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Made the ScopedViewShifter fully inline
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commit
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5 changed files with 58 additions and 64 deletions
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@ -1040,7 +1040,6 @@ set (PCH_SOURCES
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gl/stereo3d/gl_stereo3d.cpp
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gl/stereo3d/gl_stereo_cvars.cpp
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gl/stereo3d/gl_stereo_leftright.cpp
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gl/stereo3d/scoped_view_shifter.cpp
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gl/stereo3d/gl_anaglyph.cpp
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gl/stereo3d/gl_quadstereo.cpp
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gl/stereo3d/gl_sidebyside3d.cpp
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@ -670,7 +670,7 @@ sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, IntRect * bounds, fl
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SetViewAngle(r_viewpoint.Angles.Yaw);
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// Stereo mode specific viewpoint adjustment - temporarily shifts global ViewPos
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eye->GetViewShift(GLRenderer->mAngles.Yaw.Degrees, viewShift);
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s3d::ScopedViewShifter viewShifter(viewShift);
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ScopedViewShifter viewShifter(r_viewpoint.Pos, viewShift);
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SetViewMatrix(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, false, false);
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gl_RenderState.ApplyMatrices();
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@ -1,48 +0,0 @@
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//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2015 Christopher Bruns
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** scoped_view_shifter.cpp
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** Stack-scoped class for temporarily changing camera viewpoint
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** Used for stereoscopic 3D.
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**
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*/
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#include "scoped_view_shifter.h"
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#include "r_utility.h"
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namespace s3d {
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ScopedViewShifter::ScopedViewShifter(float dxyz[3]) // in meters
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{
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// save original values
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cachedView = r_viewpoint.Pos;
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// modify values
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r_viewpoint.Pos += DVector3(dxyz[0], dxyz[1], dxyz[2]);
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}
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ScopedViewShifter::~ScopedViewShifter()
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{
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// restore original values
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r_viewpoint.Pos = cachedView;
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}
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}
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@ -32,21 +32,31 @@
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#include "basictypes.h"
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#include "vectors.h"
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namespace s3d {
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/**
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* Temporarily shift
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*/
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class ScopedViewShifter
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{
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public:
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ScopedViewShifter(DVector3 &var, float dxyz[3]) // in meters
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{
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// save original values
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mVar = &var;
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cachedView = var;
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// modify values
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var += DVector3(dxyz[0], dxyz[1], dxyz[2]);
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}
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/**
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* Temporarily shift
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*/
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class ScopedViewShifter
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{
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public:
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ScopedViewShifter(float dxyz[3]); // in meters
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~ScopedViewShifter();
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~ScopedViewShifter()
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{
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// restore original values
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*mVar = cachedView;
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}
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private:
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DVector3 cachedView;
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};
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private:
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DVector3 *mVar;
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DVector3 cachedView;
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};
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} /* namespace s3d */
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#endif // GL_STEREO3D_SCOPED_VIEW_SHIFTER_H_
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33
src/hwrenderer/data/renderqueue.h
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33
src/hwrenderer/data/renderqueue.h
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@ -0,0 +1,33 @@
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#pragma once
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#include <stdint.h>
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#include "tflags.h"
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// A render queue is what contains all render commands.
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// On Vulkan there can be several of them so this interface is needed to allow for the needed parallelism.
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// On OpenGL the render state is global so all this will do is to translate the system independent calls into OpenGL API calls.
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enum class ColormaskBits
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{
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RED = 1,
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GREEN = 2,
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BLUE = 4,
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ALPHA = 8
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};
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typedef TFlags<ColormaskBits, uint8_t> Colormask;
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class IRenderQueue
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{
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Colormask mColorMask;
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Colormask GetColorMask() const
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{
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return mColorMask;
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}
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void SetColorMask(Colormask mask) = 0;
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};
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