#include "gl_stereo_leftright.h" #include "vectors.h" // RAD2DEG #include "doomtype.h" // M_PI #include "gl/system/gl_cvars.h" #include 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 */