vkdoom_m/src/gl/stereo3d/gl_sidebyside3d.h

103 lines
3.3 KiB
C++

/*
** gl_sidebyside3d.h
** Mosaic image stereoscopic 3D modes for GZDoom
**
**---------------------------------------------------------------------------
** Copyright 2016 Christopher Bruns
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
**
*/
#ifndef GL_SIDEBYSIDE3D_H_
#define GL_SIDEBYSIDE3D_H_
#include "gl_stereo3d.h"
#include "gl_stereo_leftright.h"
#include "gl/system/gl_system.h"
#include "gl/renderer/gl_renderstate.h"
namespace s3d {
class SideBySideBase : public Stereo3DMode
{
public:
void Present() const override;
virtual void AdjustViewports() const override;
};
class SideBySideSquished : public SideBySideBase
{
public:
static const SideBySideSquished& getInstance(float ipd);
SideBySideSquished(double ipdMeters);
private:
LeftEyePose leftEye;
RightEyePose rightEye;
};
class SBSFLeftEyePose : public LeftEyePose {
public:
SBSFLeftEyePose(double ipdMeters) : LeftEyePose(ipdMeters) {}
virtual VSMatrix GetProjection(float fov, float aspectRatio, float fovRatio) const override {
return LeftEyePose::GetProjection(fov, 0.5f * aspectRatio, fovRatio);
}
};
class SBSFRightEyePose : public RightEyePose {
public:
SBSFRightEyePose(double ipdMeters) : RightEyePose(ipdMeters) {}
virtual VSMatrix GetProjection(float fov, float aspectRatio, float fovRatio) const override {
return RightEyePose::GetProjection(fov, 0.5f * aspectRatio, fovRatio);
}
};
class SideBySideFull : public SideBySideBase
{
public:
static const SideBySideFull& getInstance(float ipd);
SideBySideFull(double ipdMeters);
virtual void AdjustPlayerSprites() const override;
private:
SBSFLeftEyePose leftEye;
SBSFRightEyePose rightEye;
};
class TopBottom3D : public SideBySideSquished
{
public:
static const TopBottom3D& getInstance(float ipd);
TopBottom3D(double ipdMeters) : SideBySideSquished(ipdMeters) {}
void Present() const override;
virtual void AdjustViewports() const override;
};
} /* namespace s3d */
#endif /* GL_SIDEBYSIDE3D_H_ */