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https://github.com/ncblakely/GiantsTools
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258 lines
10 KiB
C++
258 lines
10 KiB
C++
//-------------------------------------------------------------------------------------
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// Stereo3DMatrixHelper.cpp -- SIMD C++ Math helper for Stereo 3D matricies
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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// Licensed under the MIT License.
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//-------------------------------------------------------------------------------------
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#include "Stereo3DMatrixHelper.h"
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using namespace DirectX;
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namespace
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{
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inline bool StereoProjectionHelper
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(
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const STEREO_PARAMETERS& stereoParameters,
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_Out_ float* fVirtualProjection,
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_Out_ float* zNearWidth,
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_Out_ float* zNearHeight,
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float FovAngleY,
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float AspectRatio,
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float NearZ
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)
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{
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// note that most people have difficulty fusing images into 3D
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// if the separation equals even just the human average. by
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// reducing the separation (interocular distance) by 1/2, we
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// guarantee a larger subset of people will see full 3D
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// the conservative setting should always be used. the only problem
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// with the conservative setting is that the 3D effect will be less
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// impressive on smaller screens (which makes sense, since your eye
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// cannot be tricked as easily based on the smaller fov). to simulate
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// the effect of a larger screen, use the liberal settings (debug only)
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// Conservative Settings: * max acuity angle: 0.8f degrees * interoc distance: 1.25 inches
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// Liberal Settings: * max acuity angle: 1.6f degrees * interoc distance: 2.5f inches
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// maximum visual accuity angle allowed is 3.2 degrees for
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// a physical scene, and 1.6 degrees for a virtual one.
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// thus we cannot allow an object to appear any closer to
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// the viewer than 1.6 degrees (divided by two for most
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// half-angle calculations)
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static const float fMaxStereoDistance = 780; // inches (should be between 10 and 20m)
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static const float fMaxVisualAcuityAngle = 1.6f * (XM_PI / 180.0f); // radians
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static const float fInterocularDistance = 1.25f; // inches
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float fDisplayHeight = stereoParameters.fDisplaySizeInches / sqrtf(AspectRatio * AspectRatio + 1.0f);
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float fDisplayWidth = fDisplayHeight * AspectRatio;
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float fHalfInterocular = 0.5f * fInterocularDistance * stereoParameters.fStereoExaggerationFactor;
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float fHalfPixelWidth = fDisplayWidth / stereoParameters.fPixelResolutionWidth * 0.5f;
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float fHalfMaximumAcuityAngle = fMaxVisualAcuityAngle * 0.5f * stereoParameters.fStereoExaggerationFactor;
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// float fHalfWidth = fDisplayWidth * 0.5f;
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float fMaxSeparationAcuityAngle = atanf(fHalfInterocular / fMaxStereoDistance);
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float fMaxSeparationDistance = fHalfPixelWidth / tanf(fMaxSeparationAcuityAngle);
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float fRefinedMaxStereoDistance = fMaxStereoDistance - fMaxSeparationDistance;
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float fFovHalfAngle = FovAngleY / 2.0f;
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bool ComfortableResult = true;
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if (fRefinedMaxStereoDistance < 0.0f || fMaxSeparationDistance > 0.1f * fMaxStereoDistance)
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{
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// Pixel resolution is too low to offer a comfortable stereo experience
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ComfortableResult = false;
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}
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float fRefinedMaxSeparationAcuityAngle = atanf(fHalfInterocular / (fRefinedMaxStereoDistance));
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float fPhysicalZNearDistance = fHalfInterocular / tanf(fHalfMaximumAcuityAngle);
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// float fScalingFactor = fHalfMaximumAcuityAngle / atanf(fHalfInterocular / stereoParameters.fViewerDistanceInches);
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float fNearZSeparation = tanf(fRefinedMaxSeparationAcuityAngle) * (fRefinedMaxStereoDistance - fPhysicalZNearDistance);
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// float fNearZSeparation2 = fHalfInterocular * (fRefinedMaxStereoDistance - fPhysicalZNearDistance) / fRefinedMaxStereoDistance;
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(*zNearHeight) = cosf(fFovHalfAngle) / sinf(fFovHalfAngle);
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(*zNearWidth) = (*zNearHeight) / AspectRatio;
