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 */
VSMatrix ShiftedEyePose::GetProjection(FLOATTYPE fov, FLOATTYPE aspectRatio, FLOATTYPE fovRatio) const
{
// Lifted from gl_scene.cpp FGLRenderer::SetProjection()
FLOATTYPE 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: No. (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(DEG2RAD(fovy/2)) * 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;
VSMatrix result(1);
result.frustum(left, right, bottom, top, zNear, zFar);
return result;
}
/* virtual */
void ShiftedEyePose::GetViewShift(FLOATTYPE yaw, FLOATTYPE outViewShift[3]) const
{
FLOATTYPE dx = cos(DEG2RAD(yaw)) * vr_hunits_per_meter * shift;
FLOATTYPE dy = sin(DEG2RAD(yaw)) * vr_hunits_per_meter * shift;
outViewShift[0] = dx;
outViewShift[1] = dy;
outViewShift[2] = 0;
}
/* static */
const LeftEyeView& LeftEyeView::getInstance(FLOATTYPE ipd)
{
static LeftEyeView instance(ipd);
instance.setIpd(ipd);
return instance;
}
/* static */
const RightEyeView& RightEyeView::getInstance(FLOATTYPE ipd)
{
static RightEyeView instance(ipd);
instance.setIpd(ipd);
return instance;
}
} /* namespace s3d */