]> git.tdb.fi Git - libs/vr.git/blobdiff - source/stereocombiner.cpp
Fix memory leaks
[libs/vr.git] / source / stereocombiner.cpp
index be0b01e986a76d99bd1abc25a2bade3b2e45e152..dbbe81509909fd589b7271d985c10e58fa674505 100644 (file)
+#include <algorithm>
+#include <msp/gl/meshbuilder.h>
 #include "stereocombiner.h"
 
+using namespace std;
+
+namespace {
+
+const char mirror_vs_source[] =
+       "uniform vec2 scale;\n"
+       "varying vec2 texcoord;\n"
+       "void main()\n"
+       "{\n"
+       "       gl_Position = vec4(gl_Vertex.xy, 0.0, 1.0);\n"
+       "       texcoord = gl_Vertex.xy*scale*0.5+0.5;\n"
+       "}";
+
+const char mirror_fs_source[] =
+       "uniform sampler2D texture;\n"
+       "varying vec2 texcoord;\n"
+       "void main()\n"
+       "{\n"
+       "       gl_FragColor = texture2D(texture, texcoord);\n"
+       "}";
+
+}
+
+
 namespace Msp {
-namespace GL {
+namespace VR {
 
 StereoCombiner::StereoCombiner():
-       width_div(1),
-       height_div(1),
-       keep_aspect(false)
+       target_width(0),
+       target_height(0),
+       render_aspect(1.0f),
+       frustum_skew(0.0f),
+       mirror(0)
+{ }
+
+StereoCombiner::~StereoCombiner()
+{
+       delete mirror;
+}
+
+void StereoCombiner::configure_eye_frustums(const Frustum &left_frustum, const Frustum &right_frustum)
+{
+       float vertical = max(max(left_frustum.top, -left_frustum.bottom), max(right_frustum.top, -right_frustum.bottom));
+       fov = Geometry::atan<float>(vertical)*2.0f;
+
+       float inner = max(left_frustum.right, -right_frustum.left);
+       float outer = max(-left_frustum.left, right_frustum.right);
+       frustum_skew = (inner-outer)/(inner+outer);
+
+       render_aspect = (inner+outer)/(vertical*2);
+}
+
+void StereoCombiner::set_mirroring(bool m)
+{
+       if(m && !is_mirroring_supported())
+               throw runtime_error("mirroring not supported");
+
+       if(m && !mirror)
+               mirror = new MirrorView;
+       else if(!m && mirror)
+       {
+               delete mirror;
+               mirror = 0;
+       }
+}
+
+void StereoCombiner::render_mirror(const GL::Texture2D &tex) const
+{
+       if(!mirror)
+               return;
+
+       GL::Bind bind_tex(tex);
+       GL::Bind bind_shprog(mirror->shader);
+       mirror->shdata.apply();
+       mirror->mesh.draw();
+}
+
+
+StereoCombiner::Frustum::Frustum():
+       left(-1),
+       right(1),
+       bottom(-1),
+       top(1)
 { }
 
-} // namespace GL
+StereoCombiner::Frustum::Frustum(float l, float r, float b, float t):
+       left(l),
+       right(r),
+       bottom(b),
+       top(t)
+{ }
+
+
+StereoCombiner::MirrorView::MirrorView():
+       mesh(GL::VERTEX2),
+       shader(mirror_vs_source, mirror_fs_source)
+{
+       GL::MeshBuilder bld(mesh);
+       bld.begin(GL::TRIANGLE_STRIP);
+       bld.vertex(-1, 1);
+       bld.vertex(-1, -1);
+       bld.vertex(1, 1);
+       bld.vertex(1, -1);
+       bld.end();
+
+       shdata.uniform("scale", 0.5f, 0.5f);
+}
+
+} // namespace VR
 } // namespace Msp