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authorSven Gothel <[email protected]>2014-06-19 17:03:28 +0200
committerSven Gothel <[email protected]>2014-06-19 17:03:28 +0200
commitd9a584844a60542519d813b5dc1a62428f14a0ae (patch)
tree942c10a5ebcd0aab65e9d6facb59778468f39d3b /LibOVR/Src/OVR_Stereo.cpp
Add OculusSDK 0.3.2 Linux Source Code w/o Samples, docs or binaries (libs or tools)
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+/************************************************************************************
+
+Filename : OVR_Stereo.cpp
+Content : Stereo rendering functions
+Created : November 30, 2013
+Authors : Tom Fosyth
+
+Copyright : Copyright 2014 Oculus VR, Inc. All Rights reserved.
+
+Licensed under the Oculus VR Rift SDK License Version 3.1 (the "License");
+you may not use the Oculus VR Rift SDK except in compliance with the License,
+which is provided at the time of installation or download, or which
+otherwise accompanies this software in either electronic or hard copy form.
+
+You may obtain a copy of the License at
+
+http://www.oculusvr.com/licenses/LICENSE-3.1
+
+Unless required by applicable law or agreed to in writing, the Oculus VR SDK
+distributed under the License is distributed on an "AS IS" BASIS,
+WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+See the License for the specific language governing permissions and
+limitations under the License.
+
+*************************************************************************************/
+
+#include "OVR_Stereo.h"
+#include "OVR_Profile.h"
+#include "Kernel/OVR_Log.h"
+#include "Kernel/OVR_Alg.h"
+
+//To allow custom distortion to be introduced to CatMulSpline.
+float (*CustomDistortion)(float) = NULL;
+float (*CustomDistortionInv)(float) = NULL;
+
+
+namespace OVR {
+
+
+using namespace Alg;
+
+//-----------------------------------------------------------------------------------
+
+// Inputs are 4 points (pFitX[0],pFitY[0]) through (pFitX[3],pFitY[3])
+// Result is four coefficients in pResults[0] through pResults[3] such that
+// y = pResult[0] + x * ( pResult[1] + x * ( pResult[2] + x * ( pResult[3] ) ) );
+// passes through all four input points.
+// Return is true if it succeeded, false if it failed (because two control points
+// have the same pFitX value).
+bool FitCubicPolynomial ( float *pResult, const float *pFitX, const float *pFitY )
+{
+ float d0 = ( ( pFitX[0]-pFitX[1] ) * ( pFitX[0]-pFitX[2] ) * ( pFitX[0]-pFitX[3] ) );
+ float d1 = ( ( pFitX[1]-pFitX[2] ) * ( pFitX[1]-pFitX[3] ) * ( pFitX[1]-pFitX[0] ) );
+ float d2 = ( ( pFitX[2]-pFitX[3] ) * ( pFitX[2]-pFitX[0] ) * ( pFitX[2]-pFitX[1] ) );
+ float d3 = ( ( pFitX[3]-pFitX[0] ) * ( pFitX[3]-pFitX[1] ) * ( pFitX[3]-pFitX[2] ) );
+
+ if ( ( d0 == 0.0f ) || ( d1 == 0.0f ) || ( d2 == 0.0f ) || ( d3 == 0.0f ) )
+ {
+ return false;
+ }
+
+ float f0 = pFitY[0] / d0;
+ float f1 = pFitY[1] / d1;
+ float f2 = pFitY[2] / d2;
+ float f3 = pFitY[3] / d3;
+
+ pResult[0] = -( f0*pFitX[1]*pFitX[2]*pFitX[3]
+ + f1*pFitX[0]*pFitX[2]*pFitX[3]
+ + f2*pFitX[0]*pFitX[1]*pFitX[3]
+ + f3*pFitX[0]*pFitX[1]*pFitX[2] );
+ pResult[1] = f0*(pFitX[1]*pFitX[2] + pFitX[2]*pFitX[3] + pFitX[3]*pFitX[1])
+ + f1*(pFitX[0]*pFitX[2] + pFitX[2]*pFitX[3] + pFitX[3]*pFitX[0])
+ + f2*(pFitX[0]*pFitX[1] + pFitX[1]*pFitX[3] + pFitX[3]*pFitX[0])
+ + f3*(pFitX[0]*pFitX[1] + pFitX[1]*pFitX[2] + pFitX[2]*pFitX[0]);
+ pResult[2] = -( f0*(pFitX[1]+pFitX[2]+pFitX[3])
+ + f1*(pFitX[0]+pFitX[2]+pFitX[3])
+ + f2*(pFitX[0]+pFitX[1]+pFitX[3])
+ + f3*(pFitX[0]+pFitX[1]+pFitX[2]) );
+ pResult[3] = f0 + f1 + f2 + f3;
+
+ return true;
+}
+
+
+
+float EvalCatmullRom10Spline ( float const *K, float scaledVal )
+{
+ int const NumSegments = LensConfig::NumCoefficients;
+
+ float scaledValFloor = floorf ( scaledVal );
+ scaledValFloor = Alg::Max ( 0.0f, Alg::Min ( (float)(NumSegments-1), scaledValFloor ) );
+ float t = scaledVal - scaledValFloor;
+ int k = (int)scaledValFloor;
+
+ float p0, p1;
+ float m0, m1;
+ switch ( k )
+ {
+ case 0:
+ // Curve starts at 1.0 with gradient K[1]-K[0]
+ p0 = 1.0f;
+ m0 = ( K[1] - K[0] ); // general case would have been (K[1]-K[-1])/2
+ p1 = K[1];
+ m1 = 0.5f * ( K[2] - K[0] );
+ break;
+ default:
+ // General case
+ p0 = K[k ];
+ m0 = 0.5f * ( K[k+1] - K[k-1] );
+ p1 = K[k+1];
+ m1 = 0.5f * ( K[k+2] - K[k ] );
+ break;
+ case NumSegments-2:
+ // Last tangent is just the slope of the last two points.
+ p0 = K[NumSegments-2];
+ m0 = 0.5f * ( K[NumSegments-1] - K[NumSegments-2] );
+ p1 = K[NumSegments-1];
+ m1 = K[NumSegments-1] - K[NumSegments-2];
+ break;
+ case NumSegments-1:
+ // Beyond the last segment it's just a straight line
+ p0 = K[NumSegments-1];
+ m0 = K[NumSegments-1] - K[NumSegments-2];
+ p1 = p0 + m0;
+ m1 = m0;
+ break;
+ }
+
+ float omt = 1.0f - t;
+ float res = ( p0 * ( 1.0f + 2.0f * t ) + m0 * t ) * omt * omt
+ + ( p1 * ( 1.0f + 2.0f * omt ) - m1 * omt ) * t * t;
+
+ return res;
+}
+
+
+
+
+// Converts a Profile eyecup string into an eyecup enumeration
+void SetEyeCup(HmdRenderInfo* renderInfo, const char* cup)
+{
+ if (OVR_strcmp(cup, "A") == 0)
+ renderInfo->EyeCups = EyeCup_DK1A;
+ else if (OVR_strcmp(cup, "B") == 0)
+ renderInfo->EyeCups = EyeCup_DK1B;
+ else if (OVR_strcmp(cup, "C") == 0)
+ renderInfo->EyeCups = EyeCup_DK1C;
+ else if (OVR_strcmp(cup, "Orange A") == 0)
+ renderInfo->EyeCups = EyeCup_OrangeA;
+ else if (OVR_strcmp(cup, "Red A") == 0)
+ renderInfo->EyeCups = EyeCup_RedA;
+ else if (OVR_strcmp(cup, "Pink A") == 0)
+ renderInfo->EyeCups = EyeCup_PinkA;
+ else if (OVR_strcmp(cup, "Blue A") == 0)
+ renderInfo->EyeCups = EyeCup_BlueA;
+ else
+ renderInfo->EyeCups = EyeCup_DK1A;
+}
+
+
+
+//-----------------------------------------------------------------------------------
+
+
+// The result is a scaling applied to the distance.
+float LensConfig::DistortionFnScaleRadiusSquared (float rsq) const
+{
+ float scale = 1.0f;
+ switch ( Eqn )
+ {
+ case Distortion_Poly4:
+ // This version is deprecated! Prefer one of the other two.
+ scale = ( K[0] + rsq * ( K[1] + rsq * ( K[2] + rsq * K[3] ) ) );
+ break;
+ case Distortion_RecipPoly4:
+ scale = 1.0f / ( K[0] + rsq * ( K[1] + rsq * ( K[2] + rsq * K[3] ) ) );
+ break;
+ case Distortion_CatmullRom10:{
+ // A Catmull-Rom spline through the values 1.0, K[1], K[2] ... K[10]
+ // evenly spaced in R^2 from 0.0 to MaxR^2
+ // K[0] controls the slope at radius=0.0, rather than the actual value.
+ const int NumSegments = LensConfig::NumCoefficients;
+ OVR_ASSERT ( NumSegments <= NumCoefficients );
+ float scaledRsq = (float)(NumSegments-1) * rsq / ( MaxR * MaxR );
+ scale = EvalCatmullRom10Spline ( K, scaledRsq );
+
+
+ //Intercept, and overrule if needed
+ if (CustomDistortion)
+ {
+ scale = CustomDistortion(rsq);
+ }
+
+ }break;
+ default:
+ OVR_ASSERT ( false );
+ break;
+ }
+ return scale;
+}
+
+// x,y,z components map to r,g,b
+Vector3f LensConfig::DistortionFnScaleRadiusSquaredChroma (float rsq) const
+{
+ float scale = DistortionFnScaleRadiusSquared ( rsq );
+ Vector3f scaleRGB;
+ scaleRGB.x = scale * ( 1.0f + ChromaticAberration[0] + rsq * ChromaticAberration[1] ); // Red
+ scaleRGB.y = scale; // Green
+ scaleRGB.z = scale * ( 1.0f + ChromaticAberration[2] + rsq * ChromaticAberration[3] ); // Blue
+ return scaleRGB;
+}
+
+// DistortionFnInverse computes the inverse of the distortion function on an argument.
+float LensConfig::DistortionFnInverse(float r) const
+{
+ OVR_ASSERT((r <= 20.0f));
+
+ float s, d;
+ float delta = r * 0.25f;
+
+ // Better to start guessing too low & take longer to converge than too high
+ // and hit singularities. Empirically, r * 0.5f is too high in some cases.
+ s = r * 0.25f;
+ d = fabs(r - DistortionFn(s));
+
+ for (int i = 0; i < 20; i++)
+ {
+ float sUp = s + delta;
+ float sDown = s - delta;
+ float dUp = fabs(r - DistortionFn(sUp));
+ float dDown = fabs(r - DistortionFn(sDown));
+
+ if (dUp < d)
+ {
+ s = sUp;
+ d = dUp;
+ }
+ else if (dDown < d)
+ {
+ s = sDown;
+ d = dDown;
+ }
+ else
+ {
+ delta *= 0.5f;
+ }
+ }
+
+ return s;
+}
+
+
+
+float LensConfig::DistortionFnInverseApprox(float r) const
+{
+ float rsq = r * r;
+ float scale = 1.0f;
+ switch ( Eqn )
+ {
+ case Distortion_Poly4:
+ // Deprecated
+ OVR_ASSERT ( false );
+ break;
+ case Distortion_RecipPoly4:
+ scale = 1.0f / ( InvK[0] + rsq * ( InvK[1] + rsq * ( InvK[2] + rsq * InvK[3] ) ) );
+ break;
+ case Distortion_CatmullRom10:{
+ // A Catmull-Rom spline through the values 1.0, K[1], K[2] ... K[9]
+ // evenly spaced in R^2 from 0.0 to MaxR^2
+ // K[0] controls the slope at radius=0.0, rather than the actual value.
