Cleanup and make bloom work with stereo rendering, re #43
--HG-- branch : multipass-stereo
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32a187a199
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91be2d64bd
6 changed files with 209 additions and 70 deletions
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@ -84,6 +84,7 @@ public:
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CStereoOVR(const CStereoDeviceInfo &deviceInfo);
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virtual ~CStereoOVR();
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/// Gets the required screen resolution for this device
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virtual void getScreenResolution(uint &width, uint &height);
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/// Set latest camera position etcetera
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@ -92,19 +93,33 @@ public:
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/// Is there a next pass
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virtual bool nextPass();
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/// Gets the current viewport
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virtual const NL3D::CViewport &getCurrentViewport();
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virtual const NL3D::CViewport &getCurrentViewport() const;
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/// Gets the current camera frustum
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virtual void getCurrentFrustum(NL3D::UCamera *camera);
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virtual void getCurrentFrustum(NL3D::UCamera *camera) const;
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/// Gets the current camera matrix
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virtual void getCurrentMatrix(NL3D::UCamera *camera);
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virtual void getCurrentMatrix(NL3D::UCamera *camera) const;
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virtual bool beginClear();
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virtual void endClear();
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virtual bool beginScene();
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virtual void endScene();
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virtual bool beginInterface3D();
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virtual void endInterface3D();
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virtual bool beginInterface2D();
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virtual void endInterface2D();
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virtual NLMISC::CQuat getOrientation() const;
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virtual NLMISC::CQuat getOrientation();
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static void listDevices(std::vector<CStereoDeviceInfo> &devicesOut);
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static CStereoOVR *createDevice(const CStereoDeviceInfo &deviceInfo);
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static bool isLibraryInUse();
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static void releaseLibrary();
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/// Calculates internal camera information based on the reference camera
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void initCamera(const NL3D::UCamera *camera);
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@ -146,7 +146,7 @@ public:
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OVR::HMDInfo HMDInfo;
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};
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CStereoOVR::CStereoOVR(const CStereoDeviceInfo &deviceInfo) : m_Stage(2)
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CStereoOVR::CStereoOVR(const CStereoDeviceInfo &deviceInfo) : m_Stage(0)
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{
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++s_DeviceCounter;
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m_DevicePtr = new CStereoOVRDevicePtr();
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@ -235,38 +235,130 @@ bool CStereoOVR::nextPass()
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{
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case 0:
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++m_Stage;
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// stage 1:
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// (initBloom)
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// clear buffer
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// draw scene left
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return true;
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case 1:
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++m_Stage;
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return false;
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case 2:
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m_Stage = 0;
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// stage 2:
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// draw scene right
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return true;
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case 2:
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++m_Stage;
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// stage 3:
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// (endBloom)
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// draw interface 3d left
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return true;
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case 3:
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++m_Stage;
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// stage 4:
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// draw interface 3d right
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return true;
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case 4:
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++m_Stage;
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// stage 5:
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// (endInterfacesDisplayBloom)
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// draw interface 2d left
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return true;
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case 5:
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++m_Stage;
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// stage 6:
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// draw interface 2d right
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return true;
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case 6:
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m_Stage = 0;
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// present
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return false;
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}
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}
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const NL3D::CViewport &CStereoOVR::getCurrentViewport()
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const NL3D::CViewport &CStereoOVR::getCurrentViewport() const
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{
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if (m_Stage) return m_RightViewport;
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else return m_LeftViewport;
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if (m_Stage % 2) return m_LeftViewport;
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else return m_RightViewport;
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}
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void CStereoOVR::getCurrentFrustum(NL3D::UCamera *camera)
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void CStereoOVR::getCurrentFrustum(NL3D::UCamera *camera) const
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{
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if (m_Stage) camera->setFrustum(m_RightFrustum);
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else camera->setFrustum(m_LeftFrustum);
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if (m_Stage % 2) camera->setFrustum(m_LeftFrustum);
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else camera->setFrustum(m_RightFrustum);
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}
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void CStereoOVR::getCurrentMatrix(NL3D::UCamera *camera)
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void CStereoOVR::getCurrentMatrix(NL3D::UCamera *camera) const
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{
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CMatrix translate;
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if (m_Stage) translate.translate(CVector(m_DevicePtr->HMDInfo.InterpupillaryDistance * -0.5f, 0.f, 0.f));
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if (m_Stage % 2) translate.translate(CVector(m_DevicePtr->HMDInfo.InterpupillaryDistance * -0.5f, 0.f, 0.f));
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else translate.translate(CVector(m_DevicePtr->HMDInfo.InterpupillaryDistance * 0.5f, 0.f, 0.f));
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camera->setTransformMode(NL3D::UTransformable::DirectMatrix);
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camera->setMatrix(m_CameraMatrix * translate); // or switch?
