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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Add code to render the basic stereo view fallback
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639b397394
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36908b0434
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@ -426,8 +426,97 @@ void GuiTSCtrl::_internalRender(RectI viewport, Frustum &frustum)
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renderWorld(viewport);
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DebugDrawer::get()->render();
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// Restore the previous matrix state before
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// we begin rendering the child controls.
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// Render the canvas overlay if its available
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if (mStereoCanvas.getPointer() && mStereoGuiTarget.getPointer() && mStereoCanvas->size() != 0)
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{
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GFXDEBUGEVENT_SCOPE(StereoGui_Render, ColorI(255, 0, 0));
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MatrixF proj(1);
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Frustum originalFrustum = frustum;
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GFXTextureObject *texObject = mStereoGuiTarget->getTexture(0);
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const FovPort *currentFovPort = GFX->getStereoFovPort();
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const MatrixF *eyeTransforms = GFX->getStereoEyeTransforms();
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const Point3F *eyeOffset = GFX->getStereoEyeOffsets();
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Frustum gfxFrustum = originalFrustum;
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GFX->setClipRect(viewport);
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GFX->setViewport(viewport);
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GFX->setFrustum(frustum);
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MatrixF eyeWorldTrans(1);
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if (mLastCameraQuery.currentEye != -1)
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{
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eyeWorldTrans.setPosition(Point3F(eyeOffset[mLastCameraQuery.currentEye].x, eyeOffset[mLastCameraQuery.currentEye].y, eyeOffset[mLastCameraQuery.currentEye].z));
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}
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MatrixF eyeWorld(1);
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eyeWorld.mul(eyeWorldTrans);
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eyeWorld.inverse();
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GFX->setWorldMatrix(eyeWorld);
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GFX->setViewMatrix(MatrixF::Identity);
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if (!mStereoOverlayVB.getPointer())
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{
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mStereoOverlayVB.set(GFX, 4, GFXBufferTypeStatic);
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GFXVertexPCT *verts = mStereoOverlayVB.lock(0, 4);
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F32 texLeft = 0.0f;
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F32 texRight = 1.0f;
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F32 texTop = 1.0f;
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F32 texBottom = 0.0f;
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F32 rectRatio = gfxFrustum.getWidth() / gfxFrustum.getHeight();
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F32 rectWidth = gfxFrustum.getWidth() * TS_OVERLAY_SCREEN_WIDTH;
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F32 rectHeight = rectWidth * rectRatio;
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F32 screenLeft = -rectWidth * 0.5;
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F32 screenRight = rectWidth * 0.5;
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F32 screenTop = -rectHeight * 0.5;
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F32 screenBottom = rectHeight * 0.5;
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const F32 fillConv = 0.0f;
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const F32 frustumDepthAdjusted = gfxFrustum.getNearDist() + 0.012;
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verts[0].point.set(screenLeft - fillConv, frustumDepthAdjusted, screenTop - fillConv);
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verts[1].point.set(screenRight - fillConv, frustumDepthAdjusted, screenTop - fillConv);
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verts[2].point.set(screenLeft - fillConv, frustumDepthAdjusted, screenBottom - fillConv);
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verts[3].point.set(screenRight - fillConv, frustumDepthAdjusted, screenBottom - fillConv);
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verts[0].color = verts[1].color = verts[2].color = verts[3].color = ColorI(255, 255, 255, 255);
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verts[0].texCoord.set(texLeft, texTop);
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verts[1].texCoord.set(texRight, texTop);
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verts[2].texCoord.set(texLeft, texBottom);
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verts[3].texCoord.set(texRight, texBottom);
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mStereoOverlayVB.unlock();
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}
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if (!mStereoGuiSB.getPointer())
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{
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// DrawBitmapStretchSR
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GFXStateBlockDesc bitmapStretchSR;
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bitmapStretchSR.setCullMode(GFXCullNone);
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bitmapStretchSR.setZReadWrite(false, false);
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bitmapStretchSR.setBlend(true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
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bitmapStretchSR.samplersDefined = true;
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bitmapStretchSR.samplers[0] = GFXSamplerStateDesc::getClampLinear();
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bitmapStretchSR.samplers[0].minFilter = GFXTextureFilterPoint;
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bitmapStretchSR.samplers[0].mipFilter = GFXTextureFilterPoint;
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bitmapStretchSR.samplers[0].magFilter = GFXTextureFilterPoint;
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mStereoGuiSB = GFX->createStateBlock(bitmapStretchSR);
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}
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GFX->setPrimitiveBuffer(NULL);
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GFX->setVertexBuffer(mStereoOverlayVB);
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GFX->setStateBlock(mStereoGuiSB);
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GFX->setTexture(0, texObject);
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GFX->setupGenericShaders(GFXDevice::GSModColorTexture);
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GFX->drawPrimitive(GFXTriangleStrip, 0, 2);
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}
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saver.restore();
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}
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@ -458,6 +547,8 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
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Point2I renderSize = getExtent();
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Frustum frustum;
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mLastCameraQuery.currentEye = -1;
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if (mRenderStyle == RenderStyleStereoSideBySide)
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{
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GFX->setCurrentRenderStyle(GFXDevice::RS_StereoSideBySide);
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@ -573,12 +664,14 @@ 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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GFX->activateStereoTarget(0);
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mLastCameraQuery.currentEye = 0;
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_internalRender(RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[0]->getSize()), frustum);
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GFX->getDeviceEventSignal().trigger(GFXDevice::deLeftStereoFrameRendered);
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// Right
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GFX->activateStereoTarget(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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@ -703,6 +796,7 @@ void GuiTSCtrl::drawLineList( const Vector<Point3F> &points, const ColorI color,
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void GuiTSCtrl::setStereoGui(GuiOffscreenCanvas *canvas)
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{
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mStereoGuiTarget = canvas ? canvas->getTarget() : NULL;
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mStereoCanvas = canvas;
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}
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@ -35,6 +35,10 @@
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#include "materials/matTextureTarget.h"
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#endif
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#ifndef _GUIOFFSCREENCANVAS_H_
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#include "gui/core/guiOffscreenCanvas.h"
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#endif
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class IDisplayDevice;
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class GuiOffscreenCanvas;
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@ -52,6 +56,7 @@ struct CameraQuery
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bool hasFovPort;
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bool hasStereoTargets;
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MatrixF cameraMatrix;
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S32 currentEye;
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RectI stereoViewports[2]; // destination viewports
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GFXTextureTarget* stereoTargets[2];
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GuiCanvas* drawCanvas; // Canvas we are drawing to. Needed for VR
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@ -68,7 +73,7 @@ public:
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enum RenderStyles {
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RenderStyleStandard = 0,
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RenderStyleStereoSideBySide = (1<<0),
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RenderStyleStereoSeparate = (1<<1),
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RenderStyleStereoSeparate = (1<<1),
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};
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protected:
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@ -110,6 +115,8 @@ protected:
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GFXVertexBufferHandle<GFXVertexPCT> mStereoPreviewVB;
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GFXStateBlockRef mStereoPreviewSB;
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SimObjectPtr<GuiOffscreenCanvas> mStereoCanvas;
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public:
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