Put stereo render loop inside ryzom client main loop, see #43
This commit is contained in:
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2 changed files with 536 additions and 462 deletions
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@ -438,8 +438,17 @@ void CStereoOVR::getCurrentMatrix(uint cid, NL3D::UCamera *camera) const
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CMatrix translate;
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CMatrix translate;
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if (m_Stage % 2) translate.translate(CVector((m_DevicePtr->HMDInfo.InterpupillaryDistance * m_Scale) * -0.5f, 0.f, 0.f));
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if (m_Stage % 2) translate.translate(CVector((m_DevicePtr->HMDInfo.InterpupillaryDistance * m_Scale) * -0.5f, 0.f, 0.f));
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else translate.translate(CVector((m_DevicePtr->HMDInfo.InterpupillaryDistance * m_Scale) * 0.5f, 0.f, 0.f));
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else translate.translate(CVector((m_DevicePtr->HMDInfo.InterpupillaryDistance * m_Scale) * 0.5f, 0.f, 0.f));
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camera->setTransformMode(NL3D::UTransformable::DirectMatrix);
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CMatrix mat = m_CameraMatrix[cid] * translate;
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camera->setMatrix(m_CameraMatrix[cid] * translate);
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if (camera->getTransformMode() == NL3D::UTransformable::RotQuat)
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{
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camera->setPos(mat.getPos());
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camera->setRotQuat(mat.getRot());
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}
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else
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{
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// camera->setTransformMode(NL3D::UTransformable::DirectMatrix);
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camera->setMatrix(mat);
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}
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}
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}
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bool CStereoOVR::wantClear()
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bool CStereoOVR::wantClear()
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@ -398,8 +398,8 @@ void commitCamera()
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// Update Camera Position/Rotation.
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// Update Camera Position/Rotation.
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//camRoot.setPos(View.currentViewPos());
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//camRoot.setPos(View.currentViewPos());
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//camRoot.setRotQuat(View.currentViewQuat());
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//camRoot.setRotQuat(View.currentViewQuat());
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camRoot.setTransformMode(UTransformable::DirectMatrix); // FIXME
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camRoot.setPos(MainCam.getPos());
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camRoot.setMatrix(MainCam.getMatrix());
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camRoot.setRotQuat(MainCam.getRotQuat());
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}
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}
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}
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}
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@ -533,6 +533,30 @@ private:
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};
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};
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static CForceFullDetail s_ForceFullDetail;
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static CForceFullDetail s_ForceFullDetail;
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void clearBuffers()
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{
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if (Render)
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{
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if (Driver->getPolygonMode() == UDriver::Filled)
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{
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Driver->clearZBuffer();
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}
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// Sky is used to clear the frame buffer now, but if in line or point polygon mode, we should draw it
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if (Driver->getPolygonMode() != UDriver::Filled)
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{
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if (!Driver->isLost())
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{
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Driver->clearBuffers (CRGBA(127, 127, 127));
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}
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}
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}
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else
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{
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Driver->clearBuffers(ClientCfg.BGColor);
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}
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}
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void renderScene(bool forceFullDetail, bool bloom)
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void renderScene(bool forceFullDetail, bool bloom)
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{
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{
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if (bloom)
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if (bloom)
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@ -548,6 +572,7 @@ void renderScene(bool forceFullDetail, bool bloom)
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s_ForceFullDetail.backup();
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s_ForceFullDetail.backup();
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s_ForceFullDetail.set();
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s_ForceFullDetail.set();
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}
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}
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clearBuffers();
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renderScene();
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renderScene();
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if (forceFullDetail)
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if (forceFullDetail)
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{
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{
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@ -688,20 +713,6 @@ void updateWeather()
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// Render all scenes
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// Render all scenes
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void renderScene()
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void renderScene()
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{
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{
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if (Driver->getPolygonMode() == UDriver::Filled)
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{
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Driver->clearZBuffer();
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}
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// Sky is used to clear the frame buffer now, but if in line or point polygon mode, we should draw it
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if (Driver->getPolygonMode() != UDriver::Filled)
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{
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if (!Driver->isLost())
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{
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Driver->clearBuffers (CRGBA(127, 127, 127));
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}
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}
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// Update Filter Flags
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// Update Filter Flags
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Scene->enableElementRender(UScene::FilterAllMeshNoVP, Filter3D[FilterMeshNoVP]);
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Scene->enableElementRender(UScene::FilterAllMeshNoVP, Filter3D[FilterMeshNoVP]);
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Scene->enableElementRender(UScene::FilterAllMeshVP, Filter3D[FilterMeshVP]);
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Scene->enableElementRender(UScene::FilterAllMeshVP, Filter3D[FilterMeshVP]);
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@ -1371,6 +1382,10 @@ bool mainLoop()
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MainCam.setTransformMode(UTransformable::RotQuat);
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MainCam.setTransformMode(UTransformable::RotQuat);
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MainCam.setPos(currViewPos);
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MainCam.setPos(currViewPos);
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MainCam.setRotQuat(View.currentViewQuat());
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MainCam.setRotQuat(View.currentViewQuat());
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if (StereoHMD)
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{
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// ...
