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1 #include <msp/gl/renderer.h>
2 #include "stereocombiner.h"
3 #include "stereoview.h"
4
5 using namespace std;
6
7 namespace Msp {
8 namespace VR {
9
10 StereoView::StereoView(const GL::Camera &c, const GL::Renderable &r, const StereoCombiner &m):
11         base_camera(c),
12         renderable(r),
13         combiner(0)
14 {
15         set_combiner(m);
16         set_eye_spacing(0.064);
17         set_strabismus(Geometry::Angle<float>::zero());
18 }
19
20 void StereoView::set_combiner(const StereoCombiner &c)
21 {
22         combiner = &c;
23
24         unsigned w = combiner->get_target_width();
25         unsigned h = combiner->get_target_height();
26         left.create_target(w, h);
27         right.create_target(w, h);
28 }
29
30 void StereoView::set_eye_spacing(float s)
31 {
32         eye_spacing = s;
33 }
34
35 void StereoView::set_strabismus(const Geometry::Angle<float> &s)
36 {
37         strabismus = s;
38 }
39
40 void StereoView::setup_frame() const
41 {
42         GL::Vector3 offset_axis = normalize(cross(base_camera.get_look_direction(), base_camera.get_up_direction()))*0.5f;
43
44         EyeParams params;
45         params.fov = combiner->get_field_of_view();
46         if(params.fov==Geometry::Angle<float>::zero())
47                 params.fov = base_camera.get_field_of_view();
48
49         params.aspect = combiner->get_render_aspect();
50         params.near_clip = base_camera.get_near_clip();
51         params.far_clip = base_camera.get_far_clip();
52
53         float frustum_skew = combiner->get_frustum_skew();
54         float halfw = tan(params.fov/2.0f)*params.aspect;
55         frustum_skew = tan(Geometry::atan<float>(frustum_skew*halfw)+strabismus)/halfw;
56
57         left.setup_frame(base_camera, offset_axis*-eye_spacing, frustum_skew, params);
58         right.setup_frame(base_camera, offset_axis*eye_spacing, -frustum_skew, params);
59 }
60
61 void StereoView::render() const
62 {
63         setup_frame();
64         renderable.setup_frame();
65         left.render(renderable);
66         right.render(renderable);
67         renderable.finish_frame();
68         combiner->render(left.target->color, right.target->color);
69 }
70
71
72 StereoView::RenderTarget::RenderTarget(unsigned width, unsigned height)
73 {
74         color.set_min_filter(GL::LINEAR);
75         color.set_wrap(GL::CLAMP_TO_EDGE);
76         color.storage(GL::RGB, width, height);
77         fbo.attach(GL::COLOR_ATTACHMENT0, color);
78
79         depth.storage(GL::DEPTH_COMPONENT, width, height);
80         fbo.attach(GL::DEPTH_ATTACHMENT, depth);
81 }
82
83
84 StereoView::Eye::Eye():
85         target(0)
86 { }
87
88 void StereoView::Eye::create_target(unsigned w, unsigned h)
89 {
90         delete target;
91         target = new RenderTarget(w, h);
92 }
93
94 void StereoView::Eye::setup_frame(const GL::Camera &base_camera, const GL::Vector3 &offset, float frustum_skew, const EyeParams &params) const
95 {
96         camera.set_position(base_camera.get_position()+offset);
97         camera.set_up_direction(base_camera.get_up_direction());
98         camera.set_look_direction(base_camera.get_look_direction());
99
100         camera.set_field_of_view(params.fov);
101         camera.set_aspect(params.aspect);
102         camera.set_depth_clip(params.near_clip, params.far_clip);
103         camera.set_frustum_axis(frustum_skew, 0);
104 }
105
106 void StereoView::Eye::render(const GL::Renderable &renderable) const
107 {
108         GL::Bind bind_fbo(target->fbo);
109         target->fbo.clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
110         GL::Renderer renderer(&camera);
111         renderable.render(renderer);
112 }
113
114 } // namespace VR
115 } // namespace Msp