mirror of
https://github.com/DrBeef/Raze.git
synced 2024-12-02 00:52:56 +00:00
189 lines
6.4 KiB
C++
189 lines
6.4 KiB
C++
/*
|
|
** hw_vrmodes.cpp
|
|
** Matrix handling for stereo 3D rendering
|
|
**
|
|
**---------------------------------------------------------------------------
|
|
** Copyright 2015 Christopher Bruns
|
|
** Copyright 2016-2021 Christoph Oelckers
|
|
** All rights reserved.
|
|
**
|
|
** Redistribution and use in source and binary forms, with or without
|
|
** modification, are permitted provided that the following conditions
|
|
** are met:
|
|
**
|
|
** 1. Redistributions of source code must retain the above copyright
|
|
** notice, this list of conditions and the following disclaimer.
|
|
** 2. Redistributions in binary form must reproduce the above copyright
|
|
** notice, this list of conditions and the following disclaimer in the
|
|
** documentation and/or other materials provided with the distribution.
|
|
** 3. The name of the author may not be used to endorse or promote products
|
|
** derived from this software without specific prior written permission.
|
|
**
|
|
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
|
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
|
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
|
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
|
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
|
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
|
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
**---------------------------------------------------------------------------
|
|
**
|
|
**
|
|
*/
|
|
|
|
#include "vectors.h" // RAD2DEG
|
|
#include "hw_cvars.h"
|
|
#include "hw_vrmodes.h"
|
|
#include "v_video.h"
|
|
#include "version.h"
|
|
#include "i_interface.h"
|
|
|
|
// Set up 3D-specific console variables:
|
|
CVAR(Int, vr_mode, 0, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
|
|
|
|
// switch left and right eye views
|
|
CVAR(Bool, vr_swap_eyes, false, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
|
|
|
|
// intraocular distance in meters
|
|
CVAR(Float, vr_ipd, 0.062f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) // METERS
|
|
|
|
// distance between viewer and the display screen
|
|
CVAR(Float, vr_screendist, 0.80f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // METERS
|
|
|
|
// default conversion between (vertical) DOOM units and meters
|
|
CVAR(Float, vr_hunits_per_meter, 41.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // METERS
|
|
|
|
|
|
#define isqrt2 0.7071067812f
|
|
static VRMode vrmi_mono = { 1, 1.f, 1.f, 1.f,{ { 0.f, 1.f },{ 0.f, 0.f } } };
|
|
static VRMode vrmi_stereo = { 2, 1.f, 1.f, 1.f,{ { -.5f, 1.f },{ .5f, 1.f } } };
|
|
static VRMode vrmi_sbsfull = { 2, .5f, 1.f, 2.f,{ { -.5f, .5f },{ .5f, .5f } } };
|
|
static VRMode vrmi_sbssquished = { 2, .5f, 1.f, 1.f,{ { -.5f, 1.f },{ .5f, 1.f } } };
|
|
static VRMode vrmi_lefteye = { 1, 1.f, 1.f, 1.f, { { -.5f, 1.f },{ 0.f, 0.f } } };
|
|
static VRMode vrmi_righteye = { 1, 1.f, 1.f, 1.f,{ { .5f, 1.f },{ 0.f, 0.f } } };
|
|
static VRMode vrmi_topbottom = { 2, 1.f, .5f, 1.f,{ { -.5f, 1.f },{ .5f, 1.f } } };
|
|
static VRMode vrmi_checker = { 2, isqrt2, isqrt2, 1.f,{ { -.5f, 1.f },{ .5f, 1.f } } };
|
|
|
|
const VRMode *VRMode::GetVRMode(bool toscreen)
|
|
{
|
|
int mode = !toscreen || (sysCallbacks.DisableTextureFilter && sysCallbacks.DisableTextureFilter()) ? 0 : vr_mode;
|
|
|
|
switch (mode)
|
|
{
|
|
default:
|
|
case VR_MONO:
|
|
return &vrmi_mono;
|
|
|
|
