mirror of
https://github.com/ZDoom/raze-gles.git
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183 lines
5.7 KiB
C++
183 lines
5.7 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2015 Christopher Bruns
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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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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#include "vectors.h" // RAD2DEG
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#include "hw_cvars.h"
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#include "hw_vrmodes.h"
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#include "v_video.h"
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#include "version.h"
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#include "i_interface.h"
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// Set up 3D-specific console variables:
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CVAR(Int, vr_mode, 0, CVAR_GLOBALCONFIG)
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// switch left and right eye views
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CVAR(Bool, vr_swap_eyes, false, CVAR_GLOBALCONFIG)
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// intraocular distance in meters
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CVAR(Float, vr_ipd, 0.062f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) // METERS
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// distance between viewer and the display screen
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CVAR(Float, vr_screendist, 0.80f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // METERS
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// default conversion between (vertical) DOOM units and meters
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CVAR(Float, vr_hunits_per_meter, 41.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // METERS
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#define isqrt2 0.7071067812f
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static VRMode vrmi_mono = { 1, 1.f, 1.f, 1.f,{ { 0.f, 1.f },{ 0.f, 0.f } } };
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static VRMode vrmi_stereo = { 2, 1.f, 1.f, 1.f,{ { -.5f, 1.f },{ .5f, 1.f } } };
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static VRMode vrmi_sbsfull = { 2, .5f, 1.f, 2.f,{ { -.5f, .5f },{ .5f, .5f } } };
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static VRMode vrmi_sbssquished = { 2, .5f, 1.f, 1.f,{ { -.5f, 1.f },{ .5f, 1.f } } };
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static VRMode vrmi_lefteye = { 1, 1.f, 1.f, 1.f, { { -.5f, 1.f },{ 0.f, 0.f } } };
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static VRMode vrmi_righteye = { 1, 1.f, 1.f, 1.f,{ { .5f, 1.f },{ 0.f, 0.f } } };
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static VRMode vrmi_topbottom = { 2, 1.f, .5f, 1.f,{ { -.5f, 1.f },{ .5f, 1.f } } };
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static VRMode vrmi_checker = { 2, isqrt2, isqrt2, 1.f,{ { -.5f, 1.f },{ .5f, 1.f } } };
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const VRMode *VRMode::GetVRMode(bool toscreen)
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{
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#ifdef VR3D_ENABLED
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int mode = !toscreen || (sysCallbacks.DisableTextureFilter && sysCallbacks.DisableTextureFilter()) ? 0 : vr_mode;
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switch (mode)
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{
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default:
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case VR_MONO:
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return &vrmi_mono;
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case VR_GREENMAGENTA:
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case VR_REDCYAN:
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case VR_QUADSTEREO:
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case VR_AMBERBLUE:
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return &vrmi_stereo;
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case VR_SIDEBYSIDESQUISHED:
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case VR_COLUMNINTERLEAVED:
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return &vrmi_sbssquished;
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case VR_SIDEBYSIDEFULL:
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return &vrmi_sbsfull;
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case VR_TOPBOTTOM:
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case VR_ROWINTERLEAVED:
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return &vrmi_topbottom;
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case VR_LEFTEYEVIEW:
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return &vrmi_lefteye;
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case VR_RIGHTEYEVIEW:
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return &vrmi_righteye;
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case VR_CHECKERINTERLEAVED:
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return &vrmi_checker;
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}
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#else
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return &vrmi_mono;
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#endif
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}
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void VRMode::AdjustViewport(DFrameBuffer *screen) const
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{
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screen->mSceneViewport.height = (int)(screen->mSceneViewport.height * mVerticalViewportScale);
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screen->mSceneViewport.top = (int)(screen->mSceneViewport.top * mVerticalViewportScale);
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screen->mSceneViewport.width = (int)(screen->mSceneViewport.width * mHorizontalViewportScale);
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screen->mSceneViewport.left = (int)(screen->mSceneViewport.left * mHorizontalViewportScale);
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screen->mScreenViewport.height = (int)(screen->mScreenViewport.height * mVerticalViewportScale);
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screen->mScreenViewport.top = (int)(screen->mScreenViewport.top * mVerticalViewportScale);
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screen->mScreenViewport.width = (int)(screen->mScreenViewport.width * mHorizontalViewportScale);
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screen->mScreenViewport.left = (int)(screen->mScreenViewport.left * mHorizontalViewportScale);
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}
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VSMatrix VRMode::GetHUDSpriteProjection() const
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{
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VSMatrix mat;
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int w = screen->GetWidth();
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int h = screen->GetHeight();
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float scaled_w = w / mWeaponProjectionScale;
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float left_ofs = (w - scaled_w) / 2.f;
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mat.ortho(left_ofs, left_ofs + scaled_w, (float)h, 0, -1.0f, 1.0f);
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return mat;
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}
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float VREyeInfo::getShift() const
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{
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auto res = mShiftFactor * vr_ipd;
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return vr_swap_eyes ? -res : res;
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}
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VSMatrix VREyeInfo::GetProjection(float fov, float aspectRatio, float fovRatio) const
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{
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VSMatrix result;
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if (mShiftFactor == 0)
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{
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float fovy = (float)(2 * RAD2DEG(atan(tan(DEG2RAD(fov) / 2) / fovRatio)));
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result.perspective(fovy, aspectRatio, screen->GetZNear(), screen->GetZFar());
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return result;
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}
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else
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{
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double zNear = screen->GetZNear();
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double zFar = screen->GetZFar();
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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 * getShift() / 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 * mScaleFactor;
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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((float)left, (float)right, (float)bottom, (float)top, (float)zNear, (float)zFar);
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return result;
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}
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}
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/* virtual */
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DVector3 VREyeInfo::GetViewShift(float yaw) const
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{
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if (mShiftFactor == 0)
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{
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// pass-through for Mono view
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return { 0,0,0 };
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}
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else
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{
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double dx = -cos(DEG2RAD(yaw)) * vr_hunits_per_meter * getShift();
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double dy = sin(DEG2RAD(yaw)) * vr_hunits_per_meter * getShift();
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return { dx, dy, 0 };
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}
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}
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