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Implement rendering pipeline and post-processing (#12465)
Co-authored-by: Lars Mueller <appgurulars@gmx.de> Co-authored-by: sfan5 <sfan5@live.de> Co-authored-by: lhofhansl <lhofhansl@yahoo.com>
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@@ -20,19 +20,22 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#pragma once
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#include "core.h"
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#include "plain.h"
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#include "pipeline.h"
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class RenderingCoreStereo : public RenderingCore
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/**
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* Offset camera for a specific eye in stereo rendering mode
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*/
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class OffsetCameraStep : public TrivialRenderStep
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{
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protected:
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scene::ICameraSceneNode *cam;
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core::matrix4 base_transform;
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float eye_offset;
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void beforeDraw() override;
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virtual void useEye(bool right);
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virtual void resetEye();
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void renderBothImages();
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public:
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RenderingCoreStereo(IrrlichtDevice *_device, Client *_client, Hud *_hud);
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OffsetCameraStep(float eye_offset);
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OffsetCameraStep(bool right_eye);
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void run(PipelineContext &context) override;
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void reset(PipelineContext &context) override;
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private:
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core::matrix4 base_transform;
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core::matrix4 move;
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};
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