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/************************************************************************************

Filename    :   OVR_StereoProjection.h
Content     :   Stereo projection functions
Created     :   November 30, 2013
Authors     :   Tom Fosyth

Copyright   :   Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.

Licensed under the Oculus Master SDK License Version 1.0 (the "License");
you may not use the Oculus VR Rift SDK except in compliance with the License,
which is provided at the time of installation or download, or which
otherwise accompanies this software in either electronic or hard copy form.

You may obtain a copy of the License at

https://developer.oculus.com/licenses/oculusmastersdk-1.0

Unless required by applicable law or agreed to in writing, the Oculus VR SDK
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.

*************************************************************************************/

#ifndef OVR_StereoProjection_h
#define OVR_StereoProjection_h

#include "Extras/OVR_Math.h"

namespace OVR {

//-----------------------------------------------------------------------------------
// ***** Stereo Enumerations

// StereoEye specifies which eye we are rendering for; it is used to
// retrieve StereoEyeParams.
enum StereoEye { StereoEye_Left, StereoEye_Right, StereoEye_Center };

//-----------------------------------------------------------------------------------
// ***** Propjection functions

Matrix4f CreateProjection(
    bool rightHanded,
    bool isOpenGL,
    FovPort fov,
    StereoEye eye,
    float zNear = 0.01f,
    float zFar = 10000.0f,
    bool flipZ = false,
    bool farAtInfinity = false);

Matrix4f CreateOrthoSubProjection(
    bool rightHanded,
    StereoEye eyeType,
    float tanHalfFovX,
    float tanHalfFovY,
    float unitsX,
    float unitsY,
    float distanceFromCamera,
    float interpupillaryDistance,
    Matrix4f const& projection,
    float zNear = 0.0f,
    float zFar = 0.0f,
    bool flipZ = false,
    bool farAtInfinity = false);

} // namespace OVR

#endif // OVR_StereoProjection_h