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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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@ -278,7 +278,11 @@ bool LightFlareData::_testVisibility(const SceneRenderState *state, LightFlareSt
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// the last result.
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const Point3F &lightPos = flareState->lightMat.getPosition();
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const RectI &viewport = GFX->getViewport();
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bool onScreen = MathUtils::mProjectWorldToScreen( lightPos, outLightPosSS, viewport, GFX->getWorldMatrix(), state->getSceneManager()->getNonClipProjection() );
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MatrixF projMatrix;
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state->getFrustum().getProjectionMatrix(&projMatrix);
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if( state->isReflectPass() )
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projMatrix = state->getSceneManager()->getNonClipProjection();
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bool onScreen = MathUtils::mProjectWorldToScreen( lightPos, outLightPosSS, viewport, GFX->getWorldMatrix(), projMatrix );
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// It is onscreen, so raycast as a simple occlusion test.
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const LightInfo *lightInfo = flareState->lightInfo;
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@ -452,13 +456,17 @@ void LightFlareData::prepRender( SceneRenderState *state, LightFlareState *flare
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Point3F oneOverViewportExtent( 1.0f / (F32)viewport.extent.x, 1.0f / (F32)viewport.extent.y, 0.0f );
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// Really convert it to screen space.
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lightPosSS.x -= viewport.point.x;
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lightPosSS.y -= viewport.point.y;
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lightPosSS *= oneOverViewportExtent;
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lightPosSS = ( lightPosSS * 2.0f ) - Point3F::One;
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lightPosSS.y = -lightPosSS.y;
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lightPosSS.z = 0.0f;
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Point3F flareVec( -lightPosSS );
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// Take any projection offset into account so that the point where the flare's
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// elements converge is at the 'eye' point rather than the center of the viewport.
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const Point2F& projOffset = state->getFrustum().getProjectionOffset();
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Point3F flareVec( -lightPosSS + Point3F(projOffset.x, projOffset.y, 0.0f) );
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const F32 flareLength = flareVec.len();
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if ( flareLength > 0.0f )
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flareVec *= 1.0f / flareLength;
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