- replace FLOATTYPE with float in stereo3d code.

This commit is contained in:
Christoph Oelckers 2016-04-26 14:03:10 +02:00
parent 090d13b915
commit ee9a40f5e9
5 changed files with 33 additions and 33 deletions

View file

@ -46,7 +46,7 @@ MaskAnaglyph::MaskAnaglyph(const ColorMask& leftColorMask, double ipdMeters)
/* static */
const GreenMagenta& GreenMagenta::getInstance(FLOATTYPE ipd)
const GreenMagenta& GreenMagenta::getInstance(float ipd)
{
static GreenMagenta instance(ipd);
return instance;
@ -54,7 +54,7 @@ const GreenMagenta& GreenMagenta::getInstance(FLOATTYPE ipd)
/* static */
const RedCyan& RedCyan::getInstance(FLOATTYPE ipd)
const RedCyan& RedCyan::getInstance(float ipd)
{
static RedCyan instance(ipd);
return instance;
@ -62,7 +62,7 @@ const RedCyan& RedCyan::getInstance(FLOATTYPE ipd)
/* static */
const AmberBlue& AmberBlue::getInstance(FLOATTYPE ipd)
const AmberBlue& AmberBlue::getInstance(float ipd)
{
static AmberBlue instance(ipd);
return instance;

View file

@ -43,7 +43,7 @@ namespace s3d {
/* virtual */
VSMatrix EyePose::GetProjection(FLOATTYPE fov, FLOATTYPE aspectRatio, FLOATTYPE fovRatio) const
VSMatrix EyePose::GetProjection(float fov, float aspectRatio, float fovRatio) const
{
VSMatrix result;
@ -62,7 +62,7 @@ Viewport EyePose::GetViewport(const Viewport& fullViewport) const
/* virtual */
void EyePose::GetViewShift(FLOATTYPE yaw, FLOATTYPE outViewShift[3]) const
void EyePose::GetViewShift(float yaw, float outViewShift[3]) const
{
// pass-through for Mono view
outViewShift[0] = 0;

View file

@ -60,9 +60,9 @@ class EyePose
public:
EyePose() {}
virtual ~EyePose() {}
virtual VSMatrix GetProjection(FLOATTYPE fov, FLOATTYPE aspectRatio, FLOATTYPE fovRatio) const;
virtual VSMatrix GetProjection(float fov, float aspectRatio, float fovRatio) const;
virtual Viewport GetViewport(const Viewport& fullViewport) const;
virtual void GetViewShift(FLOATTYPE yaw, FLOATTYPE outViewShift[3]) const;
virtual void GetViewShift(float yaw, float outViewShift[3]) const;
virtual void SetUp() const {};
virtual void TearDown() const {};
};

View file

@ -47,7 +47,7 @@ namespace s3d {
/* virtual */
VSMatrix ShiftedEyePose::GetProjection(FLOATTYPE fov, FLOATTYPE aspectRatio, FLOATTYPE fovRatio) const
VSMatrix ShiftedEyePose::GetProjection(float fov, float aspectRatio, float fovRatio) const
{
double zNear = 5.0;
double zFar = 65536.0;
@ -71,10 +71,10 @@ VSMatrix ShiftedEyePose::GetProjection(FLOATTYPE fov, FLOATTYPE aspectRatio, FLO
/* virtual */
void ShiftedEyePose::GetViewShift(FLOATTYPE yaw, FLOATTYPE outViewShift[3]) const
void ShiftedEyePose::GetViewShift(float yaw, float outViewShift[3]) const
{
FLOATTYPE dx = -cos(DEG2RAD(yaw)) * vr_hunits_per_meter * shift;
FLOATTYPE dy = sin(DEG2RAD(yaw)) * vr_hunits_per_meter * shift;
float dx = -cos(DEG2RAD(yaw)) * vr_hunits_per_meter * shift;
float dy = sin(DEG2RAD(yaw)) * vr_hunits_per_meter * shift;
outViewShift[0] = dx;
outViewShift[1] = dy;
outViewShift[2] = 0;
@ -82,7 +82,7 @@ void ShiftedEyePose::GetViewShift(FLOATTYPE yaw, FLOATTYPE outViewShift[3]) cons
/* static */
const LeftEyeView& LeftEyeView::getInstance(FLOATTYPE ipd)
const LeftEyeView& LeftEyeView::getInstance(float ipd)
{
static LeftEyeView instance(ipd);
instance.setIpd(ipd);
@ -91,7 +91,7 @@ const LeftEyeView& LeftEyeView::getInstance(FLOATTYPE ipd)
/* static */
const RightEyeView& RightEyeView::getInstance(FLOATTYPE ipd)
const RightEyeView& RightEyeView::getInstance(float ipd)
{
static RightEyeView instance(ipd);
instance.setIpd(ipd);

View file

@ -44,31 +44,31 @@ 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;
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:
FLOATTYPE shift;
float 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); }
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(FLOATTYPE ipd) : ShiftedEyePose(FLOATTYPE(+0.5)*ipd) {}
FLOATTYPE getIpd() const { return FLOATTYPE(+2.0)*shift; }
void setIpd(FLOATTYPE ipd) { setShift(FLOATTYPE(+0.5)*ipd); }
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); }
};
@ -78,11 +78,11 @@ public:
class LeftEyeView : public Stereo3DMode
{
public:
static const LeftEyeView& getInstance(FLOATTYPE ipd);
static const LeftEyeView& getInstance(float ipd);
LeftEyeView(FLOATTYPE ipd) : eye(ipd) { eye_ptrs.Push(&eye); }
FLOATTYPE getIpd() const { return eye.getIpd(); }
void setIpd(FLOATTYPE ipd) { eye.setIpd(ipd); }
LeftEyeView(float ipd) : eye(ipd) { eye_ptrs.Push(&eye); }
float getIpd() const { return eye.getIpd(); }
void setIpd(float ipd) { eye.setIpd(ipd); }
protected:
LeftEyePose eye;
};
@ -91,11 +91,11 @@ protected:
class RightEyeView : public Stereo3DMode
{
public:
static const RightEyeView& getInstance(FLOATTYPE ipd);
static const RightEyeView& getInstance(float ipd);
RightEyeView(FLOATTYPE ipd) : eye(ipd) { eye_ptrs.Push(&eye); }
FLOATTYPE getIpd() const { return eye.getIpd(); }
void setIpd(FLOATTYPE ipd) { eye.setIpd(ipd); }
RightEyeView(float ipd) : eye(ipd) { eye_ptrs.Push(&eye); }
float getIpd() const { return eye.getIpd(); }
void setIpd(float ipd) { eye.setIpd(ipd); }
protected:
RightEyePose eye;
};