+ const int NumSegments = LensConfig::NumCoefficients;
+ OVR_ASSERT ( NumSegments <= NumCoefficients );
+ float scaledRsq = (float)(NumSegments-1) * rsq / ( MaxInvR * MaxInvR );
+ scale = EvalCatmullRom10Spline ( InvK, scaledRsq );
+
+ //Intercept, and overrule if needed
+ if (CustomDistortionInv)
+ {
+ scale = CustomDistortionInv(rsq);
+ }
+
+ }break;
+ default:
+ OVR_ASSERT ( false );
+ break;
+ }
+ return r * scale;
+}
+
+void LensConfig::SetUpInverseApprox()
+{
+ float maxR = MaxInvR;
+
+ switch ( Eqn )
+ {
+ case Distortion_Poly4:
+ // Deprecated
+ OVR_ASSERT ( false );
+ break;
+ case Distortion_RecipPoly4:{
+
+ float sampleR[4];
+ float sampleRSq[4];
+ float sampleInv[4];
+ float sampleFit[4];
+
+ // Found heuristically...
+ sampleR[0] = 0.0f;
+ sampleR[1] = maxR * 0.4f;
+ sampleR[2] = maxR * 0.8f;
+ sampleR[3] = maxR * 1.5f;
+ for ( int i = 0; i < 4; i++ )
+ {
+ sampleRSq[i] = sampleR[i] * sampleR[i];
+ sampleInv[i] = DistortionFnInverse ( sampleR[i] );
+ sampleFit[i] = sampleR[i] / sampleInv[i];
+ }
+ sampleFit[0] = 1.0f;
+ FitCubicPolynomial ( InvK, sampleRSq, sampleFit );
+
+ #if 0
+ // Should be a nearly exact match on the chosen points.
+ OVR_ASSERT ( fabs ( DistortionFnInverse ( sampleR[0] ) - DistortionFnInverseApprox ( sampleR[0] ) ) / maxR < 0.0001f );
+ OVR_ASSERT ( fabs ( DistortionFnInverse ( sampleR[1] ) - DistortionFnInverseApprox ( sampleR[1] ) ) / maxR < 0.0001f );
+ OVR_ASSERT ( fabs ( DistortionFnInverse ( sampleR[2] ) - DistortionFnInverseApprox ( sampleR[2] ) ) / maxR < 0.0001f );
+ OVR_ASSERT ( fabs ( DistortionFnInverse ( sampleR[3] ) - DistortionFnInverseApprox ( sampleR[3] ) ) / maxR < 0.0001f );
+ // Should be a decent match on the rest of the range.
+ const int maxCheck = 20;
+ for ( int i = 0; i < maxCheck; i++ )
+ {
+ float checkR = (float)i * maxR / (float)maxCheck;
+ float realInv = DistortionFnInverse ( checkR );
+ float testInv = DistortionFnInverseApprox ( checkR );
+ float error = fabsf ( realInv - testInv ) / maxR;
+ OVR_ASSERT ( error < 0.1f );
+ }
+ #endif
+
+ }break;
+ case Distortion_CatmullRom10:{
+
+ const int NumSegments = LensConfig::NumCoefficients;
+ OVR_ASSERT ( NumSegments <= NumCoefficients );
+ for ( int i = 1; i < NumSegments; i++ )
+ {
+ float scaledRsq = (float)i;
+ float rsq = scaledRsq * MaxInvR * MaxInvR / (float)( NumSegments - 1);
+ float r = sqrtf ( rsq );
+ float inv = DistortionFnInverse ( r );
+ InvK[i] = inv / r;
+ InvK[0] = 1.0f; // TODO: fix this.
+ }
+
+#if 0
+ const int maxCheck = 20;
+ for ( int i = 0; i <= maxCheck; i++ )
+ {
+ float checkR = (float)i * MaxInvR / (float)maxCheck;
+ float realInv = DistortionFnInverse ( checkR );
+ float testInv = DistortionFnInverseApprox ( checkR );
+ float error = fabsf ( realInv - testInv ) / MaxR;
+ OVR_ASSERT ( error < 0.01f );
+ }
+#endif
+
+ }break;
+
+ default:
+ break;
+ }
+}
+
+
+void LensConfig::SetToIdentity()
+{
+ for ( int i = 0; i < NumCoefficients; i++ )
+ {
+ K[i] = 0.0f;
+ InvK[i] = 0.0f;
+ }
+ Eqn = Distortion_RecipPoly4;
+ K[0] = 1.0f;
+ InvK[0] = 1.0f;
+ MaxR = 1.0f;
+ MaxInvR = 1.0f;
+ ChromaticAberration[0] = 0.0f;
+ ChromaticAberration[1] = 0.0f;
+ ChromaticAberration[2] = 0.0f;
+ ChromaticAberration[3] = 0.0f;
+ MetersPerTanAngleAtCenter = 0.05f;
+}
+
+
+enum LensConfigStoredVersion
+{
+ LCSV_CatmullRom10Version1 = 1
+};
+
+// DO NOT CHANGE THESE ONCE THEY HAVE BEEN BAKED INTO FIRMWARE.
+// If something needs to change, add a new one!
+struct LensConfigStored_CatmullRom10Version1
+{
+ // All these items must be fixed-length integers - no "float", no "int", etc.
+ UInt16 VersionNumber; // Must be LCSV_CatmullRom10Version1
+
+ UInt16 K[11];
+ UInt16 MaxR;
+ UInt16 MetersPerTanAngleAtCenter;
+ UInt16 ChromaticAberration[4];
+ // InvK and MaxInvR are calculated on load.
+};
+
+UInt16 EncodeFixedPointUInt16 ( float val, UInt16 zeroVal, int fractionalBits )
+{
+ OVR_ASSERT ( ( fractionalBits >= 0 ) && ( fractionalBits < 31 ) );
+ float valWhole = val * (float)( 1 << fractionalBits );
+ valWhole += (float)zeroVal + 0.5f;
+ valWhole = floorf ( valWhole );
+ OVR_ASSERT ( ( valWhole >= 0.0f ) && ( valWhole < (float)( 1 << 16 ) ) );
+ return (UInt16)valWhole;
+}
+
+float DecodeFixedPointUInt16 ( UInt16 val, UInt16 zeroVal, int fractionalBits )
+{
+ OVR_ASSERT ( ( fractionalBits >= 0 ) && ( fractionalBits < 31 ) );
+ float valFloat = (float)val;
+ valFloat -= (float)zeroVal;
+ valFloat *= 1.0f / (float)( 1 << fractionalBits );
+ return valFloat;
+}
+
+
+// Returns true on success.
+bool LoadLensConfig ( LensConfig *presult, UByte const *pbuffer, int bufferSizeInBytes )
+{
+ if ( bufferSizeInBytes < 2 )
+ {
+ // Can't even tell the version number!
+ return false;
+ }
+ UInt16 version = DecodeUInt16 ( pbuffer + 0 );
+ switch ( version )
+ {
+ case LCSV_CatmullRom10Version1:
+ {
+ if ( bufferSizeInBytes < (int)sizeof(LensConfigStored_CatmullRom10Version1) )
+ {
+ return false;
+ }
+ LensConfigStored_CatmullRom10Version1 lcs;
+ lcs.VersionNumber = DecodeUInt16 ( pbuffer + 0 );
+ for ( int i = 0; i < 11; i++ )
+ {
+ lcs.K[i] = DecodeUInt16 ( pbuffer + 2 + 2*i );
+ }
+ lcs.MaxR = DecodeUInt16 ( pbuffer + 24 );
+ lcs.MetersPerTanAngleAtCenter = DecodeUInt16 ( pbuffer + 26 );
+ for ( int i = 0; i < 4; i++ )
+ {
+ lcs.ChromaticAberration[i] = DecodeUInt16 ( pbuffer + 28 + 2*i );
+ }
+ OVR_COMPILER_ASSERT ( sizeof(lcs) == 36 );
+
+ // Convert to the real thing.
+ LensConfig result;
+ result.Eqn = Distortion_CatmullRom10;
+ for ( int i = 0; i < 11; i++ )
+ {
+ // K[] are mostly 1.something. They may get significantly bigger, but they never hit 0.0.
+ result.K[i] = DecodeFixedPointUInt16 ( lcs.K[i], 0, 14 );
+ }
+ // MaxR is tan(angle), so always >0, typically just over 1.0 (45 degrees half-fov),
+ // but may get arbitrarily high. tan(76)=4 is a very reasonable limit!
+ result.MaxR = DecodeFixedPointUInt16 ( lcs.MaxR, 0, 14 );
+ // MetersPerTanAngleAtCenter is also known as focal length!
+ // Typically around 0.04 for our current screens, minimum of 0, sensible maximum of 0.125 (i.e. 3 "extra" bits of fraction)
+ result.MetersPerTanAngleAtCenter = DecodeFixedPointUInt16 ( lcs.MetersPerTanAngleAtCenter, 0, 16+3 );
+ for ( int i = 0; i < 4; i++ )
+ {
+ // ChromaticAberration[] are mostly 0.0something, centered on 0.0. Largest seen is 0.04, so set max to 0.125 (i.e. 3 "extra" bits of fraction)
+ result.ChromaticAberration[i] = DecodeFixedPointUInt16 ( lcs.ChromaticAberration[i], 0x8000, 16+3 );
+ }
+ result.MaxInvR = result.DistortionFn ( result.MaxR );
+ result.SetUpInverseApprox();
+
+ OVR_ASSERT ( version == lcs.VersionNumber );
+
+ *presult = result;
+ }
+ break;
+ default:
+ // Unknown format.
+ return false;
+ break;
+ }
+ return true;
+}
+
+// Returns number of bytes needed.
+int SaveLensConfigSizeInBytes ( LensConfig const &config )
+{
+ OVR_UNUSED ( config );
+ return sizeof ( LensConfigStored_CatmullRom10Version1 );
+}
+
+// Returns true on success.
+bool SaveLensConfig ( UByte *pbuffer, int bufferSizeInBytes, LensConfig const &config )
+{
+ if ( bufferSizeInBytes < (int)sizeof ( LensConfigStored_CatmullRom10Version1 ) )
+ {
+ return false;
+ }
+
+ // Construct the values.
+ LensConfigStored_CatmullRom10Version1 lcs;
+ lcs.VersionNumber = LCSV_CatmullRom10Version1;
+ for ( int i = 0; i < 11; i++ )
+ {
+ // K[] are mostly 1.something. They may get significantly bigger, but they never hit 0.0.
+ lcs.K[i] = EncodeFixedPointUInt16 ( config.K[i], 0, 14 );
+ }
+ // MaxR is tan(angle), so always >0, typically just over 1.0 (45 degrees half-fov),
+ // but may get arbitrarily high. tan(76)=4 is a very reasonable limit!