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camera->setMatrix(m_CameraMatrix * translate);
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}
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NLMISC::CQuat CStereoOVR::getOrientation()
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bool CStereoOVR::beginClear()
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{
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switch (m_Stage)
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{
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case 1:
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return true;
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}
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return false;
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}
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void CStereoOVR::endClear()
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{
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}
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bool CStereoOVR::beginScene()
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{
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switch (m_Stage)
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{
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case 1:
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case 2:
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return true;
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}
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return false;
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}
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void CStereoOVR::endScene()
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{
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}
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bool CStereoOVR::beginInterface3D()
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{
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switch (m_Stage)
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{
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case 3:
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case 4:
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return true;
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}
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return false;
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}
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void CStereoOVR::endInterface3D()
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{
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}
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bool CStereoOVR::beginInterface2D()
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{
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switch (m_Stage)
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{
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case 5:
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case 6:
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return true;
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}
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return false;
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}
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void CStereoOVR::endInterface2D()
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{
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}
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NLMISC::CQuat CStereoOVR::getOrientation() const
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{
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OVR::Quatf quatovr = m_DevicePtr->SensorFusion.GetPredictedOrientation();
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NLMISC::CMatrix coordsys;
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@ -52,7 +52,7 @@ ScreenHeight = 800;
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ScreenDepth = 32;
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// If 1, run in fullscreen mode, 0 for windowed
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ScreenFull = 1;
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ScreenFull = 0;
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// Start position of the player (the z is always 0)
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StartPoint = { 1840.0, -970.0, 0.0 };
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@ -131,8 +131,6 @@ void initCamera()
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if (StereoHMD)
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{
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StereoHMD->nextPass(); // test
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StereoHMD->initCamera(&Camera);
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}
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@ -427,6 +427,11 @@ void C3dMouseListener::updateCamera()
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cpos = snapped+CVector(0.0f, 0.0f, GroundCamLimit);
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_ViewHeight = cpos.z - getPosition().z;
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}
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if (StereoHMD)
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{
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// look at straight forward
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tpos.z = cpos.z;
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}
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_Camera.lookAt(cpos, tpos);
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}
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@ -710,7 +710,7 @@ void loopIngame()
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// 09. Update Camera (depends on entities)
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updateCamera();
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StereoHMD->updateCamera(&Camera);
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if (StereoHMD) StereoHMD->updateCamera(&Camera);
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// 10. Update Interface (login, ui, etc)
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// ...
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@ -730,63 +730,92 @@ void loopIngame()
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if (Driver->isLost()) nlSleep(10);
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else
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{
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// call all 3d render thingies
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// Driver->clearBuffers(CRGBA(127, 0, 0)); // if you see red, there's a problem with bloom or stereo render
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// 01. Render Driver (background color)
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// BLOOM CBloomEffect::instance().initBloom(); // start bloom effect (just before the first scene element render)
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Driver->clearBuffers(CRGBA(0, 0, 127)); // clear all buffers, if you see this blue there's a problem with scene rendering
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#if SBCLIENT_DEV_STEREO
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_StereoRender->calculateCameras(Camera.getObjectPtr()); // calculate modified matrices for the current camera
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for (uint cameraId = 0; cameraId < _StereoRender->getCameraCount(); ++cameraId)
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uint i = 0;
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uint bloomStage = 0;
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while ((!StereoHMD && i == 0) || (StereoHMD && StereoHMD->nextPass()))
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{
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_StereoRender->getCamera(cameraId, Camera.getObjectPtr()); // get the matrix details for this camera
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++i;
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if (StereoHMD)
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{
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const CViewport &vp = StereoHMD->getCurrentViewport();
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Driver->setViewport(vp);
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Scene->setViewport(vp);
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SkyScene->setViewport(vp);
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StereoHMD->getCurrentFrustum(&Camera);
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StereoHMD->getCurrentFrustum(&SkyCamera);
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StereoHMD->getCurrentMatrix(&Camera);
