+void StereoCombiner::configure_eye_frustums(const Frustum &left_frustum, const Frustum &right_frustum)
+{
+ float vertical = max(max(left_frustum.top, -left_frustum.bottom), max(right_frustum.top, -right_frustum.bottom));
+ fov = Geometry::atan<float>(vertical)*2.0f;
+
+ float inner = max(left_frustum.right, -right_frustum.left);
+ float outer = max(-left_frustum.left, right_frustum.right);
+ frustum_skew = (inner-outer)/(inner+outer);
+
+ render_aspect = (inner+outer)/(vertical*2);
+}
+
+void StereoCombiner::set_mirroring(bool m)
+{
+ if(m && !is_mirroring_supported())
+ throw runtime_error("mirroring not supported");
+
+ if(m && !mirror)
+ mirror = new MirrorView;
+ else if(!m && mirror)
+ {
+ delete mirror;
+ mirror = 0;
+ }
+}
+
+void StereoCombiner::render_mirror(const GL::Texture2D &tex) const
+{
+ if(!mirror)
+ return;
+
+ GL::Bind bind_tex(tex);
+ GL::Bind bind_shprog(mirror->shader);
+ mirror->shdata.apply();
+ mirror->mesh.draw();
+}
+
+
+StereoCombiner::Frustum::Frustum():
+ left(-1),
+ right(1),
+ bottom(-1),
+ top(1)
+{ }
+
+StereoCombiner::Frustum::Frustum(float l, float r, float b, float t):
+ left(l),
+ right(r),
+ bottom(b),
+ top(t)
+{ }
+
+
+StereoCombiner::MirrorView::MirrorView():
+ mesh(GL::VERTEX2),
+ shader(mirror_vs_source, mirror_fs_source)
+{
+ GL::MeshBuilder bld(mesh);
+ bld.begin(GL::TRIANGLE_STRIP);
+ bld.vertex(-1, 1);
+ bld.vertex(-1, -1);
+ bld.vertex(1, 1);
+ bld.vertex(1, -1);
+ bld.end();
+
+ shdata.uniform("scale", 0.5f, 0.5f);
+}
+