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fix for mirror rendering on windows
* added preScale to Transform class. * preScale by -1 about the xAxis instead of post scale. I think this was working on Mac due to the different code paths in GLBackendTransform::updateTransform for core vs legacy gl profile.
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3 changed files with 11 additions and 12 deletions
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@ -3386,14 +3386,6 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
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// load the view frustum
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// load the view frustum
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loadViewFrustum(theCamera, _displayViewFrustum);
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loadViewFrustum(theCamera, _displayViewFrustum);
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// flip x if in mirror mode (also requires reversing winding order for backface culling)
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if (theCamera.getMode() == CAMERA_MODE_MIRROR) {
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//glScalef(-1.0f, 1.0f, 1.0f);
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//glFrontFace(GL_CW);
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} else {
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glFrontFace(GL_CCW);
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}
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// transform view according to theCamera
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// transform view according to theCamera
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// could be myCamera (if in normal mode)
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// could be myCamera (if in normal mode)
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// or could be viewFrustumOffsetCamera if in offset mode
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// or could be viewFrustumOffsetCamera if in offset mode
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@ -3411,9 +3403,6 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
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Transform viewTransform;
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Transform viewTransform;
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viewTransform.setTranslation(theCamera.getPosition());
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viewTransform.setTranslation(theCamera.getPosition());
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viewTransform.setRotation(rotation);
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viewTransform.setRotation(rotation);
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if (theCamera.getMode() == CAMERA_MODE_MIRROR) {
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// viewTransform.setScale(Transform::Vec3(-1.0f, 1.0f, 1.0f));
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}
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if (renderArgs->_renderSide != RenderArgs::MONO) {
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if (renderArgs->_renderSide != RenderArgs::MONO) {
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glm::mat4 invView = glm::inverse(_untranslatedViewMatrix);
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glm::mat4 invView = glm::inverse(_untranslatedViewMatrix);
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@ -118,7 +118,7 @@ void DrawOpaqueDeferred::run(const SceneContextPointer& sceneContext, const Rend
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args->_viewFrustum->evalProjectionMatrix(projMat);
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args->_viewFrustum->evalProjectionMatrix(projMat);
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args->_viewFrustum->evalViewTransform(viewMat);
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args->_viewFrustum->evalViewTransform(viewMat);
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if (args->_renderMode == RenderArgs::MIRROR_RENDER_MODE) {
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if (args->_renderMode == RenderArgs::MIRROR_RENDER_MODE) {
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viewMat.postScale(glm::vec3(-1.0f, 1.0f, 1.0f));
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viewMat.preScale(glm::vec3(-1.0f, 1.0f, 1.0f));
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}
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}
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batch.setProjectionTransform(projMat);
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batch.setProjectionTransform(projMat);
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batch.setViewTransform(viewMat);
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batch.setViewTransform(viewMat);
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@ -97,6 +97,8 @@ public:
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const Vec3& getScale() const;
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const Vec3& getScale() const;
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void setScale(float scale);
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void setScale(float scale);
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void setScale(const Vec3& scale); // [new this] = [this.translation] * [this.rotation] * [scale]
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void setScale(const Vec3& scale); // [new this] = [this.translation] * [this.rotation] * [scale]
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void preScale(float scale);
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void preScale(const Vec3& scale);
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void postScale(float scale); // [new this] = [this] * [scale] equivalent to glScale
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void postScale(float scale); // [new this] = [this] * [scale] equivalent to glScale
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void postScale(const Vec3& scale); // [new this] = [this] * [scale] equivalent to glScale
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void postScale(const Vec3& scale); // [new this] = [this] * [scale] equivalent to glScale
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@ -322,6 +324,14 @@ inline void Transform::setScale(const Vec3& scale) {
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}
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}
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}
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}
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inline void Transform::preScale(float scale) {
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setScale(getScale() * scale);
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}
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inline void Transform::preScale(const Vec3& scale) {
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setScale(getScale() * scale);
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}
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inline void Transform::postScale(float scale) {
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inline void Transform::postScale(float scale) {
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if (!isValidScale(scale) || scale == 1.0f) {
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if (!isValidScale(scale) || scale == 1.0f) {
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return;
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return;
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