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https://github.com/lubosz/overte.git
synced 2025-04-19 17:03:43 +02:00
Rename clearViewTransform
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ff24bc982c
commit
6d7edd38cc
13 changed files with 40 additions and 26 deletions
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@ -142,7 +142,7 @@ void AudioScope::render(RenderArgs* renderArgs, int width, int height) {
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mat4 legacyProjection = glm::ortho<float>(0, width, height, 0, -1000, 1000);
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batch.setProjectionTransform(legacyProjection);
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batch.setModelTransform(Transform());
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batch.clearViewTransform();
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batch.resetViewTransform();
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geometryCache->renderQuad(batch, x, y, w, h, backgroundColor, _audioScopeBackground);
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renderLineStrip(batch, _inputID, inputColor, x, y, _samplesPerScope, _scopeInputOffset, _scopeInput);
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@ -103,7 +103,7 @@ void ApplicationOverlay::renderQmlUi(RenderArgs* renderArgs) {
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geometryCache->useSimpleDrawPipeline(batch);
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batch.setProjectionTransform(mat4());
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batch.setModelTransform(Transform());
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batch.clearViewTransform();
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batch.resetViewTransform();
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batch._glActiveBindTexture(GL_TEXTURE0, GL_TEXTURE_2D, _uiTexture);
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geometryCache->renderUnitQuad(batch, glm::vec4(1));
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@ -123,7 +123,7 @@ void ApplicationOverlay::renderAudioScope(RenderArgs* renderArgs) {
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mat4 legacyProjection = glm::ortho<float>(0, width, height, 0, ORTHO_NEAR_CLIP, ORTHO_FAR_CLIP);
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batch.setProjectionTransform(legacyProjection);
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batch.setModelTransform(Transform());
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batch.clearViewTransform();
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batch.resetViewTransform();
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// Render the audio scope
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DependencyManager::get<AudioScope>()->render(renderArgs, width, height);
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@ -142,7 +142,7 @@ void ApplicationOverlay::renderOverlays(RenderArgs* renderArgs) {
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mat4 legacyProjection = glm::ortho<float>(0, width, height, 0, ORTHO_NEAR_CLIP, ORTHO_FAR_CLIP);
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batch.setProjectionTransform(legacyProjection);
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batch.setModelTransform(Transform());
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batch.clearViewTransform();
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batch.resetViewTransform();
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// Render all of the Script based "HUD" aka 2D overlays.
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// note: we call them HUD, as opposed to 2D, only because there are some cases of 3D HUD overlays, like the
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@ -168,7 +168,7 @@ void ApplicationOverlay::renderRearView(RenderArgs* renderArgs) {
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mat4 legacyProjection = glm::ortho<float>(0, width, height, 0, ORTHO_NEAR_CLIP, ORTHO_FAR_CLIP);
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batch.setProjectionTransform(legacyProjection);
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batch.setModelTransform(Transform());
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batch.clearViewTransform();
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batch.resetViewTransform();
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float screenRatio = ((float)qApp->getDevicePixelRatio());
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float renderRatio = ((float)qApp->getRenderResolutionScale());
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@ -230,7 +230,7 @@ void ApplicationOverlay::renderDomainConnectionStatusBorder(RenderArgs* renderAr
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geometryCache->useSimpleDrawPipeline(batch);
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batch.setProjectionTransform(mat4());
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batch.setModelTransform(Transform());
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batch.clearViewTransform();
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batch.resetViewTransform();
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batch.setResourceTexture(0, DependencyManager::get<TextureCache>()->getWhiteTexture());
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// FIXME: THe line width of CONNECTION_STATUS_BORDER_LINE_WIDTH is not supported anymore, we ll need a workaround
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@ -121,7 +121,7 @@ void Overlays::renderHUD(RenderArgs* renderArgs) {
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batch.setResourceTexture(0, textureCache->getWhiteTexture()); // FIXME - do we really need to do this??
