1 #include <msp/gl/renderer.h>
2 #include "stereocombiner.h"
3 #include "stereoview.h"
10 StereoView::StereoView(const GL::Camera &c, const GL::Renderable &r, const StereoCombiner &m):
16 set_eye_spacing(0.064);
17 set_strabismus(Geometry::Angle<float>::zero());
20 void StereoView::set_combiner(const StereoCombiner &c)
24 unsigned w = combiner->get_target_width();
25 unsigned h = combiner->get_target_height();
26 left.create_target(w, h);
27 right.create_target(w, h);
30 void StereoView::set_eye_spacing(float s)
35 void StereoView::set_strabismus(const Geometry::Angle<float> &s)
40 void StereoView::setup_frame() const
42 GL::Vector3 offset_axis = normalize(cross(base_camera.get_look_direction(), base_camera.get_up_direction()))*0.5f;
45 params.fov = combiner->get_field_of_view();
46 if(params.fov==Geometry::Angle<float>::zero())
47 params.fov = base_camera.get_field_of_view();
49 params.aspect = combiner->get_render_aspect();
50 params.near_clip = base_camera.get_near_clip();
51 params.far_clip = base_camera.get_far_clip();
53 float frustum_skew = combiner->get_frustum_skew();
54 float halfw = tan(params.fov/2.0f)*params.aspect;
55 frustum_skew = tan(Geometry::atan<float>(frustum_skew*halfw)+strabismus)/halfw;
57 left.setup_frame(base_camera, offset_axis*-eye_spacing, frustum_skew, params);
58 right.setup_frame(base_camera, offset_axis*eye_spacing, -frustum_skew, params);
61 void StereoView::render() const
64 renderable.setup_frame();
65 left.render(renderable);
66 right.render(renderable);
67 renderable.finish_frame();
68 combiner->render(left.target->color, right.target->color);
72 StereoView::RenderTarget::RenderTarget(unsigned width, unsigned height)
74 color.set_min_filter(GL::LINEAR);
75 color.set_wrap(GL::CLAMP_TO_EDGE);
76 color.storage(GL::RGB, width, height);
77 fbo.attach(GL::COLOR_ATTACHMENT0, color);
79 depth.storage(GL::DEPTH_COMPONENT, width, height);
80 fbo.attach(GL::DEPTH_ATTACHMENT, depth);
84 StereoView::Eye::Eye():
88 void StereoView::Eye::create_target(unsigned w, unsigned h)
91 target = new RenderTarget(w, h);
94 void StereoView::Eye::setup_frame(const GL::Camera &base_camera, const GL::Vector3 &offset, float frustum_skew, const EyeParams ¶ms) const
96 camera.set_position(base_camera.get_position()+offset);
97 camera.set_up_direction(base_camera.get_up_direction());
98 camera.set_look_direction(base_camera.get_look_direction());
100 camera.set_field_of_view(params.fov);
101 camera.set_aspect(params.aspect);
102 camera.set_depth_clip(params.near_clip, params.far_clip);
103 camera.set_frustum_axis(frustum_skew, 0);
106 void StereoView::Eye::render(const GL::Renderable &renderable) const
108 GL::Bind bind_fbo(target->fbo);
109 target->fbo.clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
110 GL::Renderer renderer(&camera);
111 renderable.render(renderer);