gzdoom-gles/src/gl/stereo3d/gl_stereo_leftright.h

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/*
** gl_stereo_leftright.h
** Offsets for left and right eye views
**
**---------------------------------------------------------------------------
** Copyright 2015 Christopher Bruns
** 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.
**---------------------------------------------------------------------------
**
**
*/
#ifndef GL_STEREO_LEFTRIGHT_H_
#define GL_STEREO_LEFTRIGHT_H_
#include "gl_stereo3d.h"
namespace s3d {
class ShiftedEyePose : public EyePose
{
public:
ShiftedEyePose(float shift) : shift(shift) {};
float getShift() const { return shift; }
void setShift(float shift) { this->shift = shift; }
virtual VSMatrix GetProjection(float fov, float aspectRatio, float fovRatio) const;
virtual void GetViewShift(float yaw, float outViewShift[3]) const;
protected:
float shift;
};
class LeftEyePose : public ShiftedEyePose
{
public:
LeftEyePose(float ipd) : ShiftedEyePose( float(-0.5) * ipd) {}
float getIpd() const { return float(-2.0)*getShift(); }
void setIpd(float ipd) { setShift(float(-0.5)*ipd); }
};
class RightEyePose : public ShiftedEyePose
{
public:
RightEyePose(float ipd) : ShiftedEyePose(float(+0.5)*ipd) {}
float getIpd() const { return float(+2.0)*shift; }
void setIpd(float ipd) { setShift(float(+0.5)*ipd); }
};
/**
* As if viewed through the left eye only
*/
class LeftEyeView : public Stereo3DMode
{
public:
static const LeftEyeView& getInstance(float ipd);
LeftEyeView(float ipd) : eye(ipd) { eye_ptrs.Push(&eye); }
float getIpd() const { return eye.getIpd(); }
void setIpd(float ipd) { eye.setIpd(ipd); }
protected:
LeftEyePose eye;
};
class RightEyeView : public Stereo3DMode
{
public:
static const RightEyeView& getInstance(float ipd);
RightEyeView(float ipd) : eye(ipd) { eye_ptrs.Push(&eye); }
float getIpd() const { return eye.getIpd(); }
void setIpd(float ipd) { eye.setIpd(ipd); }
protected:
RightEyePose eye;
};
} /* namespace s3d */
#endif /* GL_STEREO_LEFTRIGHT_H_ */