Hi,
Now I can only create pleasing the positive stereo,but for negative, objects of the scene are not pop out of the screen,why?
the code:
StereoProjection (double dfLeftBorder, double dfRightBorder,
double dfBottomBorder, double dfTopBorder, double dfNearBorder,
double dfFarBorder, double dfTargetPlane, double dfCameraToTargetDistance,
double dfStereoMagnitudeAdj, double dfParallaxBalanceAdj,
int WhichEyeProjection)
// Perform the asymmetric frustum perspective projection for one eye’s
// subfield.
// The projection is in the direction of the negative z axis.
//
// dfLeftBorder, dfRightBorder, dfBottomBorder, dfTopBorder =
// The coordinate range, in the z-axis target plane, which will be
// displayed on the screen. The ratio between (dfRightBorder-dfLeftBorder)
// and (dfTopBorder-dfBottomBorder) should equal the aspect ratio of the
// scene. Also, dfLeftBorder must be less than dfRightBorder, and
// dfTopBorder must be less than dfBottomBorder.
//
// dfNearBorder, dfFarBorder =
// The z-coordinate values of the clipping planes. Since the projection is
// in the direction of the negative z axis, dfNearBorder needs to be
// greater than dfFarBorder. Any element with a z-coordinate value greater
// than dfNearBorder, or less than dfFarBorder, will be clipped out.
//
// dfTargetPlane =
// The z-coordinate value of the mid-target plane that will, by default,
// project to zero parallax. This value should reside somewhere between
// dfNearBorder and dfFarBorder.
//
// dfCameraToTargetDistance =
// The distance from the center of projection to the plane of zero
// parallax. This distance needs to be greater than the difference between
// dfNearBorder and dfTargetPlane, in order for the near clipping plane
// to lie in front of the camera.
//
// dfStereoMagnitudeAdj =
// The desired magnitude of the stereo effect. 0.0 would result in no
// stereo effect at all, 1.0 would be a good default value, 2.0 would
// be a very strong (perhaps uncomfortable) stereo effect. This value
// should never be less than 0.0.
//
// dfParallaxBalanceAdj =
// The amount by which to affect the asymmetry of the projection frustum,
// effectively adjusting the stereo parallax balance. 0.0 would result
// in extreme negative parallax (with objects at infinite distance
// projecting to display surface), 1.0 would be a good default value
// (dfTargetPlane will project to zero parallax at the display surface),
// 2.0 would result in considerable positive parallax (most of the scene
// projecting behind the display surface). This value should never be less
// than 0.0. When this value equals 0.0, the projection frustum is
// perfectly symmetrical.
//
// WhichEyeProjection =
// Equals LEFT_EYE_PROJECTION or RIGHT_EYE_PROJECTION.
{
// the X & Y axis ranges, in the target Z plane
double dfXRange = dfRightBorder - dfLeftBorder;
double dfYRange = dfTopBorder - dfBottomBorder;
// midpoints of the X & Y axis ranges
double dfXMidpoint = (dfRightBorder + dfLeftBorder) / 2.0;
double dfYMidpoint = (dfTopBorder + dfBottomBorder) / 2.0;
// convert clipping plane positions to distances in front of camera
double dfCameraPlane = dfTargetPlane + dfCameraToTargetDistance;
double dfNearClipDistance = dfCameraPlane - dfNearBorder;
double dfFarClipDistance = dfCameraPlane - dfFarBorder;
// Determine the stereoscopic camera offset. A good rule of thumb is
// for the overall camera separation to equal about 7% of the
// window's X-axis range in the XY-plane of the target
// ("target" being mid-object or the center of interest in the
// scene).
double dfStereoCameraOffset = dfXRange * STEREO_MAGNITUDE_CONSTANT *
dfStereoMagnitudeAdj;
dfStereoCameraOffset /= 2.0; // offset each camera by half the overall sep
if (WhichEyeProjection == LEFT_EYE_PROJECTION) // left cam has neg offset
dfStereoCameraOffset = -dfStereoCameraOffset;
// Determine the amount by which the projection frustum will be made
// asymmetrical in order to affect a nice parallax balance between
// negative parallax (popping out of the display) and positive
// parallax (residing behind the display surface). With no frustum
// asymmetry, everything resides in negative parallax.
double dfFrustumAsymmetry = -dfStereoCameraOffset * dfParallaxBalanceAdj;
// since glFrustum() maps the window borders based on the near clipping
// plane rather than the target plane, X and Y range values need
// to be adjusted by the ratio of those two distances
double n_over_d = dfNearClipDistance / dfCameraToTargetDistance;
dfXRange *= n_over_d;
dfYRange *= n_over_d;
dfFrustumAsymmetry *= n_over_d;
// determine the shape of the projection frustum; note that if
// FrustumRight doesn't equal -FrustumLeft, that makes this an
// asymmetric frustum projection
double FrustumTop = dfYRange / 2.0;
double FrustumBottom = -dfYRange / 2.0;
double FrustumRight = (dfXRange / 2.0) + dfFrustumAsymmetry;
double FrustumLeft = (-dfXRange / 2.0) + dfFrustumAsymmetry;
// glMatrixMode(GL_PROJECTION) needs to have been called already
glLoadIdentity(); // obtain a vanilla trans matrix to modify
// this matrix transformation performs the actual persp projection
glFrustum (FrustumLeft, FrustumRight, FrustumBottom, FrustumTop,
dfNearClipDistance, dfFarClipDistance);
// this matrix transformation does two things: Translates the stereo
// camera towards the left (left camera) or the right (right
// camera), and also offsets the entire geometry such that the
// virtual camera is at (0.0, 0.0, 0.0) where glFrustum() expects
// it to be
glTranslated (-dfXMidpoint - dfStereoCameraOffset, -dfYMidpoint,
-dfCameraPlane);
}