forked from LeenkxTeam/LNXSDK
t3du - Restore VR code
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@ -518,12 +518,44 @@ class RenderPath {
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return Reflect.field(kha.Shaders, handle + "_comp");
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}
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#if (kha_krom && lnx_vr)
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public function drawStereo(drawMeshes: Int->Void) {
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for (eye in 0...2) {
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Krom.vrBeginRender(eye);
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drawMeshes(eye);
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Krom.vrEndRender(eye);
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#if lnx_vr
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public function drawStereo(drawMeshes: Void->Void) {
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var vr = kha.vr.VrInterface.instance;
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var appw = iron.App.w();
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var apph = iron.App.h();
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var halfw = Std.int(appw / 2);
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var g = currentG;
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if (vr != null && vr.IsPresenting()) {
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// Left eye
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Scene.active.camera.V.setFrom(Scene.active.camera.leftV);
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Scene.active.camera.P.self = vr.GetProjectionMatrix(0);
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g.viewport(0, 0, halfw, apph);
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drawMeshes();
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// Right eye
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begin(g, additionalTargets);
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Scene.active.camera.V.setFrom(Scene.active.camera.rightV);
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Scene.active.camera.P.self = vr.GetProjectionMatrix(1);
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g.viewport(halfw, 0, halfw, apph);
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drawMeshes();
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}
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else { // Simulate
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Scene.active.camera.buildProjection(halfw / apph);
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// Left eye
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g.viewport(0, 0, halfw, apph);
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drawMeshes();
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// Right eye
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begin(g, additionalTargets);
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Scene.active.camera.transform.move(Scene.active.camera.right(), 0.032);
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Scene.active.camera.buildMatrix();
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g.viewport(halfw, 0, halfw, apph);
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drawMeshes();
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Scene.active.camera.transform.move(Scene.active.camera.right(), -0.032);
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Scene.active.camera.buildMatrix();
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}
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}
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#end
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