namespace Msp {
namespace VR {
+class HeadTrackingCamera;
class StereoCombiner;
-class StereoView: public GL::Renderable
+class StereoView
{
private:
struct RenderTarget
Eye();
void create_target(unsigned, unsigned);
- void setup_frame(const GL::Camera &, const GL::Vector3 &, const EyeParams &) const;
- void render(const GL::Renderable &, const GL::Tag &) const;
+ void setup_frame(const GL::Camera &, const GL::Vector3 &, float, const EyeParams &) const;
+ void render(const GL::Renderable &) const;
};
- unsigned width;
- unsigned height;
+ const StereoCombiner &combiner;
const GL::Camera &base_camera;
- const GL::Renderable &renderable;
- const StereoCombiner *combiner;
+ HeadTrackingCamera *head_camera;
+ const GL::Renderable *content;
Eye left;
Eye right;
float eye_spacing;
- mutable GL::Vector3 offset_axis;
+ Geometry::Angle<float> strabismus;
public:
- StereoView(unsigned, unsigned, const GL::Camera &, const GL::Renderable &, const StereoCombiner &);
+ StereoView(const StereoCombiner &, const GL::Camera &);
+ StereoView(const StereoCombiner &, HeadTrackingCamera &);
+private:
+ void init();
- void set_combiner(const StereoCombiner &);
+public:
+ void set_content(const GL::Renderable *);
void set_eye_spacing(float);
+ void set_strabismus(const Geometry::Angle<float> &);
- virtual void setup_frame() const;
- virtual void finish_frame() const;
-
- virtual void render(const GL::Tag & = GL::Tag()) const;
- virtual void render(GL::Renderer &, const GL::Tag & = GL::Tag()) const;
+private:
+ void setup_frame() const;
+public:
+ void render() const;
};
} // namespace VR