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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 03:33:48 +00:00
Oculus VR DK2 Support
- Updated to work with 0.5.x SDK - Uses Oculus Rendering rather than PostFX - Stereo rendering refactored so more rendering info is grabbed from the DisplayDevice - Implements an Offscreen Canvas for in-game gui with oculus - Message dialogs and metrics display can now go to the OffScreen Canvas (if oculus demo is setup correctly)
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b3170bcddf
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56 changed files with 2654 additions and 1426 deletions
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@ -22,6 +22,7 @@
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#include "platform/platform.h"
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#include "gui/3d/guiTSControl.h"
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#include "gui/core/guiOffscreenCanvas.h"
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#include "console/engineAPI.h"
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#include "scene/sceneManager.h"
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@ -34,7 +35,12 @@
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#include "scene/reflectionManager.h"
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#include "postFx/postEffectManager.h"
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#include "gfx/gfxTransformSaver.h"
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#include "gfx/gfxDrawUtil.h"
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#include "gfx/gfxDebugEvent.h"
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GFXTextureObject *gLastStereoTexture = NULL;
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#define TS_OVERLAY_SCREEN_WIDTH 0.75
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IMPLEMENT_CONOBJECT( GuiTSCtrl );
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@ -51,6 +57,7 @@ ConsoleDocClass( GuiTSCtrl,
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);
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U32 GuiTSCtrl::smFrameCount = 0;
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bool GuiTSCtrl::smUseLatestDisplayTransform = true;
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Vector<GuiTSCtrl*> GuiTSCtrl::smAwakeTSCtrls;
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ImplementEnumType( GuiTSRenderStyles,
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@ -60,7 +67,6 @@ ImplementEnumType( GuiTSRenderStyles,
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{ GuiTSCtrl::RenderStyleStereoSideBySide, "stereo side by side" },
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EndImplementEnumType;
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//-----------------------------------------------------------------------------
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namespace
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@ -153,7 +159,6 @@ GuiTSCtrl::GuiTSCtrl()
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mLastCameraQuery.nearPlane = 0.01f;
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mLastCameraQuery.projectionOffset = Point2F::Zero;
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mLastCameraQuery.eyeOffset = Point3F::Zero;
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mLastCameraQuery.ortho = false;
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}
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@ -192,6 +197,8 @@ void GuiTSCtrl::consoleInit()
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{
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Con::addVariable("$TSControl::frameCount", TypeS32, &smFrameCount, "The number of frames that have been rendered since this control was created.\n"
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"@ingroup Rendering\n");
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Con::addVariable("$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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}
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//-----------------------------------------------------------------------------
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@ -206,6 +213,9 @@ bool GuiTSCtrl::onWake()
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"GuiTSCtrl::onWake - This control is already in the awake list!" );
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smAwakeTSCtrls.push_back( this );
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// For VR
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mLastCameraQuery.drawCanvas = getRoot();
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return true;
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}
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@ -307,6 +317,7 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
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// Save the current transforms so we can restore
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// it for child control rendering below.
