X-Git-Url: http://git.tdb.fi/?p=libs%2Fvr.git;a=blobdiff_plain;f=source%2Fstereocombiner.h;h=2cfe3eb1f5255f30d6104aacd6c1d734700488da;hp=5fb8dec7e5154fd716e2a93419ec641f2c204a6a;hb=0b9fa4d7eb2acb22f5f4f31bbd508d0216421108;hpb=3d83f3acedfdd428807313986eefaf5bcd64b7e8 diff --git a/source/stereocombiner.h b/source/stereocombiner.h index 5fb8dec..2cfe3eb 100644 --- a/source/stereocombiner.h +++ b/source/stereocombiner.h @@ -1,36 +1,67 @@ -#ifndef MSP_GL_STEREOCOMBINER_H_ -#define MSP_GL_STEREOCOMBINER_H_ +#ifndef MSP_VR_STEREOCOMBINER_H_ +#define MSP_VR_STEREOCOMBINER_H_ #include +#include +#include +#include +#include namespace Msp { -namespace GL { - -class Texture2D; +namespace VR { class StereoCombiner { protected: - unsigned width_div; - unsigned height_div; - bool keep_aspect; + struct Frustum + { + float left; + float right; + float bottom; + float top; + + Frustum(); + Frustum(float, float, float, float); + }; + + struct MirrorView + { + GL::Mesh mesh; + GL::Program shader; + GL::ProgramData shdata; + + MirrorView(); + }; + + unsigned target_width; + unsigned target_height; + float render_aspect; Geometry::Angle fov; - float oversize; + float frustum_skew; + MirrorView *mirror; StereoCombiner(); public: virtual ~StereoCombiner() { } - unsigned get_width_divisor() const { return width_div; } - unsigned get_height_divisor() const { return height_div; } - bool is_aspect_kept() const { return keep_aspect; } +protected: + void configure_eye_frustums(const Frustum &, const Frustum &); +public: + float get_target_width() const { return target_width; } + float get_target_height() const { return target_height; } + float get_render_aspect() const { return render_aspect; } const Geometry::Angle &get_field_of_view() const { return fov; } - float get_oversize() const { return oversize; } + float get_frustum_skew() const { return frustum_skew; } - virtual void render(const Texture2D &, const Texture2D &) const = 0; + void set_mirroring(bool); + + virtual void prepare() const { } + virtual void render(const GL::Texture2D &, const GL::Texture2D &) const = 0; +protected: + void render_mirror(const GL::Texture2D &) const; }; -} // namespace GL +} // namespace VR } // namespace Msp #endif