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batch.setProjectionTransform(legacyProjection);
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batch.setModelTransform(Transform());
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batch.clearViewTransform();
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batch.resetViewTransform();
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thisOverlay->render(renderArgs);
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}
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@ -52,9 +52,21 @@ in vec2 varTexCoord0;
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out vec4 outFragColor;
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void main(void) {
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outFragColor = vec4(pow(texture(colorMap, varTexCoord0).rgb, vec3(2.2)), 1.0);
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float sRGBFloatToLinear(float value) {
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const float SRGB_ELBOW = 0.04045;
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return (value <= SRGB_ELBOW) ? value / 12.92 : pow((value + 0.055) / 1.055, 2.4);
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}
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vec3 colorToLinearRGB(vec3 srgb) {
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return vec3(sRGBFloatToLinear(srgb.r), sRGBFloatToLinear(srgb.g), sRGBFloatToLinear(srgb.b));
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}
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void main(void) {
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outFragColor.a = 1.0;
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outFragColor.rgb = colorToLinearRGB(texture(colorMap, varTexCoord0).rgb);
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}
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)SCRIBE";
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extern QThread* RENDER_THREAD;
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@ -521,7 +533,7 @@ void OpenGLDisplayPlugin::compositePointer() {
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batch.setFramebuffer(_compositeFramebuffer);
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batch.setPipeline(_cursorPipeline);
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batch.setResourceTexture(0, cursorData.texture);
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batch.clearViewTransform();
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batch.resetViewTransform();
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batch.setModelTransform(cursorTransform);
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if (isStereo()) {
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for_each_eye([&](Eye eye) {
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@ -541,7 +553,7 @@ void OpenGLDisplayPlugin::compositeScene() {
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batch.setFramebuffer(_compositeFramebuffer);
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batch.setViewportTransform(ivec4(uvec2(), _compositeFramebuffer->getSize()));
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batch.setStateScissorRect(ivec4(uvec2(), _compositeFramebuffer->getSize()));
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batch.clearViewTransform();
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batch.resetViewTransform();
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batch.setProjectionTransform(mat4());
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batch.setPipeline(_simplePipeline);
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batch.setResourceTexture(0, _currentFrame->framebuffer->getRenderBuffer(0));
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@ -579,7 +591,7 @@ void OpenGLDisplayPlugin::compositeLayers() {
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void OpenGLDisplayPlugin::internalPresent() {
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render([&](gpu::Batch& batch) {
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batch.enableStereo(false);
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batch.clearViewTransform();
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batch.resetViewTransform();
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batch.setFramebuffer(gpu::FramebufferPointer());
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batch.setViewportTransform(ivec4(uvec2(0), getSurfacePixels()));
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batch.setResourceTexture(0, _compositeFramebuffer->getRenderBuffer(0));
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@ -119,7 +119,7 @@ void HmdDisplayPlugin::uncustomizeContext() {
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_disablePreview = false;
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render([&](gpu::Batch& batch) {
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batch.enableStereo(false);
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batch.clearViewTransform();
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batch.resetViewTransform();
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batch.setFramebuffer(_compositeFramebuffer);
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batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR0, vec4(0));
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});
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@ -167,7 +167,7 @@ void HmdDisplayPlugin::internalPresent() {
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auto viewport = getViewportForSourceSize(sourceSize);
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render([&](gpu::Batch& batch) {
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batch.enableStereo(false);
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batch.clearViewTransform();
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batch.resetViewTransform();
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batch.setFramebuffer(gpu::FramebufferPointer());
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batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR0, vec4(0));
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batch.setStateScissorRect(viewport);
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@ -199,7 +199,7 @@ void HmdDisplayPlugin::internalPresent() {
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auto viewport = getViewportForSourceSize(uvec2(_previewTexture->getDimensions()));
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render([&](gpu::Batch& batch) {
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batch.enableStereo(false);
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batch.clearViewTransform();
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batch.resetViewTransform();
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batch.setFramebuffer(gpu::FramebufferPointer());
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batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR0, vec4(0));
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batch.setStateScissorRect(viewport);
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@ -471,7 +471,7 @@ void HmdDisplayPlugin::compositePointer() {
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batch.setFramebuffer(_compositeFramebuffer);
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batch.setPipeline(_cursorPipeline);
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batch.setResourceTexture(0, cursorData.texture);
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batch.clearViewTransform();
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batch.resetViewTransform();
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for_each_eye([&](Eye eye) {
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batch.setViewportTransform(eyeViewport(eye));
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batch.setProjectionTransform(_eyeProjections[eye]);
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@ -71,7 +71,7 @@ glm::uvec2 InterleavedStereoDisplayPlugin::getRecommendedRenderSize() const {