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GFXTransformSaver saver;
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bool renderingToTarget = false;
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if(!processCameraQuery(&mLastCameraQuery))
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{
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@ -317,15 +328,52 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
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return;
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}
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GFXTargetRef origTarget = GFX->getActiveRenderTarget();
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// Set up the appropriate render style
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U32 prevRenderStyle = GFX->getCurrentRenderStyle();
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Point2F prevProjectionOffset = GFX->getCurrentProjectionOffset();
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Point3F prevEyeOffset = GFX->getStereoEyeOffset();
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Point2I renderSize = getExtent();
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if(mRenderStyle == RenderStyleStereoSideBySide)
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{
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GFX->setCurrentRenderStyle(GFXDevice::RS_StereoSideBySide);
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GFX->setCurrentProjectionOffset(mLastCameraQuery.projectionOffset);
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GFX->setStereoEyeOffset(mLastCameraQuery.eyeOffset);
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GFX->setStereoEyeOffsets(mLastCameraQuery.eyeOffset);
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GFX->setFovPort(mLastCameraQuery.fovPort); // NOTE: this specifies fov for BOTH eyes
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GFX->setSteroViewports(mLastCameraQuery.stereoViewports);
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GFX->setStereoTargets(mLastCameraQuery.stereoTargets);
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MatrixF myTransforms[2];
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if (smUseLatestDisplayTransform)
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{
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// Use the view matrix determined from the display device
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myTransforms[0] = mLastCameraQuery.eyeTransforms[0];
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myTransforms[1] = mLastCameraQuery.eyeTransforms[1];
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}
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else
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{
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// Use the view matrix determined from the control object
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myTransforms[0] = mLastCameraQuery.cameraMatrix;
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myTransforms[1] = mLastCameraQuery.cameraMatrix;
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QuatF qrot = mLastCameraQuery.cameraMatrix;
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Point3F pos = mLastCameraQuery.cameraMatrix.getPosition();
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Point3F rotEyePos;
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myTransforms[0].setPosition(pos + qrot.mulP(mLastCameraQuery.eyeOffset[0], &rotEyePos));
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myTransforms[1].setPosition(pos + qrot.mulP(mLastCameraQuery.eyeOffset[1], &rotEyePos));
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}
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GFX->setStereoEyeTransforms(myTransforms);
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// Allow render size to originate from the render target
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if (mLastCameraQuery.stereoTargets[0])
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{
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renderSize = mLastCameraQuery.stereoViewports[0].extent;
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renderingToTarget = true;
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}
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}
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else
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{
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@ -357,8 +405,8 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
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// set up the camera and viewport stuff:
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F32 wwidth;
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F32 wheight;
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F32 renderWidth = (mRenderStyle == RenderStyleStereoSideBySide) ? F32(getWidth())*0.5f : F32(getWidth());
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F32 renderHeight = F32(getHeight());
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F32 renderWidth = F32(renderSize.x);
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F32 renderHeight = F32(renderSize.y);
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F32 aspectRatio = renderWidth / renderHeight;
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// Use the FOV to calculate the viewport height scale
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@ -380,12 +428,8 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
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Frustum frustum;
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if(mRenderStyle == RenderStyleStereoSideBySide)
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{
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F32 left = 0.0f * hscale - wwidth;
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F32 right = renderWidth * hscale - wwidth;
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F32 top = wheight - vscale * 0.0f;
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F32 bottom = wheight - vscale * renderHeight;
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frustum.set( mLastCameraQuery.ortho, left, right, top, bottom, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane );
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// NOTE: these calculations are essentially overridden later by the fov port settings when rendering each eye.
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MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[0]);
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}
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else
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{
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@ -407,15 +451,24 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
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RectI tempRect = updateRect;
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#ifdef TORQUE_OS_MAC
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Point2I screensize = getRoot()->getWindowSize();
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tempRect.point.y = screensize.y - (tempRect.point.y + tempRect.extent.y);
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#endif
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if (!renderingToTarget)
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{
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#ifdef TORQUE_OS_MAC
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Point2I screensize = getRoot()->getWindowSize();
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tempRect.point.y = screensize.y - (tempRect.point.y + tempRect.extent.y);
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#endif
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GFX->setViewport( tempRect );
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GFX->setViewport( tempRect );
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}
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else
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{
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// Activate stereo RT
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GFX->activateStereoTarget(-1);
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}
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// Clear the zBuffer so GUI doesn't hose object rendering accidentally
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GFX->clear( GFXClearZBuffer , ColorI(20,20,20), 1.0f, 0 );
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//GFX->clear( GFXClearTarget, ColorI(255,0,0), 1.0f, 0);
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GFX->setFrustum( frustum );
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if(mLastCameraQuery.ortho)
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@ -427,7 +480,7 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
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// We're going to be displaying this render at size of this control in
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// pixels - let the scene know so that it can calculate e.g. reflections
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// correctly for that final display result.
