QtBaseViewerStereo.cc 27.5 KB
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/*===========================================================================*\
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*                                                                            *
*                              OpenFlipper                                   *
*      Copyright (C) 2001-2010 by Computer Graphics Group, RWTH Aachen       *
*                           www.openflipper.org                              *
*                                                                            *
*--------------------------------------------------------------------------- *
*  This file is part of OpenFlipper.                                         *
*                                                                            *
*  OpenFlipper is free software: you can redistribute it and/or modify       *
*  it under the terms of the GNU Lesser General Public License as            *
*  published by the Free Software Foundation, either version 3 of            *
*  the License, or (at your option) any later version with the               *
*  following exceptions:                                                     *
*                                                                            *
*  If other files instantiate templates or use macros                        *
*  or inline functions from this file, or you compile this file and          *
*  link it with other files to produce an executable, this file does         *
*  not by itself cause the resulting executable to be covered by the         *
*  GNU Lesser General Public License. This exception does not however        *
*  invalidate any other reasons why the executable file might be             *
*  covered by the GNU Lesser General Public License.                         *
*                                                                            *
*  OpenFlipper is distributed in the hope that it will be useful,            *
*  but WITHOUT ANY WARRANTY; without even the implied warranty of            *
*  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the             *
*  GNU Lesser General Public License for more details.                       *
*                                                                            *
*  You should have received a copy of the GNU LesserGeneral Public           *
*  License along with OpenFlipper. If not,                                   *
*  see <http://www.gnu.org/licenses/>.                                       *
*                                                                            *
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\*===========================================================================*/

/*===========================================================================*\
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*                                                                            *
*   $Revision$                                                       *
*   $LastChangedBy$                                                *
*   $Date$                     *
*                                                                            *
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\*===========================================================================*/
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//=============================================================================
//
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//  CLASS glViewer - IMPLEMENTATION
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//
//=============================================================================


//== INCLUDES =================================================================

#include "QtBaseViewer.hh"
#include <QStatusBar>
#include <QToolButton>

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#include <OpenFlipper/common/GlobalOptions.hh>

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#include <QGLFramebufferObject>

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#include <ACG/ShaderUtils/GLSLShader.hh>
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#include <ACG/GL/globjects.hh>
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#include <ACG/ShaderUtils/gldebug.h>
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#include "crc32.hh"

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//== NAMESPACES ===============================================================


//== IMPLEMENTATION ==========================================================

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static const char* customAnaglyphProg = {
  "!!ARBfp1.0"
  "TEMP left, right, lmul, rmul;"
  "TEX left, fragment.texcoord[0], texture[0], RECT;"
  "TEX right, fragment.texcoord[0], texture[1], RECT;"
  "DP3 lmul.r, left, program.env[0];"
  "DP3 lmul.g, left, program.env[1];"
  "DP3 lmul.b, left, program.env[2];"
  "DP3 rmul.r, right, program.env[3];"
  "DP3 rmul.g, right, program.env[4];"
  "DP3 rmul.b, right, program.env[5];"
  "ADD result.color, lmul, rmul;"
  "END"
};

//-----------------------------------------------------------------------------


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void
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glViewer::setStereoMode(bool _b)
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{
  stereo_ = _b;

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  if (!stereo_) {
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    makeCurrent();
    glDrawBuffer(GL_BACK);
  }

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  updateProjectionMatrix ();

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  updateGL();
}

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//-----------------------------------------------------------------------------


void
glViewer::drawScene_glStereo()
{
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  double l, r, t, b, w, h, a, radians, wd2, ndfl, zerop, xrange;
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  w = glWidth();
  h = glHeight();
  a = w / h;

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  double fovy = OpenFlipperSettings().value("Core/Projection/FOVY",45.0).toDouble();
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  radians = fovy * 0.5 / 180.0 * M_PI;
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  wd2     = near_ * tan(radians);
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  zerop   = near_ + ((far_ - near_) * OpenFlipperSettings().value("Core/Stereo/FocalDistance",0.5).toDouble() );
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  ndfl    = near_ / zerop ;
  xrange  = a * wd2 * 2 * zerop / near_;
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  l = -a*wd2;
  r =  a*wd2;
  t =  wd2;
  b = -wd2;

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  double offset  = 0.5 * OpenFlipperSettings().value("Core/Stereo/EyeDistance",0.07).toDouble()  * xrange;
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  double offset2 = offset * ndfl;

  // left eye
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  glFrustum(l+offset2, r+offset2, b, t, near_, far_);
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  glTranslatef(+offset, 0.0, 0.0);
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  glMatrixMode(GL_MODELVIEW);
  glDrawBuffer(GL_BACK_LEFT);
  glstate_->clearBuffers ();
  glClear(GL_DEPTH_BUFFER_BIT);
  drawScene_mono();


  // right eye
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  glFrustum(l-offset2, r-offset2, b, t, near_, far_);
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  glTranslatef(-offset, 0.0, 0.0);
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  glMatrixMode(GL_MODELVIEW);
  glDrawBuffer(GL_BACK_RIGHT);
  glstate_->clearBuffers ();
  glClear(GL_DEPTH_BUFFER_BIT);
  drawScene_mono();
  glDrawBuffer(GL_BACK);
}


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void glViewer::drawScenePhilipsStereo() {

    updateScenePhilipsStereo();

    if (!philipsStereoInitialized_)
        return;

    int vp_l, vp_b, vp_w, vp_h;
    glstate_->get_viewport(vp_l, vp_b, vp_w, vp_h);

    // ======================================================================================================
    // Disable textures
    // ======================================================================================================
    pDepthStencilTexture_.disable();
    pColorTexture_.disable();

    // ======================================================================================================
    // Render the scene
    // ======================================================================================================
    glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
    drawScene_mono();

    // ======================================================================================================
    // Copy Scene to Textures
    // ======================================================================================================
    pColorTexture_.enable();
    pColorTexture_.bind();

    glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, vp_l, vp_b, vp_w, vp_h);

    pColorTexture_.disable();

    pDepthStencilTexture_.enable();
    pDepthStencilTexture_.bind();

    glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, vp_l, vp_b, vp_w, vp_h);

    pDepthStencilTexture_.disable();

    // Turn on shader program
    pProgram_->use();

    // ======================================================================================================
    // Bind textures to different texture units and tell shader where to find them
    // ======================================================================================================
    glActiveTextureARB(GL_TEXTURE0_ARB);
    pColorTexture_.enable();
    pColorTexture_.bind();

    glActiveTextureARB(GL_TEXTURE1_ARB);
    pDepthStencilTexture_.enable();
    pDepthStencilTexture_.bind();

    pProgram_->setUniform("ColorTexture", 0);
    pProgram_->setUniform("DepthStencil", 1);

    // ======================================================================================================
    // Render plain textured
    // ======================================================================================================
    glDisable(GL_LIGHTING);
    glDisable(GL_COLOR_MATERIAL);
    glDisable(GL_DEPTH_TEST);

    // ======================================================================================================
    // Setup orthogonal projection
    // ======================================================================================================
    glstate_->push_projection_matrix();
    glstate_->push_modelview_matrix();

    glstate_->reset_projection();
    glstate_->reset_modelview();

    glstate_->ortho(0, vp_w, 0, vp_h, 0, 1);

    // ======================================================================================================
    // Bind textures to different texture units and tell shader where to find them
    // ======================================================================================================
    glColor3f(1.0, 1.0, 1.0);

    // ======================================================================================================
    // Clear buffers
    // ======================================================================================================
    glClearColor(.0, .0, .0, 0);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    // ======================================================================================================
    // Render a simple quad (rest is done by shader)
    // ======================================================================================================
    glBegin(GL_QUADS);
    glTexCoord2f(0.0f, 1.0f);
    glVertex2i(0, vp_h);
    glTexCoord2f(1.0f, 1.0f);
    glVertex2i(vp_w, vp_h);
    glTexCoord2f(1.0f, 0.0f);
    glVertex2i(vp_w, 0);
    glTexCoord2f(0.0f, 0.0f);
    glVertex2i(0, 0);
    glEnd();

    pProgram_->disable();

    glBindTexture(GL_TEXTURE_2D, 0);

    // ======================================================================================================
    // Cleanup (color and depth textures)
    // ======================================================================================================
    pDepthStencilTexture_.del();
    pColorTexture_.del();

    // ======================================================================================================
    // Compute the header required for the display
    // ======================================================================================================
    uchar *header = new uchar[6];

    //   Header ID
    //   Basic identifier used by the display to verify the header
    header[0] = 241; // Header_ID1 = 11110001

    //   Header content type
    //   This entry controls the displays internal rendering based on the input data specified here.
    //   There is no info about how this changes the rendering
    //   Possible values:
    //   0 No Depth
    //   1 Signage
    //   2 Movie
    //   3 Game
    //   4 CGI
    //   5 Still
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    header[1] = OpenFlipperSettings().value("Core/Stereo/Philips/Content").toInt(); // Hdr_Content_type (Game) = 00000011 (Gaming Mode)
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    //   Header Factor
    //   Each 3D Display has a 'Display recommended depth value', which corresponds to an
    //   acceptable maximum depth factor value for that specific type of display. This value strongly
    //   depends on the lens design. The factor field in the header contains the percentage to be
    //   used from the display recommended depth value. The value of 64 corresponds with the 100%
    //   of the display recommended depth value. It is allowed to use values higher than 64. The factor
    //   works on a linear scale and is multiplied with the factor controlled by the user in the Display
    //   Control Tool.
    //   Value range: 0-255 (default 64)
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    header[2] = OpenFlipperSettings().value("Core/Stereo/Philips/Factor").toInt(); // Hdr_Factor
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    //   Header Offset CC
    //   Values in the Depth map equal to the header-offset value will be located on the plane of the
    //   display. All values in the disparity map with a higher value will de displayed in front of the
    //   display.
    //   Offset_CC is the offset controlled by the Content Creator. In the system there is also an
    //   Offset_user present, which is controlled by the user using the Display Control Tool.
    //   Value Range: 0-255 (default 128)
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    header[3] = OpenFlipperSettings().value("Core/Stereo/Philips/Offset").toInt(); // Hdr_Offset_CC
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    //   Header select
    //   When all select signals are low the rendering settings are set to optimal settings for the content
    //   type denoted by Hdr_content_type. By making select signals high the settings for Factor and
    //   Offset_cc can be controlled individually by the header.
    //   Possible Values:
    //   0 Use Displays defaults and automatic optimizations
    //   1 Use Header provided factor
    //   2 Use Header provided offset
    //   3 Use both factor and offset
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    header[4] = OpenFlipperSettings().value("Core/Stereo/Philips/Select").toInt(); // Hdr_Factor_select(1) + Hdr_Offset_select(1) + reserved(6)
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    //   Unused Header entry (leave at 0 !)
    header[5] = 0; // Reserved

    //   Header checksum.
    //   The 4-byte EDC field H(6) − H(9) contains an Error Detection Code computed over the first 6
    //   header bytes. This EDC uses the standard CRC-32 polynomial as defined in IEEE 802.3 and ITU-T
    //   V.42. The initial value and final XOR value are both 0.
    //   unsigned long has 32bit = 4Byte
    unsigned long checksum = CalcCRC32(&header[0], 6);

    //   Store the complete header in a bit vector
    std::vector<uchar> bitVector;

    // For all bytes of the header
    for (int i = 0; i < 6; i++) {

        // For each bit of a headers byte
        for (int j = 7; j >= 0; --j) {

            // Red and Green component have to be 0
            bitVector.push_back(0);
            bitVector.push_back(0);

            // If bit is set, the full component will be set to one otherwise zero
            // And the order of the bits has to be reversed!
            if (header[i] & (1 << j)) {
                bitVector.push_back(255);
            } else {
                bitVector.push_back(0);
            }

            // Only every second pixel is used for the header
            // Skip every odd one by filling in 0 for RGB
            bitVector.push_back(0);
            bitVector.push_back(0);
            bitVector.push_back(0);
        }
    }
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    // Append checksum to header.
    // Reversed bit order!
    for (int i = 31; i >= 0; i--) {
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        // Red and Green component have to be 0
        bitVector.push_back(0);
        bitVector.push_back(0);
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        if (checksum & (1 << i))
            bitVector.push_back(255);
        else
            bitVector.push_back(0);
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        // Only every second pixel is used for the header
        // Skip every odd one by filling in 0 for RGB
        bitVector.push_back(0);
        bitVector.push_back(0);
        bitVector.push_back(0);
    }
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    // Select the top left of the renderbuffer and
    // write complete header into these bits
    glRasterPos2i(0, glHeight() - 1);
    glDrawPixels(bitVector.size() / 3, 1, GL_RGB, GL_UNSIGNED_BYTE, &bitVector[0]);
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    // ======================================================================================================
    // Reset projection and modelview
    // ======================================================================================================
    glstate_->pop_projection_matrix();
    glstate_->pop_modelview_matrix();
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}
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//-----------------------------------------------------------------------------
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void
glViewer::updateScenePhilipsStereo()
{
     int vp_l, vp_b, vp_w, vp_h;
     glstate_->get_viewport (vp_l, vp_b, vp_w, vp_h);

     // Does shader program exist?
     if (!pProgram_) {

        // ======================================================================================================
        // Setup the shaders used to render color and depth info next to each other
        // ======================================================================================================
        GLSL::PtrVertexShader vertexShader;
        GLSL::PtrFragmentShader fragmentShader;

        QString vshaderFile = OpenFlipper::Options::shaderDirStr() + QDir::separator() + "Philips/Vertex.glsl";
        QString fshaderFile = OpenFlipper::Options::shaderDirStr() + QDir::separator() + "Philips/Fragment42.glsl";

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        vertexShader = GLSL::loadVertexShader(vshaderFile.toUtf8());
        fragmentShader = GLSL::loadFragmentShader(fshaderFile.toUtf8());
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        pProgram_ = GLSL::PtrProgram(new GLSL::Program());

        if ((vertexShader == 0) || (fragmentShader == 0) || (pProgram_ == 0)) {
            std::cerr << "Unable to load shaders for philips display rendering!";
            philipsStereoInitialized_ = false;
            return;
        }

        pProgram_->attach(vertexShader);
        pProgram_->attach(fragmentShader);
        pProgram_->link();
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    }
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    // Does color texture exist?
    if (!pColorTexture_.is_valid()) {
        // ======================================================================================================
        // creating a color texture
        // ======================================================================================================

        pColorTexture_.enable();
        pColorTexture_.bind();
        GLenum texTarget = GL_TEXTURE_2D;
        GLenum texInternalFormat = GL_RGBA;
        GLenum texFormat = GL_RGBA;
        GLenum texType = GL_UNSIGNED_BYTE;
        GLenum texFilterMode = GL_NEAREST;
        glTexImage2D(texTarget, 0, texInternalFormat, vp_w, vp_h, 0, texFormat, texType, NULL);

        glTexParameterf(texTarget, GL_TEXTURE_MIN_FILTER, texFilterMode);
        glTexParameterf(texTarget, GL_TEXTURE_MAG_FILTER, texFilterMode);
        glTexParameterf(texTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameterf(texTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        glTexParameteri(texTarget, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);

        if(!pColorTexture_.is_valid()) {
            philipsStereoInitialized_ = false;
        }
    }
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    // Does depth stencil texture exist?
    if (!pDepthStencilTexture_.is_valid()) {
        // ======================================================================================================
        // creating an 24-bit depth + 8-bit stencil texture
        // ======================================================================================================

        pDepthStencilTexture_.enable();
        pDepthStencilTexture_.bind();
        GLenum texTarget = GL_TEXTURE_2D;
        GLenum texInternalFormat = GL_DEPTH24_STENCIL8_EXT;
        GLenum texFormat = GL_DEPTH_STENCIL_EXT;
        GLenum texType = GL_UNSIGNED_INT_24_8_EXT;
        GLenum texFilterMode = GL_NEAREST;
        glTexImage2D(texTarget, 0, texInternalFormat, vp_w, vp_h, 0, texFormat, texType, NULL);

        glTexParameterf(texTarget, GL_TEXTURE_MIN_FILTER, texFilterMode);
        glTexParameterf(texTarget, GL_TEXTURE_MAG_FILTER, texFilterMode);
        glTexParameterf(texTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameterf(texTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        glTexParameteri(texTarget, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);

        if(!pDepthStencilTexture_.is_valid()) {
            philipsStereoInitialized_ = false;
        }
    }
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    // Resize target textures
    if (glstate_->viewport_width() != pTexWidth_ ||
            glstate_->viewport_height() != pTexHeight_) {
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        // Color texture
        pColorTexture_.bind();
        glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_RGB, glstate_->viewport_width(), glstate_->viewport_height(), 0,
                GL_RGB, GL_UNSIGNED_BYTE, 0);
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        // Depth stencil texture
        pDepthStencilTexture_.bind();
        glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_RGB, glstate_->viewport_width(), glstate_->viewport_height(), 0,
                GL_RGB, GL_UNSIGNED_BYTE, 0);
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        glBindTexture(GL_TEXTURE_RECTANGLE_NV, 0);
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        pTexWidth_ = glstate_->viewport_width();
        pTexHeight_ = glstate_->viewport_height();
    }
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    philipsStereoInitialized_ = true;
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}

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//-----------------------------------------------------------------------------


void
glViewer::drawScene_anaglyphStereo()
{
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 double l, r, t, b, w, h, a, radians, wd2, ndfl, zerop, xrange;
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  w = glWidth();
  h = glHeight();
  a = w / h;

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  double fovy = OpenFlipperSettings().value("Core/Projection/FOVY", 45.0).toDouble();
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  radians = fovy * 0.5 / 180.0 * M_PI;
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  wd2     = near_ * tan(radians);
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  zerop   = near_ + ((far_ - near_) * OpenFlipperSettings().value("Core/Stereo/FocalDistance", 0.5).toDouble() );
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  ndfl    = near_ / zerop ;
  xrange  = a * wd2 * 2 * zerop / near_;
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  l = -a*wd2;
  r =  a*wd2;
  t =  wd2;
  b = -wd2;

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  double offset  = 0.5 * OpenFlipperSettings().value("Core/Stereo/EyeDistance", 0.07).toDouble() * xrange;
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  double offset2 = offset * ndfl;

  // left eye
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  glFrustum(l+offset2, r+offset2, b, t, near_, far_);
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  glTranslatef(offset, 0.0, 0.0);
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  glMatrixMode(GL_MODELVIEW);
  glstate_->clearBuffers ();
  glClear(GL_DEPTH_BUFFER_BIT);

  // draw red channel for left eye
  glColorMask(GL_TRUE,GL_FALSE,GL_FALSE,GL_TRUE);
  drawScene_mono();
  glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE);

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  // right eye
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  glFrustum(l-offset2, r-offset2, b, t, near_, far_);
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  glTranslatef(-offset, 0.0, 0.0);
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  glMatrixMode(GL_MODELVIEW);
  glClear(GL_DEPTH_BUFFER_BIT);

  // draw green and blue channel for right eye
  glColorMask(GL_FALSE,GL_TRUE,GL_TRUE,GL_TRUE);
  drawScene_mono();
  glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE);