+ lcs.MaxR = EncodeFixedPointUInt16 ( config.MaxR, 0, 14 );
+ // MetersPerTanAngleAtCenter is also known as focal length!
+ // Typically around 0.04 for our current screens, minimum of 0, sensible maximum of 0.125 (i.e. 3 "extra" bits of fraction)
+ lcs.MetersPerTanAngleAtCenter = EncodeFixedPointUInt16 ( config.MetersPerTanAngleAtCenter, 0, 16+3 );
+ for ( int i = 0; i < 4; i++ )
+ {
+ // ChromaticAberration[] are mostly 0.0something, centered on 0.0. Largest seen is 0.04, so set max to 0.125 (i.e. 3 "extra" bits of fraction)
+ lcs.ChromaticAberration[i] = EncodeFixedPointUInt16 ( config.ChromaticAberration[i], 0x8000, 16+3 );
+ }
+
+
+ // Now store them out, sensitive to endinness.
+ EncodeUInt16 ( pbuffer + 0, lcs.VersionNumber );
+ for ( int i = 0; i < 11; i++ )
+ {
+ EncodeUInt16 ( pbuffer + 2 + 2*i, lcs.K[i] );
+ }
+ EncodeUInt16 ( pbuffer + 24, lcs.MaxR );
+ EncodeUInt16 ( pbuffer + 26, lcs.MetersPerTanAngleAtCenter );
+ for ( int i = 0; i < 4; i++ )
+ {
+ EncodeUInt16 ( pbuffer + 28 + 2*i, lcs.ChromaticAberration[i] );
+ }
+ OVR_COMPILER_ASSERT ( 36 == sizeof(lcs) );
+
+ return true;
+}
+
+#ifdef OVR_BUILD_DEBUG
+void TestSaveLoadLensConfig ( LensConfig const &config )
+{
+ OVR_ASSERT ( config.Eqn == Distortion_CatmullRom10 );
+ // As a test, make sure this can be encoded and decoded correctly.
+ const int bufferSize = 256;
+ UByte buffer[bufferSize];
+ OVR_ASSERT ( SaveLensConfigSizeInBytes ( config ) < bufferSize );
+ bool success;
+ success = SaveLensConfig ( buffer, bufferSize, config );
+ OVR_ASSERT ( success );
+ LensConfig testConfig;
+ success = LoadLensConfig ( &testConfig, buffer, bufferSize );
+ OVR_ASSERT ( success );
+ OVR_ASSERT ( testConfig.Eqn == config.Eqn );
+ for ( int i = 0; i < 11; i++ )
+ {
+ OVR_ASSERT ( fabs ( testConfig.K[i] - config.K[i] ) < 0.0001f );
+ }
+ OVR_ASSERT ( fabsf ( testConfig.MaxR - config.MaxR ) < 0.0001f );
+ OVR_ASSERT ( fabsf ( testConfig.MetersPerTanAngleAtCenter - config.MetersPerTanAngleAtCenter ) < 0.00001f );
+ for ( int i = 0; i < 4; i++ )
+ {
+ OVR_ASSERT ( fabsf ( testConfig.ChromaticAberration[i] - config.ChromaticAberration[i] ) < 0.00001f );
+ }
+}
+#endif
+
+
+
+//-----------------------------------------------------------------------------------
+
+// TBD: There is a question of whether this is the best file for CreateDebugHMDInfo. As long as there are many
+// constants for HmdRenderInfo here as well it is ok. The alternative would be OVR_Common_HMDDevice.cpp, but
+// that's specialized per platform... should probably move it there onces the code is in the common base class.
+
+HMDInfo CreateDebugHMDInfo(HmdTypeEnum hmdType)
+{
+ HMDInfo info;
+
+ if ((hmdType != HmdType_DK1) &&
+ (hmdType != HmdType_CrystalCoveProto))
+ {
+ LogText("Debug HMDInfo - HmdType not supported. Defaulting to DK1.\n");
+ hmdType = HmdType_DK1;
+ }
+
+ // The alternative would be to initialize info.HmdType to HmdType_None instead. If we did that,
+ // code wouldn't be "maximally compatible" and devs wouldn't know what device we are
+ // simulating... so if differentiation becomes necessary we better add Debug flag in the future.
+ info.HmdType = hmdType;
+ info.Manufacturer = "Oculus VR";
+
+ switch(hmdType)
+ {
+ case HmdType_DK1:
+ info.ProductName = "Oculus Rift DK1";
+ info.ResolutionInPixels = Sizei ( 1280, 800 );
+ info.ScreenSizeInMeters = Sizef ( 0.1498f, 0.0936f );
+ info.ScreenGapSizeInMeters = 0.0f;
+ info.CenterFromTopInMeters = 0.0468f;
+ info.LensSeparationInMeters = 0.0635f;
+ info.Shutter.Type = HmdShutter_RollingTopToBottom;
+ info.Shutter.VsyncToNextVsync = ( 1.0f / 60.0f );
+ info.Shutter.VsyncToFirstScanline = 0.000052f;
+ info.Shutter.FirstScanlineToLastScanline = 0.016580f;
+ info.Shutter.PixelSettleTime = 0.015f;
+ info.Shutter.PixelPersistence = ( 1.0f / 60.0f );
+ break;
+
+ case HmdType_CrystalCoveProto:
+ info.ProductName = "Oculus Rift Crystal Cove";
+ info.ResolutionInPixels = Sizei ( 1920, 1080 );
+ info.ScreenSizeInMeters = Sizef ( 0.12576f, 0.07074f );
+ info.ScreenGapSizeInMeters = 0.0f;
+ info.CenterFromTopInMeters = info.ScreenSizeInMeters.h * 0.5f;
+ info.LensSeparationInMeters = 0.0635f;
+ info.Shutter.Type = HmdShutter_RollingRightToLeft;
+ info.Shutter.VsyncToNextVsync = ( 1.0f / 76.0f );
+ info.Shutter.VsyncToFirstScanline = 0.0000273f;
+ info.Shutter.FirstScanlineToLastScanline = 0.0131033f;
+ info.Shutter.PixelSettleTime = 0.0f;
+ info.Shutter.PixelPersistence = 0.18f * info.Shutter.VsyncToNextVsync;
+ break;
+
+ case HmdType_DK2:
+ info.ProductName = "Oculus Rift DK2";
+ info.ResolutionInPixels = Sizei ( 1920, 1080 );
+ info.ScreenSizeInMeters = Sizef ( 0.12576f, 0.07074f );
+ info.ScreenGapSizeInMeters = 0.0f;
+ info.CenterFromTopInMeters = info.ScreenSizeInMeters.h * 0.5f;
+ info.LensSeparationInMeters = 0.0635f;
+ info.Shutter.Type = HmdShutter_RollingRightToLeft;
+ info.Shutter.VsyncToNextVsync = ( 1.0f / 76.0f );
+ info.Shutter.VsyncToFirstScanline = 0.0000273f;
+ info.Shutter.FirstScanlineToLastScanline = 0.0131033f;
+ info.Shutter.PixelSettleTime = 0.0f;
+ info.Shutter.PixelPersistence = 0.18f * info.Shutter.VsyncToNextVsync;
+ break;
+
+ default:
+ break;
+ }
+
+ return info;
+}
+
+
+
+// profile may be NULL, in which case it uses the hard-coded defaults.
+HmdRenderInfo GenerateHmdRenderInfoFromHmdInfo ( HMDInfo const &hmdInfo,
+ Profile const *profile /*=NULL*/,
+ DistortionEqnType distortionType /*= Distortion_CatmullRom10*/,
+ EyeCupType eyeCupOverride /*= EyeCup_LAST*/ )
+{
+ HmdRenderInfo renderInfo;
+
+ renderInfo.HmdType = hmdInfo.HmdType;
+ renderInfo.ResolutionInPixels = hmdInfo.ResolutionInPixels;
+ renderInfo.ScreenSizeInMeters = hmdInfo.ScreenSizeInMeters;
+ renderInfo.CenterFromTopInMeters = hmdInfo.CenterFromTopInMeters;
+ renderInfo.ScreenGapSizeInMeters = hmdInfo.ScreenGapSizeInMeters;
+ renderInfo.LensSeparationInMeters = hmdInfo.LensSeparationInMeters;
+
+ OVR_ASSERT ( sizeof(renderInfo.Shutter) == sizeof(hmdInfo.Shutter) ); // Try to keep the files in sync!
+ renderInfo.Shutter.Type = hmdInfo.Shutter.Type;
+ renderInfo.Shutter.VsyncToNextVsync = hmdInfo.Shutter.VsyncToNextVsync;
+ renderInfo.Shutter.VsyncToFirstScanline = hmdInfo.Shutter.VsyncToFirstScanline;
+ renderInfo.Shutter.FirstScanlineToLastScanline = hmdInfo.Shutter.FirstScanlineToLastScanline;
+ renderInfo.Shutter.PixelSettleTime = hmdInfo.Shutter.PixelSettleTime;
+ renderInfo.Shutter.PixelPersistence = hmdInfo.Shutter.PixelPersistence;
+
+ renderInfo.LensDiameterInMeters = 0.035f;
+ renderInfo.LensSurfaceToMidplateInMeters = 0.025f;
+ renderInfo.EyeCups = EyeCup_DK1A;
+
+#if 0 // Device settings are out of date - don't use them.
+ if (Contents & Contents_Distortion)
+ {
+ memcpy(renderInfo.DistortionK, DistortionK, sizeof(float)*4);
+ renderInfo.DistortionEqn = Distortion_RecipPoly4;
+ }
+#endif
+
+ // Defaults in case of no user profile.
+ renderInfo.EyeLeft.NoseToPupilInMeters = 0.032f;
+ renderInfo.EyeLeft.ReliefInMeters = 0.012f;
+
+ // 10mm eye-relief laser numbers for DK1 lenses.
+ // These are a decent seed for finding eye-relief and IPD.
+ // These are NOT used for rendering!
+ // Rendering distortions are now in GenerateLensConfigFromEyeRelief()
+ // So, if you're hacking in new distortions, don't do it here!
+ renderInfo.EyeLeft.Distortion.SetToIdentity();
+ renderInfo.EyeLeft.Distortion.MetersPerTanAngleAtCenter = 0.0449f;
+ renderInfo.EyeLeft.Distortion.Eqn = Distortion_RecipPoly4;
+ renderInfo.EyeLeft.Distortion.K[0] = 1.0f;
+ renderInfo.EyeLeft.Distortion.K[1] = -0.494165344f;
+ renderInfo.EyeLeft.Distortion.K[2] = 0.587046423f;
+ renderInfo.EyeLeft.Distortion.K[3] = -0.841887126f;
+ renderInfo.EyeLeft.Distortion.MaxR = 1.0f;
+
+ renderInfo.EyeLeft.Distortion.ChromaticAberration[0] = -0.006f;
+ renderInfo.EyeLeft.Distortion.ChromaticAberration[1] = 0.0f;
+ renderInfo.EyeLeft.Distortion.ChromaticAberration[2] = 0.014f;
+ renderInfo.EyeLeft.Distortion.ChromaticAberration[3] = 0.0f;
+
+ renderInfo.EyeRight = renderInfo.EyeLeft;
+
+
+ // Obtain data from profile.
+ if ( profile != NULL )
+ {
+ char eyecup[16];
+ if (profile->GetValue(OVR_KEY_EYE_CUP, eyecup, 16))
+ SetEyeCup(&renderInfo, eyecup);
+ }
+
+ switch ( hmdInfo.HmdType )
+ {
+ case HmdType_None:
+ case HmdType_DKProto:
+ case HmdType_DK1:
+ // Slight hack to improve usability.
+ // If you have a DKHD-style lens profile enabled,
+ // but you plug in DK1 and forget to change the profile,
+ // obviously you don't want those lens numbers.
+ if ( ( renderInfo.EyeCups != EyeCup_DK1A ) &&
+ ( renderInfo.EyeCups != EyeCup_DK1B ) &&
+ ( renderInfo.EyeCups != EyeCup_DK1C ) )
+ {
+ renderInfo.EyeCups = EyeCup_DK1A;
+ }
+ break;
+
+ case HmdType_DKHD2Proto:
+ renderInfo.EyeCups = EyeCup_DKHD2A;
+ break;
+ case HmdType_CrystalCoveProto:
+ renderInfo.EyeCups = EyeCup_PinkA;
+ break;
+ case HmdType_DK2:
+ renderInfo.EyeCups = EyeCup_DK2A;
+ break;
+ default:
+ break;
+ }
+
+ if ( eyeCupOverride != EyeCup_LAST )
+ {
+ renderInfo.EyeCups = eyeCupOverride;
+ }
+
+ switch ( renderInfo.EyeCups )
+ {
+ case EyeCup_DK1A:
+ case EyeCup_DK1B:
+ case EyeCup_DK1C:
+ renderInfo.LensDiameterInMeters = 0.035f;
+ renderInfo.LensSurfaceToMidplateInMeters = 0.02357f;
+ // Not strictly lens-specific, but still wise to set a reasonable default for relief.
+ renderInfo.EyeLeft.ReliefInMeters = 0.010f;
+ renderInfo.EyeRight.ReliefInMeters = 0.010f;
+ break;
+ case EyeCup_DKHD2A:
+ renderInfo.LensDiameterInMeters = 0.035f;
+ renderInfo.LensSurfaceToMidplateInMeters = 0.02357f;
+ // Not strictly lens-specific, but still wise to set a reasonable default for relief.
+ renderInfo.EyeLeft.ReliefInMeters = 0.010f;
+ renderInfo.EyeRight.ReliefInMeters = 0.010f;
+ break;
+ case EyeCup_PinkA:
+ case EyeCup_DK2A:
+ renderInfo.LensDiameterInMeters = 0.04f; // approximate
+ renderInfo.LensSurfaceToMidplateInMeters = 0.01965f;
+ // Not strictly lens-specific, but still wise to set a reasonable default for relief.
+ renderInfo.EyeLeft.ReliefInMeters = 0.012f;
+ renderInfo.EyeRight.ReliefInMeters = 0.012f;
+ break;
+ default: OVR_ASSERT ( false ); break;
+ }
+
+ if ( profile != NULL )
+ {
+ // Set the customized user eye position
+ // TBD: Maybe we should separate custom camera positioning from custom distortion rendering ??
+ if (profile->GetBoolValue(OVR_KEY_CUSTOM_EYE_RENDER, true))
+ {
+ float eye2nose[2];
+ if (profile->GetFloatValues(OVR_KEY_EYE_TO_NOSE_DISTANCE, eye2nose, 2) == 2)
+ { // Load per-eye half-IPD
+ renderInfo.EyeLeft.NoseToPupilInMeters = eye2nose[0];
+ renderInfo.EyeRight.NoseToPupilInMeters = eye2nose[1];
+ }
+ else
+ { // Use a centered IPD instead
+ float ipd = profile->GetFloatValue(OVR_KEY_IPD, OVR_DEFAULT_IPD);
+ renderInfo.EyeLeft.NoseToPupilInMeters = 0.5f * ipd;
+ renderInfo.EyeRight.NoseToPupilInMeters = 0.5f * ipd;
+ }
+
+ float eye2plate[2];
+ if (profile->GetFloatValues(OVR_KEY_MAX_EYE_TO_PLATE_DISTANCE, eye2plate, 2) == 2)
+ { // Subtract the eye-cup height from the plate distance to get the eye-to-lens distance
+ // This measurement should be the the distance at maximum dial setting
+ // We still need to adjust with the dial offset
+ renderInfo.EyeLeft.ReliefInMeters = eye2plate[0] - renderInfo.LensSurfaceToMidplateInMeters;
+ renderInfo.EyeRight.ReliefInMeters = eye2plate[1] - renderInfo.LensSurfaceToMidplateInMeters;
+
+ // Adjust the eye relief with the dial setting (from the assumed max eye relief)
+ int dial = profile->GetIntValue(OVR_KEY_EYE_RELIEF_DIAL, -1);
+ if (dial >= 0)
+ {
+ renderInfo.EyeLeft.ReliefInMeters -= ((10 - dial) * 0.001f);
+ renderInfo.EyeRight.ReliefInMeters -= ((10 - dial) * 0.001f);
+ }
+ }
+ else
+ {
+ // Set the eye relief with the user configured dial setting
+ int dial = profile->GetIntValue(OVR_KEY_EYE_RELIEF_DIAL, -1);
+ if (dial >= 0)
+ { // Assume a default of 7 to 17 mm eye relief based on the dial. This corresponds
+ // to the sampled and tuned distortion range on the DK1.
+ renderInfo.EyeLeft.ReliefInMeters = 0.007f + (dial * 0.001f);
+ renderInfo.EyeRight.ReliefInMeters = 0.007f + (dial * 0.001f);
+ }
+ }
+ }
+ }
+
+ // Now we know where the eyes are relative to the lenses, we can compute a distortion for each.
+ // TODO: incorporate lateral offset in distortion generation.
+ // TODO: we used a distortion to calculate eye-relief, and now we're making a distortion from that eye-relief. Close the loop!
+
+ for ( int eyeNum = 0; eyeNum < 2; eyeNum++ )
+ {
+ HmdRenderInfo::EyeConfig *pHmdEyeConfig = ( eyeNum == 0 ) ? &(renderInfo.EyeLeft) : &(renderInfo.EyeRight);
+
+ float eye_relief = pHmdEyeConfig->ReliefInMeters;
+ LensConfig distortionConfig = GenerateLensConfigFromEyeRelief ( eye_relief, renderInfo, distortionType );
+ pHmdEyeConfig->Distortion = distortionConfig;
+ }
+
+ return renderInfo;
+}
+
+
+LensConfig GenerateLensConfigFromEyeRelief ( float eyeReliefInMeters, HmdRenderInfo const &hmd, DistortionEqnType distortionType /*= Distortion_CatmullRom10*/ )
+{
+ struct DistortionDescriptor
+ {
+ float EyeRelief;
+ // The three places we're going to sample & lerp the curve at.
+ // One sample is always at 0.0, and the distortion scale should be 1.0 or else!
+ // Only use for poly4 numbers - CR has an implicit scale.
+ float SampleRadius[3];
+ // Where the distortion has actually been measured/calibrated out to.
+ // Don't try to hallucinate data out beyond here.
+ float MaxRadius;
+ // The config itself.
+ LensConfig Config;
+ };
+
+ DistortionDescriptor distortions[10];
+ for ( unsigned int i = 0; i < sizeof(distortions)/sizeof(distortions[0]); i++ )
+ {
+ distortions[i].Config.SetToIdentity();
+ distortions[i].EyeRelief = 0.0f;
+ distortions[i].MaxRadius = 1.0f;
+ }
+ int numDistortions = 0;
+ int defaultDistortion = 0; // index of the default distortion curve to use if zero eye relief supplied
+
+ if ( ( hmd.EyeCups == EyeCup_DK1A ) ||
+ ( hmd.EyeCups == EyeCup_DK1B ) ||
+ ( hmd.EyeCups == EyeCup_DK1C ) )
+ {
+
+ numDistortions = 0;
+
+ // Tuned at minimum dial setting - extended to r^2 == 1.8
+ distortions[numDistortions].Config.Eqn = Distortion_CatmullRom10;
+ distortions[numDistortions].EyeRelief = 0.012760465f - 0.005f;
+ distortions[numDistortions].Config.MetersPerTanAngleAtCenter = 0.0425f;
+ distortions[numDistortions].Config.K[0] = 1.0000f;
+ distortions[numDistortions].Config.K[1] = 1.06505f;
+ distortions[numDistortions].Config.K[2] = 1.14725f;
+ distortions[numDistortions].Config.K[3] = 1.2705f;
+ distortions[numDistortions].Config.K[4] = 1.48f;
+ distortions[numDistortions].Config.K[5] = 1.87f;
+ distortions[numDistortions].Config.K[6] = 2.534f;
+ distortions[numDistortions].Config.K[7] = 3.6f;
+ distortions[numDistortions].Config.K[8] = 5.1f;
+ distortions[numDistortions].Config.K[9] = 7.4f;
+ distortions[numDistortions].Config.K[10] = 11.0f;
+ distortions[numDistortions].SampleRadius[0] = 0.222717149f;
+ distortions[numDistortions].SampleRadius[1] = 0.512249443f;
+ distortions[numDistortions].SampleRadius[2] = 0.712694878f;
+ distortions[numDistortions].MaxRadius = sqrt(1.8f);
+ defaultDistortion = numDistortions; // this is the default
+ numDistortions++;
+
+ // Tuned at middle dial setting
+ distortions[numDistortions].Config.Eqn = Distortion_CatmullRom10;
+ distortions[numDistortions].EyeRelief = 0.012760465f; // my average eye-relief
+ distortions[numDistortions].Config.MetersPerTanAngleAtCenter = 0.0425f;
+ distortions[numDistortions].Config.K[0] = 1.0f;
+ distortions[numDistortions].Config.K[1] = 1.032407264f;
+ distortions[numDistortions].Config.K[2] = 1.07160462f;
+ distortions[numDistortions].Config.K[3] = 1.11998388f;
+ distortions[numDistortions].Config.K[4] = 1.1808606f;
+ distortions[numDistortions].Config.K[5] = 1.2590494f;
+ distortions[numDistortions].Config.K[6] = 1.361915f;
+ distortions[numDistortions].Config.K[7] = 1.5014339f;
+ distortions[numDistortions].Config.K[8] = 1.6986004f;
+ distortions[numDistortions].Config.K[9] = 1.9940577f;
+ distortions[numDistortions].Config.K[10] = 2.4783147f;
+ distortions[numDistortions].SampleRadius[0] = 0.222717149f;
+ distortions[numDistortions].SampleRadius[1] = 0.512249443f;
+ distortions[numDistortions].SampleRadius[2] = 0.712694878f;
+ distortions[numDistortions].MaxRadius = 1.0f;
+ numDistortions++;
+
+ // Tuned at maximum dial setting
+ distortions[numDistortions].Config.Eqn = Distortion_CatmullRom10;
+ distortions[numDistortions].EyeRelief = 0.012760465f + 0.005f;
+ distortions[numDistortions].Config.MetersPerTanAngleAtCenter = 0.0425f;
+ distortions[numDistortions].Config.K[0] = 1.0102f;
+ distortions[numDistortions].Config.K[1] = 1.0371f;
+ distortions[numDistortions].Config.K[2] = 1.0831f;
+ distortions[numDistortions].Config.K[3] = 1.1353f;
+ distortions[numDistortions].Config.K[4] = 1.2f;
+ distortions[numDistortions].Config.K[5] = 1.2851f;
+ distortions[numDistortions].Config.K[6] = 1.3979f;
+ distortions[numDistortions].Config.K[7] = 1.56f;
+ distortions[numDistortions].Config.K[8] = 1.8f;
+ distortions[numDistortions].Config.K[9] = 2.25f;
+ distortions[numDistortions].Config.K[10] = 3.0f;
+ distortions[numDistortions].SampleRadius[0] = 0.222717149f;
+ distortions[numDistortions].SampleRadius[1] = 0.512249443f;
+ distortions[numDistortions].SampleRadius[2] = 0.712694878f;
+ distortions[numDistortions].MaxRadius = 1.0f;
+ numDistortions++;
+
+ // Chromatic aberration doesn't seem to change with eye relief.
