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Stereo 3D prototype from 2011
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@ -1,73 +1,282 @@
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//// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
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//// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
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//// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
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//// PARTICULAR PURPOSE.
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////
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//// Copyright (c) Microsoft Corporation. All rights reserved
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//-------------------------------------------------------------------------------------
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// Stereo3DMatrixHelper.h -- SIMD C++ Math helper for Stereo 3D matricies
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//
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// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
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// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
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// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
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// PARTICULAR PURPOSE.
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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//-------------------------------------------------------------------------------------
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#include "pch.h"
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#include "Stereo3DMatrixHelper.h"
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using namespace DirectX;
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StereoParameters CreateDefaultStereoParameters(
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float viewportWidthInches,
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float viewportHeightInches,
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float worldScaleInInches,
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float stereoExaggeration
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)
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//------------------------------------------------------------------------------
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void StereoCreateDefaultParameters
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(
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STEREO_PARAMETERS* pStereoParameters
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)
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{
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// The default stereo parameters produced by this method are based on two assumptions:
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// 1. The viewer's eyes are 24 inches from the display, and
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// 2. The viewer's eyes are separated by 1.25 inches (interocular distance.)
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const float DEFAULT_VIEWER_DISTANCE_IN_INCHES = 24.0f;
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const float DEFAULT_INTEROCULAR_DISTANCE_IN_INCHES = 1.25f;
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assert( pStereoParameters != nullptr );
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StereoParameters parameters;
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parameters.viewportWidth = viewportWidthInches / worldScaleInInches;
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parameters.viewportHeight = viewportHeightInches / worldScaleInInches;
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parameters.viewerDistance = DEFAULT_VIEWER_DISTANCE_IN_INCHES / worldScaleInInches;
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parameters.interocularDistance = DEFAULT_INTEROCULAR_DISTANCE_IN_INCHES / worldScaleInInches * stereoExaggeration;
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// Default assumption is 1920x1200 resolution, a 22" LCD monitor, and a 2' viewing distance
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pStereoParameters->fViewerDistanceInches = 24.0f;
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pStereoParameters->fPixelResolutionWidth = 1920.0f;
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pStereoParameters->fPixelResolutionHeight = 1200.0f;
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pStereoParameters->fDisplaySizeInches = 22.0f;
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return parameters;
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pStereoParameters->fStereoSeparationFactor = 1.0f;
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pStereoParameters->fStereoExaggerationFactor = 1.0f;
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}
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DirectX::XMMATRIX StereoProjectionFieldOfViewRightHand(
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const StereoParameters& parameters,
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float nearZ,
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float farZ,
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bool rightChannel
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)
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//------------------------------------------------------------------------------
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static inline bool StereoProjectionHelper
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(
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const STEREO_PARAMETERS* pStereoParameters,
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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 AspectHByW,
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float NearZ
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)
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{
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float yScale = 2.f * parameters.viewerDistance / parameters.viewportHeight;
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float xScale = 2.f * parameters.viewerDistance / parameters.viewportWidth;
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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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float mFactor = - parameters.interocularDistance / parameters.viewportWidth;
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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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if (!rightChannel)
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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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bool ComfortableResult = true;
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float fDisplayHeight, fDisplayWidth, fHalfInterocular, fHalfPixelWidth, fHalfMaximumAcuityAngle, fHalfWidth;
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float fMaxSeparationAcuityAngle, fMaxSeparationDistance, fRefinedMaxStereoDistance, fFovHalfAngle;
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float fRefinedMaxSeparationAcuityAngle, fPhysicalZNearDistance, fScalingFactor, fNearZSeparation, fNearZSeparation2;
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fDisplayHeight = pStereoParameters->fDisplaySizeInches / sqrtf( AspectHByW * AspectHByW + 1.0f );
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fDisplayWidth = fDisplayHeight * AspectHByW;
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fHalfInterocular = 0.5f * fInterocularDistance * pStereoParameters->fStereoExaggerationFactor;
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fHalfPixelWidth = fDisplayWidth / pStereoParameters->fPixelResolutionWidth * 0.5f;
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fHalfMaximumAcuityAngle = fMaxVisualAcuityAngle * 0.5f * pStereoParameters->fStereoExaggerationFactor;
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fHalfWidth = fDisplayWidth * 0.5f;
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fMaxSeparationAcuityAngle = atanf( fHalfInterocular / fMaxStereoDistance );
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fMaxSeparationDistance = fHalfPixelWidth / tanf ( fMaxSeparationAcuityAngle );
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fRefinedMaxStereoDistance = fMaxStereoDistance - fMaxSeparationDistance;
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fFovHalfAngle = FovAngleY / 2.0f;
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if ( fRefinedMaxStereoDistance < 0.0f || fMaxSeparationDistance > 0.1f * fMaxStereoDistance )
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{
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mFactor = -mFactor;
