#include "gl/stereo3d/gl_stereo3d.h" #include "vectors.h" // RAD2DEG #include "doomtype.h" // M_PI namespace s3d { /* virtual */ void EyePose::GetProjection(float fov, float aspectRatio, float fovRatio, GLdouble m[4][4]) const { // Lifted from gl_scene.cpp FGLRenderer::SetProjection() float fovy = 2 * RAD2DEG(atan(tan(DEG2RAD(fov) / 2) / fovRatio)); const double zNear = 5.0; const double zFar = 65536.0; double sine, cotangent, deltaZ; double radians = fovy / 2 * M_PI / 180; deltaZ = zFar - zNear; sine = sin(radians); if ((deltaZ == 0) || (sine == 0) || (aspectRatio == 0)) { return; } cotangent = cos(radians) / sine; memset(m, 0, 16*sizeof(GLdouble)); m[0][0] = cotangent / aspectRatio; m[1][1] = cotangent; m[2][2] = -(zFar + zNear) / deltaZ; m[2][3] = -1; m[3][2] = -2 * zNear * zFar / deltaZ; m[3][3] = 0; } /* 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 */