+ for ( int i = 0; i < numDistortions; i++ )
+ {
+ distortions[i].Config.ChromaticAberration[0] = -0.006f;
+ distortions[i].Config.ChromaticAberration[1] = 0.0f;
+ distortions[i].Config.ChromaticAberration[2] = 0.014f;
+ distortions[i].Config.ChromaticAberration[3] = 0.0f;
+ }
+ }
+ else if ( hmd.EyeCups == EyeCup_DKHD2A )
+ {
+ // Tuned DKHD2 lens
+ numDistortions = 0;
+
+ distortions[numDistortions].Config.Eqn = Distortion_CatmullRom10;
+ distortions[numDistortions].EyeRelief = 0.010f;
+ distortions[numDistortions].Config.MetersPerTanAngleAtCenter = 0.0425f;
+ distortions[numDistortions].Config.K[0] = 1.0f;
+ distortions[numDistortions].Config.K[1] = 1.0425f;
+ distortions[numDistortions].Config.K[2] = 1.0826f;
+ distortions[numDistortions].Config.K[3] = 1.130f;
+ distortions[numDistortions].Config.K[4] = 1.185f;
+ distortions[numDistortions].Config.K[5] = 1.250f;
+ distortions[numDistortions].Config.K[6] = 1.338f;
+ distortions[numDistortions].Config.K[7] = 1.455f;
+ distortions[numDistortions].Config.K[8] = 1.620f;
+ distortions[numDistortions].Config.K[9] = 1.840f;
+ distortions[numDistortions].Config.K[10] = 2.200f;
+ distortions[numDistortions].SampleRadius[0] = 0.222717149f;
+ distortions[numDistortions].SampleRadius[1] = 0.512249443f;
+ distortions[numDistortions].SampleRadius[2] = 0.712694878f;
+ distortions[numDistortions].MaxRadius = 1.0f;
+
+ distortions[numDistortions].SampleRadius[0] = 0.405405405f;
+ distortions[numDistortions].SampleRadius[1] = 0.675675676f;
+ distortions[numDistortions].SampleRadius[2] = 0.945945946f;
+ defaultDistortion = numDistortions; // this is the default
+ numDistortions++;
+
+ distortions[numDistortions] = distortions[0];
+ distortions[numDistortions].EyeRelief = 0.020f;
+ numDistortions++;
+
+ // Chromatic aberration doesn't seem to change with eye relief.
+ for ( int i = 0; i < numDistortions; i++ )
+ {
+ distortions[i].Config.ChromaticAberration[0] = -0.006f;
+ distortions[i].Config.ChromaticAberration[1] = 0.0f;
+ distortions[i].Config.ChromaticAberration[2] = 0.014f;
+ distortions[i].Config.ChromaticAberration[3] = 0.0f;
+ }
+ }
+ else if ( hmd.EyeCups == EyeCup_PinkA || hmd.EyeCups == EyeCup_DK2A )
+ {
+ // Tuned Crystal Cove & DK2 Lens (CES & GDC)
+ numDistortions = 0;
+
+ distortions[numDistortions].EyeRelief = 0.010f;
+ distortions[numDistortions].Config.MetersPerTanAngleAtCenter = 0.036f;
+
+ distortions[numDistortions].Config.Eqn = Distortion_CatmullRom10;
+ distortions[numDistortions].Config.K[0] = 1.003f;
+ distortions[numDistortions].Config.K[1] = 1.02f;
+ distortions[numDistortions].Config.K[2] = 1.042f;
+ distortions[numDistortions].Config.K[3] = 1.066f;
+ distortions[numDistortions].Config.K[4] = 1.094f; //1.0945f;
+ distortions[numDistortions].Config.K[5] = 1.126f; //1.127f;
+ distortions[numDistortions].Config.K[6] = 1.162f; //1.167f;
+ distortions[numDistortions].Config.K[7] = 1.203f; //1.218f;
+ distortions[numDistortions].Config.K[8] = 1.25f; //1.283f;
+ distortions[numDistortions].Config.K[9] = 1.31f; //1.37f;
+ distortions[numDistortions].Config.K[10] = 1.38f; //1.48f;
+ distortions[numDistortions].MaxRadius = 1.0f;
+
+
+ distortions[numDistortions].SampleRadius[0] = 0.405405405f;
+ distortions[numDistortions].SampleRadius[1] = 0.675675676f;
+ distortions[numDistortions].SampleRadius[2] = 0.945945946f;
+ defaultDistortion = numDistortions; // this is the default
+ numDistortions++;
+
+ distortions[numDistortions] = distortions[0];
+ distortions[numDistortions].EyeRelief = 0.020f;
+ numDistortions++;
+
+ // Chromatic aberration doesn't seem to change with eye relief.
+ for ( int i = 0; i < numDistortions; i++ )
+ {
+ distortions[i].Config.ChromaticAberration[0] = -0.015f;
+ distortions[i].Config.ChromaticAberration[1] = -0.02f;
+ distortions[i].Config.ChromaticAberration[2] = 0.025f;
+ distortions[i].Config.ChromaticAberration[3] = 0.02f;
+ }
+ }
+ else
+ {
+ // Unknown lens.
+ // Use DK1 black lens settings, just so we can continue to run with something.
+ distortions[0].EyeRelief = 0.005f;
+ distortions[0].Config.MetersPerTanAngleAtCenter = 0.043875f;
+ distortions[0].Config.Eqn = Distortion_RecipPoly4;
+ distortions[0].Config.K[0] = 1.0f;
+ distortions[0].Config.K[1] = -0.3999f;
+ distortions[0].Config.K[2] = 0.2408f;
+ distortions[0].Config.K[3] = -0.4589f;
+ distortions[0].SampleRadius[0] = 0.2f;
+ distortions[0].SampleRadius[1] = 0.4f;
+ distortions[0].SampleRadius[2] = 0.6f;
+
+ distortions[1] = distortions[0];
+ distortions[1].EyeRelief = 0.010f;
+ numDistortions = 2;
+
+ // Chromatic aberration doesn't seem to change with eye relief.
+ for ( int i = 0; i < numDistortions; i++ )
+ {
+ // These are placeholder, they have not been tuned!
+ distortions[i].Config.ChromaticAberration[0] = 0.0f;
+ distortions[i].Config.ChromaticAberration[1] = 0.0f;
+ distortions[i].Config.ChromaticAberration[2] = 0.0f;
+ distortions[i].Config.ChromaticAberration[3] = 0.0f;
+ }
+ }
+
+ OVR_ASSERT ( numDistortions < (sizeof(distortions)/sizeof(distortions[0])) );
+
+
+ DistortionDescriptor *pUpper = NULL;
+ DistortionDescriptor *pLower = NULL;
+ float lerpVal = 0.0f;
+ if (eyeReliefInMeters == 0)
+ { // Use a constant default distortion if an invalid eye-relief is supplied
+ pLower = &(distortions[defaultDistortion]);
+ pUpper = &(distortions[defaultDistortion]);
+ lerpVal = 0.0f;
+ }
+ else
+ {
+ for ( int i = 0; i < numDistortions-1; i++ )
+ {
+ OVR_ASSERT ( distortions[i].EyeRelief < distortions[i+1].EyeRelief );
+ if ( ( distortions[i].EyeRelief <= eyeReliefInMeters ) && ( distortions[i+1].EyeRelief > eyeReliefInMeters ) )
+ {
+ pLower = &(distortions[i]);
+ pUpper = &(distortions[i+1]);
+ lerpVal = ( eyeReliefInMeters - pLower->EyeRelief ) / ( pUpper->EyeRelief - pLower->EyeRelief );
+ // No break here - I want the ASSERT to check everything every time!
+ }
+ }
+ }
+
+ if ( pUpper == NULL )
+ {
+#if 0
+ // Outside the range, so extrapolate rather than interpolate.
+ if ( distortions[0].EyeRelief > eyeReliefInMeters )
+ {
+ pLower = &(distortions[0]);
+ pUpper = &(distortions[1]);
+ }
+ else
+ {
+ OVR_ASSERT ( distortions[numDistortions-1].EyeRelief <= eyeReliefInMeters );
+ pLower = &(distortions[numDistortions-2]);
+ pUpper = &(distortions[numDistortions-1]);
+ }
+ lerpVal = ( eyeReliefInMeters - pLower->EyeRelief ) / ( pUpper->EyeRelief - pLower->EyeRelief );
+#else
+ // Do not extrapolate, just clamp - slightly worried about people putting in bogus settings.
+ if ( distortions[0].EyeRelief > eyeReliefInMeters )
+ {
+ pLower = &(distortions[0]);
+ pUpper = &(distortions[0]);
+ }
+ else
+ {
+ OVR_ASSERT ( distortions[numDistortions-1].EyeRelief <= eyeReliefInMeters );
+ pLower = &(distortions[numDistortions-1]);
+ pUpper = &(distortions[numDistortions-1]);
+ }
+ lerpVal = 0.0f;
+#endif
+ }
+ float invLerpVal = 1.0f - lerpVal;
+
+ pLower->Config.MaxR = pLower->MaxRadius;
+ pUpper->Config.MaxR = pUpper->MaxRadius;
+
+ LensConfig result;
+ // Where is the edge of the lens - no point modelling further than this.
+ float maxValidRadius = invLerpVal * pLower->MaxRadius + lerpVal * pUpper->MaxRadius;
+ result.MaxR = maxValidRadius;
+
+ switch ( distortionType )
+ {
+ case Distortion_Poly4:
+ // Deprecated
+ OVR_ASSERT ( false );
+ break;
+ case Distortion_RecipPoly4:{
+ // Lerp control points and fit an equation to them.
+ float fitX[4];
+ float fitY[4];
+ fitX[0] = 0.0f;
+ fitY[0] = 1.0f;
+ for ( int ctrlPt = 1; ctrlPt < 4; ctrlPt ++ )
+ {
+ float radiusLerp = invLerpVal * pLower->SampleRadius[ctrlPt-1] + lerpVal * pUpper->SampleRadius[ctrlPt-1];
+ float radiusLerpSq = radiusLerp * radiusLerp;
+ float fitYLower = pLower->Config.DistortionFnScaleRadiusSquared ( radiusLerpSq );
+ float fitYUpper = pUpper->Config.DistortionFnScaleRadiusSquared ( radiusLerpSq );
+ fitX[ctrlPt] = radiusLerpSq;
+ fitY[ctrlPt] = 1.0f / ( invLerpVal * fitYLower + lerpVal * fitYUpper );
+ }
+
+ result.Eqn = Distortion_RecipPoly4;
+ bool bSuccess = FitCubicPolynomial ( result.K, fitX, fitY );
+ OVR_ASSERT ( bSuccess );
+ OVR_UNUSED ( bSuccess );
+
+ // Set up the fast inverse.
