raze/source/common/rendering/hwrenderer/data/hw_vrmodes.cpp
2022-01-02 12:24:53 +01:00

189 lines
6.4 KiB
C++

/*
** hw_vrmodes.cpp
** Matrix handling for stereo 3D rendering
**
**---------------------------------------------------------------------------
** Copyright 2015 Christopher Bruns
** Copyright 2016-2021 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
**
*/
#include "vectors.h" // RAD2DEG
#include "hw_cvars.h"
#include "hw_vrmodes.h"
#include "v_video.h"
#include "version.h"
#include "i_interface.h"
// Set up 3D-specific console variables:
CVAR(Int, vr_mode, 0, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
// switch left and right eye views
CVAR(Bool, vr_swap_eyes, false, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
// intraocular distance in meters
CVAR(Float, vr_ipd, 0.062f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) // METERS
// distance between viewer and the display screen
CVAR(Float, vr_screendist, 0.80f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // METERS
// default conversion between (vertical) DOOM units and meters
CVAR(Float, vr_hunits_per_meter, 41.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // METERS
#define isqrt2 0.7071067812f
static VRMode vrmi_mono = { 1, 1.f, 1.f, 1.f,{ { 0.f, 1.f },{ 0.f, 0.f } } };
static VRMode vrmi_stereo = { 2, 1.f, 1.f, 1.f,{ { -.5f, 1.f },{ .5f, 1.f } } };
static VRMode vrmi_sbsfull = { 2, .5f, 1.f, 2.f,{ { -.5f, .5f },{ .5f, .5f } } };
static VRMode vrmi_sbssquished = { 2, .5f, 1.f, 1.f,{ { -.5f, 1.f },{ .5f, 1.f } } };
static VRMode vrmi_lefteye = { 1, 1.f, 1.f, 1.f, { { -.5f, 1.f },{ 0.f, 0.f } } };
static VRMode vrmi_righteye = { 1, 1.f, 1.f, 1.f,{ { .5f, 1.f },{ 0.f, 0.f } } };
static VRMode vrmi_topbottom = { 2, 1.f, .5f, 1.f,{ { -.5f, 1.f },{ .5f, 1.f } } };
static VRMode vrmi_checker = { 2, isqrt2, isqrt2, 1.f,{ { -.5f, 1.f },{ .5f, 1.f } } };
const VRMode *VRMode::GetVRMode(bool toscreen)
{
int mode = !toscreen || (sysCallbacks.DisableTextureFilter && sysCallbacks.DisableTextureFilter()) ? 0 : vr_mode;
switch (mode)
{
default:
case VR_MONO:
return &vrmi_mono;
case VR_GREENMAGENTA:
case VR_REDCYAN:
case VR_QUADSTEREO:
case VR_AMBERBLUE:
case VR_SIDEBYSIDELETTERBOX:
return &vrmi_stereo;
case VR_SIDEBYSIDESQUISHED:
case VR_COLUMNINTERLEAVED:
return &vrmi_sbssquished;
case VR_SIDEBYSIDEFULL:
return &vrmi_sbsfull;
case VR_TOPBOTTOM:
case VR_ROWINTERLEAVED:
return &vrmi_topbottom;
case VR_LEFTEYEVIEW:
return &vrmi_lefteye;
case VR_RIGHTEYEVIEW:
return &vrmi_righteye;
case VR_CHECKERINTERLEAVED:
return &vrmi_checker;
}
}
void VRMode::AdjustViewport(DFrameBuffer *screen) const
{
screen->mSceneViewport.height = (int)(screen->mSceneViewport.height * mVerticalViewportScale);
screen->mSceneViewport.top = (int)(screen->mSceneViewport.top * mVerticalViewportScale);
screen->mSceneViewport.width = (int)(screen->mSceneViewport.width * mHorizontalViewportScale);
screen->mSceneViewport.left = (int)(screen->mSceneViewport.left * mHorizontalViewportScale);
screen->mScreenViewport.height = (int)(screen->mScreenViewport.height * mVerticalViewportScale);
screen->mScreenViewport.top = (int)(screen->mScreenViewport.top * mVerticalViewportScale);
screen->mScreenViewport.width = (int)(screen->mScreenViewport.width * mHorizontalViewportScale);
screen->mScreenViewport.left = (int)(screen->mScreenViewport.left * mHorizontalViewportScale);
}
VSMatrix VRMode::GetHUDSpriteProjection() const
{
VSMatrix mat;
int w = screen->GetWidth();
int h = screen->GetHeight();
float scaled_w = w / mWeaponProjectionScale;
float left_ofs = (w - scaled_w) / 2.f;
mat.ortho(left_ofs, left_ofs + scaled_w, (float)h, 0, -1.0f, 1.0f);
return mat;
}
float VREyeInfo::getShift() const
{
auto res = mShiftFactor * vr_ipd;
return vr_swap_eyes ? -res : res;
}
VSMatrix VREyeInfo::GetProjection(float fov, float aspectRatio, float fovRatio) const
{
VSMatrix result;
if (mShiftFactor == 0)
{
float fovy = (float)(2 * RAD2DEG(atan(tan(DEG2RAD(fov) / 2) / fovRatio)));
result.perspective(fovy, aspectRatio, screen->GetZNear(), screen->GetZFar());
return result;
}
else
{
double zNear = screen->GetZNear();
double zFar = screen->GetZFar();
// 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 * getShift() / vr_screendist; // meters cancel, leaving doom units
// double frustumShift = 0; // Turning off shift for debugging
double fH = zNear * tan(DEG2RAD(fov) / 2) / fovRatio;
double fW = fH * aspectRatio * mScaleFactor;
double left = -fW - frustumShift;
double right = fW - frustumShift;
double bottom = -fH;
double top = fH;
VSMatrix fmat(1);
fmat.frustum((float)left, (float)right, (float)bottom, (float)top, (float)zNear, (float)zFar);
return fmat;
}
}
/* virtual */
DVector3 VREyeInfo::GetViewShift(float yaw) const
{
if (mShiftFactor == 0)
{
// pass-through for Mono view
return { 0,0,0 };
}
else
{
double dx = -cos(DEG2RAD(yaw)) * vr_hunits_per_meter * getShift();
double dy = sin(DEG2RAD(yaw)) * vr_hunits_per_meter * getShift();
return { dx, dy, 0 };
}
}