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70 lines
1.9 KiB
C++
70 lines
1.9 KiB
C++
#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 <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(FLOATTYPE fov, FLOATTYPE aspectRatio, FLOATTYPE fovRatio) const
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{
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// Lifted from gl_scene.cpp FGLRenderer::SetProjection()
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FLOATTYPE fovy = 2 * RAD2DEG(atan(tan(DEG2RAD(fov) / 2) / fovRatio));
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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
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// double frustumShift = 0; // Turning off shift for debugging
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double fH = tan(DEG2RAD(fovy/2)) * zNear;
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double fW = fH * aspectRatio;
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// Emulate glFrustum command:
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// glFrustum(-fW - frustumShift, fW - frustumShift, -fH, fH, zNear, zFar);
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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(FLOATTYPE yaw, FLOATTYPE outViewShift[3]) const
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{
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FLOATTYPE dx = cos(DEG2RAD(yaw)) * vr_hunits_per_meter * shift;
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FLOATTYPE 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(FLOATTYPE 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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/* static */
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const RightEyeView& RightEyeView::getInstance(FLOATTYPE 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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} /* namespace s3d */
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