diff options
author | Sven Gothel <[email protected]> | 2015-03-28 01:43:35 +0100 |
---|---|---|
committer | Sven Gothel <[email protected]> | 2015-03-28 01:43:35 +0100 |
commit | 4207f9c279e832e3afcb3f5fc6cd8d84cb4cfe4c (patch) | |
tree | cf3671058d55b47ab6cb6f36f369928606137628 /LibOVR/Src/OVR_Stereo.cpp | |
parent | c29cd1a2fbff6282bab956ad61661ac9d48c4e6e (diff) |
Bump OculusVR RIFT SDK to 0.5.0.1vanilla_0.5.0.1
Diffstat (limited to 'LibOVR/Src/OVR_Stereo.cpp')
-rw-r--r-- | LibOVR/Src/OVR_Stereo.cpp | 699 |
1 files changed, 459 insertions, 240 deletions
diff --git a/LibOVR/Src/OVR_Stereo.cpp b/LibOVR/Src/OVR_Stereo.cpp index 1b0723f..1c66a2f 100644 --- a/LibOVR/Src/OVR_Stereo.cpp +++ b/LibOVR/Src/OVR_Stereo.cpp @@ -29,9 +29,12 @@ limitations under the License. #include "Kernel/OVR_Log.h" #include "Kernel/OVR_Alg.h" +#include "Util/Util_Render_Stereo.h" // DistortionMeshCreate + + //To allow custom distortion to be introduced to CatMulSpline. -float (*CustomDistortion)(float) = NULL; -float (*CustomDistortionInv)(float) = NULL; +float (*CustomDistortion)(float) = nullptr; +float (*CustomDistortionInv)(float) = nullptr; namespace OVR { @@ -144,7 +147,7 @@ float EvalCatmullRom10Spline ( float const *K, float scaledVal ) 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] ); + m0 = 0.5f * ( K[NumSegments-1] - K[NumSegments-3] ); p1 = K[NumSegments-1]; m1 = K[NumSegments-1] - K[NumSegments-2]; break; @@ -609,6 +612,86 @@ void TestSaveLoadLensConfig ( LensConfig const &config ) #endif +//----------------------------------------------------------------------------- +// ProfileRenderInfo + +ProfileRenderInfo::ProfileRenderInfo() : + EyeCupType(), + EyeReliefDial(0) +{ + Eye2Nose[0] = OVR_DEFAULT_IPD * 0.5f; + Eye2Nose[1] = OVR_DEFAULT_IPD * 0.5f; + Eye2Plate[0] = 0.; + Eye2Plate[1] = 0.; +} + +ProfileRenderInfo GenerateProfileRenderInfoFromProfile( HMDInfo const& hmdInfo, + Profile const* profile ) +{ + ProfileRenderInfo profileRenderInfo; + + if (!profile) + { + LogError("[Stereo] Error: No user profile provided."); + OVR_ASSERT(false); + return profileRenderInfo; + } + + // Eye cup type + char eyecup[16]; + if (profile->GetValue(OVR_KEY_EYE_CUP, eyecup, 16)) + { + profileRenderInfo.EyeCupType = eyecup; + } + + Ptr<Profile> def = *ProfileManager::GetInstance()->GetDefaultProfile(hmdInfo.HmdType); + + // Set the eye position + // Use the user profile value unless they have elected to use the defaults + if (!profile->GetBoolValue(OVR_KEY_CUSTOM_EYE_RENDER, true)) + { + profile = def; // use the default + } + + if (!def) + { + LogError("[Stereo] Error: No user profile provided."); + OVR_ASSERT(false); + return profileRenderInfo; + } + + // Username + char user[32] = {}; + profile->GetValue(OVR_KEY_USER, user, 32); // for debugging purposes + + // TBD: Maybe we should separate custom camera positioning from custom distortion rendering ?? + float ipd = OVR_DEFAULT_IPD; + if (profile->GetFloatValues(OVR_KEY_EYE_TO_NOSE_DISTANCE, profileRenderInfo.Eye2Nose, 2) != 2) + { + // Legacy profiles may not include half-ipd, so use the regular IPD value instead + ipd = profile->GetFloatValue(OVR_KEY_IPD, OVR_DEFAULT_IPD); + } + + const float ipd_div2 = ipd * 0.5f; + profileRenderInfo.Eye2Nose[0] = ipd_div2; + profileRenderInfo.Eye2Nose[1] = ipd_div2; + + if ((profile->GetFloatValues(OVR_KEY_MAX_EYE_TO_PLATE_DISTANCE, profileRenderInfo.Eye2Plate, 2) != 2) && + (def->GetFloatValues(OVR_KEY_MAX_EYE_TO_PLATE_DISTANCE, profileRenderInfo.Eye2Plate, 