| 109 | //----------------------------------------------------------------------------- |
| 110 | |
| 111 | void RenderViewpoint(FRenderViewpoint& mainvp, IntRect* bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen) |
| 112 | { |
| 113 | auto& RenderState = *screen->RenderState(); |
| 114 | |
| 115 | /* |
| 116 | if (mainview && toscreen) |
| 117 | { |
| 118 | screen->SetAABBTree(camera->Level->aabbTree); |
| 119 | screen->mShadowMap.SetCollectLights([=] { |
| 120 | CollectLights(camera->Level); |
| 121 | }); |
| 122 | screen->UpdateShadowMap(); |
| 123 | } |
| 124 | */ |
| 125 | |
| 126 | // Render (potentially) multiple views for stereo 3d |
| 127 | // Fixme. The view offsetting should be done with a static table and not require setup of the entire render state for the mode. |
| 128 | auto vrmode = VRMode::GetVRMode(mainview && toscreen); |
| 129 | const int eyeCount = vrmode->mEyeCount; |
| 130 | screen->FirstEye(); |
| 131 | hw_int_useindexedcolortextures = eyeCount > 1? false : *hw_useindexedcolortextures; |
| 132 | |
| 133 | for (int eye_ix = 0; eye_ix < eyeCount; ++eye_ix) |
| 134 | { |
| 135 | const auto& eye = vrmode->mEyes[eye_ix]; |
| 136 | screen->SetViewportRects(bounds); |
| 137 | |
| 138 | if (mainview) // Bind the scene frame buffer and turn on draw buffers used by ssao |
| 139 | { |
| 140 | bool useSSAO = (gl_ssao != 0); |
| 141 | screen->SetSceneRenderTarget(useSSAO); |
| 142 | RenderState.SetPassType(useSSAO ? GBUFFER_PASS : NORMAL_PASS); |
| 143 | RenderState.EnableDrawBuffers(RenderState.GetPassDrawBufferCount(), true); |
| 144 | } |
| 145 | |
| 146 | auto di = HWDrawInfo::StartDrawInfo(nullptr, mainvp, nullptr); |
| 147 | di->SetVisibility(); |
| 148 | auto& vp = di->Viewpoint; |
| 149 | vp = mainvp; |
| 150 | |
| 151 | di->Set3DViewport(RenderState); |
| 152 | float flash = 8.f / (r_scenebrightness + 8.f); |
| 153 | di->Viewpoint.FieldOfView = FAngle::fromDeg(fov); // Set the real FOV for the current scene (it's not necessarily the same as the global setting in r_viewpoint) |
| 154 | |
| 155 | // Stereo mode specific perspective projection |
| 156 | di->VPUniforms.mProjectionMatrix = eye.GetProjection(fov, ratio, fovratio, false); |
| 157 | |
| 158 | // Stereo mode specific viewpoint adjustment |
| 159 | if (eye.mShiftFactor != 0) |
| 160 | { |
| 161 | vp.Pos += eye.GetViewShift(vp.HWAngles.Yaw.Degrees()); |
| 162 | sectortype* sect = §or[vp.SectCount]; |
| 163 | updatesector(DVector2(vp.Pos.X, -vp.Pos.Y), §); |
| 164 | vp.SectCount = sectindex(sect); |
| 165 | } |
| 166 | |
| 167 | di->SetupView(RenderState, vp.Pos.X, vp.Pos.Y, vp.Pos.Z, false, false); |
| 168 | di->ProcessScene(toscreen); |
no test coverage detected