+#include "renderer.h"
+#include "stereocombiner.h"
+#include "stereoview.h"
+
+using namespace std;
+
+namespace Msp {
+namespace GL {
+
+StereoView::StereoView(unsigned w, unsigned h, const Camera &c, const Renderable &r, const StereoCombiner &m):
+ width(w),
+ height(h),
+ base_camera(c),
+ renderable(r),
+ combiner(0)
+{
+ set_combiner(m);
+ set_eye_spacing(0.07);
+}
+
+void StereoView::set_combiner(const StereoCombiner &c)
+{
+ combiner = &c;
+
+ unsigned w = width/combiner->get_width_divisor();
+ unsigned h = height/combiner->get_height_divisor();
+ left.create_target(w, h);
+ right.create_target(w, h);
+}
+
+void StereoView::set_eye_spacing(float s)
+{
+ eye_spacing = s;
+}
+
+void StereoView::setup_frame() const
+{
+ 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)
+ 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.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();
+}
+
+void StereoView::finish_frame() const
+{
+ renderable.finish_frame();
+}
+
+void StereoView::render(const Tag &tag) const
+{
+ setup_frame();
+ left.render(renderable, tag);
+ right.render(renderable, tag);
+ 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);
+
+ depth.storage(DEPTH_COMPONENT, width, height);
+ fbo.attach(DEPTH_ATTACHMENT, depth);
+}
+
+
+StereoView::Eye::Eye():
+ target(0)
+{ }
+
+void StereoView::Eye::create_target(unsigned w, unsigned h)
+{
+ delete target;
+ target = new RenderTarget(w, h);
+}
+
+void StereoView::Eye::setup_frame(const Camera &base_camera, const Vector3 &offset, 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());
+
+ camera.set_field_of_view(params.fov);
+ camera.set_aspect(params.aspect);
+ camera.set_depth_clip(params.near_clip, params.far_clip);
+}
+
+void StereoView::Eye::render(const Renderable &renderable, const Tag &tag) const
+{
+ Bind bind_fbo(target->fbo);
+ Renderer renderer(&camera);
+ renderable.render(renderer, tag);
+}
+
+} // namespace GL
+} // namespace Msp