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(*fVirtualProjection) = (fNearZSeparation * NearZ * (*zNearWidth * 4.0f)) / (2.0f * NearZ);
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return ComfortableResult;
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}
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}
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//------------------------------------------------------------------------------
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void DirectX::StereoCreateDefaultParameters
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(
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STEREO_PARAMETERS& stereoParameters
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)
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{
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// Default assumption is 1920x1200 resolution, a 22" LCD monitor, and a 2' viewing distance
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stereoParameters.fViewerDistanceInches = 24.0f;
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stereoParameters.fPixelResolutionWidth = 1920.0f;
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stereoParameters.fPixelResolutionHeight = 1200.0f;
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stereoParameters.fDisplaySizeInches = 22.0f;
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stereoParameters.fStereoSeparationFactor = 1.0f;
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stereoParameters.fStereoExaggerationFactor = 1.0f;
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}
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//------------------------------------------------------------------------------
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XMMATRIX DirectX::StereoProjectionFovLH
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(
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_In_opt_ const STEREO_PARAMETERS* pStereoParameters,
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STEREO_CHANNEL Channel,
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float FovAngleY,
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float AspectRatio,
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float NearZ,
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float FarZ,
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STEREO_MODE StereoMode
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)
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{
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assert(Channel == STEREO_CHANNEL_LEFT || Channel == STEREO_CHANNEL_RIGHT);
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assert(StereoMode == STEREO_MODE_NORMAL || StereoMode == STEREO_MODE_INVERTED);
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assert(!XMScalarNearEqual(FovAngleY, 0.0f, 0.00001f * 2.0f));
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assert(!XMScalarNearEqual(AspectRatio, 0.0f, 0.00001f));
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assert(!XMScalarNearEqual(FarZ, NearZ, 0.00001f));
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STEREO_PARAMETERS DefaultParameters = {};
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if (pStereoParameters == nullptr)
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{
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StereoCreateDefaultParameters(DefaultParameters);
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pStereoParameters = &DefaultParameters;
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}
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assert(pStereoParameters->fStereoSeparationFactor >= 0.0f && pStereoParameters->fStereoSeparationFactor <= 1.0f);
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assert(pStereoParameters->fStereoExaggerationFactor >= 1.0f && pStereoParameters->fStereoExaggerationFactor <= 2.0f);
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float fVirtualProjection = 0.0f;
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float zNearWidth = 0.0f;
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float zNearHeight = 0.0f;
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StereoProjectionHelper(*pStereoParameters, &fVirtualProjection, &zNearWidth, &zNearHeight, FovAngleY, AspectRatio, NearZ);
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fVirtualProjection *= pStereoParameters->fStereoSeparationFactor; // incorporate developer defined bias
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//
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// By applying a translation, we are forcing our cameras to be parallel
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//
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float fInvertedAngle = atanf(fVirtualProjection / (2.0f * NearZ));
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XMMATRIX proj = XMMatrixPerspectiveFovLH(FovAngleY, AspectRatio, NearZ, FarZ);
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XMMATRIX patchedProjection;
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if (Channel == STEREO_CHANNEL_LEFT)
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{
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if (StereoMode > STEREO_MODE_NORMAL)
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{
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XMMATRIX rots = XMMatrixRotationY(fInvertedAngle);
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XMMATRIX trans = XMMatrixTranslation(-fVirtualProjection, 0, 0);
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patchedProjection = XMMatrixMultiply(XMMatrixMultiply(rots, trans), proj);
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}
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else
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{
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XMMATRIX trans = XMMatrixTranslation(-fVirtualProjection, 0, 0);
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patchedProjection = XMMatrixMultiply(trans, proj);
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}
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}
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else
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{
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if (StereoMode > STEREO_MODE_NORMAL)
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{
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XMMATRIX rots = XMMatrixRotationY(-fInvertedAngle);
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XMMATRIX trans = XMMatrixTranslation(fVirtualProjection, 0, 0);
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patchedProjection = XMMatrixMultiply(XMMatrixMultiply(rots, trans), proj);