+ float maxRDist = result.DistortionFn ( maxValidRadius );
+ result.MaxInvR = maxRDist;
+ result.SetUpInverseApprox();
+
+ }break;
+
+ case Distortion_CatmullRom10:{
+
+ // Evenly sample & lerp points on the curve.
+ const int NumSegments = LensConfig::NumCoefficients;
+ result.MaxR = maxValidRadius;
+ // Directly interpolate the K0 values
+ result.K[0] = invLerpVal * pLower->Config.K[0] + lerpVal * pUpper->Config.K[0];
+
+ // Sample and interpolate the distortion curves to derive K[1] ... K[n]
+ for ( int ctrlPt = 1; ctrlPt < NumSegments; ctrlPt++ )
+ {
+ float radiusSq = ( (float)ctrlPt / (float)(NumSegments-1) ) * maxValidRadius * maxValidRadius;
+ float fitYLower = pLower->Config.DistortionFnScaleRadiusSquared ( radiusSq );
+ float fitYUpper = pUpper->Config.DistortionFnScaleRadiusSquared ( radiusSq );
+ float fitLerp = invLerpVal * fitYLower + lerpVal * fitYUpper;
+ result.K[ctrlPt] = fitLerp;
+ }
+
+ result.Eqn = Distortion_CatmullRom10;
+
+ for ( int ctrlPt = 1; ctrlPt < NumSegments; ctrlPt++ )
+ {
+ float radiusSq = ( (float)ctrlPt / (float)(NumSegments-1) ) * maxValidRadius * maxValidRadius;
+ float val = result.DistortionFnScaleRadiusSquared ( radiusSq );
+ OVR_ASSERT ( Alg::Abs ( val - result.K[ctrlPt] ) < 0.0001f );
+ OVR_UNUSED1(val); // For release build.
+ }
+
+ // Set up the fast inverse.
+ float maxRDist = result.DistortionFn ( maxValidRadius );
+ result.MaxInvR = maxRDist;
+ result.SetUpInverseApprox();
+
+ }break;
+
+ default: OVR_ASSERT ( false ); break;
+ }
+
+
+ // Chromatic aberration.
+ result.ChromaticAberration[0] = invLerpVal * pLower->Config.ChromaticAberration[0] + lerpVal * pUpper->Config.ChromaticAberration[0];
+ result.ChromaticAberration[1] = invLerpVal * pLower->Config.ChromaticAberration[1] + lerpVal * pUpper->Config.ChromaticAberration[1];
+ result.ChromaticAberration[2] = invLerpVal * pLower->Config.ChromaticAberration[2] + lerpVal * pUpper->Config.ChromaticAberration[2];
+ result.ChromaticAberration[3] = invLerpVal * pLower->Config.ChromaticAberration[3] + lerpVal * pUpper->Config.ChromaticAberration[3];
+
+ // Scale.
+ result.MetersPerTanAngleAtCenter = pLower->Config.MetersPerTanAngleAtCenter * invLerpVal +
+ pUpper->Config.MetersPerTanAngleAtCenter * lerpVal;
+ /*
+ // Commented out - Causes ASSERT with no HMD plugged in
+#ifdef OVR_BUILD_DEBUG
+ if ( distortionType == Distortion_CatmullRom10 )
+ {
+ TestSaveLoadLensConfig ( result );
+ }
+#endif
+ */
+ return result;
+}
+
+
+
+
+
+DistortionRenderDesc CalculateDistortionRenderDesc ( StereoEye eyeType, HmdRenderInfo const &hmd,
+ const LensConfig *pLensOverride /*= NULL */ )
+{
+ // From eye relief, IPD and device characteristics, we get the distortion mapping.
+ // This distortion does the following things:
+ // 1. It undoes the distortion that happens at the edges of the lens.
+ // 2. It maps the undistorted field into "retina" space.
+ // So the input is a pixel coordinate - the physical pixel on the display itself.
+ // The output is the real-world direction of the ray from this pixel as it comes out of the lens and hits the eye.
+ // However we typically think of rays "coming from" the eye, so the direction (TanAngleX,TanAngleY,1) is the direction
+ // that the pixel appears to be in real-world space, where AngleX and AngleY are relative to the straight-ahead vector.
+ // If your renderer is a raytracer, you can use this vector directly (normalize as appropriate).
+ // However in standard rasterisers, we have rendered a 2D image and are putting it in front of the eye,
+ // so we then need a mapping from this space to the [-1,1] UV coordinate space, which depends on exactly
+ // where "in space" the app wants to put that rendertarget.
+ // Where in space, and how large this rendertarget is, is completely up to the app and/or user,
+ // though of course we can provide some useful hints.
+
+ // TODO: Use IPD and eye relief to modify distortion (i.e. non-radial component)
+ // TODO: cope with lenses that don't produce collimated light.
+ // This means that IPD relative to the lens separation changes the light vergence,
+ // and so we actually need to change where the image is displayed.
+
+ const HmdRenderInfo::EyeConfig &hmdEyeConfig = ( eyeType == StereoEye_Left ) ? hmd.EyeLeft : hmd.EyeRight;
+
+ DistortionRenderDesc localDistortion;
+ localDistortion.Lens = hmdEyeConfig.Distortion;
+
+ if ( pLensOverride != NULL )
+ {
+ localDistortion.Lens = *pLensOverride;
+ }
+
+ Sizef pixelsPerMeter(hmd.ResolutionInPixels.w / ( hmd.ScreenSizeInMeters.w - hmd.ScreenGapSizeInMeters ),
+ hmd.ResolutionInPixels.h / hmd.ScreenSizeInMeters.h);
+
+ localDistortion.PixelsPerTanAngleAtCenter = (pixelsPerMeter * localDistortion.Lens.MetersPerTanAngleAtCenter).ToVector();
+ // Same thing, scaled to [-1,1] for each eye, rather than pixels.
+
+ localDistortion.TanEyeAngleScale = Vector2f(0.25f, 0.5f).EntrywiseMultiply(
+ (hmd.ScreenSizeInMeters / localDistortion.Lens.MetersPerTanAngleAtCenter).ToVector());
+
+ // <--------------left eye------------------><-ScreenGapSizeInMeters-><--------------right eye----------------->
+ // <------------------------------------------ScreenSizeInMeters.Width----------------------------------------->
+ // <----------------LensSeparationInMeters--------------->
+ // <--centerFromLeftInMeters->
+ // ^
+ // Center of lens
+
+ // Find the lens centers in scale of [-1,+1] (NDC) in left eye.
+ float visibleWidthOfOneEye = 0.5f * ( hmd.ScreenSizeInMeters.w - hmd.ScreenGapSizeInMeters );
+ float centerFromLeftInMeters = ( hmd.ScreenSizeInMeters.w - hmd.LensSeparationInMeters ) * 0.5f;
+ localDistortion.LensCenter.x = ( centerFromLeftInMeters / visibleWidthOfOneEye ) * 2.0f - 1.0f;
+ localDistortion.LensCenter.y = ( hmd.CenterFromTopInMeters / hmd.ScreenSizeInMeters.h ) * 2.0f - 1.0f;
+ if ( eyeType == StereoEye_Right )
+ {
+ localDistortion.LensCenter.x = -localDistortion.LensCenter.x;
+ }
+
+ return localDistortion;
+}
+
+FovPort CalculateFovFromEyePosition ( float eyeReliefInMeters,
+ float offsetToRightInMeters,
+ float offsetDownwardsInMeters,
+ float lensDiameterInMeters,
+ float extraEyeRotationInRadians /*= 0.0f*/ )
+{
+ // 2D view of things:
+ // |-| <--- offsetToRightInMeters (in this case, it is negative)
+ // |=======C=======| <--- lens surface (C=center)
+ // \ | _/
+ // \ R _/
+ // \ | _/
+ // \ | _/
+ // \|/
+ // O <--- center of pupil
+
+ // (technically the lens is round rather than square, so it's not correct to
+ // separate vertical and horizontal like this, but it's close enough)
+ float halfLensDiameter = lensDiameterInMeters * 0.5f;
+ FovPort fovPort;
+ fovPort.UpTan = ( halfLensDiameter + offsetDownwardsInMeters ) / eyeReliefInMeters;
+ fovPort.DownTan = ( halfLensDiameter - offsetDownwardsInMeters ) / eyeReliefInMeters;
+ fovPort.LeftTan = ( halfLensDiameter + offsetToRightInMeters ) / eyeReliefInMeters;
+ fovPort.RightTan = ( halfLensDiameter - offsetToRightInMeters ) / eyeReliefInMeters;
+
+ if ( extraEyeRotationInRadians > 0.0f )
+ {
+ // That's the basic looking-straight-ahead eye position relative to the lens.
+ // But if you look left, the pupil moves left as the eyeball rotates, which
+ // means you can see more to the right than this geometry suggests.
+ // So add in the bounds for the extra movement of the pupil.
+
+ // Beyond 30 degrees does not increase FOV because the pupil starts moving backwards more than sideways.
+ extraEyeRotationInRadians = Alg::Min ( DegreeToRad ( 30.0f ), Alg::Max ( 0.0f, extraEyeRotationInRadians ) );
+
+ // The rotation of the eye is a bit more complex than a simple circle. The center of rotation
+ // at 13.5mm from cornea is slightly further back than the actual center of the eye.
+ // Additionally the rotation contains a small lateral component as the muscles pull the eye
+ const float eyeballCenterToPupil = 0.0135f; // center of eye rotation
+ const float eyeballLateralPull = 0.001f * (extraEyeRotationInRadians / DegreeToRad ( 30.0f)); // lateral motion as linear function
+ float extraTranslation = eyeballCenterToPupil * sinf ( extraEyeRotationInRadians ) + eyeballLateralPull;
+ float extraRelief = eyeballCenterToPupil * ( 1.0f - cosf ( extraEyeRotationInRadians ) );
+
+ fovPort.UpTan = Alg::Max ( fovPort.UpTan , ( halfLensDiameter + offsetDownwardsInMeters + extraTranslation ) / ( eyeReliefInMeters + extraRelief ) );
+ fovPort.DownTan = Alg::Max ( fovPort.DownTan , ( halfLensDiameter - offsetDownwardsInMeters + extraTranslation ) / ( eyeReliefInMeters + extraRelief ) );
+ fovPort.LeftTan = Alg::Max ( fovPort.LeftTan , ( halfLensDiameter + offsetToRightInMeters + extraTranslation ) / ( eyeReliefInMeters + extraRelief ) );
+ fovPort.RightTan = Alg::Max ( fovPort.RightTan, ( halfLensDiameter - offsetToRightInMeters + extraTranslation ) / ( eyeReliefInMeters + extraRelief ) );
+ }
+
+ return fovPort;
+}
+
+
+
+FovPort CalculateFovFromHmdInfo ( StereoEye eyeType,
+ DistortionRenderDesc const &distortion,
+ HmdRenderInfo const &hmd,
+ float extraEyeRotationInRadians /*= 0.0f*/ )
+{
+ FovPort fovPort;
+ float eyeReliefInMeters;
+ float offsetToRightInMeters;
+ if ( eyeType == StereoEye_Right )
+ {
+ eyeReliefInMeters = hmd.EyeRight.ReliefInMeters;
+ offsetToRightInMeters = hmd.EyeRight.NoseToPupilInMeters - 0.5f * hmd.LensSeparationInMeters;
+ }
+ else
+ {
+ eyeReliefInMeters = hmd.EyeLeft.ReliefInMeters;
+ offsetToRightInMeters = -(hmd.EyeLeft.NoseToPupilInMeters - 0.5f * hmd.LensSeparationInMeters);
+ }
+
+ // Limit the eye-relief to 6 mm for FOV calculations since this just tends to spread off-screen
+ // and get clamped anyways on DK1 (but in Unity it continues to spreads and causes
+ // unnecessarily large render targets)
+ eyeReliefInMeters = Alg::Max(eyeReliefInMeters, 0.006f);
+
+ // Central view.
