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120 lines
3.9 KiB
C++
120 lines
3.9 KiB
C++
/*
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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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** Copyright 2015 Christopher Bruns
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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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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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 * shift / 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 * shift;
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float dy = sin(DEG2RAD(yaw)) * vr_hunits_per_meter * shift;
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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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/* 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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