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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 m22 = farZ / (nearZ - farZ);
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fRefinedMaxSeparationAcuityAngle = atanf( fHalfInterocular / ( fRefinedMaxStereoDistance ) );
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fPhysicalZNearDistance = fHalfInterocular / tanf( fHalfMaximumAcuityAngle );
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fScalingFactor = fHalfMaximumAcuityAngle / atanf( fHalfInterocular / pStereoParameters->fViewerDistanceInches );
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// Construct a stereo perspective projection matrix based on assumptions
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// about the viewer and specified stereo parameters. Note that compared
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// to a mono perspective projection matrix, there are two differences:
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// - a non-zero x:z component (m20)
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// - a non-zero x:w component (m30)
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// The values of these two factors affect both the x-offset between the
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// left and right eyes, as well as the depth at which they converge. The
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// math used to arrive at these values will often need to change depending
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// on the content being presented in order to ensure a comfortable viewing
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// experience. For example, the factors for rendering massive exterior
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// landscapes will be different than those used for rendering building
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// interiors. Because of this, developers are encouraged to experiment
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// with different techniques for generating these values.
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return XMMATRIX(
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xScale, 0, 0, 0,
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0, yScale, 0, 0,
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mFactor, 0, m22, -1,
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parameters.viewerDistance * mFactor, 0, nearZ * m22, 0
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);
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fNearZSeparation = tanf( fRefinedMaxSeparationAcuityAngle ) * ( fRefinedMaxStereoDistance - fPhysicalZNearDistance );
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fNearZSeparation2 = fHalfInterocular * ( fRefinedMaxStereoDistance - fPhysicalZNearDistance ) / fRefinedMaxStereoDistance;
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(*zNearHeight) = cosf( fFovHalfAngle ) / sinf( fFovHalfAngle );
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(*zNearWidth) = (*zNearHeight) / AspectHByW;
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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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XMMATRIX StereoProjectionFovLH
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(
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const STEREO_PARAMETERS* pStereoParameters,
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STEREO_CHANNEL Channel,
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float FovAngleY,
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float AspectHByW,
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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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float fVirtualProjection = 0.0f;
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float zNearWidth = 0.0f;
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float zNearHeight = 0.0f;
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float fInvertedAngle;
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XMMATRIX patchedProjection, proj;
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STEREO_PARAMETERS DefaultParameters;
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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(AspectHByW, 0.0f, 0.00001f));
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assert(!XMScalarNearEqual(FarZ, NearZ, 0.00001f));
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proj = XMMatrixIdentity();
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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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StereoProjectionHelper( pStereoParameters, &fVirtualProjection, &zNearWidth, &zNearHeight, FovAngleY, AspectHByW, 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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fInvertedAngle = atanf( fVirtualProjection / ( 2.0f * NearZ ) );
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proj = XMMatrixPerspectiveFovLH( FovAngleY, AspectHByW, NearZ, FarZ );
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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, trans;
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rots = XMMatrixRotationY( fInvertedAngle );
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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;
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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, trans;
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rots = XMMatrixRotationY( -fInvertedAngle );
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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;
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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 StereoProjectionFovRH
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(
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const STEREO_PARAMETERS* pStereoParameters,
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STEREO_CHANNEL Channel,
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float FovAngleY,
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float AspectHByW,
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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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float fVirtualProjection = 0.0f;
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float zNearWidth = 0.0f;
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float zNearHeight = 0.0f;
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float fInvertedAngle;
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XMMATRIX patchedProjection, proj;
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STEREO_PARAMETERS DefaultParameters;
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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(AspectHByW, 0.0f, 0.00001f));
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assert(!XMScalarNearEqual(FarZ, NearZ, 0.00001f));
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proj = XMMatrixIdentity();
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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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StereoProjectionHelper( pStereoParameters, &fVirtualProjection, &zNearWidth, &zNearHeight, FovAngleY, AspectHByW, 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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fInvertedAngle = atanf( fVirtualProjection / ( 2.0f * NearZ ) );
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proj = XMMatrixPerspectiveFovRH( FovAngleY, AspectHByW, 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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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, trans;
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rots = XMMatrixRotationY( fInvertedAngle );
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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;
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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, trans;
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rots = XMMatrixRotationY( -fInvertedAngle );
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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;
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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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@ -1,31 +1,65 @@
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//// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
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//// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
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//// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
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//// PARTICULAR PURPOSE.