2) != 2)) + { + // We shouldn't be here. The user or default profile should have the eye relief + OVR_ASSERT(false); + } + + profileRenderInfo.EyeReliefDial = profile->GetIntValue(OVR_KEY_EYE_RELIEF_DIAL, OVR_DEFAULT_EYE_RELIEF_DIAL); + + + + OVR_DEBUG_LOG(("[Stereo] Read profile render info for user '%s'", user)); + + return profileRenderInfo; +} + //----------------------------------------------------------------------------------- @@ -620,9 +703,12 @@ HMDInfo CreateDebugHMDInfo(HmdTypeEnum hmdType) { HMDInfo info; - if ((hmdType != HmdType_DK1) && - (hmdType != HmdType_CrystalCoveProto) && - (hmdType != HmdType_DK2)) + info.DebugDevice = true; + + if ((hmdType != HmdType_DK1) + && (hmdType != HmdType_CrystalCoveProto) + && (hmdType != HmdType_DK2) + ) { LogText("Debug HMDInfo - HmdType not supported. Defaulting to DK1.\n"); hmdType = HmdType_DK1; @@ -687,6 +773,7 @@ HMDInfo CreateDebugHMDInfo(HmdTypeEnum hmdType) info.Shutter.PixelPersistence = 0.18f * info.Shutter.VsyncToNextVsync; break; + default: break; } @@ -696,16 +783,12 @@ HMDInfo CreateDebugHMDInfo(HmdTypeEnum hmdType) HmdRenderInfo GenerateHmdRenderInfoFromHmdInfo ( HMDInfo const &hmdInfo, - Profile const *profile, + ProfileRenderInfo const& profileRenderInfo, DistortionEqnType distortionType /*= Distortion_CatmullRom10*/, EyeCupType eyeCupOverride /*= EyeCup_LAST*/ ) { HmdRenderInfo renderInfo; - OVR_ASSERT(profile); // profiles are required - if(!profile) - return renderInfo; - renderInfo.HmdType = hmdInfo.HmdType; renderInfo.ResolutionInPixels = hmdInfo.ResolutionInPixels; renderInfo.ScreenSizeInMeters = hmdInfo.ScreenSizeInMeters; @@ -727,6 +810,20 @@ HmdRenderInfo GenerateHmdRenderInfoFromHmdInfo ( HMDInfo const &hmdInfo, renderInfo.LensSurfaceToMidplateInMeters = 0.025f; renderInfo.EyeCups = EyeCup_DK1A; +#if defined(OVR_OS_LINUX) + // If the Rift is a monitor, + if (hmdInfo.InCompatibilityMode) + { + renderInfo.Rotation = hmdInfo.ShimInfo.Rotation; + } + else // Direct mode handles rotation internally + { +#endif + renderInfo.Rotation = 0; +#if defined(OVR_OS_LINUX) + } +#endif + #if 0 // Device settings are out of date - don't use them. if (Contents & Contents_Distortion) { @@ -760,13 +857,9 @@ HmdRenderInfo GenerateHmdRenderInfoFromHmdInfo ( HMDInfo const &hmdInfo, renderInfo.EyeRight = renderInfo.EyeLeft; - // Obtain data from profile. - char eyecup[16]; - if (profile->GetValue(OVR_KEY_EYE_CUP, eyecup, 16)) - { - SetEyeCup(&renderInfo, eyecup); - } - + // Set eye cup type + SetEyeCup(&renderInfo, profileRenderInfo.EyeCupType.ToCStr()); + switch ( hmdInfo.HmdType ) { case HmdType_None: @@ -831,59 +924,18 @@ HmdRenderInfo GenerateHmdRenderInfoFromHmdInfo ( HMDInfo const &hmdInfo, default: OVR_ASSERT ( false ); break; } - Profile* def = ProfileManager::GetInstance()->GetDefaultProfile(hmdInfo.HmdType); + renderInfo.EyeLeft.NoseToPupilInMeters = profileRenderInfo.Eye2Nose[0]; + renderInfo.EyeRight.NoseToPupilInMeters = profileRenderInfo.Eye2Nose[1]; - // Set the eye position - // Use the user profile value unless they have elected to use the defaults - if (!profile->GetBoolValue(OVR_KEY_CUSTOM_EYE_RENDER, true)) - profile = def; // use the default + // 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 = profileRenderInfo.Eye2Plate[0] - renderInfo.LensSurfaceToMidplateInMeters; + renderInfo.EyeRight.ReliefInMeters = profileRenderInfo.Eye2Plate[1] - renderInfo.LensSurfaceToMidplateInMeters; - char