25 #ifndef STEREOCAMERA_H_ 26 #define STEREOCAMERA_H_ 28 #include "../src/scg_glew.h" 29 #include "../src/Camera.h" 30 #include "../src/scg_glm.h" 67 static StereoCameraSP
create();
79 void init(GLfloat near, GLfloat far, GLfloat screenDist, GLfloat screenHeight,
80 GLfloat interOcularDist);
95 void initBourke(GLfloat fovyDeg, GLfloat near, GLfloat far, GLfloat screenDist,
96 GLfloat interOcularFactor);
Base class for all cameras (composite node, abstract).
virtual void updateProjection()
A perspective stereo camera (composite node).
virtual const glm::mat4 & getProjection()
static StereoCameraSP create()
GLfloat interOcularHalfDist_
void initBourke(GLfloat fovyDeg, GLfloat near, GLfloat far, GLfloat screenDist, GLfloat interOcularFactor)
GLfloat screenHalfHeight_
virtual const glm::mat4 & getViewTransform(RenderState *renderState)
void init(GLfloat near, GLfloat far, GLfloat screenDist, GLfloat screenHeight, GLfloat interOcularDist)
Internal definitions required by most classes.
The central render state that collects information about the current shader, transformations,...
virtual void render(RenderState *renderState)