1 #include <msp/gl/renderer.h>
2 #include "headtrackingcamera.h"
3 #include "motioncontroller.h"
4 #include "stereocombiner.h"
5 #include "stereoview.h"
12 StereoView::StereoView(const StereoCombiner &c, const GL::Camera &a):
20 StereoView::StereoView(const StereoCombiner &c, HeadTrackingCamera &a):
28 void StereoView::init()
32 unsigned w = combiner.get_target_width();
33 unsigned h = combiner.get_target_height();
34 left.create_target(w, h);
35 right.create_target(w, h);
37 set_eye_spacing(0.064);
38 set_strabismus(Geometry::Angle<float>::zero());
41 void StereoView::set_content(const GL::Renderable *r)
46 void StereoView::set_eye_spacing(float s)
48 GL::Vector3 offset(s/2, 0, 0);
49 set_eye_matrices(GL::Matrix::translation(-offset), GL::Matrix::translation(offset));
52 void StereoView::set_eye_matrices(const GL::Matrix &left_matrix, const GL::Matrix &right_matrix)
54 left.offset_matrix = left_matrix;
55 right.offset_matrix = right_matrix;
58 void StereoView::set_strabismus(const Geometry::Angle<float> &s)
63 void StereoView::add_controller(MotionController &controller)
65 if(find(controllers.begin(), controllers.end(), &controller)==controllers.end())
66 controllers.push_back(&controller);
69 void StereoView::remove_controller(MotionController &controller)
71 vector<MotionController *>::iterator i = find(controllers.begin(), controllers.end(), &controller);
72 if(i!=controllers.end())
76 void StereoView::setup_frame() const
79 head_camera->update();
81 for(vector<MotionController *>::const_iterator i=controllers.begin(); i!=controllers.end(); ++i)
85 params.fov = combiner.get_field_of_view();
86 if(params.fov==Geometry::Angle<float>::zero())
87 params.fov = base_camera.get_field_of_view();
89 params.aspect = combiner.get_render_aspect();
90 params.near_clip = base_camera.get_near_clip();
91 params.far_clip = base_camera.get_far_clip();
93 float frustum_skew = combiner.get_frustum_skew();
94 float halfw = tan(params.fov/2.0f)*params.aspect;
95 frustum_skew = tan(Geometry::atan<float>(frustum_skew*halfw)+strabismus)/halfw;
97 left.setup_frame(base_camera, frustum_skew, params);
98 right.setup_frame(base_camera, -frustum_skew, params);
101 void StereoView::render() const
107 content->setup_frame();
108 left.render(*content);
109 right.render(*content);
110 content->finish_frame();
112 combiner.render(left.target->color, right.target->color);
116 StereoView::RenderTarget::RenderTarget(unsigned width, unsigned height)
118 color.set_min_filter(GL::LINEAR);
119 color.set_wrap(GL::CLAMP_TO_EDGE);
120 color.storage(GL::RGB, width, height);
121 fbo.attach(GL::COLOR_ATTACHMENT0, color);
123 depth.storage(GL::DEPTH_COMPONENT, width, height);
124 fbo.attach(GL::DEPTH_ATTACHMENT, depth);
128 StereoView::Eye::Eye():
132 void StereoView::Eye::create_target(unsigned w, unsigned h)
135 target = new RenderTarget(w, h);
138 void StereoView::Eye::setup_frame(const GL::Camera &base_camera, float frustum_skew, const EyeParams ¶ms) const
140 GL::Matrix matrix = base_camera.get_object_matrix()*offset_matrix;
141 camera.set_position(matrix*GL::Vector3());
142 camera.set_up_direction((matrix*GL::Vector4(0, 1, 0, 0)).slice<3>(0));
143 camera.set_look_direction((matrix*GL::Vector4(0, 0, -1, 0)).slice<3>(0));
145 camera.set_field_of_view(params.fov);
146 camera.set_aspect(params.aspect);
147 camera.set_depth_clip(params.near_clip, params.far_clip);
148 camera.set_frustum_axis(frustum_skew, 0);
151 void StereoView::Eye::render(const GL::Renderable &renderable) const
153 GL::Bind bind_fbo(target->fbo);
154 target->fbo.clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
155 GL::Renderer renderer(&camera);
156 renderable.render(renderer);