gzdoom/src/gl/stereo3d/gl_stereo_leftright.h

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#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 void GetProjection(float fov, float aspectRatio, float fovRatio, GLdouble outMatrix[4][4]) const;
virtual void GetViewShift(float yaw, float outViewShift[3]) const;
protected:
float shift;
};
class LeftEyePose : public ShiftedEyePose
{
public:
LeftEyePose(float ipd) : ShiftedEyePose(-0.5*ipd) {}
float getIpd() const { return -2.0*getShift(); }
void setIpd(float ipd) { setShift(-0.5*ipd); }
};
class RightEyePose : public ShiftedEyePose
{
public:
RightEyePose(float ipd) : ShiftedEyePose(+0.5*ipd) {}
float getIpd() const { return +2.0*shift; }
void setIpd(float ipd) { setShift(+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_back(&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_back(&eye); }
float getIpd() const { return eye.getIpd(); }
void setIpd(float ipd) { eye.setIpd(ipd); }
protected:
RightEyePose eye;
};
} /* namespace s3d */
#endif /* GL_STEREO_LEFTRIGHT_H_ */