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()*combiner->get_oversize();
- unsigned h = height/combiner->get_height_divisor()*combiner->get_oversize();
+ unsigned w = width*combiner->get_width_factor();
+ unsigned h = height*combiner->get_height_factor();
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;
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 = base_camera.get_aspect()*combiner->get_aspect_factor();
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);
+ 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;
+
+ left.setup_frame(base_camera, offset_axis*-eye_spacing, frustum_skew, params);
+ right.setup_frame(base_camera, offset_axis*eye_spacing, -frustum_skew, params);
renderable.setup_frame();
}
target = new RenderTarget(w, h);
}
-void StereoView::Eye::setup_frame(const GL::Camera &base_camera, const GL::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 GL::Renderable &renderable, const GL::Tag &tag) const
{
GL::Bind bind_fbo(target->fbo);
+ target->fbo.clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
GL::Renderer renderer(&camera);
renderable.render(renderer, tag);
}