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}
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if (StereoDisplay)
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if (StereoDisplay)
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{
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{
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StereoDisplay->updateCamera(0, &MainCam);
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StereoDisplay->updateCamera(0, &MainCam);
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@ -1575,6 +1590,11 @@ bool mainLoop()
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}
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}
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}
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}
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uint i = 0;
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uint bloomStage = 0;
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while ((!StereoDisplay && i == 0) || (StereoDisplay && StereoDisplay->nextPass()))
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{
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++i;
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///////////////////
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///////////////////
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// SETUP CAMERAS //
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// SETUP CAMERAS //
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///////////////////
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///////////////////
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@ -1590,7 +1610,7 @@ bool mainLoop()
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{
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{
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SceneRoot->setViewport(vp);
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SceneRoot->setViewport(vp);
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}
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}
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MainCam.setTransformMode(UTransformable::DirectMatrix);
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//MainCam.setTransformMode(UTransformable::DirectMatrix);
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StereoDisplay->getCurrentMatrix(0, &MainCam);
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StereoDisplay->getCurrentMatrix(0, &MainCam);
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StereoDisplay->getCurrentFrustum(0, &MainCam);
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StereoDisplay->getCurrentFrustum(0, &MainCam);
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if (SceneRoot)
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if (SceneRoot)
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@ -1607,19 +1627,38 @@ bool mainLoop()
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// RENDER THE FRAME 3D //
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// RENDER THE FRAME 3D //
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//////////////////////////
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//////////////////////////
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if (StereoDisplay)
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{
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StereoDisplay->beginRenderTarget();
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}
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if (!StereoDisplay || StereoDisplay->wantClear())
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{
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if(Render)
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{
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if (ClientCfg.Bloom)
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{
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nlassert(bloomStage == 0);
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// set bloom parameters before applying bloom effect
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CBloomEffect::getInstance().setSquareBloom(ClientCfg.SquareBloom);
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CBloomEffect::getInstance().setDensityBloom((uint8)ClientCfg.DensityBloom);
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// start bloom effect (just before the first scene element render)
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CBloomEffect::instance().initBloom();
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bloomStage = 1;
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}
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}
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// Clear buffers
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clearBuffers();
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}
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if (!StereoDisplay || StereoDisplay->wantScene())
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{
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if (!ClientCfg.Light)
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if (!ClientCfg.Light)
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{
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{
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// Render
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// Render
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if(Render)
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if(Render)
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{
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{
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if (ClientCfg.Bloom)
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{
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// set bloom parameters before applying bloom effect
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CBloomEffect::getInstance().setSquareBloom(ClientCfg.SquareBloom);
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CBloomEffect::getInstance().setDensityBloom((uint8)ClientCfg.DensityBloom);
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// init bloom
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CBloomEffect::getInstance().initBloom();
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}
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// nb : force full detail if a screenshot is asked
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// nb : force full detail if a screenshot is asked
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// todo : move outside render code
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// todo : move outside render code
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bool fullDetail = ScreenshotRequest != ScreenshotRequestNone && ClientCfg.ScreenShotFullDetail;
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bool fullDetail = ScreenshotRequest != ScreenshotRequestNone && ClientCfg.ScreenShotFullDetail;
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@ -1636,10 +1675,24 @@ bool mainLoop()
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{
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{
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s_ForceFullDetail.restore();
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s_ForceFullDetail.restore();
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}
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}
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if (ClientCfg.Bloom)
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}
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}
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}
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if (!StereoDisplay || StereoDisplay->wantInterface3D())
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{
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{
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// apply bloom effect
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if (!ClientCfg.Light)
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CBloomEffect::getInstance().endBloom();
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{
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// Render
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if (Render)
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{
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if (ClientCfg.Bloom && bloomStage == 1)
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{
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// End the actual bloom effect visible in the scene.
