]> git.tdb.fi Git - libs/vr.git/blobdiff - source/stereoview.cpp
Make the StereoCombiner information interface more flexible
[libs/vr.git] / source / stereoview.cpp
index 9a4b0e0c49dad965c6100d2847605bd54663bd55..dd825ed1f276839cb76c614215ca15b1d4776a55 100644 (file)
@@ -1,13 +1,13 @@
-#include "renderer.h"
+#include <msp/gl/renderer.h>
 #include "stereocombiner.h"
 #include "stereoview.h"
 
 using namespace std;
 
 namespace Msp {
-namespace GL {
+namespace VR {
 
-StereoView::StereoView(unsigned w, unsigned h, const Camera &c, const Renderable &r, const StereoCombiner &m):
+StereoView::StereoView(unsigned w, unsigned h, const GL::Camera &c, const GL::Renderable &r, const StereoCombiner &m):
        width(w),
        height(h),
        base_camera(c),
@@ -22,8 +22,8 @@ void StereoView::set_combiner(const StereoCombiner &c)
 {
        combiner = &c;
 
-       unsigned w = width/combiner->get_width_divisor();
-       unsigned h = height/combiner->get_height_divisor();
+       unsigned w = width*combiner->get_width_factor();
+       unsigned h = height*combiner->get_height_factor();
        left.create_target(w, h);
        right.create_target(w, h);
 }
@@ -39,18 +39,17 @@ void StereoView::setup_frame() const
 
        EyeParams params;
        params.fov = combiner->get_field_of_view();
-       if(!params.fov)
+       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 = base_camera.get_aspect()*combiner->get_aspect_factor();
        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);
+       float frustum_skew = combiner->get_frustum_skew();
+
+       left.setup_frame(base_camera, offset_axis*-eye_spacing, frustum_skew, params);
+       right.setup_frame(base_camera, offset_axis*eye_spacing, -frustum_skew, params);
 
        renderable.setup_frame();
 }
@@ -60,7 +59,7 @@ void StereoView::finish_frame() const
        renderable.finish_frame();
 }
 
-void StereoView::render(const Tag &tag) const
+void StereoView::render(const GL::Tag &tag) const
 {
        setup_frame();
        left.render(renderable, tag);
@@ -69,7 +68,7 @@ void StereoView::render(const Tag &tag) const
        finish_frame();
 }
 
-void StereoView::render(Renderer &renderer, const Tag &tag) const
+void StereoView::render(GL::Renderer &renderer, const GL::Tag &tag) const
 {
        renderer.escape();
        return render(tag);
@@ -78,13 +77,13 @@ void StereoView::render(Renderer &renderer, const Tag &tag) const
 
 StereoView::RenderTarget::RenderTarget(unsigned width, unsigned height)
 {
-       color.set_min_filter(LINEAR);
-       color.set_wrap(CLAMP_TO_EDGE);
-       color.storage(RGB, width, height);
-       fbo.attach(COLOR_ATTACHMENT0, color);
+       color.set_min_filter(GL::LINEAR);
+       color.set_wrap(GL::CLAMP_TO_EDGE);
+       color.storage(GL::RGB, width, height);
+       fbo.attach(GL::COLOR_ATTACHMENT0, color);
 
-       depth.storage(DEPTH_COMPONENT, width, height);
-       fbo.attach(DEPTH_ATTACHMENT, depth);
+       depth.storage(GL::DEPTH_COMPONENT, width, height);
+       fbo.attach(GL::DEPTH_ATTACHMENT, depth);
 }
 
 
@@ -98,7 +97,7 @@ void StereoView::Eye::create_target(unsigned w, unsigned h)
        target = new RenderTarget(w, h);
 }
 
-void StereoView::Eye::setup_frame(const Camera &base_camera, const Vector3 &offset, const EyeParams &params) const
+void StereoView::Eye::setup_frame(const GL::Camera &base_camera, const GL::Vector3 &offset, float frustum_skew, const EyeParams &params) const
 {
        camera.set_position(base_camera.get_position()+offset);
        camera.set_up_direction(base_camera.get_up_direction());
@@ -107,14 +106,16 @@ void StereoView::Eye::setup_frame(const Camera &base_camera, const Vector3 &offs
        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 Renderable &renderable, const Tag &tag) const
+void StereoView::Eye::render(const GL::Renderable &renderable, const GL::Tag &tag) const
 {
-       Bind bind_fbo(target->fbo);
-       Renderer renderer(&camera);
+       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);
 }
 
-} // namespace GL
+} // namespace VR
 } // namespace Msp