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}
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#endif /* #if SBCLIENT_DEV_STEREO */
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while (StereoHMD->nextPass())
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{
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const CViewport &vp = StereoHMD->getCurrentViewport();
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Driver->setViewport(vp);
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Scene->setViewport(vp);
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SkyScene->setViewport(vp);
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StereoHMD->getCurrentFrustum(&Camera);
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StereoHMD->getCurrentFrustum(&SkyCamera);
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StereoHMD->getCurrentMatrix(&Camera);
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if (!StereoHMD || StereoHMD->beginClear())
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{
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nlassert(bloomStage == 0);
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CBloomEffect::instance().initBloom(); // start bloom effect (just before the first scene element render)
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bloomStage = 1;
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// 02. Render Sky (sky scene)
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updateSky(); // Render the sky scene before the main scene
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// 01. Render Driver (background color)
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Driver->clearBuffers(CRGBA(0, 0, 127)); // clear all buffers, if you see this blue there's a problem with scene rendering
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// 04. Render Scene (entity scene)
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Scene->render(); // Render
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if (StereoHMD) StereoHMD->endClear();
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}
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// 05. Render Effects (flare)
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updateLensFlare(); // Render the lens flare
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// BLOOM CBloomEffect::instance().endBloom(); // end the actual bloom effect visible in the scene
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if (!StereoHMD || StereoHMD->beginScene())
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{
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// 02. Render Sky (sky scene)
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updateSky(); // Render the sky scene before the main scene
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// 06. Render Interface 3D (player names)
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// BLOOM CBloomEffect::instance().endInterfacesDisplayBloom(); // end bloom effect system after drawing the 3d interface (z buffer related)
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// 04. Render Scene (entity scene)
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Scene->render(); // Render
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#if SBCLIENT_DEV_STEREO
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_StereoRender->copyBufferToTexture(cameraId); // copy current buffer to the active stereorender texture
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}
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_StereoRender->restoreCamera(Camera.getObjectPtr()); // restore the camera
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_StereoRender->render(); // render everything together in the current mode
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#endif /* #if SBCLIENT_DEV_STEREO */
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// 05. Render Effects (flare)
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if (!StereoHMD) updateLensFlare(); // Render the lens flare (left eye stretched with stereo...)
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// 07. Render Interface 2D (chatboxes etc, optionally does have 3d)
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updateCompass(); // Update the compass
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updateRadar(); // Update the radar
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updateGraph(); // Update the radar
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if (ShowCommands) updateCommands(); // Update the commands panel
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updateAnimation();
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renderEntitiesNames(); // Render the name on top of the other players
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updateInterface(); // Update interface
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renderInformation();
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update3dLogo();
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if (StereoHMD) StereoHMD->endScene();
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}
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// 08. Render Debug (stuff for dev)
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// ...
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if (!StereoHMD || StereoHMD->beginInterface3D())
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{
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if (bloomStage == 1)
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{
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// End the actual bloom effect visible in the scene.
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if (StereoHMD) Driver->setViewport(NL3D::CViewport());
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CBloomEffect::instance().endBloom();
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if (StereoHMD) Driver->setViewport(StereoHMD->getCurrentViewport());
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bloomStage = 2;
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}
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// 06. Render Interface 3D (player names)
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// ...
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if (StereoHMD) StereoHMD->endInterface3D();
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}
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if (!StereoHMD || StereoHMD->beginInterface2D())
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{
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if (bloomStage == 2)
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{
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// End bloom effect system after drawing the 3d interface (z buffer related).
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if (StereoHMD) Driver->setViewport(NL3D::CViewport());
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CBloomEffect::instance().endInterfacesDisplayBloom();
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if (StereoHMD) Driver->setViewport(StereoHMD->getCurrentViewport());
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bloomStage = 0;
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}
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// 07. Render Interface 2D (chatboxes etc, optionally does have 3d)
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updateCompass(); // Update the compass
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updateRadar(); // Update the radar
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updateGraph(); // Update the radar
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if (ShowCommands) updateCommands(); // Update the commands panel
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updateAnimation();
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renderEntitiesNames(); // Render the name on top of the other players
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updateInterface(); // Update interface
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renderInformation();
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if (!StereoHMD) update3dLogo(); // broken with stereo
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// 08. Render Debug (stuff for dev)
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// ...
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if (StereoHMD) StereoHMD->endInterface2D();
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}
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}
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// 09. Render Buffer
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