qzdoom/src/gl/stereo3d/gl_stereo_leftright.cpp

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#include "gl_stereo_leftright.h"
#include "vectors.h" // RAD2DEG
#include "doomtype.h" // M_PI
#include "gl/system/gl_cvars.h"
#include <cmath>
EXTERN_CVAR(Float, vr_screendist)
EXTERN_CVAR(Float, vr_hunits_per_meter)
namespace s3d {
/* virtual */
void ShiftedEyePose::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));
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: (lab) roll is not measured on desktop display (yet)
double frustumShift = zNear * shift / vr_screendist; // meters cancel
// double frustumShift = 0; // Turning off shift for debugging
double fH = tan(fovy / 360 * M_PI) * zNear;
double fW = fH * aspectRatio;
// Emulate glFrustum command:
// glFrustum(-fW - frustumShift, fW - frustumShift, -fH, fH, zNear, zFar);
double left = -fW - frustumShift;
double right = fW - frustumShift;
double bottom = -fH;
double top = fH;
double deltaZ = zFar - zNear;
memset(m, 0, 16 * sizeof(GLdouble)); // set all elements to zero, cleverly
// https://www.opengl.org/sdk/docs/man2/xhtml/glFrustum.xml
m[0][0] = 2 * zNear / (right - left);
m[1][1] = 2 * zNear / (top - bottom);
m[2][2] = -(zFar + zNear) / deltaZ;
m[2][3] = -1;
m[3][2] = -2 * zNear * zFar / deltaZ;
// m[3][3] = 0; // redundant
// m[2][1] = (top + bottom) / (top - bottom); // zero for the cases I know of...
m[2][0] = (right + left) / (right - left); // asymmetric shift is in this term
}
/* 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;
}
/* static */
const RightEyeView& RightEyeView::getInstance(float ipd)
{
static RightEyeView instance(ipd);
instance.setIpd(ipd);
return instance;
}
} /* namespace s3d */