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/**
* Copyright 2014 JogAmp Community. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without modification, are
* permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this list of
* conditions and the following disclaimer.
*
* 2. Redistributions in binary form must reproduce the above copyright notice, this list
* of conditions and the following disclaimer in the documentation and/or other materials
* provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY JogAmp Community ``AS IS'' AND ANY EXPRESS OR IMPLIED
* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
* FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JogAmp Community OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
* The views and conclusions contained in the software and documentation are those of the
* authors and should not be interpreted as representing official policies, either expressed
* or implied, of JogAmp Community.
*/
package com.jogamp.opengl.util.stereo;
import com.jogamp.opengl.math.FloatUtil;
import com.jogamp.opengl.math.Quaternion;
import com.jogamp.opengl.math.VectorUtil;
import com.jogamp.opengl.util.CustomGLEventListener;
import com.jogamp.opengl.util.stereo.StereoDeviceRenderer.Eye;
public class StereoUtil {
/** See {@link StereoDeviceRenderer#getDistortionBits()}. */
public static boolean usesBarrelDistortion(final int distortionBits) { return 0 != ( distortionBits & StereoDeviceRenderer.DISTORTION_BARREL ) ; }
/** See {@link StereoDeviceRenderer#getDistortionBits()}. */
public static boolean usesTimewarpDistortion(final int distortionBits) { return 0 != ( distortionBits & StereoDeviceRenderer.DISTORTION_TIMEWARP ) ; }
/** See {@link StereoDeviceRenderer#getDistortionBits()}. */
public static boolean usesChromaticDistortion(final int distortionBits) { return 0 != ( distortionBits & StereoDeviceRenderer.DISTORTION_CHROMATIC ) ; }
/** See {@link StereoDeviceRenderer#getDistortionBits()}. */
public static boolean usesVignetteDistortion(final int distortionBits) { return 0 != ( distortionBits & StereoDeviceRenderer.DISTORTION_VIGNETTE ) ; }
/** See {@link StereoDeviceRenderer#getDistortionBits()}. */
public static String distortionBitsToString(final int distortionBits) {
boolean appendComma = false;
final StringBuilder sb = new StringBuilder();
if( usesBarrelDistortion(distortionBits) ) {
if( appendComma ) { sb.append(", "); };
sb.append("barrel"); appendComma=true;
}
if( usesVignetteDistortion(distortionBits) ) {
if( appendComma ) { sb.append(", "); };
sb.append("vignette"); appendComma=true;
}
if( usesChromaticDistortion(distortionBits) ) {
if( appendComma ) { sb.append(", "); };
sb.append("chroma"); appendComma=true;
}
if( usesTimewarpDistortion(distortionBits) ) {
if( appendComma ) { sb.append(", "); };
sb.append("timewarp"); appendComma=true;
}
return sb.toString();
}
/**
* Calculates the <i>Side By Side</i>, SBS, projection- and modelview matrix for one eye.
* <p>
* {@link #updateEyePose(int)} must be called upfront.
* </p>
* <p>
* This method merely exist as an example implementation to compute the matrices,
* which shall be adopted by the
* {@link CustomGLEventListener#reshape(javax.media.opengl.GLAutoDrawable, int, int, int, int, EyeParameter, EyePose) upstream client code}.
* </p>
* @param eyeNum eye denominator
* @param zNear frustum near value
* @param zFar frustum far value
* @param mat4Projection float[16] projection matrix result
* @param mat4Modelview float[16] modelview matrix result
*/
public static void getSBSUpstreamPMV(final Eye eye, final float zNear, final float zFar,
final float[] mat4Projection, final float[] mat4Modelview) {
final float[] mat4Tmp1 = new float[16];
final float[] mat4Tmp2 = new float[16];
final float[] vec3Tmp1 = new float[3];
final float[] vec3Tmp2 = new float[3];
final float[] vec3Tmp3 = new float[3];
final EyeParameter eyeParam = eye.getEyeParameter();
final EyePose eyePose = eye.getLastEyePose();
//
// Projection
//
FloatUtil.makePerspective(mat4Projection, 0, true, eyeParam.fovhv, zNear, zFar);
//
// Modelview
//
final Quaternion rollPitchYaw = new Quaternion();
// private final float eyeYaw = FloatUtil.PI; // 180 degrees in radians
// rollPitchYaw.rotateByAngleY(eyeYaw);
final float[] shiftedEyePos = rollPitchYaw.rotateVector(vec3Tmp1, 0, eyePose.position, 0);
VectorUtil.addVec3(shiftedEyePos, shiftedEyePos, eyeParam.positionOffset);
rollPitchYaw.mult(eyePose.orientation);
final float[] up = rollPitchYaw.rotateVector(vec3Tmp2, 0, VectorUtil.VEC3_UNIT_Y, 0);
final float[] forward = rollPitchYaw.rotateVector(vec3Tmp3, 0, VectorUtil.VEC3_UNIT_Z_NEG, 0);
final float[] center = VectorUtil.addVec3(forward, shiftedEyePos, forward);
final float[] mLookAt = FloatUtil.makeLookAt(mat4Tmp2, 0, shiftedEyePos, 0, center, 0, up, 0, mat4Tmp1);
final float[] mViewAdjust = FloatUtil.makeTranslation(mat4Modelview, true,
eyeParam.distNoseToPupilX,
eyeParam.distMiddleToPupilY,
eyeParam.eyeReliefZ);
/* mat4Modelview = */ FloatUtil.multMatrix(mViewAdjust, mLookAt);
}
}
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