X-Git-Url: http://git.tdb.fi/?p=libs%2Fvr.git;a=blobdiff_plain;f=source%2Fstereocombiner.h;h=9dac08c626aa19ce2a04838c12e3347880f752bf;hp=10179309c6d0f3d81de53807997a30588a498353;hb=HEAD;hpb=43579020c5709b589b2404414c489b0e6be3227d diff --git a/source/stereocombiner.h b/source/stereocombiner.h index 1017930..9dac08c 100644 --- a/source/stereocombiner.h +++ b/source/stereocombiner.h @@ -1,32 +1,69 @@ -#ifndef MSP_GL_STEREOCOMBINER_H_ -#define MSP_GL_STEREOCOMBINER_H_ +#ifndef MSP_VR_STEREOCOMBINER_H_ +#define MSP_VR_STEREOCOMBINER_H_ -namespace Msp { -namespace GL { +#include +#include +#include +#include +#include -class Texture2D; +namespace Msp { +namespace VR { class StereoCombiner { protected: - unsigned width_div; - unsigned height_div; - bool keep_aspect; - float fov; + 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 frustum_skew; + MirrorView *mirror; StereoCombiner(); public: - virtual ~StereoCombiner() { } + 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; } - float get_field_of_view() const { return fov; } +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_frustum_skew() const { return frustum_skew; } - virtual void render(const Texture2D &, const Texture2D &) const = 0; + virtual bool is_mirroring_supported() const { return false; } + void set_mirroring(bool); + bool get_mirroring() const { return mirror; } + + 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