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