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if (StereoDisplay) Driver->setViewport(NL3D::CViewport());
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CBloomEffect::instance().endBloom();
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if (StereoDisplay) Driver->setViewport(StereoDisplay->getCurrentViewport());
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bloomStage = 2;
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}
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}
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// for that frame and
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// for that frame and
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@ -1660,11 +1713,7 @@ bool mainLoop()
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H_AUTO_USE ( RZ_Client_Main_Loop_Debug )
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H_AUTO_USE ( RZ_Client_Main_Loop_Debug )
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PrimFiles.display (*Driver);
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PrimFiles.display (*Driver);
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}
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}
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}
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} /* if (Render) */
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else
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{
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Driver->clearBuffers(ClientCfg.BGColor);
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}
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// Draw Extra 3D Objects
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// Draw Extra 3D Objects
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Driver->setMatrixMode3D(MainCam);
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Driver->setMatrixMode3D(MainCam);
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@ -1691,16 +1740,15 @@ bool mainLoop()
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H_AUTO_USE ( RZ_Client_Main_Loop_Debug )
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H_AUTO_USE ( RZ_Client_Main_Loop_Debug )
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displayDebugClusters();
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displayDebugClusters();
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}
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}
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} /* if (!ClientCfg.Light) */
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}
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else
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else
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{
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{
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// static UTextureFile *backgroundBitmap = NULL;
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// static UTextureFile *backgroundBitmap = NULL;
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// if (backgroundBitmap == NULL)
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// if (backgroundBitmap == NULL)
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// backgroundBitmap = Driver->createTextureFile("temp_background.tga");
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// backgroundBitmap = Driver->createTextureFile("temp_background.tga");
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// Driver->setMatrixMode2D11();
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// Driver->setMatrixMode2D11();
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// Driver->drawBitmap (0.f, 0.f, 1024.f/1024.f, 1024.f/768.f, (UTexture&)*backgroundBitmap);
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// Driver->drawBitmap (0.f, 0.f, 1024.f/1024.f, 1024.f/768.f, (UTexture&)*backgroundBitmap);
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// Driver->setMatrixMode3D(MainCam);
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// Driver->setMatrixMode3D(MainCam);
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Driver->clearBuffers(CRGBA (0,0,0,0));
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Driver->clearBuffers(CRGBA (0,0,0,0));
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displayPACSBorders();
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displayPACSBorders();
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@ -1721,6 +1769,10 @@ bool mainLoop()
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CGraph::render (ShowInfos);
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CGraph::render (ShowInfos);
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}
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}
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} /* if (!StereoDisplay || StereoDisplay->wantInterface3D()) */
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if (!StereoDisplay || StereoDisplay->wantInterface2D())
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{
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// Render in 2D Mode to display 2D Interfaces and 2D texts.
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// Render in 2D Mode to display 2D Interfaces and 2D texts.
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Driver->setMatrixMode2D11();
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Driver->setMatrixMode2D11();
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@ -1761,8 +1813,14 @@ bool mainLoop()
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// special case in OpenGL : all scene has been display in render target,
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// special case in OpenGL : all scene has been display in render target,
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// now, final texture is display with a quad
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// now, final texture is display with a quad
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if(!ClientCfg.Light && ClientCfg.Bloom)
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if (!ClientCfg.Light && ClientCfg.Bloom && Render && bloomStage == 2)
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CBloomEffect::getInstance().endInterfacesDisplayBloom();
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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 (StereoDisplay) Driver->setViewport(NL3D::CViewport());
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CBloomEffect::instance().endInterfacesDisplayBloom();
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if (StereoDisplay) Driver->setViewport(StereoDisplay->getCurrentViewport());
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bloomStage = 0;
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}
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}
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}
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{
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{
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@ -2013,7 +2071,7 @@ bool mainLoop()
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}
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}
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}
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}
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#if !FINAL_VERSION
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#if !FINAL_VERSION
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CVector2f camPos(Scene->getCam().getPos().x, Scene->getCam().getPos().y);
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CVector2f camPos(Scene->getCam().getPos().x, Scene->getCam().getPos().y);
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if (!ClientCfg.Light)
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if (!ClientCfg.Light)
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{
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{
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@ -2052,9 +2110,9 @@ bool mainLoop()
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static bool drawSound = false;
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static bool drawSound = false;
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static float camHeigh = 150.0f;
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static float camHeigh = 150.0f;
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#if FINAL_VERSION
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#if FINAL_VERSION
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if (ClientCfg.ExtendedCommands)
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if (ClientCfg.ExtendedCommands)
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#endif
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#endif
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if (Actions.valide ("draw_sound"))
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if (Actions.valide ("draw_sound"))
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drawSound = !drawSound;
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drawSound = !drawSound;
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@ -2067,6 +2125,13 @@ bool mainLoop()
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SoundMngr->drawSounds(camHeigh);
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SoundMngr->drawSounds(camHeigh);
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}
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}
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}
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}
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} /* if (!StereoDisplay || StereoDisplay->wantInterface2D()) */
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if (StereoDisplay)
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{
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StereoDisplay->endRenderTarget();
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}
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} /* stereo pass */
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// Draw to screen.
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// Draw to screen.
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static CQuat MainCamOri;
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static CQuat MainCamOri;
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