From 23a6e642715fab2f275a2015ea079137cb31036d Mon Sep 17 00:00:00 2001 From: Mikko Rasa Date: Sun, 18 Sep 2016 16:56:53 +0300 Subject: [PATCH] Use matrices for eye offsets instead of a simple spacing --- source/ovr/oculusriftdevice.cpp | 4 +++- source/stereoview.cpp | 24 +++++++++++++++--------- source/stereoview.h | 5 +++-- 3 files changed, 21 insertions(+), 12 deletions(-) diff --git a/source/ovr/oculusriftdevice.cpp b/source/ovr/oculusriftdevice.cpp index efc0cfa..38fd20e 100644 --- a/source/ovr/oculusriftdevice.cpp +++ b/source/ovr/oculusriftdevice.cpp @@ -59,7 +59,9 @@ void OculusRiftDevice::configure_view(StereoView &view) const { 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) diff --git a/source/stereoview.cpp b/source/stereoview.cpp index 5945016..73be19c 100644 --- a/source/stereoview.cpp +++ b/source/stereoview.cpp @@ -44,7 +44,14 @@ void StereoView::set_content(const GL::Renderable *r) 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 &s) @@ -57,8 +64,6 @@ void StereoView::setup_frame() const 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::zero()) @@ -72,8 +77,8 @@ void StereoView::setup_frame() const float halfw = tan(params.fov/2.0f)*params.aspect; frustum_skew = tan(Geometry::atan(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 @@ -113,11 +118,12 @@ void StereoView::Eye::create_target(unsigned w, unsigned h) 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); diff --git a/source/stereoview.h b/source/stereoview.h index ff34706..bc9073e 100644 --- a/source/stereoview.h +++ b/source/stereoview.h @@ -37,12 +37,13 @@ private: 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; }; @@ -52,7 +53,6 @@ private: const GL::Renderable *content; Eye left; Eye right; - float eye_spacing; Geometry::Angle strabismus; public: @@ -64,6 +64,7 @@ private: 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 &); private: -- 2.45.2