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}
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else
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{
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XMMATRIX trans = XMMatrixTranslation(fVirtualProjection, 0, 0);
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patchedProjection = XMMatrixMultiply(trans, proj);
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}
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}
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return patchedProjection;
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}
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//------------------------------------------------------------------------------
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XMMATRIX DirectX::StereoProjectionFovRH
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(
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_In_opt_ const STEREO_PARAMETERS* pStereoParameters,
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STEREO_CHANNEL Channel,
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float FovAngleY,
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float AspectRatio,
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float NearZ,
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float FarZ,
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STEREO_MODE StereoMode
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)
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{
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assert(Channel == STEREO_CHANNEL_LEFT || Channel == STEREO_CHANNEL_RIGHT);
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assert(StereoMode == STEREO_MODE_NORMAL || StereoMode == STEREO_MODE_INVERTED);
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assert(!XMScalarNearEqual(FovAngleY, 0.0f, 0.00001f * 2.0f));
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assert(!XMScalarNearEqual(AspectRatio, 0.0f, 0.00001f));
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assert(!XMScalarNearEqual(FarZ, NearZ, 0.00001f));
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STEREO_PARAMETERS DefaultParameters = {};
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if (pStereoParameters == nullptr)
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{
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StereoCreateDefaultParameters(DefaultParameters);
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pStereoParameters = &DefaultParameters;
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}
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assert(pStereoParameters->fStereoSeparationFactor >= 0.0f && pStereoParameters->fStereoSeparationFactor <= 1.0f);
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assert(pStereoParameters->fStereoExaggerationFactor >= 1.0f && pStereoParameters->fStereoExaggerationFactor <= 2.0f);
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float fVirtualProjection = 0.0f;
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float zNearWidth = 0.0f;
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float zNearHeight = 0.0f;
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StereoProjectionHelper(*pStereoParameters, &fVirtualProjection, &zNearWidth, &zNearHeight, FovAngleY, AspectRatio, NearZ);
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fVirtualProjection *= pStereoParameters->fStereoSeparationFactor; // incorporate developer defined bias
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//
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// By applying a translation, we are forcing our cameras to be parallel
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//
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float fInvertedAngle = atanf(fVirtualProjection / (2.0f * NearZ));
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XMMATRIX proj = XMMatrixPerspectiveFovRH(FovAngleY, AspectRatio, NearZ, FarZ);
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//
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// By applying a translation, we are forcing our cameras to be parallel
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//
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XMMATRIX patchedProjection;
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if (Channel == STEREO_CHANNEL_LEFT)
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{
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if (StereoMode > STEREO_MODE_NORMAL)
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{
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XMMATRIX rots = XMMatrixRotationY(fInvertedAngle);
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XMMATRIX trans = XMMatrixTranslation(-fVirtualProjection, 0, 0);
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patchedProjection = XMMatrixMultiply(XMMatrixMultiply(rots, trans), proj);
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}
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else
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{
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XMMATRIX trans = XMMatrixTranslation(-fVirtualProjection, 0, 0);
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patchedProjection = XMMatrixMultiply(trans, proj);
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}
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}
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else
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{
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if (StereoMode > STEREO_MODE_NORMAL)
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{
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XMMATRIX rots = XMMatrixRotationY(-fInvertedAngle);
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XMMATRIX trans = XMMatrixTranslation(fVirtualProjection, 0, 0);
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patchedProjection = XMMatrixMultiply(XMMatrixMultiply(rots, trans), proj);
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}
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else
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{
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XMMATRIX trans = XMMatrixTranslation(fVirtualProjection, 0, 0);
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patchedProjection = XMMatrixMultiply(trans, proj);
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}
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}
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return patchedProjection;
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}
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