrentRT->getSize() ) );
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}
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}
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/// Helper class for GFXDevice::describeResources.
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@ -695,7 +695,7 @@ public:
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void popActiveRenderTarget();
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/// Assign a new active render target.
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void setActiveRenderTarget( GFXTarget *target );
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void setActiveRenderTarget( GFXTarget *target, bool updateViewport=true );
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/// Returns the current active render target.
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inline GFXTarget* getActiveRenderTarget() { return mCurrentRT; }
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@ -118,6 +118,7 @@ ImplementEnumType( PFXTargetViewport,
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"@ingroup Rendering\n\n")
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{ PFXTargetViewport_TargetSize, "PFXTargetViewport_TargetSize", "Set viewport to match target size (default).\n" },
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{ PFXTargetViewport_GFXViewport, "PFXTargetViewport_GFXViewport", "Use the current GFX viewport (scaled to match target size).\n" },
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{ PFXTargetViewport_NamedInTexture0, "PFXTargetViewport_NamedInTexture0", "Use the input texture 0 if it is named (scaled to match target size), otherwise revert to PFXTargetViewport_TargetSize if there is none.\n" },
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EndImplementEnumType;
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@ -947,7 +948,17 @@ void PostEffect::_setupTarget( const SceneRenderState *state, bool *outClearTarg
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const Point2I &oldTargetSize = oldTarget->getSize();
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Point2F scale(targetSize.x / F32(oldTargetSize.x), targetSize.y / F32(oldTargetSize.y));
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const RectI viewport = GFX->getViewport();
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const RectI &viewport = GFX->getViewport();
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mNamedTarget.setViewport( RectI( viewport.point.x*scale.x, viewport.point.y*scale.y, viewport.extent.x*scale.x, viewport.extent.y*scale.y ) );
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}
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else if(mTargetViewport == PFXTargetViewport_NamedInTexture0 && mActiveNamedTarget[0] && mActiveNamedTarget[0]->getTexture())
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{
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// Scale the named input texture's viewport to match our target
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const Point3I &namedTargetSize = mActiveNamedTarget[0]->getTexture()->getSize();
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Point2F scale(targetSize.x / F32(namedTargetSize.x), targetSize.y / F32(namedTargetSize.y));
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const RectI &viewport = mActiveNamedTarget[0]->getViewport();
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mNamedTarget.setViewport( RectI( viewport.point.x*scale.x, viewport.point.y*scale.y, viewport.extent.x*scale.x, viewport.extent.y*scale.y ) );
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}
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@ -1009,7 +1020,17 @@ void PostEffect::_setupTarget( const SceneRenderState *state, bool *outClearTarg
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const Point2I &oldTargetSize = oldTarget->getSize();
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Point2F scale(targetSize.x / F32(oldTargetSize.x), targetSize.y / F32(oldTargetSize.y));
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const RectI viewport = GFX->getViewport();
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const RectI &viewport = GFX->getViewport();
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mNamedTargetDepthStencil.setViewport( RectI( viewport.point.x*scale.x, viewport.point.y*scale.y, viewport.extent.x*scale.x, viewport.extent.y*scale.y ) );
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}
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else if(mTargetViewport == PFXTargetViewport_NamedInTexture0 && mActiveNamedTarget[0] && mActiveNamedTarget[0]->getTexture())
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{
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// Scale the named input texture's viewport to match our target
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const Point3I &namedTargetSize = mActiveNamedTarget[0]->getTexture()->getSize();
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Point2F scale(targetSize.x / F32(namedTargetSize.x), targetSize.y / F32(namedTargetSize.y));
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const RectI &viewport = mActiveNamedTarget[0]->getViewport();
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mNamedTargetDepthStencil.setViewport( RectI( viewport.point.x*scale.x, viewport.point.y*scale.y, viewport.extent.x*scale.x, viewport.extent.y*scale.y ) );
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}
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@ -1093,8 +1114,6 @@ void PostEffect::process( const SceneRenderState *state,
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bool clearTarget = false;
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_setupTarget( state, &clearTarget );
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RectI oldViewport = GFX->getViewport();
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if ( mTargetTex || mTargetDepthStencil )
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{
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@ -1110,6 +1129,7 @@ void PostEffect::process( const SceneRenderState *state,
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GFX->getActiveRenderTarget()->preserve();
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#endif
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const RectI &oldViewport = GFX->getViewport();
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GFXTarget *oldTarget = GFX->getActiveRenderTarget();
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GFX->pushActiveRenderTarget();
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@ -1121,21 +1141,38 @@ void PostEffect::process( const SceneRenderState *state,
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else
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mTarget->attachTexture( GFXTextureTarget::DepthStencil, mTargetDepthStencil );
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GFX->setActiveRenderTarget( mTarget );
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// Set the render target but not its viewport. We'll do that below.
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GFX->setActiveRenderTarget( mTarget, false );
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// The setActiveRenderTarget() called above will change the viewport to cover the
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// entire target area. Restore the viewport as necessary.
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if(mNamedTarget.isRegistered())
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{
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// Always use the name target's viewport, if available. It was set up in _setupTarget().
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GFX->setViewport(mNamedTarget.getViewport());
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}
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else if(mTargetViewport == PFXTargetViewport_GFXViewport)
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{
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// Go with the current viewport as scaled against our render target.
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const Point2I &oldTargetSize = oldTarget->getSize();
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const Point2I &targetSize = mTarget->getSize();
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Point2F scale(targetSize.x / F32(oldTargetSize.x), targetSize.y / F32(oldTargetSize.y));
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GFX->setViewport( RectI( oldViewport.point.x*scale.x, oldViewport.point.y*scale.y, oldViewport.extent.x*scale.x, oldViewport.extent.y*scale.y ) );
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}
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else if(mTargetViewport == PFXTargetViewport_NamedInTexture0 && mActiveNamedTarget[0] && mActiveNamedTarget[0]->getTexture())
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{
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// Go with the first input texture, if it is named. Scale the named input texture's viewport to match our target
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const Point3I &namedTargetSize = mActiveNamedTarget[0]->getTexture()->getSize();
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const Point2I &targetSize = mTarget->getSize();
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Point2F scale(targetSize.x / F32(namedTargetSize.x), targetSize.y / F32(namedTargetSize.y));
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const RectI &viewport = mActiveNamedTarget[0]->getViewport();
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GFX->setViewport( RectI( viewport.point.x*scale.x, viewport.point.y*scale.y, viewport.extent.x*scale.x, viewport.extent.y*scale.y ) );
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}
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else
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{
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// Default to using the whole target as the viewport
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GFX->setViewport( RectI( Point2I::Zero, mTarget->getSize() ) );
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}
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}
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if ( clearTarget )
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@ -77,6 +77,10 @@ enum PFXTargetViewport
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/// Use the current GFX viewport
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PFXTargetViewport_GFXViewport,
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/// Use the input texture 0 if it is named, otherwise
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/// revert to PFXTargetViewport_TargetSize if there is none
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PFXTargetViewport_NamedInTexture0,
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};
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DefineEnumType( PFXTargetViewport );
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