user[32]; - profile->GetValue(OVR_KEY_USER, user, 32); // for debugging purposes - - // TBD: Maybe we should separate custom camera positioning from custom distortion rendering ?? - float eye2nose[2] = { OVR_DEFAULT_IPD / 2, OVR_DEFAULT_IPD / 2 }; - if (profile->GetFloatValues(OVR_KEY_EYE_TO_NOSE_DISTANCE, eye2nose, 2) == 2) - { - renderInfo.EyeLeft.NoseToPupilInMeters = eye2nose[0]; - renderInfo.EyeRight.NoseToPupilInMeters = eye2nose[1]; - } - else - { // Legacy profiles may not include half-ipd, so use the regular IPD value 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) || - (def->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, OVR_DEFAULT_EYE_RELIEF_DIAL); - renderInfo.EyeLeft.ReliefInMeters -= ((10 - dial) * 0.001f); - renderInfo.EyeRight.ReliefInMeters -= ((10 - dial) * 0.001f); - } - else - { - // We shouldn't be here. The user or default profile should have the eye relief - OVR_ASSERT(false); - - // Set the eye relief with the user configured dial setting - //int dial = profile->GetIntValue(OVR_KEY_EYE_RELIEF_DIAL, OVR_DEFAULT_EYE_RELIEF_DIAL); - - // 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); - } - - def->Release(); + // Adjust the eye relief with the dial setting (from the assumed max eye relief) + renderInfo.EyeLeft.ReliefInMeters -= ((10 - profileRenderInfo.EyeReliefDial) * 0.001f); + renderInfo.EyeRight.ReliefInMeters -= ((10 - profileRenderInfo.EyeReliefDial) * 0.001f); // Now we know where the eyes are relative to the lenses, we can compute a distortion for each. @@ -897,6 +949,7 @@ HmdRenderInfo GenerateHmdRenderInfoFromHmdInfo ( HMDInfo const &hmdInfo, float eye_relief = pHmdEyeConfig->ReliefInMeters; LensConfig distortionConfig = GenerateLensConfigFromEyeRelief ( eye_relief, renderInfo, distortionType ); pHmdEyeConfig->Distortion = distortionConfig; + } return renderInfo; @@ -937,7 +990,31 @@ LensConfig GenerateLensConfigFromEyeRelief ( float eyeReliefInMeters, HmdRenderI { numDistortions = 0; + /* + distortions[numDistortions].Config.Eqn = Distortion_CatmullRom10; + distortions[numDistortions].EyeRelief = 0.010f; + distortions[numDistortions].Config.MetersPerTanAngleAtCenter = 0.0425f; + distortions[numDistortions].Config.K[0] = 1.0000f; + distortions[numDistortions].Config.K[1] = 1.0f; + distortions[numDistortions].Config.K[2] = 1.0f; + distortions[numDistortions].Config.K[3] = 1.0f; + distortions[numDistortions].Config.K[4] = 1.0f; + distortions[numDistortions].Config.K[5] = 1.0f; + distortions[numDistortions].Config.K[6] = 1.0f; + distortions[numDistortions].Config.K[7] = 1.0f; + distortions[numDistortions].Config.K[8] = 1.0f; + distortions[numDistortions].Config.K[9] = 1.0f; + distortions[numDistortions].Config.K[10] = 1.0f; + distortions[numDistortions].MaxRadius = 1.0f; + defaultDistortion = numDistortions; // this is the default + numDistortions++; + distortions[0].Config.ChromaticAberration[0] = 0.0f; + distortions[0].Config.ChromaticAberration[1] = 0.0f; + distortions[0].Config.ChromaticAberration[2] = 0.0f; + distortions[0].Config.ChromaticAberration[3] = 0.0f; + */ + // Tuned at minimum dial setting - extended to r^2 == 1.8 distortions[numDistortions].Config.Eqn = Distortion_CatmullRom10; distortions[numDistortions].EyeRelief = 0.012760465f - 0.005f; @@ -1003,6 +1080,7 @@ LensConfig GenerateLensConfigFromEyeRelief ( float eyeReliefInMeters, HmdRenderI distortions[i].Config.ChromaticAberration[2] = 