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);
19 set_strabismus(Geometry::Angle<float>::zero());
22 void StereoView::set_combiner(const StereoCombiner &c)
26 unsigned w = width*combiner->get_width_factor();
27 unsigned h = height*combiner->get_height_factor();
28 left.create_target(w, h);
29 right.create_target(w, h);
32 void StereoView::set_eye_spacing(float s)
37 void StereoView::set_strabismus(const Geometry::Angle<float> &s)
42 void StereoView::setup_frame() const
44 offset_axis = normalize(cross(base_camera.get_look_direction(), base_camera.get_up_direction()))*0.5f;
47 params.fov = combiner->get_field_of_view();
48 if(params.fov==Geometry::Angle<float>::zero())
49 params.fov = base_camera.get_field_of_view();
51 params.aspect = base_camera.get_aspect()*combiner->get_aspect_factor();
52 params.near_clip = base_camera.get_near_clip();
53 params.far_clip = base_camera.get_far_clip();
55 float frustum_skew = combiner->get_frustum_skew();
56 float halfw = tan(params.fov/2.0f)*params.aspect;
57 frustum_skew = tan(Geometry::atan<float>(frustum_skew*halfw)+strabismus)/halfw;
59 left.setup_frame(base_camera, offset_axis*-eye_spacing, frustum_skew, params);
60 right.setup_frame(base_camera, offset_axis*eye_spacing, -frustum_skew, params);
63 void StereoView::render() const
66 renderable.setup_frame();
67 left.render(renderable);
68 right.render(renderable);
69 renderable.finish_frame();
70 combiner->render(left.target->color, right.target->color);
74 StereoView::RenderTarget::RenderTarget(unsigned width, unsigned height)
76 color.set_min_filter(GL::LINEAR);
77 color.set_wrap(GL::CLAMP_TO_EDGE);
78 color.storage(GL::RGB, width, height);
79 fbo.attach(GL::COLOR_ATTACHMENT0, color);
81 depth.storage(GL::DEPTH_COMPONENT, width, height);
82 fbo.attach(GL::DEPTH_ATTACHMENT, depth);
86 StereoView::Eye::Eye():
90 void StereoView::Eye::create_target(unsigned w, unsigned h)
93 target = new RenderTarget(w, h);
96 void StereoView::Eye::setup_frame(const GL::Camera &base_camera, const GL::Vector3 &offset, float frustum_skew, const EyeParams ¶ms) const
98 camera.set_position(base_camera.get_position()+offset);
99 camera.set_up_direction(base_camera.get_up_direction());
100 camera.set_look_direction(base_camera.get_look_direction());
102 camera.set_field_of_view(params.fov);
103 camera.set_aspect(params.aspect);
104 camera.set_depth_clip(params.near_clip, params.far_clip);
105 camera.set_frustum_axis(frustum_skew, 0);
108 void StereoView::Eye::render(const GL::Renderable &renderable) const
110 GL::Bind bind_fbo(target->fbo);
111 target->fbo.clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
112 GL::Renderer renderer(&camera);
113 renderable.render(renderer);