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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-07 22:40:44 +00:00
Basic fix for stereo rendering without a display device
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8a55feebef
commit
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6 changed files with 104 additions and 30 deletions
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@ -349,7 +349,13 @@ bool GameProcessCameraQuery(CameraQuery *query)
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// Provide some default values
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query->projectionOffset = Point2F::Zero;
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query->stereoTargets[0] = 0;
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query->stereoTargets[1] = 0;
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query->eyeOffset[0] = Point3F::Zero;
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query->eyeOffset[1] = Point3F::Zero;
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query->hasFovPort = false;
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query->hasStereoTargets = false;
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F32 cameraFov = 0.0f;
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bool fovSet = false;
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@ -383,6 +389,7 @@ bool GameProcessCameraQuery(CameraQuery *query)
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{
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display->getFovPorts(query->fovPort);
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fovSet = true;
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query->hasFovPort = true;
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}
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// Grab the latest overriding render view transforms
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@ -391,6 +398,11 @@ bool GameProcessCameraQuery(CameraQuery *query)
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display->getStereoViewports(query->stereoViewports);
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display->getStereoTargets(query->stereoTargets);
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}
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else
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{
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query->eyeTransforms[0] = query->cameraMatrix;
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query->eyeTransforms[1] = query->cameraMatrix;
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}
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// Use the connection's FOV settings if requried
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if(!connection->getControlCameraFov(&cameraFov))
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@ -354,10 +354,10 @@ public:
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void setStereoEyeTransforms(MatrixF *transforms) { dMemcpy(mStereoEyeTransforms, transforms, sizeof(mStereoEyeTransforms)); dMemcpy(mInverseStereoEyeTransforms, transforms, sizeof(mInverseStereoEyeTransforms)); mInverseStereoEyeTransforms[0].inverse(); mInverseStereoEyeTransforms[1].inverse(); }
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/// Set the current eye offset used during stereo rendering. Assumes NumStereoPorts are available.
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void setFovPort(const FovPort *ports) { dMemcpy(mFovPorts, ports, sizeof(mFovPorts)); }
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void setStereoFovPort(const FovPort *ports) { dMemcpy(mFovPorts, ports, sizeof(mFovPorts)); }
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/// Get the current eye offset used during stereo rendering
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const FovPort* getSteroFovPort() { return mFovPorts; }
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const FovPort* getStereoFovPort() { return mFovPorts; }
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/// Sets stereo viewports
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void setSteroViewports(const RectI *ports) { dMemcpy(mStereoViewports, ports, sizeof(RectI) * NumStereoPorts); }
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@ -159,6 +159,8 @@ GuiTSCtrl::GuiTSCtrl()
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mLastCameraQuery.nearPlane = 0.01f;
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mLastCameraQuery.projectionOffset = Point2F::Zero;
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mLastCameraQuery.hasFovPort = false;
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mLastCameraQuery.hasStereoTargets = false;
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mLastCameraQuery.ortho = false;
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}
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@ -312,6 +314,46 @@ F32 GuiTSCtrl::calculateViewDistance(F32 radius)
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//-----------------------------------------------------------------------------
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static FovPort CalculateFovPortForCanvas(const RectI viewport, const CameraQuery &cameraQuery)
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{
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F32 wwidth;
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F32 wheight;
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F32 renderWidth = viewport.extent.x;
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F32 renderHeight = viewport.extent.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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// then generate the width scale from the aspect ratio.
