]> git.tdb.fi Git - libs/vr.git/blobdiff - source/stereoview.cpp
Use matrices for eye offsets instead of a simple spacing
[libs/vr.git] / source / stereoview.cpp
index c52802309ef5119677e2451ddc81c9a63717a1cb..73be19c4527a420aacad992148a56ac25573c2cf 100644 (file)
@@ -1,4 +1,5 @@
 #include <msp/gl/renderer.h>
+#include "headtrackingcamera.h"
 #include "stereocombiner.h"
 #include "stereoview.h"
 
@@ -7,72 +8,91 @@ using namespace std;
 namespace Msp {
 namespace VR {
 
-StereoView::StereoView(unsigned w, unsigned h, const GL::Camera &c, const GL::Renderable &r, const StereoCombiner &m):
-       width(w),
-       height(h),
-       base_camera(c),
-       renderable(r),
-       combiner(0)
+StereoView::StereoView(const StereoCombiner &c, const GL::Camera &a):
+       combiner(c),
+       base_camera(a),
+       head_camera(0)
 {
-       set_combiner(m);
-       set_eye_spacing(0.07);
+       init();
 }
 
-void StereoView::set_combiner(const StereoCombiner &c)
+StereoView::StereoView(const StereoCombiner &c, HeadTrackingCamera &a):
+       combiner(c),
+       base_camera(a),
+       head_camera(&a)
 {
-       combiner = &c;
+       init();
+}
+
+void StereoView::init()
+{
+       content = 0;
 
-       unsigned w = width/combiner->get_width_divisor()*combiner->get_oversize();
-       unsigned h = height/combiner->get_height_divisor()*combiner->get_oversize();
+       unsigned w = combiner.get_target_width();
+       unsigned h = combiner.get_target_height();
        left.create_target(w, h);
        right.create_target(w, h);
+
+       set_eye_spacing(0.064);
+       set_strabismus(Geometry::Angle<float>::zero());
+}
+
+void StereoView::set_content(const GL::Renderable *r)
+{
+       content = 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<float> &s)
+{
+       strabismus = s;
 }
 
 void StereoView::setup_frame() const
 {
-       offset_axis = normalize(cross(base_camera.get_look_direction(), base_camera.get_up_direction()))*0.5f;
+       if(head_camera)
+               head_camera->update();
 
        EyeParams params;
-       params.fov = combiner->get_field_of_view();
+       params.fov = combiner.get_field_of_view();
        if(params.fov==Geometry::Angle<float>::zero())
                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.aspect = combiner.get_render_aspect();
        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();
-}
+       float frustum_skew = combiner.get_frustum_skew();
+       float halfw = tan(params.fov/2.0f)*params.aspect;
+       frustum_skew = tan(Geometry::atan<float>(frustum_skew*halfw)+strabismus)/halfw;
 
-void StereoView::finish_frame() const
-{
-       renderable.finish_frame();
+       left.setup_frame(base_camera, frustum_skew, params);
+       right.setup_frame(base_camera, -frustum_skew, params);
 }
 
-void StereoView::render(const GL::Tag &tag) const
+void StereoView::render() const
 {
+       combiner.prepare();
        setup_frame();
-       left.render(renderable, tag);
-       right.render(renderable, tag);
-       combiner->render(left.target->color, right.target->color);
-       finish_frame();
-}
-
-void StereoView::render(GL::Renderer &renderer, const GL::Tag &tag) const
-{
-       renderer.escape();
-       return render(tag);
+       if(content)
+       {
+               content->setup_frame();
+               left.render(*content);
+               right.render(*content);
+               content->finish_frame();
+       }
+       combiner.render(left.target->color, right.target->color);
 }
 
 
@@ -98,23 +118,25 @@ 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, const EyeParams &params) const
+void StereoView::Eye::setup_frame(const GL::Camera &base_camera, float frustum_skew, const EyeParams &params) 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);
        camera.set_depth_clip(params.near_clip, params.far_clip);
+       camera.set_frustum_axis(frustum_skew, 0);
 }
 
-void StereoView::Eye::render(const GL::Renderable &renderable, const GL::Tag &tag) const
+void StereoView::Eye::render(const GL::Renderable &renderable) const
 {
        GL::Bind bind_fbo(target->fbo);
        target->fbo.clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
        GL::Renderer renderer(&camera);
-       renderable.render(renderer, tag);
+       renderable.render(renderer);
 }
 
 } // namespace VR