case VR_GREENMAGENTA:
|
|
case VR_REDCYAN:
|
|
case VR_QUADSTEREO:
|
|
case VR_AMBERBLUE:
|
|
case VR_SIDEBYSIDELETTERBOX:
|
|
return &vrmi_stereo;
|
|
|
|
case VR_SIDEBYSIDESQUISHED:
|
|
case VR_COLUMNINTERLEAVED:
|
|
return &vrmi_sbssquished;
|
|
|
|
case VR_SIDEBYSIDEFULL:
|
|
return &vrmi_sbsfull;
|
|
|
|
case VR_TOPBOTTOM:
|
|
case VR_ROWINTERLEAVED:
|
|
return &vrmi_topbottom;
|
|
|
|
case VR_LEFTEYEVIEW:
|
|
return &vrmi_lefteye;
|
|
|
|
case VR_RIGHTEYEVIEW:
|
|
return &vrmi_righteye;
|
|
|
|
case VR_CHECKERINTERLEAVED:
|
|
return &vrmi_checker;
|
|
}
|
|
}
|
|
|
|
void VRMode::AdjustViewport(DFrameBuffer *screen) const
|
|
{
|
|
screen->mSceneViewport.height = (int)(screen->mSceneViewport.height * mVerticalViewportScale);
|
|
screen->mSceneViewport.top = (int)(screen->mSceneViewport.top * mVerticalViewportScale);
|
|
screen->mSceneViewport.width = (int)(screen->mSceneViewport.width * mHorizontalViewportScale);
|
|
screen->mSceneViewport.left = (int)(screen->mSceneViewport.left * mHorizontalViewportScale);
|
|
|
|
screen->mScreenViewport.height = (int)(screen->mScreenViewport.height * mVerticalViewportScale);
|
|
screen->mScreenViewport.top = (int)(screen->mScreenViewport.top * mVerticalViewportScale);
|
|
screen->mScreenViewport.width = (int)(screen->mScreenViewport.width * mHorizontalViewportScale);
|
|
screen->mScreenViewport.left = (int)(screen->mScreenViewport.left * mHorizontalViewportScale);
|
|
}
|
|
|
|
VSMatrix VRMode::GetHUDSpriteProjection() const
|
|
{
|
|
VSMatrix mat;
|
|
int w = screen->GetWidth();
|
|
int h = screen->GetHeight();
|
|
float scaled_w = w / mWeaponProjectionScale;
|
|
float left_ofs = (w - scaled_w) / 2.f;
|
|
mat.ortho(left_ofs, left_ofs + scaled_w, (float)h, 0, -1.0f, 1.0f);
|
|
return mat;
|
|
}
|
|
|
|
float VREyeInfo::getShift() const
|
|
{
|
|
auto res = mShiftFactor * vr_ipd;
|
|
return vr_swap_eyes ? -res : res;
|
|
}
|
|
|
|
VSMatrix VREyeInfo::GetProjection(float fov, float aspectRatio, float fovRatio) const
|
|
{
|
|
VSMatrix result;
|
|
|
|
if (mShiftFactor == 0)
|
|
{
|
|
float fovy = (float)(2 * RAD2DEG(atan(tan(DEG2RAD(fov) / 2) / fovRatio)));
|
|
result.perspective(fovy, aspectRatio, screen->GetZNear(), screen->GetZFar());
|
|
return result;
|
|
}
|
|
else
|
|
{
|
|
double zNear = screen->GetZNear();
|
|
double zFar = screen->GetZFar();
|
|
|
|
// For stereo 3D, use asymmetric frustum shift in projection matrix
|
|
// Q: shouldn't shift vary with roll angle, at least for desktop display?
|
|
// A: No. (lab) roll is not measured on desktop display (yet)
|
|
double frustumShift = zNear * getShift() / vr_screendist; // meters cancel, leaving doom units
|
|
// double frustumShift = 0; // Turning off shift for debugging
|
|
double fH = zNear * tan(DEG2RAD(fov) / 2) / fovRatio;
|
|
double fW = fH * aspectRatio * mScaleFactor;
|
|
double left = -fW - frustumShift;
|
|
double right = fW - frustumShift;
|
|
double bottom = -fH;
|
|
double top = fH;
|
|
|
|
VSMatrix fmat(1);
|
|
fmat.frustum((float)left, (float)right, (float)bottom, (float)top, (float)zNear, (float)zFar);
|
|
return fmat;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/* virtual */
|
|
DVector3 VREyeInfo::GetViewShift(float yaw) const
|
|
{
|
|
if (mShiftFactor == 0)
|
|
{
|
|
// pass-through for Mono view
|
|
return { 0,0,0 };
|
|
}
|
|
else
|
|
{
|
|
double dx = -cos(DEG2RAD(yaw)) * vr_hunits_per_meter * getShift();
|
|
double dy = sin(DEG2RAD(yaw)) * vr_hunits_per_meter * getShift();
|
|
return { dx, dy, 0 };
|
|
}
|
|
}
|
|
|