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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-11-19 13:46:13 +00:00
Add interface for stereo display render targets, ref #43
This commit is contained in:
parent
1756adb303
commit
fcd9344ad5
4 changed files with 69 additions and 61 deletions
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@ -42,6 +42,8 @@ class UCamera;
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class CViewport;
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class CViewport;
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class CFrustum;
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class CFrustum;
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class IStereoDisplay;
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class IStereoDisplay;
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class UTexture;
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class UDriver;
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class IStereoDeviceFactory : public NLMISC::CRefCount
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class IStereoDeviceFactory : public NLMISC::CRefCount
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{
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{
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@ -88,6 +90,9 @@ class IStereoDisplay
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public:
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public:
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IStereoDisplay();
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IStereoDisplay();
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virtual ~IStereoDisplay();
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virtual ~IStereoDisplay();
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/// Sets driver and generates necessary render targets
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virtual void setDriver(NL3D::UDriver &driver) = 0;
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/// Gets the required screen resolution for this device
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/// Gets the required screen resolution for this device
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virtual void getScreenResolution(uint &width, uint &height) = 0;
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virtual void getScreenResolution(uint &width, uint &height) = 0;
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@ -108,21 +113,18 @@ public:
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virtual void getCurrentMatrix(uint cid, NL3D::UCamera *camera) const = 0;
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virtual void getCurrentMatrix(uint cid, NL3D::UCamera *camera) const = 0;
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/// At the start of a new render target
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/// At the start of a new render target
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virtual bool beginClear() = 0;
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virtual bool wantClear() = 0;
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// virtual void *getRenderTarget() const;
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virtual void endClear() = 0;
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/// The 3D scene
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/// The 3D scene
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virtual bool beginScene() = 0;
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virtual bool wantScene() = 0;
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virtual void endScene() = 0;
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/// Interface within the 3D scene
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/// Interface within the 3D scene
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virtual bool beginInterface3D() = 0;
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virtual bool wantInterface3D() = 0;
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virtual void endInterface3D() = 0;
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/// 2D Interface
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/// 2D Interface
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virtual bool beginInterface2D() = 0;
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virtual bool wantInterface2D() = 0;
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virtual void endInterface2D() = 0;
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/// Returns non-NULL if a new render target was set
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virtual UTexture *beginRenderTarget(bool set) = 0;
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/// Returns true if a render target was fully drawn
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virtual bool endRenderTarget(bool render) = 0;
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static const char *getLibraryName(CStereoDeviceInfo::TStereoDeviceLibrary library);
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static const char *getLibraryName(CStereoDeviceInfo::TStereoDeviceLibrary library);
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static void listDevices(std::vector<CStereoDeviceInfo> &devicesOut);
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static void listDevices(std::vector<CStereoDeviceInfo> &devicesOut);
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@ -74,6 +74,8 @@ public:
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CStereoOVR(const CStereoOVRDeviceHandle *handle);
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CStereoOVR(const CStereoOVRDeviceHandle *handle);
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virtual ~CStereoOVR();
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virtual ~CStereoOVR();
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/// Sets driver and generates necessary render targets
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virtual void setDriver(NL3D::UDriver &driver);
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/// Gets the required screen resolution for this device
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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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virtual void getScreenResolution(uint &width, uint &height);
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@ -94,21 +96,18 @@ public:
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virtual void getCurrentMatrix(uint cid, NL3D::UCamera *camera) const;
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virtual void getCurrentMatrix(uint cid, NL3D::UCamera *camera) const;
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/// At the start of a new render target
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/// At the start of a new render target
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virtual bool beginClear();
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virtual bool wantClear();
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// virtual void *getRenderTarget() const;
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virtual void endClear();
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/// The 3D scene
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/// The 3D scene
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virtual bool beginScene();
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virtual bool wantScene();
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virtual void endScene();
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/// Interface within the 3D scene
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/// Interface within the 3D scene
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virtual bool beginInterface3D();
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virtual bool wantInterface3D();
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virtual void endInterface3D();
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/// 2D Interface
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/// 2D Interface
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virtual bool beginInterface2D();
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virtual bool wantInterface2D();
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virtual void endInterface2D();
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/// Returns non-NULL if a new render target was set, always NULL if not using render targets
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virtual UTexture *beginRenderTarget(bool set);
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/// Returns true if a render target was fully drawn, always false if not using render targets
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virtual bool endRenderTarget(bool render);
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/// Get the HMD orientation
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/// Get the HMD orientation
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@ -130,6 +129,7 @@ public:
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private:
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private:
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CStereoOVRDevicePtr *m_DevicePtr;
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CStereoOVRDevicePtr *m_DevicePtr;
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int m_Stage;
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int m_Stage;
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int m_SubStage;
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CViewport m_LeftViewport;
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CViewport m_LeftViewport;
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CViewport m_RightViewport;
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CViewport m_RightViewport;
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CFrustum m_ClippingFrustum[NL_STEREO_MAX_USER_CAMERAS];
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CFrustum m_ClippingFrustum[NL_STEREO_MAX_USER_CAMERAS];
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@ -155,7 +155,7 @@ public:
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OVR::HMDInfo HMDInfo;
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OVR::HMDInfo HMDInfo;
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};
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};
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CStereoOVR::CStereoOVR(const CStereoOVRDeviceHandle *handle) : m_Stage(0), m_OrientationCached(false)
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CStereoOVR::CStereoOVR(const CStereoOVRDeviceHandle *handle) : m_Stage(0), m_SubStage(0), m_OrientationCached(false)
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{
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{
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++s_DeviceCounter;
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++s_DeviceCounter;
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m_DevicePtr = new CStereoOVRDevicePtr();
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m_DevicePtr = new CStereoOVRDevicePtr();
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@ -206,6 +206,11 @@ CStereoOVR::~CStereoOVR()
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--s_DeviceCounter;
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--s_DeviceCounter;
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}
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}
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void CStereoOVR::setDriver(NL3D::UDriver &driver)
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{
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// ...