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if(!cameraQuery.ortho)
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{
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wheight = /*cameraQuery.nearPlane * */ mTan(cameraQuery.fov / 2.0f);
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wwidth = aspectRatio * wheight;
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}
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else
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{
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wheight = cameraQuery.fov;
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wwidth = aspectRatio * wheight;
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}
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F32 hscale = wwidth * 2.0f / renderWidth;
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F32 vscale = wheight * 2.0f / renderHeight;
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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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FovPort fovPort;
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fovPort.upTan = top;
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fovPort.downTan = -bottom;
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fovPort.leftTan = -left;
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fovPort.rightTan = right;
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return fovPort;
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}
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//-----------------------------------------------------------------------------
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void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
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{
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// Save the current transforms so we can restore
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@ -340,7 +382,25 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
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GFX->setCurrentRenderStyle(GFXDevice::RS_StereoSideBySide);
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GFX->setCurrentProjectionOffset(mLastCameraQuery.projectionOffset);
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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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if (!mLastCameraQuery.hasStereoTargets)
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{
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// Need to calculate our current viewport here
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mLastCameraQuery.stereoViewports[0] = updateRect;
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mLastCameraQuery.stereoViewports[0].extent.x /= 2;
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mLastCameraQuery.stereoViewports[1] = mLastCameraQuery.stereoViewports[0];
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mLastCameraQuery.stereoViewports[1].point.x += mLastCameraQuery.stereoViewports[1].extent.x;
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}
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if (!mLastCameraQuery.hasFovPort)
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{
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// Need to make our own fovPort
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mLastCameraQuery.fovPort[0] = CalculateFovPortForCanvas(mLastCameraQuery.stereoViewports[0], mLastCameraQuery);
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mLastCameraQuery.fovPort[1] = CalculateFovPortForCanvas(mLastCameraQuery.stereoViewports[1], mLastCameraQuery);
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}
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GFX->setStereoFovPort(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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@ -402,29 +462,6 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
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mLastCameraQuery.cameraMatrix.mul(rotMat);
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}
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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 = 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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// then generate the width scale from the aspect ratio.
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if(!mLastCameraQuery.ortho)
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{
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wheight = mLastCameraQuery.nearPlane * mTan(mLastCameraQuery.fov / 2.0f);
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wwidth = aspectRatio * wheight;
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}
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else
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{
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wheight = mLastCameraQuery.fov;
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wwidth = aspectRatio * wheight;
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}
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F32 hscale = wwidth * 2.0f / renderWidth;
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F32 vscale = wheight * 2.0f / renderHeight;
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Frustum frustum;
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if(mRenderStyle == RenderStyleStereoSideBySide)
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{
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@ -433,6 +470,29 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
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}
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else
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{
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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 = 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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// then generate the width scale from the aspect ratio.
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if(!mLastCameraQuery.ortho)
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{
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wheight = mLastCameraQuery.nearPlane * mTan(mLastCameraQuery.fov / 2.0f);
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wwidth = aspectRatio * wheight;
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}
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else
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{
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wheight = mLastCameraQuery.fov;
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wwidth = aspectRatio * wheight;
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}
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F32 hscale = wwidth * 2.0f / renderWidth;
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F32 vscale = wheight * 2.0f / renderHeight;
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F32 left = (updateRect.point.x - offset.x) * hscale - wwidth;
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F32 right = (updateRect.point.x + updateRect.extent.x - offset.x) * hscale - wwidth;
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F32 top = wheight - vscale * (updateRect.point.y - offset.y);
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@ -516,7 +576,7 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
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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 FovPort *currentFovPort = GFX->getStereoFovPort();
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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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@ -49,6 +49,8 @@ struct CameraQuery
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Point3F eyeOffset[2];
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MatrixF eyeTransforms[2];
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bool ortho;
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bool hasFovPort;
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bool hasStereoTargets;
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MatrixF cameraMatrix;
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RectI stereoViewports[2]; // destination viewports
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GFXTextureTarget* stereoTargets[2];
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@ -606,7 +606,7 @@ void PlaneReflector::updateReflection( const ReflectParams ¶ms )
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RectI originalVP = GFX->getViewport();
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Point2F projOffset = GFX->getCurrentProjectionOffset();
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const FovPort *currentFovPort = GFX->getSteroFovPort();
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const FovPort *currentFovPort = GFX->getStereoFovPort();
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MatrixF inverseEyeTransforms[2];
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// Calculate world transforms for eyes
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@ -240,7 +240,7 @@ void SceneManager::renderScene( SceneRenderState* renderState, U32 objectMask, S
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Frustum originalFrustum = GFX->getFrustum();
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Point2F projOffset = GFX->getCurrentProjectionOffset();
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const FovPort *currentFovPort = GFX->getSteroFovPort();
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const FovPort *currentFovPort = GFX->getStereoFovPort();
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const MatrixF *eyeTransforms = GFX->getStereoEyeTransforms();
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const MatrixF *worldEyeTransforms = GFX->getInverseStereoEyeTransforms();
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