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);
+ };
+
+ unsigned target_width;
+ unsigned target_height;
+ float render_aspect;
Geometry::Angle<float> fov;
- float oversize;
float frustum_skew;
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<float> &get_field_of_view() const { return fov; }
- float get_oversize() const { return oversize; }
float get_frustum_skew() const { return frustum_skew; }
+ virtual void prepare() const { }
virtual void render(const GL::Texture2D &, const GL::Texture2D &) const = 0;
};