{
ovrEyeRenderDesc left_desc = ovrHmd_GetRenderDesc(priv->ovr_hmd, ovrEye_Left, priv->ovr_hmd->DefaultEyeFov[ovrEye_Left]);
ovrEyeRenderDesc right_desc = ovrHmd_GetRenderDesc(priv->ovr_hmd, ovrEye_Right, priv->ovr_hmd->DefaultEyeFov[ovrEye_Left]);
- view.set_eye_spacing(left_desc.HmdToEyeViewOffset.x-right_desc.HmdToEyeViewOffset.x);
+ const ovrVector3f &l = left_desc.HmdToEyeViewOffset;
+ const ovrVector3f &r = right_desc.HmdToEyeViewOffset;
+ view.set_eye_matrices(GL::Matrix::translation(GL::Vector3(l.x, l.y, l.z)), GL::Matrix::translation(GL::Vector3(r.x, r.y, r.z)));
}
OculusRiftCamera *OculusRiftDevice::create_camera(const GL::Camera &bc)
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)
if(head_camera)
head_camera->update();
- GL::Vector3 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==Geometry::Angle<float>::zero())
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);
struct Eye
{
mutable GL::Camera camera;
+ GL::Matrix offset_matrix;
RenderTarget *target;
Eye();
void create_target(unsigned, unsigned);
- void setup_frame(const GL::Camera &, const GL::Vector3 &, float, const EyeParams &) const;
+ void setup_frame(const GL::Camera &, float, const EyeParams &) const;
void render(const GL::Renderable &) const;
};
const GL::Renderable *content;
Eye left;
Eye right;
- float eye_spacing;
Geometry::Angle<float> strabismus;
public:
public:
void set_content(const GL::Renderable *);
void set_eye_spacing(float);
+ void set_eye_matrices(const GL::Matrix &, const GL::Matrix &);
void set_strabismus(const Geometry::Angle<float> &);
private: