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