/* ** 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(FLOATTYPE shift) : shift(shift) {}; FLOATTYPE getShift() const { return shift; } void setShift(FLOATTYPE shift) { this->shift = shift; } virtual VSMatrix GetProjection(FLOATTYPE fov, FLOATTYPE aspectRatio, FLOATTYPE fovRatio) const; virtual void GetViewShift(FLOATTYPE yaw, FLOATTYPE outViewShift[3]) const; protected: FLOATTYPE shift; }; class LeftEyePose : public ShiftedEyePose { public: LeftEyePose(FLOATTYPE ipd) : ShiftedEyePose( FLOATTYPE(-0.5) * ipd) {} FLOATTYPE getIpd() const { return FLOATTYPE(-2.0)*getShift(); } void setIpd(FLOATTYPE ipd) { setShift(FLOATTYPE(-0.5)*ipd); } }; class RightEyePose : public ShiftedEyePose { public: RightEyePose(FLOATTYPE ipd) : ShiftedEyePose(FLOATTYPE(+0.5)*ipd) {} FLOATTYPE getIpd() const { return FLOATTYPE(+2.0)*shift; } void setIpd(FLOATTYPE ipd) { setShift(FLOATTYPE(+0.5)*ipd); } }; /** * As if viewed through the left eye only */ class LeftEyeView : public Stereo3DMode { public: static const LeftEyeView& getInstance(FLOATTYPE ipd); LeftEyeView(FLOATTYPE ipd) : eye(ipd) { eye_ptrs.Push(&eye); } FLOATTYPE getIpd() const { return eye.getIpd(); } void setIpd(FLOATTYPE ipd) { eye.setIpd(ipd); } protected: LeftEyePose eye; }; class RightEyeView : public Stereo3DMode { public: static const RightEyeView& getInstance(FLOATTYPE ipd); RightEyeView(FLOATTYPE ipd) : eye(ipd) { eye_ptrs.Push(&eye); } FLOATTYPE getIpd() const { return eye.getIpd(); } void setIpd(FLOATTYPE ipd) { eye.setIpd(ipd); } protected: RightEyePose eye; }; } /* namespace s3d */ #endif /* GL_STEREO_LEFTRIGHT_H_ */