229 lines
6.4 KiB
C
229 lines
6.4 KiB
C
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//====== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. =======//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef VIEW_SHARED_H
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#define VIEW_SHARED_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "convar.h"
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#include "mathlib/vector.h"
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#include "mathlib/camera.h"
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#include "materialsystem/MaterialSystemUtil.h"
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class CVolumeCuller;
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//-----------------------------------------------------------------------------
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// Flags passed in with view setup
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//-----------------------------------------------------------------------------
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enum ClearFlags_t
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{
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VIEW_CLEAR_COLOR = 0x1,
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VIEW_CLEAR_DEPTH = 0x2,
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VIEW_CLEAR_FULL_TARGET = 0x4,
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VIEW_NO_DRAW = 0x8,
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VIEW_CLEAR_OBEY_STENCIL = 0x10, // Draws a quad allowing stencil test to clear through portals
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VIEW_CLEAR_STENCIL = 0x20,
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};
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enum MotionBlurMode_t
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{
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MOTION_BLUR_DISABLE = 1,
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MOTION_BLUR_GAME = 2, // Game uses real-time inter-frame data
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MOTION_BLUR_SFM = 3 // Use SFM data passed in CViewSetup structure
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};
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//-----------------------------------------------------------------------------
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// Purpose: Renderer setup data.
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//-----------------------------------------------------------------------------
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class CViewSetup
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{
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public:
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CViewSetup()
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{
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m_flAspectRatio = 0.0f;
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// These match mat_dof convars
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m_flNearBlurDepth = 20.0;
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m_flNearFocusDepth = 100.0;
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m_flFarFocusDepth = 250.0;
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m_flFarBlurDepth = 1000.0;
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m_flNearBlurRadius = 10.0;
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m_flFarBlurRadius = 5.0;
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m_nDoFQuality = 0;
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m_bRenderToSubrectOfLargerScreen = false;
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m_bDoBloomAndToneMapping = true;
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m_nMotionBlurMode = MOTION_BLUR_GAME;
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m_bDoDepthOfField = false;
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m_bHDRTarget = false;
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m_bOffCenter = false;
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m_bCacheFullSceneState = false;
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m_bDrawWorldNormal = false;
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m_bCullFrontFaces = false;
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m_bCustomViewMatrix = false;
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// m_bUseExplicitViewVector = false;
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m_bCustomProjMatrix = false;
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m_bCSMView = false;
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m_pCSMVolumeCuller = NULL;
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}
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float ComputeViewMatrices( VMatrix *pWorldToView, VMatrix *pViewToProjection, VMatrix *pWorldToProjection ) const;
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// shared by 2D & 3D views
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// left side of view window
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int x;
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int m_nUnscaledX;
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// top side of view window
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int y;
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int m_nUnscaledY;
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// width of view window
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int width;
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int m_nUnscaledWidth;
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// height of view window
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int height;
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int m_nUnscaledHeight;
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// X360 csm resolve offsets
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#if defined(_X360)
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int xCsmDstOffset;
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int yCsmDstOffset;
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#endif
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// the rest are only used by 3D views
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// Orthographic projection?
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bool m_bOrtho;
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// View-space rectangle for ortho projection.
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float m_OrthoLeft;
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float m_OrthoTop;
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float m_OrthoRight;
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float m_OrthoBottom;
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// Note: This really should be called "m_bCustomCameraMatrix", because m_matCustomViewMatrix is interpreted as world->camera, not world->view.