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}
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void CStereoOVR::getScreenResolution(uint &width, uint &height)
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void CStereoOVR::getScreenResolution(uint &width, uint &height)
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{
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{
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width = m_DevicePtr->HMDInfo.HResolution;
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width = m_DevicePtr->HMDInfo.HResolution;
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@ -220,7 +225,7 @@ void CStereoOVR::initCamera(uint cid, const NL3D::UCamera *camera)
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m_RightFrustum[cid] = m_LeftFrustum[cid];
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m_RightFrustum[cid] = m_LeftFrustum[cid];
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float viewCenter = m_DevicePtr->HMDInfo.HScreenSize * 0.25f;
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float viewCenter = m_DevicePtr->HMDInfo.HScreenSize * 0.25f;
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float eyeProjectionShift = viewCenter - m_DevicePtr->HMDInfo.LensSeparationDistance * 0.5f;
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float eyeProjectionShift = viewCenter - m_DevicePtr->HMDInfo.LensSeparationDistance * 0.5f; // docs say LensSeparationDistance, why not InterpupillaryDistance? related to how the lenses work?
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float projectionCenterOffset = (eyeProjectionShift / (m_DevicePtr->HMDInfo.HScreenSize * 0.5f)) * (m_LeftFrustum[cid].Right - m_LeftFrustum[cid].Left); // used logic for this one, but it ends up being the same as the one i made up
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float projectionCenterOffset = (eyeProjectionShift / (m_DevicePtr->HMDInfo.HScreenSize * 0.5f)) * (m_LeftFrustum[cid].Right - m_LeftFrustum[cid].Left); // used logic for this one, but it ends up being the same as the one i made up
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nldebug("OVR: projectionCenterOffset = %f", projectionCenterOffset);
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nldebug("OVR: projectionCenterOffset = %f", projectionCenterOffset);
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@ -255,6 +260,7 @@ bool CStereoOVR::nextPass()
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{
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{
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case 0:
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case 0:
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++m_Stage;
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++m_Stage;
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m_SubStage = 0;
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// stage 1:
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// stage 1:
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// (initBloom)
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// (initBloom)
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// clear buffer
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// clear buffer
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@ -262,39 +268,46 @@ bool CStereoOVR::nextPass()
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return true;
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return true;
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case 1:
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case 1:
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++m_Stage;
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++m_Stage;
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m_SubStage = 0;
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// stage 2:
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// stage 2:
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// draw scene right
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// draw scene right
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return true;
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return true;
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case 2:
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case 2:
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++m_Stage;
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++m_Stage;
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m_SubStage = 0;
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// stage 3:
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// stage 3:
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// (endBloom)
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// (endBloom)
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// draw interface 3d left
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// draw interface 3d left
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return true;
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return true;
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case 3:
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case 3:
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++m_Stage;
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++m_Stage;
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m_SubStage = 0;
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// stage 4:
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// stage 4:
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// draw interface 3d right
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// draw interface 3d right
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return true;
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return true;
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case 4:
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case 4:
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++m_Stage;
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++m_Stage;
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m_SubStage = 0;
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// stage 5:
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// stage 5:
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// (endInterfacesDisplayBloom)
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// (endInterfacesDisplayBloom)
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// draw interface 2d left
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// draw interface 2d left
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return true;
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return true;
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case 5:
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case 5:
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++m_Stage;
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++m_Stage;
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m_SubStage = 0;
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// stage 6:
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// stage 6:
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// draw interface 2d right
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// draw interface 2d right
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return true;
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return true;
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case 6:
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case 6:
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m_Stage = 0;
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m_Stage = 0;
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m_SubStage = 0;
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// present
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// present
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m_OrientationCached = false;
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m_OrientationCached = false;
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return false;
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return false;
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}
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}
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nlassert(false);
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nlerror("Invalid stage");
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m_Stage = 0;
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m_Stage = 0;
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m_SubStage = 0;
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m_OrientationCached = false;
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m_OrientationCached = false;
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return false;
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return false;
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}
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}
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@ -326,67 +339,68 @@ void CStereoOVR::getCurrentMatrix(uint cid, NL3D::UCamera *camera) const
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camera->setMatrix(m_CameraMatrix[cid] * translate);
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camera->setMatrix(m_CameraMatrix[cid] * translate);
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}
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}
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bool CStereoOVR::beginClear()
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bool CStereoOVR::wantClear()
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{
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{
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switch (m_Stage)
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switch (m_Stage)
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{
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{
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case 1:
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case 1:
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m_SubStage = 1;
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return true;
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return true;
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}
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}
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return false;
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return false;
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}
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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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bool CStereoOVR::wantScene()
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{
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{
