-#include "renderer.h"
+#include <msp/gl/renderer.h>
#include "stereocombiner.h"
#include "stereoview.h"
using namespace std;
namespace Msp {
-namespace GL {
+namespace VR {
-StereoView::StereoView(unsigned w, unsigned h, const Camera &c, const Renderable &r, const StereoCombiner &m):
- width(w),
- height(h),
+StereoView::StereoView(const GL::Camera &c, const GL::Renderable &r, const StereoCombiner &m):
base_camera(c),
renderable(r),
combiner(0)
{
set_combiner(m);
- set_eye_spacing(0.07);
+ set_eye_spacing(0.064);
+ set_strabismus(Geometry::Angle<float>::zero());
}
void StereoView::set_combiner(const StereoCombiner &c)
{
combiner = &c;
- unsigned w = width/combiner->get_width_divisor();
- unsigned h = height/combiner->get_height_divisor();
+ unsigned w = combiner->get_target_width();
+ unsigned h = combiner->get_target_height();
left.create_target(w, h);
right.create_target(w, h);
}
eye_spacing = s;
}
+void StereoView::set_strabismus(const Geometry::Angle<float> &s)
+{
+ strabismus = s;
+}
+
void StereoView::setup_frame() const
{
- offset_axis = normalize(cross(base_camera.get_look_direction(), base_camera.get_up_direction()))*0.5f;
+ GL::Vector3 offset_axis = normalize(cross(base_camera.get_look_direction(), base_camera.get_up_direction()))*0.5f;
EyeParams params;
params.fov = combiner->get_field_of_view();
if(params.fov==Geometry::Angle<float>::zero())
params.fov = base_camera.get_field_of_view();
- params.aspect = base_camera.get_aspect();
- if(!combiner->is_aspect_kept())
- params.aspect = params.aspect*combiner->get_height_divisor()/combiner->get_width_divisor();
-
+ params.aspect = combiner->get_render_aspect();
params.near_clip = base_camera.get_near_clip();
params.far_clip = base_camera.get_far_clip();
- left.setup_frame(base_camera, offset_axis*-eye_spacing, params);
- right.setup_frame(base_camera, offset_axis*eye_spacing, params);
-
- renderable.setup_frame();
-}
+ float frustum_skew = combiner->get_frustum_skew();
+ float halfw = tan(params.fov/2.0f)*params.aspect;
+ frustum_skew = tan(Geometry::atan<float>(frustum_skew*halfw)+strabismus)/halfw;
-void StereoView::finish_frame() const
-{
- renderable.finish_frame();
+ left.setup_frame(base_camera, offset_axis*-eye_spacing, frustum_skew, params);
+ right.setup_frame(base_camera, offset_axis*eye_spacing, -frustum_skew, params);
}
-void StereoView::render(const Tag &tag) const
+void StereoView::render() const
{
setup_frame();
- left.render(renderable, tag);
- right.render(renderable, tag);
+ renderable.setup_frame();
+ left.render(renderable);
+ right.render(renderable);
+ renderable.finish_frame();
combiner->render(left.target->color, right.target->color);
- finish_frame();
-}
-
-void StereoView::render(Renderer &renderer, const Tag &tag) const
-{
- renderer.escape();
- return render(tag);
}
StereoView::RenderTarget::RenderTarget(unsigned width, unsigned height)
{
- color.set_min_filter(LINEAR);
- color.set_wrap(CLAMP_TO_EDGE);
- color.storage(RGB, width, height);
- fbo.attach(COLOR_ATTACHMENT0, color);
+ color.set_min_filter(GL::LINEAR);
+ color.set_wrap(GL::CLAMP_TO_EDGE);
+ color.storage(GL::RGB, width, height);
+ fbo.attach(GL::COLOR_ATTACHMENT0, color);
- depth.storage(DEPTH_COMPONENT, width, height);
- fbo.attach(DEPTH_ATTACHMENT, depth);
+ depth.storage(GL::DEPTH_COMPONENT, width, height);
+ fbo.attach(GL::DEPTH_ATTACHMENT, depth);
}
target = new RenderTarget(w, h);
}
-void StereoView::Eye::setup_frame(const Camera &base_camera, const Vector3 &offset, const EyeParams ¶ms) const
+void StereoView::Eye::setup_frame(const GL::Camera &base_camera, const GL::Vector3 &offset, float frustum_skew, const EyeParams ¶ms) const
{
camera.set_position(base_camera.get_position()+offset);
camera.set_up_direction(base_camera.get_up_direction());
camera.set_field_of_view(params.fov);
camera.set_aspect(params.aspect);
camera.set_depth_clip(params.near_clip, params.far_clip);
+ camera.set_frustum_axis(frustum_skew, 0);
}
-void StereoView::Eye::render(const Renderable &renderable, const Tag &tag) const
+void StereoView::Eye::render(const GL::Renderable &renderable) const
{
- Bind bind_fbo(target->fbo);
- Renderer renderer(&camera);
- renderable.render(renderer, tag);
+ GL::Bind bind_fbo(target->fbo);
+ target->fbo.clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
+ GL::Renderer renderer(&camera);
+ renderable.render(renderer);
}
-} // namespace GL
+} // namespace VR
} // namespace Msp