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bool m_bCustomViewMatrix;
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matrix3x4_t m_matCustomViewMatrix;
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bool m_bCustomProjMatrix;
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VMatrix m_matCustomProjMatrix;
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const CVolumeCuller *m_pCSMVolumeCuller;
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// horizontal FOV in degrees
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float fov;
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// horizontal FOV in degrees for in-view model
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float fovViewmodel;
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// 3D origin of camera
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Vector origin;
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// heading of camera (pitch, yaw, roll)
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QAngle angles;
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// local Z coordinate of near plane of camera
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float zNear;
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// local Z coordinate of far plane of camera
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float zFar;
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// local Z coordinate of near plane of camera ( when rendering view model )
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float zNearViewmodel;
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// local Z coordinate of far plane of camera ( when rendering view model )
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float zFarViewmodel;
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// The aspect ratio to use for computing the perspective projection matrix
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// (0.0f means use the viewport)
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float m_flAspectRatio;
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// Camera settings to control depth of field
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float m_flNearBlurDepth;
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float m_flNearFocusDepth;
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float m_flFarFocusDepth;
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float m_flFarBlurDepth;
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float m_flNearBlurRadius;
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float m_flFarBlurRadius;
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int m_nDoFQuality;
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// Camera settings to control motion blur
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MotionBlurMode_t m_nMotionBlurMode;
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float m_flShutterTime; // In seconds
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Vector m_vShutterOpenPosition; // Start of frame or "shutter open"
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QAngle m_shutterOpenAngles; //
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Vector m_vShutterClosePosition; // End of frame or "shutter close"
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QAngle m_shutterCloseAngles; //
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// Controls for off-center projection (needed for poster rendering)
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float m_flOffCenterTop;
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float m_flOffCenterBottom;
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float m_flOffCenterLeft;
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float m_flOffCenterRight;
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bool m_bOffCenter:1;
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// set to true if this is to draw into a subrect of the larger screen
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// this really is a hack, but no more than the rest of the way this class is used
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bool m_bRenderToSubrectOfLargerScreen:1;
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// Controls that the SFM needs to tell the engine when to do certain post-processing steps
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bool m_bDoBloomAndToneMapping:1;
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bool m_bDoDepthOfField:1;
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bool m_bHDRTarget:1;
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bool m_bDrawWorldNormal:1;
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bool m_bCullFrontFaces:1;
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// Cached mode for certain full-scene per-frame varying state such as sun entity coverage
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bool m_bCacheFullSceneState:1;
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// True if this is a CSM depth view. The CSM world->view matrix doesn't have an XY translation (that's moved into the CSM ortho view->projection
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// matrix to address continuity issues), so the usual assumptions made about camera/view space do not necessarily apply.
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bool m_bCSMView:1;
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};
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inline float CViewSetup::ComputeViewMatrices( VMatrix *pWorldToView, VMatrix *pViewToProjection, VMatrix *pWorldToProjection ) const
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{
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float flAspectRatio = m_flAspectRatio;
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if ( flAspectRatio == 0.0f )
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{
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flAspectRatio = (height != 0) ? ( (float)width / (float)height ) : 1.0f;
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}
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if( !m_bCustomViewMatrix )
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{
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ComputeViewMatrix( pWorldToView, origin, angles );
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}
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else
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{
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ComputeViewMatrix( pWorldToView, m_matCustomViewMatrix );
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}
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if ( m_bCustomProjMatrix )
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{
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*pViewToProjection = m_matCustomProjMatrix;
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}
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else if ( m_bOrtho )
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{
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MatrixBuildOrtho( *pViewToProjection, m_OrthoLeft, m_OrthoTop,
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m_OrthoRight, m_OrthoBottom, zNear, zFar );
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}
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else if ( m_bOffCenter ) // Off-center projection, useful for AA jitter and tiled output of posters
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{
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MatrixBuildPerspectiveOffCenterX( *pViewToProjection, fov, flAspectRatio,
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zNear, zFar, m_flOffCenterBottom, m_flOffCenterTop,
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m_flOffCenterLeft, m_flOffCenterRight );
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}
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else
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{
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MatrixBuildPerspectiveX( *pViewToProjection, fov, flAspectRatio, zNear, zFar );
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}
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MatrixMultiply( *pViewToProjection, *pWorldToView, *pWorldToProjection );
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return flAspectRatio;
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}
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#endif // VIEW_SHARED_H
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