Commit 2d0619ad authored by Adrien Maglo's avatar Adrien Maglo Committed by Thomas Guillem

vout: opengl: f_fov in vout_display_opengl_t sets the FOVx

FOV usually refers to the horizontal field of view and not the vertical one.
Signed-off-by: Thomas Guillem's avatarThomas Guillem <thomas@gllm.fr>
parent 5a67ef06
......@@ -209,7 +209,8 @@ struct vout_display_opengl_t {
float f_teta;
float f_phi;
float f_roll;
float f_fov;
float f_fovx; /* f_fovx and f_fovy are linked but we keep both */
float f_fovy; /* to avoid recalculating them when needed. */
float f_zoom;
float f_zoom_min;
float f_zoom_unscaled;
......@@ -451,7 +452,7 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
return NULL;
}
vgl->f_fov = -1.f; /* In order to init vgl->f_zoom_min */
vgl->f_fovx = -1.f; /* In order to init vgl->f_zoom_min */
const char *extensions = (const char *)glGetString(GL_EXTENSIONS);
#if !USE_OPENGL_ES
......@@ -803,9 +804,8 @@ static void CalculateZoomMin(vout_display_opengl_t *vgl)
* that will allow us to zoom out without seeing the outside of the
* sphere (black borders). */
float sar = vgl->f_sar;
float fovx = 2 * atanf(tanf(vgl->f_fov / 2) * sar);
float tan_fovx_2 = tanf(fovx / 2);
float tan_fovy_2 = tanf(vgl->f_fov / 2 );
float tan_fovx_2 = tanf(vgl->f_fovx / 2);
float tan_fovy_2 = tanf(vgl->f_fovy / 2);
vgl->f_zoom_min = SPHERE_RADIUS / sinf(atanf(sqrtf(
tan_fovx_2 * tan_fovx_2 + tan_fovy_2 * tan_fovy_2)));
}
......@@ -814,8 +814,8 @@ int vout_display_opengl_SetViewpoint(vout_display_opengl_t *vgl,
const vlc_viewpoint_t *p_vp)
{
#define RAD(d) ((float) ((d) * M_PI / 180.f))
float f_fov = RAD(p_vp->fov);
if (f_fov > (float) M_PI -0.001f || f_fov < 0.001f)
float f_fovx = RAD(p_vp->fov);
if (f_fovx > (float) M_PI -0.001f || f_fovx < 0.001f)
return VLC_EBADVAR;
if (p_vp->zoom > 1.f || p_vp->zoom < -1.f)
return VLC_EBADVAR;
......@@ -823,9 +823,10 @@ int vout_display_opengl_SetViewpoint(vout_display_opengl_t *vgl,
vgl->f_phi = RAD(p_vp->pitch);
vgl->f_roll = RAD(p_vp->roll);
if (fabsf(f_fov - vgl->f_fov) >= 0.001f)
if (fabsf(f_fovx - vgl->f_fovx) >= 0.001f)
{
vgl->f_fov = f_fov;
vgl->f_fovx = f_fovx;
vgl->f_fovy = 2 * atanf(tanf(f_fovx / 2) / vgl->f_sar);
CalculateZoomMin(vgl);
}
......@@ -844,6 +845,7 @@ void vout_display_opengl_SetWindowAspectRatio(vout_display_opengl_t *vgl,
* since the aspect ration changes.
* We must also set the new current zoom value. */
vgl->f_sar = f_sar;
vgl->f_fovy = 2 * atanf(tanf(vgl->f_fovx / 2) / vgl->f_sar);
CalculateZoomMin(vgl);
UpdateZoom(vgl);
}
......@@ -1630,7 +1632,7 @@ static void DrawWithShaders(vout_display_opengl_t *vgl,
|| vgl->fmt.projection_mode == PROJECTION_MODE_CUBEMAP_LAYOUT_STANDARD)
{
float sar = (float) vgl->f_sar;
getProjectionMatrix(sar, vgl->f_fov, projectionMatrix);
getProjectionMatrix(sar, vgl->f_fovy, projectionMatrix);
getYRotMatrix(vgl->f_teta, yRotMatrix);
getXRotMatrix(vgl->f_phi, xRotMatrix);
getZRotMatrix(vgl->f_roll, zRotMatrix);
......
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