gzdoom-gles/src/gl/stereo3d/gl_stereo3d.h
2015-12-31 09:06:44 -05:00

116 lines
3.5 KiB
C++

/*
** gl_stereo3d.h
** Stereoscopic 3D API
**
**---------------------------------------------------------------------------
** 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_STEREO3D_H_
#define GL_STEREO3D_H_
#include <vector>
#include <cstring> // needed for memcpy on linux, which is needed by VSMatrix copy ctor
#include "gl/data/gl_matrix.h"
/* stereoscopic 3D API */
namespace s3d {
/* Subregion of current display window */
class Viewport
{
public:
int x, y;
int width, height;
};
/* Viewpoint of one eye */
class EyePose
{
public:
EyePose() {}
virtual ~EyePose() {}
virtual VSMatrix GetProjection(FLOATTYPE fov, FLOATTYPE aspectRatio, FLOATTYPE fovRatio) const;
virtual Viewport GetViewport(const Viewport& fullViewport) const;
virtual void GetViewShift(FLOATTYPE yaw, FLOATTYPE outViewShift[3]) const;
virtual void SetUp() const {};
virtual void TearDown() const {};
};
/* Base class for stereoscopic 3D rendering modes */
class Stereo3DMode
{
public:
/* const_iterator cycles through the various eye viewpoints */
typedef std::vector<const EyePose *>::const_iterator const_iterator;
/* static methods for managing the selected stereoscopic view state */
static const Stereo3DMode& getCurrentMode();
Stereo3DMode();
virtual ~Stereo3DMode();
/* const_iterator cycles through the various eye viewpoints */
virtual const_iterator begin() const { return eye_ptrs.begin(); }
virtual const_iterator end() const { return eye_ptrs.end(); }
/* hooks for setup and cleanup operations for each stereo mode */
virtual void SetUp() const {};
virtual void TearDown() const {};
protected:
std::vector<const EyePose *> eye_ptrs;
private:
static Stereo3DMode const * currentStereo3DMode;
static void setCurrentMode(const Stereo3DMode& mode);
};
/**
* Ordinary non-3D rendering
*/
class MonoView : public Stereo3DMode
{
public:
static const MonoView& getInstance();
protected:
MonoView() { eye_ptrs.push_back(&centralEye); }
EyePose centralEye;
};
} /* namespace st3d */
#endif /* GL_STEREO3D_H_ */