1 #include <msp/gl/renderer.h>
2 #include "stereocombiner.h"
3 #include "stereoview.h"
10 StereoView::StereoView(unsigned w, unsigned h, const GL::Camera &c, const GL::Renderable &r, const StereoCombiner &m):
18 set_eye_spacing(0.064);
21 void StereoView::set_combiner(const StereoCombiner &c)
25 unsigned w = width*combiner->get_width_factor();
26 unsigned h = height*combiner->get_height_factor();
27 left.create_target(w, h);
28 right.create_target(w, h);
31 void StereoView::set_eye_spacing(float s)
36 void StereoView::setup_frame() const
38 offset_axis = normalize(cross(base_camera.get_look_direction(), base_camera.get_up_direction()))*0.5f;
41 params.fov = combiner->get_field_of_view();
42 if(params.fov==Geometry::Angle<float>::zero())
43 params.fov = base_camera.get_field_of_view();
45 params.aspect = base_camera.get_aspect()*combiner->get_aspect_factor();
46 params.near_clip = base_camera.get_near_clip();
47 params.far_clip = base_camera.get_far_clip();
49 float frustum_skew = combiner->get_frustum_skew();
51 left.setup_frame(base_camera, offset_axis*-eye_spacing, frustum_skew, params);
52 right.setup_frame(base_camera, offset_axis*eye_spacing, -frustum_skew, params);
54 renderable.setup_frame();
57 void StereoView::finish_frame() const
59 renderable.finish_frame();
62 void StereoView::render(const GL::Tag &tag) const
65 left.render(renderable, tag);
66 right.render(renderable, tag);
67 combiner->render(left.target->color, right.target->color);
71 void StereoView::render(GL::Renderer &renderer, const GL::Tag &tag) const
78 StereoView::RenderTarget::RenderTarget(unsigned width, unsigned height)
80 color.set_min_filter(GL::LINEAR);
81 color.set_wrap(GL::CLAMP_TO_EDGE);
82 color.storage(GL::RGB, width, height);
83 fbo.attach(GL::COLOR_ATTACHMENT0, color);
85 depth.storage(GL::DEPTH_COMPONENT, width, height);
86 fbo.attach(GL::DEPTH_ATTACHMENT, depth);
90 StereoView::Eye::Eye():
94 void StereoView::Eye::create_target(unsigned w, unsigned h)
97 target = new RenderTarget(w, h);
100 void StereoView::Eye::setup_frame(const GL::Camera &base_camera, const GL::Vector3 &offset, float frustum_skew, const EyeParams ¶ms) const
102 camera.set_position(base_camera.get_position()+offset);
103 camera.set_up_direction(base_camera.get_up_direction());
104 camera.set_look_direction(base_camera.get_look_direction());
106 camera.set_field_of_view(params.fov);
107 camera.set_aspect(params.aspect);
108 camera.set_depth_clip(params.near_clip, params.far_clip);
109 camera.set_frustum_axis(frustum_skew, 0);
112 void StereoView::Eye::render(const GL::Renderable &renderable, const GL::Tag &tag) const
114 GL::Bind bind_fbo(target->fbo);
115 target->fbo.clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
116 GL::Renderer renderer(&camera);
117 renderable.render(renderer, tag);