[vlc-commits] opengl: handle a non default fov value
Steve Lhomme
git at videolan.org
Mon Nov 14 16:23:22 CET 2016
vlc | branch: master | Steve Lhomme <robux4 at videolabs.io> | Thu Nov 10 15:18:22 2016 +0100| [88c8b6e9b85b6705bae0e4dbef6f3f2e8268fecc] | committer: Thomas Guillem
opengl: handle a non default fov value
Signed-off-by: Thomas Guillem <thomas at gllm.fr>
> http://git.videolan.org/gitweb.cgi/vlc.git/?a=commit;h=88c8b6e9b85b6705bae0e4dbef6f3f2e8268fecc
---
modules/video_output/opengl.c | 7 ++++---
1 file changed, 4 insertions(+), 3 deletions(-)
diff --git a/modules/video_output/opengl.c b/modules/video_output/opengl.c
index 07b0e73..16c6592 100644
--- a/modules/video_output/opengl.c
+++ b/modules/video_output/opengl.c
@@ -206,6 +206,7 @@ struct vout_display_opengl_t {
float f_teta;
float f_phi;
float f_roll;
+ float f_fov;
float f_zoom;
};
@@ -696,6 +697,7 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
vgl->f_teta = vgl->fmt.f_pose_yaw_degrees / 180. * (float) M_PI;
vgl->f_phi = vgl->fmt.f_pose_pitch_degrees / 180. * (float) M_PI;
vgl->f_roll = vgl->fmt.f_pose_roll_degrees / 180. * (float) M_PI;
+ vgl->f_fov = vgl->fmt.f_pose_fov_degrees / 180. * (float) M_PI;
vgl->f_teta -= (float) M_PI/2;
}
@@ -1097,12 +1099,11 @@ static void getZoomMatrix(float zoom, GLfloat matrix[static 16]) {
}
/* perspective matrix see https://www.opengl.org/sdk/docs/man2/xhtml/gluPerspective.xml */
-static void getProjectionMatrix(float sar, GLfloat matrix[static 16]) {
+static void getProjectionMatrix(float sar, float fovy, GLfloat matrix[static 16]) {
float zFar = 1000;
float zNear = 0.01;
- float fovy = (float) M_PI / 3;
float f = 1.f / tanf(fovy / 2.f);
const GLfloat m[] = {
@@ -1558,7 +1559,7 @@ static void DrawWithShaders(vout_display_opengl_t *vgl,
|| vgl->fmt.projection_mode == PROJECTION_MODE_CUBEMAP_LAYOUT_STANDARD)
{
float sar = (float) vgl->fmt.i_visible_width / vgl->fmt.i_visible_height;
- getProjectionMatrix(sar, projectionMatrix);
+ getProjectionMatrix(sar, vgl->f_fov, projectionMatrix);
getYRotMatrix(vgl->f_teta, yRotMatrix);
getXRotMatrix(vgl->f_phi, xRotMatrix);
getZRotMatrix(vgl->f_roll, zRotMatrix);
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