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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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@ -233,7 +233,70 @@ void SceneManager::renderScene( SceneRenderState* renderState, U32 objectMask, S
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// Render the scene.
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renderSceneNoLights( renderState, objectMask, baseObject, baseZone );
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if(GFX->getCurrentRenderStyle() == GFXDevice::RS_StereoSideBySide)
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{
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// Store previous values
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RectI originalVP = GFX->getViewport();
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MatrixF originalWorld = GFX->getWorldMatrix();
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Point2F projOffset = GFX->getCurrentProjectionOffset();
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Point3F eyeOffset = GFX->getStereoEyeOffset();
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// Render left half of display
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RectI leftVP = originalVP;
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leftVP.extent.x *= 0.5;
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GFX->setViewport(leftVP);
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MatrixF leftWorldTrans(true);
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leftWorldTrans.setPosition(Point3F(eyeOffset.x, eyeOffset.y, eyeOffset.z));
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MatrixF leftWorld(originalWorld);
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leftWorld.mulL(leftWorldTrans);
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GFX->setWorldMatrix(leftWorld);
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Frustum gfxFrustum = GFX->getFrustum();
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gfxFrustum.setProjectionOffset(Point2F(projOffset.x, projOffset.y));
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GFX->setFrustum(gfxFrustum);
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SceneCameraState cameraStateLeft = SceneCameraState::fromGFX();
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SceneRenderState renderStateLeft( this, renderState->getScenePassType(), cameraStateLeft );
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renderStateLeft.setSceneRenderStyle(SRS_SideBySide);
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renderStateLeft.setSceneRenderField(0);
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renderSceneNoLights( &renderStateLeft, objectMask, baseObject, baseZone );
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// Render right half of display
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RectI rightVP = originalVP;
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rightVP.extent.x *= 0.5;
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rightVP.point.x += rightVP.extent.x;
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GFX->setViewport(rightVP);
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MatrixF rightWorldTrans(true);
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rightWorldTrans.setPosition(Point3F(-eyeOffset.x, eyeOffset.y, eyeOffset.z));
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MatrixF rightWorld(originalWorld);
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rightWorld.mulL(rightWorldTrans);
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GFX->setWorldMatrix(rightWorld);
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gfxFrustum = GFX->getFrustum();
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gfxFrustum.setProjectionOffset(Point2F(-projOffset.x, projOffset.y));
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GFX->setFrustum(gfxFrustum);
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SceneCameraState cameraStateRight = SceneCameraState::fromGFX();
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SceneRenderState renderStateRight( this, renderState->getScenePassType(), cameraStateRight );
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renderStateRight.setSceneRenderStyle(SRS_SideBySide);
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renderStateRight.setSceneRenderField(1);
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renderSceneNoLights( &renderStateRight, objectMask, baseObject, baseZone );
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// Restore previous values
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GFX->setWorldMatrix(originalWorld);
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gfxFrustum.clearProjectionOffset();
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GFX->setFrustum(gfxFrustum);
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GFX->setViewport(originalVP);
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}
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else
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{
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renderSceneNoLights( renderState, objectMask, baseObject, baseZone );
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}
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// Trigger the post-render signal.
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