}

//-----------------------------------------------------------------------------

void
glViewer::updateCustomAnaglyphStereo()
{
  if (!customAnaglyphSupported_)
    return;

  if (!agProgram_)
  {
    GLint errorPos;

    glGenProgramsARB (1, &agProgram_);

    glGetError ();
    glBindProgramARB (GL_FRAGMENT_PROGRAM_ARB, agProgram_);
    glProgramStringARB (GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
                        strlen (customAnaglyphProg), customAnaglyphProg);

    glGetIntegerv (GL_PROGRAM_ERROR_POSITION_ARB, &errorPos);
    if (glGetError () != GL_NO_ERROR || errorPos != -1)
    {
      printf("Error loading program %d %s\n",errorPos, glGetString(GL_PROGRAM_ERROR_STRING_ARB));
      glDeleteProgramsARB (1, &agProgram_);
      customAnaglyphSupported_ = false;
      return;
    }
  }

  if (!agTexture_[0])
    glGenTextures (2, agTexture_);

  if (!agTexture_[0])
  {
    finiCustomAnaglyphStereo ();
    customAnaglyphSupported_ = false;
    return;
  }

  if (glstate_->viewport_width () != agTexWidth_ ||
      glstate_->viewport_height () != agTexHeight_)
  {
    glBindTexture (GL_TEXTURE_RECTANGLE_NV, agTexture_[0]);
    glTexImage2D (GL_TEXTURE_RECTANGLE_NV, 0, GL_RGB, glstate_->viewport_width (),
                  glstate_->viewport_height (), 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
    glBindTexture (GL_TEXTURE_RECTANGLE_NV, agTexture_[1]);
    glTexImage2D (GL_TEXTURE_RECTANGLE_NV, 0, GL_RGB, glstate_->viewport_width (),
                  glstate_->viewport_height (), 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
    glBindTexture (GL_TEXTURE_RECTANGLE_NV, 0);

    agTexWidth_ = glstate_->viewport_width ();
    agTexHeight_ = glstate_->viewport_height ();
  }
}

//-----------------------------------------------------------------------------

void
glViewer::finiCustomAnaglyphStereo()
{
  if (!customAnaglyphSupported_)
    return;

  if (agProgram_)
    glDeleteProgramsARB (1, &agProgram_);

  if (agTexture_[0])
    glDeleteTextures (2, agTexture_);
}

//-----------------------------------------------------------------------------

void
glViewer::drawScene_customAnaglyphStereo()
{
  updateCustomAnaglyphStereo ();

  if (!customAnaglyphSupported_)
    return;

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  double l, r, t, b, w, h, a, radians, wd2, ndfl, zerop, xrange;
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  w = glWidth();
  h = glHeight();
  a = w / h;

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  double fovy = OpenFlipperSettings().value("Core/Projection/FOVY",45.0).toDouble();
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  radians = fovy * 0.5 / 180.0 * M_PI;
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  wd2     = near_ * tan(radians);
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  zerop   = near_ + ((far_ - near_) * OpenFlipperSettings().value("Core/Stereo/FocalDistance",0.5).toDouble() );
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  ndfl    = near_ / zerop ;
  xrange  = a * wd2 * 2 * zerop / near_;
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  l = -a*wd2;
  r =  a*wd2;
  t =  wd2;
  b = -wd2;

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  double offset  = 0.5 * OpenFlipperSettings().value("Core/Stereo/EyeDistance",0.07).toDouble() * xrange;
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  double offset2 = offset * ndfl;

  int vp_l, vp_b, vp_w, vp_h;
  glstate_->get_viewport (vp_l, vp_b, vp_w, vp_h);

  std::vector<float> le = OpenFlipper::Options::anaglyphLeftEyeColorMatrix();
  std::vector<float> re = OpenFlipper::Options::anaglyphRightEyeColorMatrix();

  // left eye
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  glFrustum(l+offset2, r+offset2, b, t, near_, far_);
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  glTranslatef(offset, 0.0, 0.0);
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  glMatrixMode(GL_MODELVIEW);
  glstate_->clearBuffers ();
  glClear(GL_DEPTH_BUFFER_BIT);
  drawScene_mono();

  glBindTexture (GL_TEXTURE_RECTANGLE_NV, agTexture_[0]);
  glCopyTexSubImage2D (GL_TEXTURE_RECTANGLE_NV, 0, 0, 0, vp_l, vp_b, vp_w, vp_h);
  glBindTexture (GL_TEXTURE_RECTANGLE_NV, 0);

