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GiantsTools/Sdk/External/DirectXMath/Stereo3D/Stereo3DMatrixHelper.h

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2021-01-24 00:40:09 +01:00
//-------------------------------------------------------------------------------------
// Stereo3DMatrixHelper.h -- SIMD C++ Math helper for Stereo 3D matrices
//
// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License.
//-------------------------------------------------------------------------------------
#pragma once
#include "DirectXMath.h"
namespace DirectX
{
// Enumeration for stereo channels (left and right).
enum STEREO_CHANNEL
{
STEREO_CHANNEL_LEFT = 0,
STEREO_CHANNEL_RIGHT
};
// Enumeration for stereo mode (normal or inverted).
enum STEREO_MODE
{
STEREO_MODE_NORMAL = 0,
STEREO_MODE_INVERTED,
};
//------------------------------------------------------------------------------
//
// Stereo calibration settings
//
// * Viewer distance to the display
// * Physical display size
// * Render resolution
//
// The stereo separation factor indicates how much separation is between the left and right
// eyes. 0 is no separation, 1 is full separation. It defaults to 1.0.
//
// The debug stereo exaggeration factor indicates how much to increase the interocular spacing and
// maximum acuity angle from comfortable defaults. For retail builds, this value should always
// be 1.0, but during development, on small screens, this value can be raised to up to 2.0 in
// order to exaggerate the 3D effect. Values over 1.0 may cause discomfort on normal sized
// displays. It defaults to 1.0.
//
struct STEREO_PARAMETERS
{
float fViewerDistanceInches;
float fDisplaySizeInches;
float fPixelResolutionWidth;
float fPixelResolutionHeight;
float fStereoSeparationFactor;
float fStereoExaggerationFactor;
};
void StereoCreateDefaultParameters(STEREO_PARAMETERS& stereoParameters);
XMMATRIX StereoProjectionFovLH(_In_opt_ const STEREO_PARAMETERS* pStereoParameters,
STEREO_CHANNEL Channel, float FovAngleY, float AspectRatio, float NearZ, float FarZ,
STEREO_MODE StereoMode = STEREO_MODE_NORMAL);
XMMATRIX StereoProjectionFovRH(_In_opt_ const STEREO_PARAMETERS* pStereoParameters,
STEREO_CHANNEL Channel, float FovAngleY, float AspectRatio, float NearZ, float FarZ,
STEREO_MODE StereoMode = STEREO_MODE_NORMAL);
}