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https://github.com/TorqueGameEngines/Torque3D.git
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Side by side rendering
- Side by side rendering implemented throughout the graphics pipeline. - New GuiTSCtrl renderStyle property is set to "stereo side by side" to activate. - You set an IDisplayDevice on the GameConnection to define any vertical FOV, projection offset, and stereo eye offset properties required for the stereo rendering (no display device included with this commit). - Full and Empty templates updated with correct scripts and shaders.
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28 changed files with 465 additions and 41 deletions
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@ -32,7 +32,7 @@
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#include "math/mEase.h"
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#include "core/module.h"
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#include "console/engineAPI.h"
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#include "platform/output/IDisplayDevice.h"
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static void RegisterGameFunctions();
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static void Process3D();
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@ -82,6 +82,8 @@ static S32 gEaseBack = Ease::Back;
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static S32 gEaseBounce = Ease::Bounce;
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extern bool gEditingMission;
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extern void ShowInit();
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//------------------------------------------------------------------------------
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@ -354,9 +356,44 @@ bool GameProcessCameraQuery(CameraQuery *query)
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sVisDistanceScale = mClampF( sVisDistanceScale, 0.01f, 1.0f );
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query->farPlane = gClientSceneGraph->getVisibleDistance() * sVisDistanceScale;
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F32 cameraFov;
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if(!connection->getControlCameraFov(&cameraFov))
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// Provide some default values
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query->projectionOffset = Point2F::Zero;
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query->eyeOffset = Point3F::Zero;
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F32 cameraFov = 0.0f;
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bool fovSet = false;
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// Try to use the connection's display deivce, if any, but only if the editor
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// is not open
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if(!gEditingMission && connection->hasDisplayDevice())
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{
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const IDisplayDevice* display = connection->getDisplayDevice();
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// The connection's display device may want to set the FOV
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if(display->providesYFOV())
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{
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cameraFov = mRadToDeg(display->getYFOV());
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fovSet = true;
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}
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// The connection's display device may want to set the projection offset
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if(display->providesProjectionOffset())
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{
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query->projectionOffset = display->getProjectionOffset();
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}
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// The connection's display device may want to set the eye offset
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if(display->providesEyeOffset())
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{
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query->eyeOffset = display->getEyeOffset();
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}
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}
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// Use the connection's FOV settings if requried
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if(!fovSet && !connection->getControlCameraFov(&cameraFov))
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{
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return false;
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}
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query->fov = mDegToRad(cameraFov);
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return true;
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