void CameraMatrix::set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov) { if (p_flip_fov) { p_fovy_degrees = get_fovy(p_fovy_degrees, 1.0 / p_aspect); } real_t sine, cotangent, deltaZ; real_t radians = p_fovy_degrees / 2.0 * Math_PI / 180.0; deltaZ = p_z_far - p_z_near; sine = Math::sin(radians); if ((deltaZ == 0) || (sine == 0) || (p_aspect == 0)) { return; } cotangent = Math::cos(radians) / sine; set_identity(); matrix[0][0] = cotangent / p_aspect; matrix[1][1] = cotangent; matrix[2][2] = -(p_z_far + p_z_near) / deltaZ; matrix[2][3] = -1; matrix[3][2] = -2 * p_z_near * p_z_far / deltaZ; matrix[3][3] = 0; }
void CameraMatrix::set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov, int p_eye, real_t p_intraocular_dist, real_t p_convergence_dist) { if (p_flip_fov) { p_fovy_degrees = get_fovy(p_fovy_degrees, 1.0 / p_aspect); } real_t left, right, modeltranslation, ymax, xmax, frustumshift; ymax = p_z_near * tan(p_fovy_degrees * Math_PI / 360.0f); xmax = ymax * p_aspect; frustumshift = (p_intraocular_dist / 2.0) * p_z_near / p_convergence_dist; switch (p_eye) { case 1: { // left eye left = -xmax + frustumshift; right = xmax + frustumshift; modeltranslation = p_intraocular_dist / 2.0; }; break; case 2: { // right eye left = -xmax - frustumshift; right = xmax - frustumshift; modeltranslation = -p_intraocular_dist / 2.0; }; break; default: { // mono, should give the same result as set_perspective(p_fovy_degrees,p_aspect,p_z_near,p_z_far,p_flip_fov) left = -xmax; right = xmax; modeltranslation = 0.0; }; break; }; set_frustum(left, right, -ymax, ymax, p_z_near, p_z_far); // translate matrix by (modeltranslation, 0.0, 0.0) CameraMatrix cm; cm.set_identity(); cm.matrix[3][0] = modeltranslation; *this = *this * cm; }