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A lightweight C++ OpenGL middleware for 2D/3D graphics
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00003 /*  Visualization Library                                                             */
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00006 /*  Copyright (c) 2005-2010, Michele Bosi                                             */
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00031 
00032 #ifndef StereoCamera_INCLUDE_ONCE
00033 #define StereoCamera_INCLUDE_ONCE
00034 
00035 #include <vlGraphics/Camera.hpp>
00036 
00037 namespace vl
00038 {
00047   class StereoCamera: public Object
00048   {
00049     VL_INSTRUMENT_CLASS(vl::StereoCamera, Object)
00050 
00051   public:
00052     StereoCamera()
00053     {
00054       mConvergence = 20;
00055       mEyeSeparation = 1;
00056     }
00057 
00060     void setConvergence( float convergence ) { mConvergence = convergence; }
00063     float convergence() const { return mConvergence; }
00064 
00066     void setEyeSeparation( float eye_separation ) { mEyeSeparation = eye_separation; }
00068     float eyeSeparation() const { return mEyeSeparation; }
00069 
00072     void setMonoCamera(Camera* camera) { mMonoCamera = camera; }
00075     Camera* monoCamera() { return mMonoCamera.get(); }
00078     const Camera* monoCamera() const { return mMonoCamera.get(); }
00079 
00081     void setLeftCamera(Camera* camera) { mLeftCamera = camera; }
00083     Camera* leftCamera() { return mLeftCamera.get(); }
00085     const Camera* leftCamera() const { return mLeftCamera.get(); }
00086 
00088     void setRightCamera(Camera* camera) { mRightCamera = camera; }
00090     Camera* rigthCamera() { return mRightCamera.get(); }
00092     const Camera* rightCamera() const { return mRightCamera.get(); }
00093 
00095     void updateLeftRightCameras()
00096     {
00097       mLeftCamera->setViewport( mMonoCamera->viewport() );
00098       mRightCamera->setViewport( mMonoCamera->viewport() );
00099 
00100       float aspect_ratio = (float)mMonoCamera->viewport()->width()/mMonoCamera->viewport()->height();
00101       float near_clip = mMonoCamera->nearPlane();
00102       float far_clip  = mMonoCamera->farPlane();
00103       float radians = mMonoCamera->fov()/2*fDEG_TO_RAD;
00104       float wd2 = near_clip * tan(radians);
00105       float ndfl = near_clip / mConvergence;
00106       float top, bottom, left, right;
00107       top    =   wd2;
00108       bottom = - wd2;
00109 
00110       left   = - aspect_ratio * wd2 - mEyeSeparation/2 * ndfl;
00111       right  =   aspect_ratio * wd2 - mEyeSeparation/2 * ndfl;
00112       mLeftCamera->setProjectionFrustum(left, right, bottom, top, near_clip, far_clip);
00113       mLeftCamera->setViewMatrix( mat4::getTranslation(-mEyeSeparation/2, 0, 0)*mMonoCamera->viewMatrix() );
00114 
00115       left  = - aspect_ratio * wd2 + mEyeSeparation/2 * ndfl;
00116       right =   aspect_ratio * wd2 + mEyeSeparation/2 * ndfl;
00117       mRightCamera->setProjectionFrustum(left, right, bottom, top, near_clip, far_clip);
00118       mRightCamera->setViewMatrix( mat4::getTranslation(+mEyeSeparation/2, 0, 0)*mMonoCamera->viewMatrix() );
00119     }
00120 
00121   private:
00122     ref<Camera> mMonoCamera;
00123     ref<Camera> mLeftCamera;
00124     ref<Camera> mRightCamera;
00125     float mConvergence;
00126     float mEyeSeparation;
00127   };
00128 }
00129 
00130 #endif

Visualization Library 2011.09.1160 Reference Documentation
Copyright 2005-2011 Michele Bosi. All rights reserved.
Updated on Thu May 2 2013 13:40:41.
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