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gClientSceneGraph->setDisplayTargetResolution(getExtent());
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gClientSceneGraph->setDisplayTargetResolution(renderSize);
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// Set the GFX world matrix to the world-to-camera transform, but don't
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// change the cameraMatrix in mLastCameraQuery. This is because
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@ -455,20 +508,121 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
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renderWorld(updateRect);
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DebugDrawer::get()->render();
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// Render the canvas overlay if its available
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if (mRenderStyle == RenderStyleStereoSideBySide && mStereoGuiTarget.getPointer())
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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 = GFX->getFrustum();
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GFXTextureObject *texObject = mStereoGuiTarget->getTexture(0);
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const FovPort *currentFovPort = GFX->getSteroFovPort();
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const MatrixF *eyeTransforms = GFX->getStereoEyeTransforms();
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const MatrixF *worldEyeTransforms = GFX->getInverseStereoEyeTransforms();
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const Point3F *eyeOffset = GFX->getStereoEyeOffsets();
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for (U32 i=0; i<2; i++)
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{
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GFX->activateStereoTarget(i);
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Frustum gfxFrustum = originalFrustum;
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const F32 frustumDepth = gfxFrustum.getNearDist();
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MathUtils::makeFovPortFrustum(&gfxFrustum, true, gfxFrustum.getNearDist(), gfxFrustum.getFarDist(), currentFovPort[i], eyeTransforms[i]);
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GFX->setFrustum(gfxFrustum);
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MatrixF eyeWorldTrans(1);
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eyeWorldTrans.setPosition(Point3F(eyeOffset[i].x,eyeOffset[i].y,eyeOffset[i].z));
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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 frustumDepth = gfxFrustum.getNearDist() + 0.012;
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verts[0].point.set( screenLeft - fillConv, frustumDepth, screenTop - fillConv );
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verts[1].point.set( screenRight - fillConv, frustumDepth, screenTop - fillConv );
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verts[2].point.set( screenLeft - fillConv, frustumDepth, screenBottom - fillConv );
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verts[3].point.set( screenRight - fillConv, frustumDepth, 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->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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}
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// Restore the previous matrix state before
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// we begin rendering the child controls.
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saver.restore();
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// Restore the render style and any stereo parameters
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GFX->setActiveRenderTarget(origTarget);
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GFX->setCurrentRenderStyle(prevRenderStyle);
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GFX->setCurrentProjectionOffset(prevProjectionOffset);
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GFX->setStereoEyeOffset(prevEyeOffset);
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if(mRenderStyle == RenderStyleStereoSideBySide && gLastStereoTexture)
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{
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GFX->setClipRect(updateRect);
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GFX->getDrawUtil()->drawBitmapStretch(gLastStereoTexture, updateRect);
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}
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// Allow subclasses to render 2D elements.
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GFX->setClipRect(updateRect);
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renderGui( offset, updateRect );
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renderChildControls(offset, updateRect);
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if (shouldRenderChildControls())
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{
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renderChildControls(offset, updateRect);
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}
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smFrameCount++;
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}
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@ -499,6 +653,12 @@ void GuiTSCtrl::drawLineList( const Vector<Point3F> &points, const ColorI color,
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drawLine( points[i], points[i+1], color, width );
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}
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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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}
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//=============================================================================
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// Console Methods.
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//=============================================================================
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@ -547,3 +707,10 @@ DefineEngineMethod( GuiTSCtrl, calculateViewDistance, F32, ( F32 radius ),,
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{
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return object->calculateViewDistance( radius );
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}
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DefineEngineMethod( GuiTSCtrl, setStereoGui, void, ( GuiOffscreenCanvas* canvas ),,
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"Sets the current stereo texture to an offscreen canvas\n"
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"@param canvas The desired canvas." )
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{
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object->setStereoGui(canvas);
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}
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