+ fovPort = CalculateFovFromEyePosition ( eyeReliefInMeters,
+ offsetToRightInMeters,
+ 0.0f,
+ hmd.LensDiameterInMeters,
+ extraEyeRotationInRadians );
+
+ // clamp to the screen
+ fovPort = ClampToPhysicalScreenFov ( eyeType, distortion, fovPort );
+
+ return fovPort;
+}
+
+
+
+FovPort GetPhysicalScreenFov ( StereoEye eyeType, DistortionRenderDesc const &distortion )
+{
+ OVR_UNUSED1 ( eyeType );
+
+ FovPort resultFovPort;
+
+ // Figure out the boundaries of the screen. We take the middle pixel of the screen,
+ // move to each of the four screen edges, and transform those back into TanAngle space.
+ Vector2f dmiddle = distortion.LensCenter;
+
+ // The gotcha is that for some distortion functions, the map will "wrap around"
+ // for screen pixels that are not actually visible to the user (especially on DK1,
+ // which has a lot of invisible pixels), and map to pixels that are close to the middle.
+ // This means the edges of the screen will actually be
+ // "closer" than the visible bounds, so we'll clip too aggressively.
+
+ // Solution - step gradually towards the boundary, noting the maximum distance.
+ struct FunctionHider
+ {
+ static FovPort FindRange ( Vector2f from, Vector2f to, int numSteps,
+ DistortionRenderDesc const &distortion )
+ {
+ FovPort result;
+ result.UpTan = 0.0f;
+ result.DownTan = 0.0f;
+ result.LeftTan = 0.0f;
+ result.RightTan = 0.0f;
+
+ float stepScale = 1.0f / ( numSteps - 1 );
+ for ( int step = 0; step < numSteps; step++ )
+ {
+ float lerpFactor = stepScale * (float)step;
+ Vector2f sample = from + (to - from) * lerpFactor;
+ Vector2f tanEyeAngle = TransformScreenNDCToTanFovSpace ( distortion, sample );
+
+ result.LeftTan = Alg::Max ( result.LeftTan, -tanEyeAngle.x );
+ result.RightTan = Alg::Max ( result.RightTan, tanEyeAngle.x );
+ result.UpTan = Alg::Max ( result.UpTan, -tanEyeAngle.y );
+ result.DownTan = Alg::Max ( result.DownTan, tanEyeAngle.y );
+ }
+ return result;
+ }
+ };
+
+ FovPort leftFovPort = FunctionHider::FindRange( dmiddle, Vector2f( -1.0f, dmiddle.y ), 10, distortion );
+ FovPort rightFovPort = FunctionHider::FindRange( dmiddle, Vector2f( 1.0f, dmiddle.y ), 10, distortion );
+ FovPort upFovPort = FunctionHider::FindRange( dmiddle, Vector2f( dmiddle.x, -1.0f ), 10, distortion );
+ FovPort downFovPort = FunctionHider::FindRange( dmiddle, Vector2f( dmiddle.x, 1.0f ), 10, distortion );
+
+ resultFovPort.LeftTan = leftFovPort.LeftTan;
+ resultFovPort.RightTan = rightFovPort.RightTan;
+ resultFovPort.UpTan = upFovPort.UpTan;
+ resultFovPort.DownTan = downFovPort.DownTan;
+
+ return resultFovPort;
+}
+
+FovPort ClampToPhysicalScreenFov( StereoEye eyeType, DistortionRenderDesc const &distortion,
+ FovPort inputFovPort )
+{
+ FovPort resultFovPort;
+ FovPort phsyicalFovPort = GetPhysicalScreenFov ( eyeType, distortion );
+ resultFovPort.LeftTan = Alg::Min ( inputFovPort.LeftTan, phsyicalFovPort.LeftTan );
+ resultFovPort.RightTan = Alg::Min ( inputFovPort.RightTan, phsyicalFovPort.RightTan );
+ resultFovPort.UpTan = Alg::Min ( inputFovPort.UpTan, phsyicalFovPort.UpTan );
+ resultFovPort.DownTan = Alg::Min ( inputFovPort.DownTan, phsyicalFovPort.DownTan );
+
+ return resultFovPort;
+}
+
+Sizei CalculateIdealPixelSize ( StereoEye eyeType, DistortionRenderDesc const &distortion,
+ FovPort tanHalfFov, float pixelsPerDisplayPixel )
+{
+ OVR_UNUSED(eyeType); // might be useful in the future if we do overlapping fovs
+
+ Sizei result;
+ // TODO: if the app passes in a FOV that doesn't cover the centre, use the distortion values for the nearest edge/corner to match pixel size.
+ result.w = (int)(0.5f + pixelsPerDisplayPixel * distortion.PixelsPerTanAngleAtCenter.x * ( tanHalfFov.LeftTan + tanHalfFov.RightTan ) );
+ result.h = (int)(0.5f + pixelsPerDisplayPixel * distortion.PixelsPerTanAngleAtCenter.y * ( tanHalfFov.UpTan + tanHalfFov.DownTan ) );
+ return result;
+}
+
+Recti GetFramebufferViewport ( StereoEye eyeType, HmdRenderInfo const &hmd )
+{
+ Recti result;
+ result.w = hmd.ResolutionInPixels.w/2;
+ result.h = hmd.ResolutionInPixels.h;
+ result.x = 0;
+ result.y = 0;
+ if ( eyeType == StereoEye_Right )
+ {
+ result.x = (hmd.ResolutionInPixels.w+1)/2; // Round up, not down.
+ }
+ return result;
+}
+
+
+ScaleAndOffset2D CreateNDCScaleAndOffsetFromFov ( FovPort tanHalfFov )
+{
+ float projXScale = 2.0f / ( tanHalfFov.LeftTan + tanHalfFov.RightTan );
+ float projXOffset = ( tanHalfFov.LeftTan - tanHalfFov.RightTan ) * projXScale * 0.5f;
+ float projYScale = 2.0f / ( tanHalfFov.UpTan + tanHalfFov.DownTan );
+ float projYOffset = ( tanHalfFov.UpTan - tanHalfFov.DownTan ) * projYScale * 0.5f;
+
+ ScaleAndOffset2D result;
+ result.Scale = Vector2f(projXScale, projYScale);
+ result.Offset = Vector2f(projXOffset, projYOffset);
+ // Hey - why is that Y.Offset negated?
+ // It's because a projection matrix transforms from world coords with Y=up,
+ // whereas this is from NDC which is Y=down.
+
+ return result;
+}
+
+
+ScaleAndOffset2D CreateUVScaleAndOffsetfromNDCScaleandOffset ( ScaleAndOffset2D scaleAndOffsetNDC,
+ Recti renderedViewport,
+ Sizei renderTargetSize )
+{
+ // scaleAndOffsetNDC takes you to NDC space [-1,+1] within the given viewport on the rendertarget.
+ // We want a scale to instead go to actual UV coordinates you can sample with,
+ // which need [0,1] and ignore the viewport.
+ ScaleAndOffset2D result;
+ // Scale [-1,1] to [0,1]
+ result.Scale = scaleAndOffsetNDC.Scale * 0.5f;
+ result.Offset = scaleAndOffsetNDC.Offset * 0.5f + Vector2f(0.5f);
+
+ // ...but we will have rendered to a subsection of the RT, so scale for that.
+ Vector2f scale( (float)renderedViewport.w / (float)renderTargetSize.w,
+ (float)renderedViewport.h / (float)renderTargetSize.h );
+ Vector2f offset( (float)renderedViewport.x / (float)renderTargetSize.w,
+ (float)renderedViewport.y / (float)renderTargetSize.h );
+
+ result.Scale = result.Scale.EntrywiseMultiply(scale);
+ result.Offset = result.Offset.EntrywiseMultiply(scale) + offset;
+ return result;
+}
+
+
+
+Matrix4f CreateProjection( bool rightHanded, FovPort tanHalfFov,
+ float zNear /*= 0.01f*/, float zFar /*= 10000.0f*/ )
+{
+ // A projection matrix is very like a scaling from NDC, so we can start with that.
+ ScaleAndOffset2D scaleAndOffset = CreateNDCScaleAndOffsetFromFov ( tanHalfFov );
+
+ float handednessScale = 1.0f;
+ if ( rightHanded )
+ {
+ handednessScale = -1.0f;
+ }
+
+ Matrix4f projection;
+ // Produces X result, mapping clip edges to [-w,+w]
+ projection.M[0][0] = scaleAndOffset.Scale.x;
+ projection.M[0][1] = 0.0f;
+ projection.M[0][2] = handednessScale * scaleAndOffset.Offset.x;
+ projection.M[0][3] = 0.0f;
+
+ // Produces Y result, mapping clip edges to [-w,+w]
+ // Hey - why is that YOffset negated?
+ // It's because a projection matrix transforms from world coords with Y=up,
+ // whereas this is derived from an NDC scaling, which is Y=down.
+ projection.M[1][0] = 0.0f;
+ projection.M[1][1] = scaleAndOffset.Scale.y;
+ projection.M[1][2] = handednessScale * -scaleAndOffset.Offset.y;
+ projection.M[1][3] = 0.0f;
+
+ // Produces Z-buffer result - app needs to fill this in with whatever Z range it wants.
+ // We'll just use some defaults for now.
+ projection.M[2][0] = 0.0f;
+ projection.M[2][1] = 0.0f;
+ projection.M[2][2] = -handednessScale * zFar / (zNear - zFar);
+ projection.M[2][3] = (zFar * zNear) / (zNear - zFar);
+
+ // Produces W result (= Z in)
+ projection.M[3][0] = 0.0f;
+ projection.M[3][1] = 0.0f;
+ projection.M[3][2] = handednessScale;
+ projection.M[3][3] = 0.0f;
+
+ return projection;
+}
+
+
+Matrix4f CreateOrthoSubProjection ( bool rightHanded, StereoEye eyeType,
+ float tanHalfFovX, float tanHalfFovY,
+ float unitsX, float unitsY,
+ float distanceFromCamera, float interpupillaryDistance,
+ Matrix4f const &projection,
+ float zNear /*= 0.0f*/, float zFar /*= 0.0f*/ )
+{
+ OVR_UNUSED1 ( rightHanded );
+
+ float orthoHorizontalOffset = interpupillaryDistance * 0.5f / distanceFromCamera;
+ switch ( eyeType )
+ {
+ case StereoEye_Center:
+ orthoHorizontalOffset = 0.0f;
+ break;
+ case StereoEye_Left:
+ break;
+ case StereoEye_Right:
+ orthoHorizontalOffset = -orthoHorizontalOffset;
+ break;
+ default: OVR_ASSERT ( false ); break;
+ }
+
+ // Current projection maps real-world vector (x,y,1) to the RT.
