2015-12-31 14:06:44 +00:00
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/*
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** gl_stereo_leftright.h
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** Offsets for left and right eye views
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**
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**---------------------------------------------------------------------------
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** Copyright 2015 Christopher Bruns
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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**
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*/
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2015-10-26 13:08:18 +00:00
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#ifndef GL_STEREO_LEFTRIGHT_H_
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#define GL_STEREO_LEFTRIGHT_H_
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#include "gl_stereo3d.h"
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namespace s3d {
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class ShiftedEyePose : public EyePose
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{
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public:
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2016-04-26 12:03:10 +00:00
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ShiftedEyePose(float shift) : shift(shift) {};
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float getShift() const { return shift; }
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void setShift(float shift) { this->shift = shift; }
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virtual VSMatrix GetProjection(float fov, float aspectRatio, float fovRatio) const;
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virtual void GetViewShift(float yaw, float outViewShift[3]) const;
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2015-10-26 13:08:18 +00:00
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protected:
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2016-04-26 12:03:10 +00:00
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float shift;
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2015-10-26 13:08:18 +00:00
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};
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class LeftEyePose : public ShiftedEyePose
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{
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public:
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2016-04-26 12:03:10 +00:00
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LeftEyePose(float ipd) : ShiftedEyePose( float(-0.5) * ipd) {}
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float getIpd() const { return float(-2.0)*getShift(); }
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void setIpd(float ipd) { setShift(float(-0.5)*ipd); }
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2015-10-26 13:08:18 +00:00
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};
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class RightEyePose : public ShiftedEyePose
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{
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public:
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2016-04-26 12:03:10 +00:00
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RightEyePose(float ipd) : ShiftedEyePose(float(+0.5)*ipd) {}
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float getIpd() const { return float(+2.0)*shift; }
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void setIpd(float ipd) { setShift(float(+0.5)*ipd); }
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2015-10-26 13:08:18 +00:00
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};
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/**
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* As if viewed through the left eye only
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*/
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class LeftEyeView : public Stereo3DMode
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{
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public:
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2016-04-26 12:03:10 +00:00
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static const LeftEyeView& getInstance(float ipd);
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2015-10-26 13:08:18 +00:00
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2016-04-26 12:03:10 +00:00
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LeftEyeView(float ipd) : eye(ipd) { eye_ptrs.Push(&eye); }
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float getIpd() const { return eye.getIpd(); }
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void setIpd(float ipd) { eye.setIpd(ipd); }
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2016-09-08 19:15:00 +00:00
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void Present() const override;
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2015-10-26 13:08:18 +00:00
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protected:
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LeftEyePose eye;
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};
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class RightEyeView : public Stereo3DMode
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{
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public:
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2016-04-26 12:03:10 +00:00
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static const RightEyeView& getInstance(float ipd);
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2015-10-26 13:08:18 +00:00
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2016-04-26 12:03:10 +00:00
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RightEyeView(float ipd) : eye(ipd) { eye_ptrs.Push(&eye); }
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float getIpd() const { return eye.getIpd(); }
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void setIpd(float ipd) { eye.setIpd(ipd); }
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2016-09-08 19:15:00 +00:00
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void Present() const override;
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2015-10-26 13:08:18 +00:00
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protected:
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RightEyePose eye;
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};
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} /* namespace s3d */
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#endif /* GL_STEREO_LEFTRIGHT_H_ */
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