#include <msp/gl/renderer.h>
+#include "headtrackingcamera.h"
+#include "motioncontroller.h"
#include "stereocombiner.h"
#include "stereoview.h"
StereoView::StereoView(const StereoCombiner &c, const GL::Camera &a):
combiner(c),
base_camera(a),
- content(0)
+ head_camera(0)
{
+ init();
+}
+
+StereoView::StereoView(const StereoCombiner &c, HeadTrackingCamera &a):
+ combiner(c),
+ base_camera(a),
+ head_camera(&a)
+{
+ init();
+}
+
+void StereoView::init()
+{
+ content = 0;
+
unsigned w = combiner.get_target_width();
unsigned h = combiner.get_target_height();
left.create_target(w, h);
void StereoView::set_eye_spacing(float s)
{
- eye_spacing = s;
+ GL::Vector3 offset(s/2, 0, 0);
+ set_eye_matrices(GL::Matrix::translation(-offset), GL::Matrix::translation(offset));
+}
+
+void StereoView::set_eye_matrices(const GL::Matrix &left_matrix, const GL::Matrix &right_matrix)
+{
+ left.offset_matrix = left_matrix;
+ right.offset_matrix = right_matrix;
}
void StereoView::set_strabismus(const Geometry::Angle<float> &s)
strabismus = s;
}
+void StereoView::add_controller(MotionController &controller)
+{
+ if(find(controllers.begin(), controllers.end(), &controller)==controllers.end())
+ controllers.push_back(&controller);
+}
+
+void StereoView::remove_controller(MotionController &controller)
+{
+ vector<MotionController *>::iterator i = find(controllers.begin(), controllers.end(), &controller);
+ if(i!=controllers.end())
+ controllers.erase(i);
+}
+
void StereoView::setup_frame() const
{
- GL::Vector3 offset_axis = normalize(cross(base_camera.get_look_direction(), base_camera.get_up_direction()))*0.5f;
+ if(head_camera)
+ head_camera->update();
+
+ for(vector<MotionController *>::const_iterator i=controllers.begin(); i!=controllers.end(); ++i)
+ (*i)->update();
EyeParams params;
params.fov = combiner.get_field_of_view();
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);
+ left.setup_frame(base_camera, frustum_skew, params);
+ right.setup_frame(base_camera, -frustum_skew, params);
}
void StereoView::render() const
target = new RenderTarget(w, h);
}
-void StereoView::Eye::setup_frame(const GL::Camera &base_camera, const GL::Vector3 &offset, float frustum_skew, const EyeParams ¶ms) const
+void StereoView::Eye::setup_frame(const GL::Camera &base_camera, 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_look_direction(base_camera.get_look_direction());
+ GL::Matrix matrix = base_camera.get_object_matrix()*offset_matrix;
+ camera.set_position(matrix*GL::Vector3());
+ camera.set_up_direction((matrix*GL::Vector4(0, 1, 0, 0)).slice<3>(0));
+ camera.set_look_direction((matrix*GL::Vector4(0, 0, -1, 0)).slice<3>(0));
camera.set_field_of_view(params.fov);
camera.set_aspect(params.aspect);