0.014f; distortions[i].Config.ChromaticAberration[3] = 0.0f; } + } else if ( hmd.EyeCups == EyeCup_DKHD2A ) { @@ -1099,26 +1177,6 @@ LensConfig GenerateLensConfigFromEyeRelief ( float eyeReliefInMeters, HmdRenderI defaultDistortion = numDistortions; // this is the default numDistortions++; - - /* - // Orange Lens on DK2 - distortions[numDistortions].EyeRelief = 0.010f; - distortions[numDistortions].Config.MetersPerTanAngleAtCenter = 0.031f; - - distortions[numDistortions].Config.Eqn = Distortion_CatmullRom10; - distortions[numDistortions].Config.K[0] = 1.00f; - distortions[numDistortions].Config.K[1] = 1.0169f; - distortions[numDistortions].Config.K[2] = 1.0378f; - distortions[numDistortions].Config.K[3] = 1.0648f; - distortions[numDistortions].Config.K[4] = 1.0990f; - distortions[numDistortions].Config.K[5] = 1.141f; - distortions[numDistortions].Config.K[6] = 1.192f; - distortions[numDistortions].Config.K[7] = 1.255f; - distortions[numDistortions].Config.K[8] = 1.335f; - distortions[numDistortions].Config.K[9] = 1.435f; - distortions[numDistortions].Config.K[10] = 1.56f; - distortions[numDistortions].MaxRadius = 1.0f; - */ } else { @@ -1152,8 +1210,8 @@ LensConfig GenerateLensConfigFromEyeRelief ( float eyeReliefInMeters, HmdRenderI OVR_ASSERT(numDistortions < MaxDistortions); - DistortionDescriptor *pUpper = NULL; - DistortionDescriptor *pLower = NULL; + DistortionDescriptor *pUpper = nullptr; + DistortionDescriptor *pLower = nullptr; float lerpVal = 0.0f; if (eyeReliefInMeters == 0) { // Use a constant default distortion if an invalid eye-relief is supplied @@ -1176,7 +1234,7 @@ LensConfig GenerateLensConfigFromEyeRelief ( float eyeReliefInMeters, HmdRenderI } } - if ( pUpper == NULL ) + if ( pUpper == nullptr ) { #if 0 // Outside the range, so extrapolate rather than interpolate. @@ -1315,7 +1373,7 @@ LensConfig GenerateLensConfigFromEyeRelief ( float eyeReliefInMeters, HmdRenderI DistortionRenderDesc CalculateDistortionRenderDesc ( StereoEye eyeType, HmdRenderInfo const &hmd, - const LensConfig *pLensOverride /*= NULL */ ) + const LensConfig *pLensOverride /*= nullptr */ ) { // From eye relief, IPD and device characteristics, we get the distortion mapping. // This distortion does the following things: @@ -1342,7 +1400,7 @@ DistortionRenderDesc CalculateDistortionRenderDesc ( StereoEye eyeType, HmdRende DistortionRenderDesc localDistortion; localDistortion.Lens = hmdEyeConfig.Distortion; - if ( pLensOverride != NULL ) + if ( pLensOverride != nullptr ) { localDistortion.Lens = *pLensOverride; } @@ -1454,6 +1512,7 @@ FovPort CalculateFovFromHmdInfo ( StereoEye eyeType, // unnecessarily large render targets) eyeReliefInMeters = Alg::Max(eyeReliefInMeters, 0.006f); + // Central view. fovPort = CalculateFovFromEyePosition ( eyeReliefInMeters, offsetToRightInMeters, @@ -1566,24 +1625,6 @@ Recti GetFramebufferViewport ( StereoEye eyeType, HmdRenderInfo const &hmd ) } -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 ) @@ -1608,132 +1649,6 @@ ScaleAndOffset2D CreateUVScaleAndOffsetfromNDCScaleandOffset ( ScaleAndOffset2D } - -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. @@ -1863,6 +1778,312 @@ Vector2f TransformRendertargetNDCToTanFovSpace( const ScaleAndOffset2D &eyeToSou +//----------------------------------------------------------------------------- +// Timewarp Matrix +// +// These functions provide helper functions to compute the timewarp shader input +// matrices needed during the distortion/timewarp/chroma