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void InterleavedStereoDisplayPlugin::internalPresent() {
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gpu::Batch presentBatch;
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presentBatch.enableStereo(false);
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presentBatch.clearViewTransform();
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presentBatch.resetViewTransform();
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presentBatch.setFramebuffer(gpu::FramebufferPointer());
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presentBatch.setViewportTransform(ivec4(uvec2(0), getSurfacePixels()));
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presentBatch.setResourceTexture(0, _currentFrame->framebuffer->getRenderBuffer(0));
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@ -178,7 +178,7 @@ public:
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// WARNING: ViewTransform transform from eye space to world space, its inverse is composed
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// with the ModelTransform to create the equivalent of the gl ModelViewMatrix
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void setModelTransform(const Transform& model);
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void clearViewTransform() { setViewTransform(Transform(), false); }
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void resetViewTransform() { setViewTransform(Transform(), false); }
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void setViewTransform(const Transform& view, bool camera = true);
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void setProjectionTransform(const Mat4& proj);
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// Viewport is xy = low left corner in framebuffer, zw = width height of the viewport, expressed in pixels
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@ -353,7 +353,7 @@ void AmbientOcclusionEffect::run(const render::SceneContextPointer& sceneContext
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batch.setViewportTransform(args->_viewport);
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batch.setProjectionTransform(glm::mat4());
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batch.clearViewTransform();
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batch.resetViewTransform();
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Transform model;
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model.setTranslation(glm::vec3(sMin, tMin, 0.0f));
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@ -484,8 +484,10 @@ void RenderDeferredSetup::run(const render::SceneContextPointer& sceneContext, c
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}
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} else {
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if (keyLight->getAmbientMap()) {
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program = deferredLightingEffect->_directionalSkyboxLight;
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locations = deferredLightingEffect->_directionalSkyboxLightLocations;
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program = deferredLightingEffect->_directionalAmbientSphereLight;
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locations = deferredLightingEffect->_directionalAmbientSphereLightLocations;
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//program = deferredLightingEffect->_directionalSkyboxLight;
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//locations = deferredLightingEffect->_directionalSkyboxLightLocations;
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} else {
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program = deferredLightingEffect->_directionalAmbientSphereLight;
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locations = deferredLightingEffect->_directionalAmbientSphereLightLocations;
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@ -173,7 +173,7 @@ void LinearDepthPass::run(const render::SceneContextPointer& sceneContext, const
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batch.setViewportTransform(depthViewport);
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batch.setProjectionTransform(glm::mat4());
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batch.clearViewTransform();
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batch.resetViewTransform();
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batch.setModelTransform(gpu::Framebuffer::evalSubregionTexcoordTransform(_linearDepthFramebuffer->getDepthFrameSize(), depthViewport));
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batch.setUniformBuffer(DepthLinearPass_FrameTransformSlot, frameTransform->getFrameTransformBuffer());
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@ -459,7 +459,7 @@ void SurfaceGeometryPass::run(const render::SceneContextPointer& sceneContext, c
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batch.enableStereo(false);
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batch.setProjectionTransform(glm::mat4());
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batch.clearViewTransform();
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batch.resetViewTransform();
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batch.setViewportTransform(curvatureViewport);
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batch.setModelTransform(gpu::Framebuffer::evalSubregionTexcoordTransform(_surfaceGeometryFramebuffer->getSourceFrameSize(), curvatureViewport));
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@ -72,7 +72,7 @@ void ToneMappingEffect::render(RenderArgs* args, const gpu::TexturePointer& ligh
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batch.setViewportTransform(args->_viewport);
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batch.setProjectionTransform(glm::mat4());
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batch.clearViewTransform();
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batch.resetViewTransform();
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batch.setModelTransform(gpu::Framebuffer::evalSubregionTexcoordTransform(framebufferSize, args->_viewport));
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batch.setPipeline(_blitLightBuffer);
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@ -153,7 +153,7 @@ void DrawSceneOctree::run(const SceneContextPointer& sceneContext,
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Transform crosshairModel;
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crosshairModel.setTranslation(glm::vec3(0.0, 0.0, -1000.0));
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crosshairModel.setScale(1000.0 * tan(glm::radians(angle))); // Scaling at the actual tan of the lod angle => Multiplied by TWO
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batch.clearViewTransform();
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batch.resetViewTransform();
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batch.setModelTransform(crosshairModel);
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batch.setPipeline(getDrawLODReticlePipeline());
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batch.draw(gpu::TRIANGLE_STRIP, 4, 0);
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@ -119,7 +119,7 @@ void OculusDisplayPlugin::hmdPresent() {
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batch.setFramebuffer(_outputFramebuffer);
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batch.setViewportTransform(ivec4(uvec2(), _outputFramebuffer->getSize()));
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batch.setStateScissorRect(ivec4(uvec2(), _outputFramebuffer->getSize()));
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batch.clearViewTransform();
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batch.resetViewTransform();
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batch.setProjectionTransform(mat4());
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batch.setPipeline(_presentPipeline);
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batch.setResourceTexture(0, _compositeFramebuffer->getRenderBuffer(0));
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