1 #include <msp/gl/renderer.h>
2 #include "headtrackingcamera.h"
3 #include "stereocombiner.h"
4 #include "stereoview.h"
11 StereoView::StereoView(const StereoCombiner &c, const GL::Camera &a):
19 StereoView::StereoView(const StereoCombiner &c, HeadTrackingCamera &a):
27 void StereoView::init()
31 unsigned w = combiner.get_target_width();
32 unsigned h = combiner.get_target_height();
33 left.create_target(w, h);
34 right.create_target(w, h);
36 set_eye_spacing(0.064);
37 set_strabismus(Geometry::Angle<float>::zero());
40 void StereoView::set_content(const GL::Renderable *r)
45 void StereoView::set_eye_spacing(float s)
47 GL::Vector3 offset(s/2, 0, 0);
48 set_eye_matrices(GL::Matrix::translation(-offset), GL::Matrix::translation(offset));
51 void StereoView::set_eye_matrices(const GL::Matrix &left_matrix, const GL::Matrix &right_matrix)
53 left.offset_matrix = left_matrix;
54 right.offset_matrix = right_matrix;
57 void StereoView::set_strabismus(const Geometry::Angle<float> &s)
62 void StereoView::setup_frame() const
65 head_camera->update();
68 params.fov = combiner.get_field_of_view();
69 if(params.fov==Geometry::Angle<float>::zero())
70 params.fov = base_camera.get_field_of_view();
72 params.aspect = combiner.get_render_aspect();
73 params.near_clip = base_camera.get_near_clip();
74 params.far_clip = base_camera.get_far_clip();
76 float frustum_skew = combiner.get_frustum_skew();
77 float halfw = tan(params.fov/2.0f)*params.aspect;
78 frustum_skew = tan(Geometry::atan<float>(frustum_skew*halfw)+strabismus)/halfw;
80 left.setup_frame(base_camera, frustum_skew, params);
81 right.setup_frame(base_camera, -frustum_skew, params);
84 void StereoView::render() const
90 content->setup_frame();
91 left.render(*content);
92 right.render(*content);
93 content->finish_frame();
95 combiner.render(left.target->color, right.target->color);
99 StereoView::RenderTarget::RenderTarget(unsigned width, unsigned height)
101 color.set_min_filter(GL::LINEAR);
102 color.set_wrap(GL::CLAMP_TO_EDGE);
103 color.storage(GL::RGB, width, height);
104 fbo.attach(GL::COLOR_ATTACHMENT0, color);
106 depth.storage(GL::DEPTH_COMPONENT, width, height);
107 fbo.attach(GL::DEPTH_ATTACHMENT, depth);
111 StereoView::Eye::Eye():
115 void StereoView::Eye::create_target(unsigned w, unsigned h)
118 target = new RenderTarget(w, h);
121 void StereoView::Eye::setup_frame(const GL::Camera &base_camera, float frustum_skew, const EyeParams ¶ms) const
123 GL::Matrix matrix = base_camera.get_object_matrix()*offset_matrix;
124 camera.set_position(matrix*GL::Vector3());
125 camera.set_up_direction((matrix*GL::Vector4(0, 1, 0, 0)).slice<3>(0));
126 camera.set_look_direction((matrix*GL::Vector4(0, 0, -1, 0)).slice<3>(0));
128 camera.set_field_of_view(params.fov);
129 camera.set_aspect(params.aspect);
130 camera.set_depth_clip(params.near_clip, params.far_clip);
131 camera.set_frustum_axis(frustum_skew, 0);
134 void StereoView::Eye::render(const GL::Renderable &renderable) const
136 GL::Bind bind_fbo(target->fbo);
137 target->fbo.clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
138 GL::Renderer renderer(&camera);
139 renderable.render(renderer);