// //--------------------------------------------------------------------------- // // Copyright(C) 2015 Christopher Bruns // All rights reserved. // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //-------------------------------------------------------------------------- // /* ** gl_stereo_leftright.cpp ** Offsets for left and right eye views ** */ #include "gl_stereo_leftright.h" #include "vectors.h" // RAD2DEG #include "doomtype.h" // M_PI #include "gl/system/gl_cvars.h" #include "gl/system/gl_system.h" #include "gl/renderer/gl_renderstate.h" #include "gl/renderer/gl_renderer.h" #include "gl/renderer/gl_renderbuffers.h" #include EXTERN_CVAR(Float, vr_screendist) EXTERN_CVAR(Float, vr_hunits_per_meter) namespace s3d { /* virtual */ VSMatrix ShiftedEyePose::GetProjection(float fov, float aspectRatio, float fovRatio) const { double zNear = 5.0; double zFar = 65536.0; // For stereo 3D, use asymmetric frustum shift in projection matrix // Q: shouldn't shift vary with roll angle, at least for desktop display? // A: No. (lab) roll is not measured on desktop display (yet) double frustumShift = zNear * shift / vr_screendist; // meters cancel, leaving doom units // double frustumShift = 0; // Turning off shift for debugging double fH = zNear * tan(DEG2RAD(fov) / 2) / fovRatio; double fW = fH * aspectRatio; double left = -fW - frustumShift; double right = fW - frustumShift; double bottom = -fH; double top = fH; VSMatrix result(1); result.frustum(left, right, bottom, top, zNear, zFar); return result; } /* virtual */ void ShiftedEyePose::GetViewShift(float yaw, float outViewShift[3]) const { 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; } /* static */ const LeftEyeView& LeftEyeView::getInstance(float ipd) { static LeftEyeView instance(ipd); instance.setIpd(ipd); return instance; } void LeftEyeView::Present() const { GLRenderer->mBuffers->BindOutputFB(); GLRenderer->ClearBorders(); GLRenderer->mBuffers->BindEyeTexture(0, 0); GLRenderer->DrawPresentTexture(GLRenderer->mOutputLetterbox, true); } /* static */ const RightEyeView& RightEyeView::getInstance(float ipd) { static RightEyeView instance(ipd); instance.setIpd(ipd); return instance; } void RightEyeView::Present() const { GLRenderer->mBuffers->BindOutputFB(); GLRenderer->ClearBorders(); GLRenderer->mBuffers->BindEyeTexture(0, 0); GLRenderer->DrawPresentTexture(GLRenderer->mOutputLetterbox, true); } } /* namespace s3d */