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'cylidrical' stereo mode
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@ -1385,7 +1385,8 @@ EX void initConfig() {
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{"ODS", "for rendering 360° VR videos (implemented only in raycaster and some other parts)"},
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{"Panini", "Projection believed to be used by Italian painters. Allows very high FOV angles while rendering more straight lines as straight than the stereographic projection."},
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{"stereographic", "Stereographic projection allows very high FOV angles."},
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{"equirectangular", "for rendering 360° videos (implemented only in raycaster)"}
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{"equirectangular", "for rendering 360° videos (implemented only in raycaster)"},
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{"cylindrical", "full vertical (not implemented in raycaster)"}
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}, "stereo/high-FOV mode", 'm')
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->set_reaction(reset_all_shaders);
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@ -4119,7 +4119,7 @@ EX ld threshold, xyz_threshold;
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EX bool clip_checked = false;
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EX bool other_stereo_mode() {
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return among(vid.stereo_mode, sODS, sPanini, sStereographic, sEquirectangular);
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return vid.stereo_mode != sOFF;
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}
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void make_clipping_planes() {
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2
hyper.h
2
hyper.h
@ -250,7 +250,7 @@ struct charstyle {
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bool lefthanded;
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};
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enum eStereo { sOFF, sAnaglyph, sLR, sODS, sPanini, sStereographic, sEquirectangular };
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enum eStereo { sOFF, sAnaglyph, sLR, sODS, sPanini, sStereographic, sEquirectangular, sCylindrical };
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enum eModel : int;
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11
shaders.cpp
11
shaders.cpp
@ -82,6 +82,12 @@ EX string panini_shader() {
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"t.w = 1.;\n";
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}
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EX string cylindrical_shader() {
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return
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"t /= t.w;\n"
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"t.y = atan2(t.y, length(t.xz)) * length(t.xz) * 2. / PI;\n";
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}
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EX string stereo_shader() {
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return
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"t.w += 1.; t *= 2. / t.w; t.w -= 1.;\n"
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@ -521,6 +527,11 @@ shared_ptr<glhr::GLprogram> write_shader(flagtype shader_flags) {
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vmain += panini_shader();
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shader_flags |= SF_ORIENT;
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}
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else if((shader_flags & SF_PERS3) && vid.stereo_mode == sCylindrical && !vrhr::rendering_eye()) {
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vmain += "t = uPP * t;", vsh += "uniform mediump mat4 uPP;";
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vmain += cylindrical_shader();
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shader_flags |= SF_ORIENT;
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}
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else if((shader_flags & SF_PERS3) && vid.stereo_mode == sStereographic && !vrhr::rendering_eye()) {
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vmain += "t = uPP * t;", vsh += "uniform mediump mat4 uPP;";
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vmain += stereo_shader();
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