gzdoom/src/gl/stereo3d/gl_stereo3d.cpp

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/*
** gl_stereo3d.cpp
** 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.
**---------------------------------------------------------------------------
**
**
*/
#include "gl/system/gl_system.h"
#include "gl/stereo3d/gl_stereo3d.h"
#include "gl/renderer/gl_renderer.h"
#include "vectors.h" // RAD2DEG
#include "doomtype.h" // M_PI
namespace s3d {
/* virtual */
VSMatrix EyePose::GetProjection(float fov, float aspectRatio, float fovRatio) const
{
VSMatrix result;
// Lifted from gl_scene.cpp FGLRenderer::SetProjection()
float fovy = (float)(2 * RAD2DEG(atan(tan(DEG2RAD(fov) / 2) / fovRatio)));
result.perspective(fovy, aspectRatio, 5.f, 65536.f);
return result;
}
/* virtual */
Viewport EyePose::GetViewport(const Viewport& fullViewport) const
{
return fullViewport;
}
/* virtual */
void EyePose::GetViewShift(float yaw, float outViewShift[3]) const
{
// pass-through for Mono view
outViewShift[0] = 0;
outViewShift[1] = 0;
outViewShift[2] = 0;
}
Stereo3DMode::Stereo3DMode()
{
}
Stereo3DMode::~Stereo3DMode()
{
}
// Avoid static initialization order fiasco by declaring first Mode type (Mono) here in the
// same source file as Stereo3DMode::getCurrentMode()
// https://isocpp.org/wiki/faq/ctors#static-init-order
/* static */
const MonoView& MonoView::getInstance()
{
static MonoView instance;
return instance;
}
} /* namespace s3d */