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////
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//// Copyright (c) Microsoft Corporation. All rights reserved
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//-------------------------------------------------------------------------------------
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// Stereo3DMatrixHelper.h -- SIMD C++ Math helper for Stereo 3D matrices
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//
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// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
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// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
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// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
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// PARTICULAR PURPOSE.
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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//-------------------------------------------------------------------------------------
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#ifdef _MSC_VER
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#pragma once
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#endif
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// Stereo parameters are in the same units as the world.
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struct StereoParameters
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#include "DirectXMath.h"
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// Enumeration for stereo channels (left and right).
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enum STEREO_CHANNEL
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{
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float viewportWidth; // viewport width
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float viewportHeight; // viewport height
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float viewerDistance; // distance from viewer
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float interocularDistance; // interocular distance
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STEREO_CHANNEL_LEFT = 0,
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STEREO_CHANNEL_RIGHT
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};
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StereoParameters CreateDefaultStereoParameters(
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float viewportWidthInches,
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float viewportHeightInches,
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float worldScaleInInches,
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float stereoExaggeration
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);
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// Enumeration for stereo mode (normal or inverted).
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enum STEREO_MODE
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{
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STEREO_MODE_NORMAL = 0,
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STEREO_MODE_INVERTED,
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};
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DirectX::XMMATRIX StereoProjectionFieldOfViewRightHand(
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const StereoParameters& parameters,
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float nearZ,
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float farZ,
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bool rightChannel
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);
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//------------------------------------------------------------------------------
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//
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// Stereo calibration settings
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//
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// * Viewer distance to the display
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// * Physical display size
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// * Render resolution
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//
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// The stereo separation factor indicates how much separation is between the left and right
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// eyes. 0 is no separation, 1 is full separation. It defaults to 1.0.
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//
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// The debug stereo exaggeration factor indicates how much to increase the interocular spacing and
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// maximum acuity angle from comfortable defaults. For retail builds, this value should always
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// be 1.0, but during development, on small screens, this value can be raised to up to 2.0 in
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// order to exaggerate the 3D effect. Values over 1.0 may cause discomfort on normal sized
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// displays. It defaults to 1.0.
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//
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struct STEREO_PARAMETERS
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{
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float fViewerDistanceInches;
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float fDisplaySizeInches;
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float fPixelResolutionWidth;
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float fPixelResolutionHeight;
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float fStereoSeparationFactor;
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float fStereoExaggerationFactor;
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};
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void StereoCreateDefaultParameters( _Out_ STEREO_PARAMETERS* pStereoParameters );
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DirectX::XMMATRIX StereoProjectionFovLH( _In_opt_ const STEREO_PARAMETERS* pStereoParameters, STEREO_CHANNEL Channel,
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float FovAngleY, float AspectHByW, float NearZ, float FarZ, STEREO_MODE StereoMode );
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DirectX::XMMATRIX StereoProjectionFovRH( _In_opt_ const STEREO_PARAMETERS* pStereoParameters, STEREO_CHANNEL Channel,
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float FovAngleY, float AspectHByW, float NearZ, float FarZ, STEREO_MODE StereoMode );
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