mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
- 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.
113 lines
4.4 KiB
C++
113 lines
4.4 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "scene/sceneRenderState.h"
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#include "renderInstance/renderPassManager.h"
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#include "math/util/matrixSet.h"
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//-----------------------------------------------------------------------------
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SceneRenderState::SceneRenderState( SceneManager* sceneManager,
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ScenePassType passType,
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const SceneCameraState& view,
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RenderPassManager* renderPass /* = NULL */,
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bool usePostEffects /* = true */ )
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: mSceneManager( sceneManager ),
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mCullingState( sceneManager, view ),
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mRenderPass( renderPass ? renderPass : sceneManager->getDefaultRenderPass() ),
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mScenePassType( passType ),
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mRenderNonLightmappedMeshes( true ),
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mRenderLightmappedMeshes( true ),
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mUsePostEffects( usePostEffects ),
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mDisableAdvancedLightingBins( false ),
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mRenderArea( view.getFrustum().getBounds() ),
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mAmbientLightColor( sceneManager->getAmbientLightColor() ),
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mSceneRenderStyle( SRS_Standard ),
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mRenderField( 0 )
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{
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// Setup the default parameters for the screen metrics methods.
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mDiffuseCameraTransform = view.getViewWorldMatrix();
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// The vector eye is the camera vector with its
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// length normalized to 1 / zFar.
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getCameraTransform().getColumn( 1, &mVectorEye );
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mVectorEye.normalize( 1.0f / getFarPlane() );
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// TODO: What about ortho modes? Is near plane ok
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// or do i need to remove it... maybe ortho has a near
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// plane of 1 and it just works out?
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const Frustum& frustum = view.getFrustum();
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const RectI& viewport = view.getViewport();
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mWorldToScreenScale.set( ( frustum.getNearDist() * viewport.extent.x ) / ( frustum.getNearRight() - frustum.getNearLeft() ),
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( frustum.getNearDist() * viewport.extent.y ) / ( frustum.getNearTop() - frustum.getNearBottom() ) );
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// Assign shared matrix data to the render pass.
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mRenderPass->assignSharedXform( RenderPassManager::View, view.getWorldViewMatrix() );
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mRenderPass->assignSharedXform( RenderPassManager::Projection, view.getProjectionMatrix() );
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}
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//-----------------------------------------------------------------------------
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SceneRenderState::~SceneRenderState()
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{
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}
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//-----------------------------------------------------------------------------
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const MatrixF& SceneRenderState::getWorldViewMatrix() const
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{
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return getRenderPass()->getMatrixSet().getWorldToCamera();
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}
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//-----------------------------------------------------------------------------
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const MatrixF& SceneRenderState::getProjectionMatrix() const
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{
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return getRenderPass()->getMatrixSet().getCameraToScreen();
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}
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//-----------------------------------------------------------------------------
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void SceneRenderState::renderObjects( SceneObject** objects, U32 numObjects )
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{
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// Let the objects batch their stuff.
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PROFILE_START( SceneRenderState_prepRenderImages );
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for( U32 i = 0; i < numObjects; ++ i )
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{
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SceneObject* object = objects[ i ];
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object->prepRenderImage( this );
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}
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PROFILE_END();
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// Render what the objects have batched.
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getRenderPass()->renderPass( this );
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}
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