  // right eye
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  glFrustum(l-offset2, r-offset2, b, t, near_, far_);
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  glTranslatef(-offset, 0.0, 0.0);
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  glMatrixMode(GL_MODELVIEW);
  glstate_->clearBuffers ();
  glClear(GL_DEPTH_BUFFER_BIT);
  drawScene_mono();

  glBindTexture (GL_TEXTURE_RECTANGLE_NV, agTexture_[1]);
  glCopyTexSubImage2D (GL_TEXTURE_RECTANGLE_NV, 0, 0, 0, vp_l, vp_b, vp_w, vp_h);
  glBindTexture (GL_TEXTURE_RECTANGLE_NV, 0);

  glActiveTexture (GL_TEXTURE0);
  glBindTexture (GL_TEXTURE_RECTANGLE_NV, agTexture_[0]);
  glEnable (GL_TEXTURE_RECTANGLE_NV);

  glActiveTexture (GL_TEXTURE1);
  glBindTexture (GL_TEXTURE_RECTANGLE_NV, agTexture_[1]);
  glEnable (GL_TEXTURE_RECTANGLE_NV);

  glEnable (GL_FRAGMENT_PROGRAM_ARB);
  glBindProgramARB (GL_FRAGMENT_PROGRAM_ARB, agProgram_);

  glProgramEnvParameter4fARB (GL_FRAGMENT_PROGRAM_ARB, 0, le[0], le[3], le[6], 0.0);
  glProgramEnvParameter4fARB (GL_FRAGMENT_PROGRAM_ARB, 1, le[1], le[4], le[7], 0.0);
  glProgramEnvParameter4fARB (GL_FRAGMENT_PROGRAM_ARB, 2, le[2], le[5], le[8], 0.0);

  glProgramEnvParameter4fARB (GL_FRAGMENT_PROGRAM_ARB, 3, re[0], re[3], re[6], 0.0);
  glProgramEnvParameter4fARB (GL_FRAGMENT_PROGRAM_ARB, 4, re[1], re[4], re[7], 0.0);
  glProgramEnvParameter4fARB (GL_FRAGMENT_PROGRAM_ARB, 5, re[2], re[5], re[8], 0.0);

  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  glOrtho(0, vp_w, vp_h, 0, 0, 1.0);
  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();

  glDisable (GL_DEPTH_TEST);

  glBegin (GL_QUADS);
  glMultiTexCoord2f (GL_TEXTURE0, 0, vp_h);
  glMultiTexCoord2f (GL_TEXTURE1, 0, vp_h);
  glVertex2i(0, 0);
  glMultiTexCoord2f (GL_TEXTURE0, 0, 0);
  glMultiTexCoord2f (GL_TEXTURE1, 0, 0);
  glVertex2i(0, vp_h);
  glMultiTexCoord2f (GL_TEXTURE0, vp_w, 0);
  glMultiTexCoord2f (GL_TEXTURE1, vp_w, 0);
  glVertex2i(vp_w, vp_h);
  glMultiTexCoord2f (GL_TEXTURE0, vp_w, vp_h);
  glMultiTexCoord2f (GL_TEXTURE1, vp_w, vp_h);
  glVertex2i(vp_w, 0);
  glEnd ();

  glEnable (GL_DEPTH_TEST);

  glBindProgramARB (GL_FRAGMENT_PROGRAM_ARB, 0);
  glDisable (GL_FRAGMENT_PROGRAM_ARB);
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  glActiveTexture (GL_TEXTURE1);
  glBindTexture (GL_TEXTURE_RECTANGLE_NV, 0);
  glDisable (GL_TEXTURE_RECTANGLE_NV);

  glActiveTexture (GL_TEXTURE0);
  glBindTexture (GL_TEXTURE_RECTANGLE_NV, 0);
  glDisable (GL_TEXTURE_RECTANGLE_NV);

}


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//=============================================================================
//=============================================================================