+ // We want to find the projection that maps the range [-FovPixels/2,FovPixels/2] to
+ // the physical [-orthoHalfFov,orthoHalfFov]
+ // Note moving the offset from M[0][2]+M[1][2] to M[0][3]+M[1][3] - this means
+ // we don't have to feed in Z=1 all the time.
+ // The horizontal offset math is a little hinky because the destination is
+ // actually [-orthoHalfFov+orthoHorizontalOffset,orthoHalfFov+orthoHorizontalOffset]
+ // So we need to first map [-FovPixels/2,FovPixels/2] to
+ // [-orthoHalfFov+orthoHorizontalOffset,orthoHalfFov+orthoHorizontalOffset]:
+ // x1 = x0 * orthoHalfFov/(FovPixels/2) + orthoHorizontalOffset;
+ // = x0 * 2*orthoHalfFov/FovPixels + orthoHorizontalOffset;
+ // But then we need the sam mapping as the existing projection matrix, i.e.
+ // x2 = x1 * Projection.M[0][0] + Projection.M[0][2];
+ // = x0 * (2*orthoHalfFov/FovPixels + orthoHorizontalOffset) * Projection.M[0][0] + Projection.M[0][2];
+ // = x0 * Projection.M[0][0]*2*orthoHalfFov/FovPixels +
+ // orthoHorizontalOffset*Projection.M[0][0] + Projection.M[0][2];
+ // So in the new projection matrix we need to scale by Projection.M[0][0]*2*orthoHalfFov/FovPixels and
+ // offset by orthoHorizontalOffset*Projection.M[0][0] + Projection.M[0][2].
+
+ float orthoScaleX = 2.0f * tanHalfFovX / unitsX;
+ float orthoScaleY = 2.0f * tanHalfFovY / unitsY;
+ Matrix4f ortho;
+ ortho.M[0][0] = projection.M[0][0] * orthoScaleX;
+ ortho.M[0][1] = 0.0f;
+ ortho.M[0][2] = 0.0f;
+ ortho.M[0][3] = -projection.M[0][2] + ( orthoHorizontalOffset * projection.M[0][0] );
+
+ ortho.M[1][0] = 0.0f;
+ ortho.M[1][1] = -projection.M[1][1] * orthoScaleY; // Note sign flip (text rendering uses Y=down).
+ ortho.M[1][2] = 0.0f;
+ ortho.M[1][3] = -projection.M[1][2];
+
+ if ( fabsf ( zNear - zFar ) < 0.001f )
+ {
+ ortho.M[2][0] = 0.0f;
+ ortho.M[2][1] = 0.0f;
+ ortho.M[2][2] = 0.0f;
+ ortho.M[2][3] = zFar;
+ }
+ else
+ {
+ ortho.M[2][0] = 0.0f;
+ ortho.M[2][1] = 0.0f;
+ ortho.M[2][2] = zFar / (zNear - zFar);
+ ortho.M[2][3] = (zFar * zNear) / (zNear - zFar);
+ }
+
+ // No perspective correction for ortho.
+ ortho.M[3][0] = 0.0f;
+ ortho.M[3][1] = 0.0f;
+ ortho.M[3][2] = 0.0f;
+ ortho.M[3][3] = 1.0f;
+
+ return ortho;
+}
+
+
+//-----------------------------------------------------------------------------------
+// A set of "forward-mapping" functions, mapping from framebuffer space to real-world and/or texture space.
+
+// This mimics the first half of the distortion shader's function.
+Vector2f TransformScreenNDCToTanFovSpace( DistortionRenderDesc const &distortion,
+ const Vector2f &framebufferNDC )
+{
+ // Scale to TanHalfFov space, but still distorted.
+ Vector2f tanEyeAngleDistorted;
+ tanEyeAngleDistorted.x = ( framebufferNDC.x - distortion.LensCenter.x ) * distortion.TanEyeAngleScale.x;
+ tanEyeAngleDistorted.y = ( framebufferNDC.y - distortion.LensCenter.y ) * distortion.TanEyeAngleScale.y;
+ // Distort.
+ float radiusSquared = ( tanEyeAngleDistorted.x * tanEyeAngleDistorted.x )
+ + ( tanEyeAngleDistorted.y * tanEyeAngleDistorted.y );
+ float distortionScale = distortion.Lens.DistortionFnScaleRadiusSquared ( radiusSquared );
+ Vector2f tanEyeAngle;
+ tanEyeAngle.x = tanEyeAngleDistorted.x * distortionScale;
+ tanEyeAngle.y = tanEyeAngleDistorted.y * distortionScale;
+
+ return tanEyeAngle;
+}
+
+// Same, with chromatic aberration correction.
+void TransformScreenNDCToTanFovSpaceChroma ( Vector2f *resultR, Vector2f *resultG, Vector2f *resultB,
+ DistortionRenderDesc const &distortion,
+ const Vector2f &framebufferNDC )
+{
+ // Scale to TanHalfFov space, but still distorted.
+ Vector2f tanEyeAngleDistorted;
+ tanEyeAngleDistorted.x = ( framebufferNDC.x - distortion.LensCenter.x ) * distortion.TanEyeAngleScale.x;
+ tanEyeAngleDistorted.y = ( framebufferNDC.y - distortion.LensCenter.y ) * distortion.TanEyeAngleScale.y;
+ // Distort.
+ float radiusSquared = ( tanEyeAngleDistorted.x * tanEyeAngleDistorted.x )
+ + ( tanEyeAngleDistorted.y * tanEyeAngleDistorted.y );
+ Vector3f distortionScales = distortion.Lens.DistortionFnScaleRadiusSquaredChroma ( radiusSquared );
+ *resultR = tanEyeAngleDistorted * distortionScales.x;
+ *resultG = tanEyeAngleDistorted * distortionScales.y;
+ *resultB = tanEyeAngleDistorted * distortionScales.z;
+}
+
+// This mimics the second half of the distortion shader's function.
+Vector2f TransformTanFovSpaceToRendertargetTexUV( StereoEyeParams const &eyeParams,
+ Vector2f const &tanEyeAngle )
+{
+ Vector2f textureUV;
+ textureUV.x = tanEyeAngle.x * eyeParams.EyeToSourceUV.Scale.x + eyeParams.EyeToSourceUV.Offset.x;
+ textureUV.y = tanEyeAngle.y * eyeParams.EyeToSourceUV.Scale.y + eyeParams.EyeToSourceUV.Offset.y;
+ return textureUV;
+}
+
+Vector2f TransformTanFovSpaceToRendertargetNDC( StereoEyeParams const &eyeParams,
+ Vector2f const &tanEyeAngle )
+{
+ Vector2f textureNDC;
+ textureNDC.x = tanEyeAngle.x * eyeParams.EyeToSourceNDC.Scale.x + eyeParams.EyeToSourceNDC.Offset.x;
+ textureNDC.y = tanEyeAngle.y * eyeParams.EyeToSourceNDC.Scale.y + eyeParams.EyeToSourceNDC.Offset.y;
+ return textureNDC;
+}
+
+Vector2f TransformScreenPixelToScreenNDC( Recti const &distortionViewport,
+ Vector2f const &pixel )
+{
+ // Move to [-1,1] NDC coords.
+ Vector2f framebufferNDC;
+ framebufferNDC.x = -1.0f + 2.0f * ( ( pixel.x - (float)distortionViewport.x ) / (float)distortionViewport.w );
+ framebufferNDC.y = -1.0f + 2.0f * ( ( pixel.y - (float)distortionViewport.y ) / (float)distortionViewport.h );
+ return framebufferNDC;
+}
+
+Vector2f TransformScreenPixelToTanFovSpace( Recti const &distortionViewport,
+ DistortionRenderDesc const &distortion,
+ Vector2f const &pixel )
+{
+ return TransformScreenNDCToTanFovSpace( distortion,
+ TransformScreenPixelToScreenNDC( distortionViewport, pixel ) );
+}
+
+Vector2f TransformScreenNDCToRendertargetTexUV( DistortionRenderDesc const &distortion,
+ StereoEyeParams const &eyeParams,
+ Vector2f const &pixel )
+{
+ return TransformTanFovSpaceToRendertargetTexUV ( eyeParams,
+ TransformScreenNDCToTanFovSpace ( distortion, pixel ) );
+}
+
+Vector2f TransformScreenPixelToRendertargetTexUV( Recti const &distortionViewport,
+ DistortionRenderDesc const &distortion,
+ StereoEyeParams const &eyeParams,
+ Vector2f const &pixel )
+{
+ return TransformTanFovSpaceToRendertargetTexUV ( eyeParams,
+ TransformScreenPixelToTanFovSpace ( distortionViewport, distortion, pixel ) );
+}
+
+
+//-----------------------------------------------------------------------------------
+// A set of "reverse-mapping" functions, mapping from real-world and/or texture space back to the framebuffer.
+
+Vector2f TransformTanFovSpaceToScreenNDC( DistortionRenderDesc const &distortion,
+ const Vector2f &tanEyeAngle, bool usePolyApprox /*= false*/ )
+{
+ float tanEyeAngleRadius = tanEyeAngle.Length();
+ float tanEyeAngleDistortedRadius = distortion.Lens.DistortionFnInverseApprox ( tanEyeAngleRadius );
+ if ( !usePolyApprox )
+ {
+ tanEyeAngleDistortedRadius = distortion.Lens.DistortionFnInverse ( tanEyeAngleRadius );
+ }
+ Vector2f tanEyeAngleDistorted = tanEyeAngle;
+ if ( tanEyeAngleRadius > 0.0f )
+ {
+ tanEyeAngleDistorted = tanEyeAngle * ( tanEyeAngleDistortedRadius / tanEyeAngleRadius );
+ }
+
+ Vector2f framebufferNDC;
+ framebufferNDC.x = ( tanEyeAngleDistorted.x / distortion.TanEyeAngleScale.x ) + distortion.LensCenter.x;
+ framebufferNDC.y = ( tanEyeAngleDistorted.y / distortion.TanEyeAngleScale.y ) + distortion.LensCenter.y;
+
+ return framebufferNDC;
+}
+
+Vector2f TransformRendertargetNDCToTanFovSpace( const ScaleAndOffset2D &eyeToSourceNDC,
+ const Vector2f &textureNDC )
+{
+ Vector2f tanEyeAngle = (textureNDC - eyeToSourceNDC.Offset) / eyeToSourceNDC.Scale;
+ return tanEyeAngle;
+}
+
+
+
+} //namespace OVR
+
+//Just want to make a copy disentangled from all these namespaces!
+float ExtEvalCatmullRom10Spline ( float const *K, float scaledVal )
+{
+ return(OVR::EvalCatmullRom10Spline ( K, scaledVal ));
+}
+
+