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),
+ content(0)
{
- set_combiner(m);
- set_eye_spacing(0.07);
+ 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_combiner(const StereoCombiner &c)
+void StereoView::set_content(const GL::Renderable *r)
{
- combiner = &c;
-
- unsigned w = width/combiner->get_width_divisor()*combiner->get_oversize();
- unsigned h = height/combiner->get_height_divisor()*combiner->get_oversize();
- left.create_target(w, h);
- right.create_target(w, h);
+ content = r;
}
void StereoView::set_eye_spacing(float s)
eye_spacing = s;
}
+void StereoView::set_strabismus(const Geometry::Angle<float> &s)
+{
+ strabismus = s;
+}
+
void StereoView::setup_frame() const
{
- offset_axis = normalize(cross(base_camera.get_look_direction(), base_camera.get_up_direction()))*0.5f;
+ GL::Vector3 offset_axis = normalize(cross(base_camera.get_look_direction(), base_camera.get_up_direction()))*0.5f;
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();
- if(!combiner->is_aspect_kept())
- params.aspect = params.aspect*combiner->get_height_divisor()/combiner->get_width_divisor();
-
+ 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();
}
-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);
}
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