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switch (m_Stage)
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switch (m_Stage)
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{
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{
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case 1:
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case 1:
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case 2:
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case 2:
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m_SubStage = 2;
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return true;
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return true;
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}
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}
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return false;
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return false;
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}
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}
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void CStereoOVR::endScene()
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bool CStereoOVR::wantInterface3D()
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{
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}
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bool CStereoOVR::beginInterface3D()
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{
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{
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switch (m_Stage)
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switch (m_Stage)
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{
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{
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case 3:
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case 3:
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case 4:
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case 4:
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m_SubStage = 3;
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return true;
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return true;
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}
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}
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return false;
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return false;
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}
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}
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void CStereoOVR::endInterface3D()
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bool CStereoOVR::wantInterface2D()
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{
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}
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bool CStereoOVR::beginInterface2D()
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{
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{
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switch (m_Stage)
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switch (m_Stage)
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{
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{
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case 5:
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case 5:
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case 6:
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case 6:
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m_SubStage = 4;
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return true;
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return true;
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}
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}
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return false;
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return false;
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}
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}
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void CStereoOVR::endInterface2D()
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{
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/// Returns non-NULL if a new render target was set
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UTexture *CStereoOVR::beginRenderTarget(bool set)
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{
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// render target always set before driver clear
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nlassert(m_SubStage == 1);
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return NULL;
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}
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/// Returns true if a render target was fully drawn
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bool CStereoOVR::endRenderTarget( bool render)
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{
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// after rendering of course
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nlassert(m_SubStage > 1);
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return false;
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}
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}
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NLMISC::CQuat CStereoOVR::getOrientation() const
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NLMISC::CQuat CStereoOVR::getOrientation() const
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@ -750,7 +750,7 @@ void loopIngame()
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StereoHMD->getCurrentMatrix(0, &Camera);
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StereoHMD->getCurrentMatrix(0, &Camera);
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}
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}
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if (!StereoHMD || StereoHMD->beginClear())
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if (!StereoHMD || StereoHMD->wantClear())
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{
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{
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if (s_EnableBloom)
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if (s_EnableBloom)
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{
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{
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@ -761,11 +761,9 @@ void loopIngame()
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// 01. Render Driver (background color)
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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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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 (StereoHMD) StereoHMD->endClear();
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}
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}
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if (!StereoHMD || StereoHMD->beginScene())
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if (!StereoHMD || StereoHMD->wantScene())
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{
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{
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// 02. Render Sky (sky scene)
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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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updateSky(); // Render the sky scene before the main scene
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@ -775,11 +773,9 @@ void loopIngame()
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// 05. Render Effects (flare)
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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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if (!StereoHMD) updateLensFlare(); // Render the lens flare (left eye stretched with stereo...)
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if (StereoHMD) StereoHMD->endScene();
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}
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}
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if (!StereoHMD || StereoHMD->beginInterface3D())
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if (!StereoHMD || StereoHMD->wantInterface3D())
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{
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{
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if (s_EnableBloom && bloomStage == 1)
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if (s_EnableBloom && bloomStage == 1)
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{
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{
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@ -791,12 +787,10 @@ void loopIngame()
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}
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}
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// 06. Render Interface 3D (player names)
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// 06. Render Interface 3D (player names)
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// ...
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// ...
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if (StereoHMD) StereoHMD->endInterface3D();
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}
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}
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if (!StereoHMD || StereoHMD->beginInterface2D())
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if (!StereoHMD || StereoHMD->wantInterface2D())
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{
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{
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if (s_EnableBloom && bloomStage == 2)
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if (s_EnableBloom && bloomStage == 2)
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{
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{
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@ -820,8 +814,6 @@ void loopIngame()
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// 08. Render Debug (stuff for dev)
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// 08. Render Debug (stuff for dev)
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// ...
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// ...
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if (StereoHMD) StereoHMD->endInterface2D();
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}
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}
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}
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}
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