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https://github.com/TorqueGameEngines/Torque3D.git
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Tidy up indentation in openvr changes
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e6159a590a
commit
212ac36cc1
25 changed files with 2171 additions and 2172 deletions
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@ -64,9 +64,9 @@ Vector<GuiTSCtrl*> GuiTSCtrl::smAwakeTSCtrls;
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ImplementEnumType( GuiTSRenderStyles,
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"Style of rendering for a GuiTSCtrl.\n\n"
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"@ingroup Gui3D" )
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{ GuiTSCtrl::RenderStyleStandard, "standard" },
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{ GuiTSCtrl::RenderStyleStereoSideBySide, "stereo side by side" },
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{ GuiTSCtrl::RenderStyleStereoSeparate, "stereo separate" },
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{ GuiTSCtrl::RenderStyleStandard, "standard" },
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{ GuiTSCtrl::RenderStyleStereoSideBySide, "stereo side by side" },
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{ GuiTSCtrl::RenderStyleStereoSeparate, "stereo separate" },
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EndImplementEnumType;
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//-----------------------------------------------------------------------------
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@ -199,9 +199,9 @@ void GuiTSCtrl::initPersistFields()
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void GuiTSCtrl::consoleInit()
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{
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Con::addVariable("$TSControl::frameCount", TypeS32, &smFrameCount, "The number of frames that have been rendered since this control was created.\n"
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"@ingroup Rendering\n");
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"@ingroup Rendering\n");
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Con::addVariable("$TSControl::useLatestDisplayTransform", TypeBool, &smUseLatestDisplayTransform, "Use the latest view transform when rendering stereo instead of the one calculated by the last move.\n"
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"@ingroup Rendering\n");
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"@ingroup Rendering\n");
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}
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//-----------------------------------------------------------------------------
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@ -371,15 +371,15 @@ void GuiTSCtrl::_internalRender(RectI guiViewport, RectI renderViewport, Frustum
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if (mReflectPriority > 0)
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{
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// Get the total reflection priority.
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F32 totalPriority = 0;
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for (U32 i = 0; i < smAwakeTSCtrls.size(); i++)
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if (smAwakeTSCtrls[i]->isVisible())
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totalPriority += smAwakeTSCtrls[i]->mReflectPriority;
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// Get the total reflection priority.
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F32 totalPriority = 0;
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for (U32 i = 0; i < smAwakeTSCtrls.size(); i++)
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if (smAwakeTSCtrls[i]->isVisible())
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totalPriority += smAwakeTSCtrls[i]->mReflectPriority;
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REFLECTMGR->update(mReflectPriority / totalPriority,
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renderSize,
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mLastCameraQuery);
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REFLECTMGR->update(mReflectPriority / totalPriority,
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renderSize,
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mLastCameraQuery);
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}
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GFX->setActiveRenderTarget(origTarget);
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@ -431,22 +431,22 @@ void GuiTSCtrl::_internalRender(RectI guiViewport, RectI renderViewport, Frustum
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DebugDrawer* debugDraw = DebugDrawer::get();
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if (mRenderStyle == RenderStyleStereoSideBySide && debugDraw->willDraw())
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{
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// For SBS we need to render over each viewport
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Frustum frustum;
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// For SBS we need to render over each viewport
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Frustum frustum;
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GFX->setViewport(mLastCameraQuery.stereoViewports[0]);
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MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[0]);
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GFX->setFrustum(frustum);
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debugDraw->render(false);
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GFX->setViewport(mLastCameraQuery.stereoViewports[0]);
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MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[0]);
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GFX->setFrustum(frustum);
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debugDraw->render(false);
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GFX->setViewport(mLastCameraQuery.stereoViewports[1]);
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MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[1]);
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GFX->setFrustum(frustum);
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debugDraw->render();
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GFX->setViewport(mLastCameraQuery.stereoViewports[1]);
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MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[1]);
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GFX->setFrustum(frustum);
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debugDraw->render();
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}
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else
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{
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debugDraw->render();
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debugDraw->render();
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}
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saver.restore();
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@ -637,23 +637,23 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
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MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[0]);
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mLastCameraQuery.cameraMatrix = myTransforms[0];
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frustum.update();
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GFX->activateStereoTarget(0);
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mLastCameraQuery.currentEye = 0;
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GFX->beginField();
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_internalRender(RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[0]->getSize()), RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[0]->getSize()), frustum);
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GFX->activateStereoTarget(0);
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mLastCameraQuery.currentEye = 0;
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GFX->beginField();
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_internalRender(RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[0]->getSize()), RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[0]->getSize()), frustum);
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GFX->getDeviceEventSignal().trigger(GFXDevice::deLeftStereoFrameRendered);
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GFX->endField();
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GFX->endField();
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// Right
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GFX->activateStereoTarget(1);
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mLastCameraQuery.currentEye = 1;
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GFX->activateStereoTarget(1);
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mLastCameraQuery.currentEye = 1;
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MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[1]);
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mLastCameraQuery.cameraMatrix = myTransforms[1];
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frustum.update();
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GFX->beginField();
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_internalRender(RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[1]->getSize()), RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[0]->getSize()), frustum);
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GFX->getDeviceEventSignal().trigger(GFXDevice::deRightStereoFrameRendered);
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GFX->endField();
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frustum.update();
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GFX->beginField();
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_internalRender(RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[1]->getSize()), RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[0]->getSize()), frustum);
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GFX->getDeviceEventSignal().trigger(GFXDevice::deRightStereoFrameRendered);
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GFX->endField();
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mLastCameraQuery.cameraMatrix = origMatrix;
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