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https://port.numenaute.org/aleajactaest/khanat-code-old.git
synced 2024-11-23 07:16:15 +00:00
Don't render to texture when in wireframe mode, re #43
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c3f6f5b8ff
commit
cb9e5762db
3 changed files with 114 additions and 79 deletions
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@ -257,20 +257,41 @@ void CStereoDebugger::getClippingFrustum(uint cid, NL3D::UCamera *camera) const
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/// Is there a next pass
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bool CStereoDebugger::nextPass()
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{
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switch (m_Stage)
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if (m_Driver->getPolygonMode() == UDriver::Filled)
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{
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case 0:
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++m_Stage;
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m_SubStage = 0;
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return true;
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case 1:
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++m_Stage;
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m_SubStage = 0;
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return true;
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case 2:
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m_Stage = 0;
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m_SubStage = 0;
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return false;
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switch (m_Stage)
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{
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case 0:
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++m_Stage;
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m_SubStage = 0;
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return true;
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case 1:
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++m_Stage;
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m_SubStage = 0;
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return true;
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case 2:
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++m_Stage;
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m_SubStage = 0;
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return true;
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case 3:
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m_Stage = 0;
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m_SubStage = 0;
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return false;
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}
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}
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else
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{
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switch (m_Stage)
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{
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case 0:
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++m_Stage;
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m_SubStage = 0;
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return true;
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case 1:
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m_Stage = 0;
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m_SubStage = 0;
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return false;
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}
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}
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}
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@ -303,34 +324,34 @@ void CStereoDebugger::getCurrentMatrix(uint cid, NL3D::UCamera *camera) const
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bool CStereoDebugger::wantClear()
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{
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m_SubStage = 1;
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return true;
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return m_Stage != 3;
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}
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/// The 3D scene
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bool CStereoDebugger::wantScene()
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{
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m_SubStage = 2;
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return true;
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return m_Stage != 3;
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}
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/// Interface within the 3D scene
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bool CStereoDebugger::wantInterface3D()
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{
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m_SubStage = 3;
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return true;
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return m_Stage == 3;
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}
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/// 2D Interface
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bool CStereoDebugger::wantInterface2D()
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{
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m_SubStage = 4;
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return true;
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return m_Stage == 3;
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}
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/// Returns true if a new render target was set, always fase if not using render targets
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bool CStereoDebugger::beginRenderTarget()
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{
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if (m_Driver)
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if (m_Stage != 3 && m_Driver && (m_Driver->getPolygonMode() == UDriver::Filled))
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{
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if (m_Stage % 2) static_cast<CDriverUser *>(m_Driver)->setRenderTarget(*m_RightTexU, 0, 0, 0, 0);
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else static_cast<CDriverUser *>(m_Driver)->setRenderTarget(*m_LeftTexU, 0, 0, 0, 0);
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@ -342,7 +363,7 @@ bool CStereoDebugger::beginRenderTarget()
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/// Returns true if a render target was fully drawn, always false if not using render targets
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bool CStereoDebugger::endRenderTarget()
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{
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if (m_Driver)
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if (m_Stage != 3 && m_Driver && (m_Driver->getPolygonMode() == UDriver::Filled))
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{
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CTextureUser cu;
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(static_cast<CDriverUser *>(m_Driver))->setRenderTarget(cu);
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@ -359,54 +359,71 @@ bool CStereoOVR::nextPass()
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nlassert(width == m_DevicePtr->HMDInfo.HResolution);
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nlassert(height == m_DevicePtr->HMDInfo.VResolution);
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switch (m_Stage)
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if (m_Driver->getPolygonMode() == UDriver::Filled)
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{
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case 0:
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++m_Stage;
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m_SubStage = 0;
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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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m_SubStage = 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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m_SubStage = 0;
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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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m_SubStage = 0;
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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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m_SubStage = 0;
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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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m_SubStage = 0;
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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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m_SubStage = 0;
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// present
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m_OrientationCached = false;
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return false;
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switch (m_Stage)
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{
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case 0:
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++m_Stage;
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m_SubStage = 0;
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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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m_SubStage = 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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m_SubStage = 0;
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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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m_SubStage = 0;
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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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m_SubStage = 0;
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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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m_SubStage = 0;
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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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m_SubStage = 0;
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// present
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m_OrientationCached = false;
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return false;
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}
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}
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else
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{
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switch (m_Stage)
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{
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case 0:
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++m_Stage;
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m_SubStage = 0;
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return true;
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case 1:
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m_Stage = 0;
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m_SubStage = 0;
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return false;
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}
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}
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nlerror("Invalid stage");
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m_Stage = 0;
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@ -459,7 +476,7 @@ bool CStereoOVR::wantClear()
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m_SubStage = 1;
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return true;
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}
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return false;
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return m_Driver->getPolygonMode() != UDriver::Filled;
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}
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bool CStereoOVR::wantScene()
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@ -471,7 +488,7 @@ bool CStereoOVR::wantScene()
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m_SubStage = 2;
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return true;
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}
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return false;
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return m_Driver->getPolygonMode() != UDriver::Filled;
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}
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bool CStereoOVR::wantInterface3D()
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@ -483,7 +500,7 @@ bool CStereoOVR::wantInterface3D()
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m_SubStage = 3;
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return true;
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}
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return false;
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return m_Driver->getPolygonMode() != UDriver::Filled;
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}
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bool CStereoOVR::wantInterface2D()
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@ -495,7 +512,7 @@ bool CStereoOVR::wantInterface2D()
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m_SubStage = 4;
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return true;
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}
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return false;
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return m_Driver->getPolygonMode() != UDriver::Filled;
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}
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@ -504,7 +521,7 @@ bool CStereoOVR::beginRenderTarget()
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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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if (m_Driver && m_Stage == 1)
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if (m_Driver && m_Stage == 1 && (m_Driver->getPolygonMode() == UDriver::Filled))
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{
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static_cast<CDriverUser *>(m_Driver)->setRenderTarget(*m_BarrelTexU, 0, 0, 0, 0);
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return true;
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@ -517,7 +534,7 @@ bool CStereoOVR::endRenderTarget()
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{
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// after rendering of course
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// nlassert(m_SubStage > 1);
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if (m_Driver && m_Stage == 6) // set to 4 to turn off distortion of 2d gui
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if (m_Driver && m_Stage == 6 && (m_Driver->getPolygonMode() == UDriver::Filled)) // set to 4 to turn off distortion of 2d gui
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{
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CTextureUser cu;
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(static_cast<CDriverUser *>(m_Driver))->setRenderTarget(cu);
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@ -1627,14 +1627,11 @@ bool mainLoop()
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// RENDER THE FRAME 3D //
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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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bool stereoRenderTarget = (StereoDisplay != NULL) && StereoDisplay->beginRenderTarget();
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if (!StereoDisplay || StereoDisplay->wantClear())
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{
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if(Render)
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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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@ -1777,14 +1774,14 @@ bool mainLoop()
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Driver->setMatrixMode2D11();
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// draw a big quad to represent thunder strokes
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if (Render && WeatherManager.getThunderLevel() != 0.f)
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/*if (Render && WeatherManager.getThunderLevel() != 0.f)
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{
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H_AUTO_USE ( RZ_Client_Main_Loop_Render_Thunder )
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Driver->drawQuad(0, 0, 1, 1, ThunderColor);
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// TODO : boris : add sound here !
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// Needs more explosions
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}
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}*/
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// Update the contextual menu
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{
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