Tidy up indentation in openvr changes

This commit is contained in:
James Urquhart 2016-07-12 23:30:11 +01:00
parent e6159a590a
commit 212ac36cc1
25 changed files with 2171 additions and 2172 deletions

View file

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