#include <msp/gl/renderer.h>
+#include "headtrackingcamera.h"
#include "stereocombiner.h"
#include "stereoview.h"
namespace Msp {
namespace VR {
-StereoView::StereoView(unsigned w, unsigned h, const GL::Camera &c, const GL::Renderable &r, const StereoCombiner &m):
- width(w),
- height(h),
- base_camera(c),
- renderable(r),
- combiner(0)
+StereoView::StereoView(const StereoCombiner &c, const GL::Camera &a):
+ combiner(c),
+ base_camera(a),
+ head_camera(0)
{
- set_combiner(m);
- set_eye_spacing(0.064);
- set_strabismus(Geometry::Angle<float>::zero());
+ init();
+}
+
+StereoView::StereoView(const StereoCombiner &c, HeadTrackingCamera &a):
+ combiner(c),
+ base_camera(a),
+ head_camera(&a)
+{
+ init();
}
-void StereoView::set_combiner(const StereoCombiner &c)
+void StereoView::init()
{
- combiner = &c;
+ content = 0;
- unsigned w = width*combiner->get_width_factor();
- unsigned h = height*combiner->get_height_factor();
+ unsigned w = combiner.get_target_width();
+ unsigned h = combiner.get_target_height();
left.create_target(w, h);
right.create_target(w, h);
+
+ set_eye_spacing(0.064);
+ set_strabismus(Geometry::Angle<float>::zero());
+}
+
+void StereoView::set_content(const GL::Renderable *r)
+{
+ content = r;
}
void StereoView::set_eye_spacing(float s)
{
- eye_spacing = s;
+ GL::Vector3 offset(s/2, 0, 0);
+ set_eye_matrices(GL::Matrix::translation(-offset), GL::Matrix::translation(offset));
+}
+
+void StereoView::set_eye_matrices(const GL::Matrix &left_matrix, const GL::Matrix &right_matrix)
+{
+ left.offset_matrix = left_matrix;
+ right.offset_matrix = right_matrix;
}
void StereoView::set_strabismus(const Geometry::Angle<float> &s)
void StereoView::setup_frame() const
{
- offset_axis = normalize(cross(base_camera.get_look_direction(), base_camera.get_up_direction()))*0.5f;
+ if(head_camera)
+ head_camera->update();
EyeParams params;
- params.fov = combiner->get_field_of_view();
+ params.fov = combiner.get_field_of_view();
if(params.fov==Geometry::Angle<float>::zero())
params.fov = base_camera.get_field_of_view();
- params.aspect = base_camera.get_aspect()*combiner->get_aspect_factor();
+ params.aspect = combiner.get_render_aspect();
params.near_clip = base_camera.get_near_clip();
params.far_clip = base_camera.get_far_clip();
- float frustum_skew = combiner->get_frustum_skew();
+ float frustum_skew = combiner.get_frustum_skew();
float halfw = tan(params.fov/2.0f)*params.aspect;
frustum_skew = tan(Geometry::atan<float>(frustum_skew*halfw)+strabismus)/halfw;
- left.setup_frame(base_camera, offset_axis*-eye_spacing, frustum_skew, params);
- right.setup_frame(base_camera, offset_axis*eye_spacing, -frustum_skew, params);
-
- renderable.setup_frame();
-}
-
-void StereoView::finish_frame() const
-{
- renderable.finish_frame();
+ left.setup_frame(base_camera, frustum_skew, params);
+ right.setup_frame(base_camera, -frustum_skew, params);
}
-void StereoView::render(const GL::Tag &tag) const
+void StereoView::render() const
{
+ combiner.prepare();
setup_frame();
- left.render(renderable, tag);
- right.render(renderable, tag);
- combiner->render(left.target->color, right.target->color);
- finish_frame();
-}
-
-void StereoView::render(GL::Renderer &renderer, const GL::Tag &tag) const
-{
- renderer.escape();
- return render(tag);
+ if(content)
+ {
+ content->setup_frame();
+ left.render(*content);
+ right.render(*content);
+ content->finish_frame();
+ }
+ combiner.render(left.target->color, right.target->color);
}
target = new RenderTarget(w, h);
}
-void StereoView::Eye::setup_frame(const GL::Camera &base_camera, const GL::Vector3 &offset, float frustum_skew, const EyeParams ¶ms) const
+void StereoView::Eye::setup_frame(const GL::Camera &base_camera, float frustum_skew, const EyeParams ¶ms) const
{
- camera.set_position(base_camera.get_position()+offset);
- camera.set_up_direction(base_camera.get_up_direction());
- camera.set_look_direction(base_camera.get_look_direction());
+ GL::Matrix matrix = base_camera.get_object_matrix()*offset_matrix;
+ camera.set_position(matrix*GL::Vector3());
+ camera.set_up_direction((matrix*GL::Vector4(0, 1, 0, 0)).slice<3>(0));
+ camera.set_look_direction((matrix*GL::Vector4(0, 0, -1, 0)).slice<3>(0));
camera.set_field_of_view(params.fov);
camera.set_aspect(params.aspect);
camera.set_frustum_axis(frustum_skew, 0);
}
-void StereoView::Eye::render(const GL::Renderable &renderable, const GL::Tag &tag) const
+void StereoView::Eye::render(const GL::Renderable &renderable) const
{
GL::Bind bind_fbo(target->fbo);
target->fbo.clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
GL::Renderer renderer(&camera);
- renderable.render(renderer, tag);
+ renderable.render(renderer);
}
} // namespace VR