mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-17 07:41:40 +00:00
108 lines
3.3 KiB
C++
108 lines
3.3 KiB
C++
/*
|
|
** 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); }
|
|
void Present() const override;
|
|
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); }
|
|
void Present() const override;
|
|
protected:
|
|
RightEyePose eye;
|
|
};
|
|
|
|
|
|
} /* namespace s3d */
|
|
|
|
#endif /* GL_STEREO_LEFTRIGHT_H_ */
|