draw call. + +//----------------------------------------------------------------------------- +// CalculateOrientationTimewarpMatrix +// +// For Orientation-only Timewarp, the inputs are quaternions and the output is +// a transform matrix. The matrix may need to be transposed depending on which +// renderer is used. This function produces one compatible with D3D11. +// +// eye: Input quaternion of EyeRenderPose.Orientation inverted. +// pred: Input quaternion of predicted eye pose at scanout. +// M: Output D3D11-compatible transform matrix for the Timewarp shader. +void CalculateOrientationTimewarpMatrix(Quatf const & eyeInv, Quatf const & pred, Matrix4f& M) +{ + Posef renderFromEyeInverted = Posef ( eyeInv, Vector3f::Zero() ); + Posef hmdPose = Posef ( pred, Vector3f::Zero() ); + + CalculatePositionalTimewarpMatrix ( renderFromEyeInverted, hmdPose, Vector3f::Zero(), M ); +} + +//----------------------------------------------------------------------------- +// CalculatePositionalTimewarpMatrix +// +// The matrix may need to be transposed depending on which +// renderer is used. This function produces one compatible with D3D11. +// +// renderFromEyeInverted: Input render transform from eye inverted. +// hmdPose: Input predicted head pose from HMD tracking code. +// extraQuat: Input extra quaternion rotation applied to calculations. +// extraEyeOffset: Input extra eye position offset applied to calculations. +// M: Output D3D11-compatible transform matrix for the Timewarp shader. +void CalculatePositionalTimewarpMatrix(Posef const & renderFromEyeInverted, Posef const & hmdPose, + Vector3f const & extraEyeOffset, + Matrix4f& M) +{ + + Posef eyePose = Posef(hmdPose.Rotation, hmdPose.Translation + extraEyeOffset); + Matrix4f Mres = Matrix4f(renderFromEyeInverted * eyePose); + + // The real-world orientations have: X=right, Y=up, Z=backwards. + // The vectors inside the mesh are in NDC to keep the shader simple: X=right, Y=down, Z=forwards. + // So we need to perform a similarity transform on this delta matrix. + // The verbose code would look like this: + /* + Matrix4f matBasisChange; + matBasisChange.SetIdentity(); + matBasisChange.M[0][0] = 1.0f; + matBasisChange.M[1][1] = -1.0f; + matBasisChange.M[2][2] = -1.0f; + Matrix4f matBasisChangeInv = matBasisChange.Inverted(); + matRenderFromNow = matBasisChangeInv * matRenderFromNow * matBasisChange; + */ + // ...but of course all the above is a constant transform and much more easily done. + // We flip the signs of the Y&Z row, then flip the signs of the Y&Z column, + // and of course most of the flips cancel: + // +++ +-- +-- + // +++ -> flip Y&Z columns -> +-- -> flip Y&Z rows -> -++ + // +++ +-- -++ + Mres.M[0][1] = -Mres.M[0][1]; + Mres.M[0][2] = -Mres.M[0][2]; + Mres.M[1][0] = -Mres.M[1][0]; + Mres.M[2][0] = -Mres.M[2][0]; + Mres.M[1][3] = -Mres.M[1][3]; + Mres.M[2][3] = -Mres.M[2][3]; + + M = Mres; +} + + +//----------------------------------------------------------------------------- +// CalculateTimewarpFromSensors +// +// Read current pose from sensors and construct timewarp matrices for start/end +// predicted poses. +// +// hmdPose: RenderPose eye quaternion, *not* inverted. +// reader: the tracking state +// poseInFaceSpace: true if the pose supplied is stuck-to-your-face rather than fixed-in-space +// calcPosition: true if the position part of the result is actually used (false = orientation only) +// hmdToEyeViewOffset: offset from the HMD "middle eye" to actual eye. +// startEndTimes: start and end times of the screen - typically fed direct from Timing->GetTimewarpTiming()->EyeStartEndTimes[eyeNum] +// +// Results: +// startEndMatrices: Timewarp matrices for the start and end times respectively. +// timewarpIMUTime: On success it contains the raw IMU sample time for the pose. +// Returns false on failure to read state. +bool CalculateTimewarpFromSensors(Posef const & hmdPose, + Vision::TrackingStateReader* reader, + bool poseInFaceSpace, + bool calcPosition, + ovrVector3f const &hmdToEyeViewOffset, + const double startEndTimes[2], + Matrix4f startEndMatrices[2], + double& timewarpIMUTime) +{ + Vision::TrackingState startState, endState; + if (!reader->GetTrackingStateAtTime(startEndTimes[0], startState) || + !reader->GetTrackingStateAtTime(startEndTimes[1], endState)) + { + // No data is available so do not do timewarp. + startEndMatrices[0] = Matrix4f::Identity(); + startEndMatrices[1] = Matrix4f::Identity(); + timewarpIMUTime = 0.; + return false; + } + + ovrPosef startHmdPose; + ovrPosef endHmdPose; + if ( poseInFaceSpace ) + { + startHmdPose.Position = Vector3f::Zero(); + startHmdPose.Orientation = Quatf::Identity(); + endHmdPose = startHmdPose; + } + else + { + startHmdPose = startState.HeadPose.ThePose; + endHmdPose = endState.HeadPose.ThePose; + } + + Posef renderPose = hmdPose; + Vector3f eyeOffset = Vector3f(0.0f, 0.0f, 0.0f); + if(calcPosition) + { + if(hmdToEyeViewOffset.x >= MATH_FLOAT_MAXVALUE) + { + OVR_ASSERT(false); + LogError("{ERR-103} [FrameTime] Invalid hmdToEyeViewOffset provided by client."); + + renderPose.Translation = Vector3f::Zero(); // disable position to avoid positional issues + } + else + { + // Currently HmdToEyeViewOffset is only a 3D vector + // (Negate HmdToEyeViewOffset because offset is a view matrix offset and not a camera offset) + eyeOffset = ((Posef)startHmdPose).Apply(-((Vector3f)hmdToEyeViewOffset)); + } + } + else + { + // Orientation only. + renderPose.Translation = Vector3f::Zero(); + } + + + if(calcPosition) + { + Posef hmdPoseInv = hmdPose.Inverted(); + CalculatePositionalTimewarpMatrix ( hmdPoseInv, startHmdPose, + eyeOffset, startEndMatrices[0] ); + CalculatePositionalTimewarpMatrix ( hmdPoseInv, endHmdPose, + eyeOffset, startEndMatrices[1] ); + } + else + { + // Orientation-only. + Quatf quatFromEye = hmdPose.Rotation.Inverted(); + CalculateOrientationTimewarpMatrix(quatFromEye, startHmdPose.Orientation, startEndMatrices[0]); + CalculateOrientationTimewarpMatrix(quatFromEye, endHmdPose.Orientation, startEndMatrices[1]); + } + + // Store off the IMU sample time. + timewarpIMUTime = startState.RawSensorData.AbsoluteTimeSeconds; + + return true; +} + +// Only handles orientation, not translation. +bool CalculateOrientationTimewarpFromSensors(Quatf const & eyeQuat, + Vision::TrackingStateReader* reader, + const double startEndTimes[2], + Matrix4f startEndMatrices[2], + double& timewarpIMUTime) +{ + Posef hmdPose = Posef ( eyeQuat, Vector3f::Zero() ); + return CalculateTimewarpFromSensors ( hmdPose, reader, false, false, Vector3f::Zero(), startEndTimes, startEndMatrices, timewarpIMUTime ); +} + + +//----------------------------------------------------------------------------- +// CalculateEyeTimewarpTimes +// +// Given the scanout start time, duration of scanout, and shutter type, this +// function returns the timewarp left/right eye start and end prediction times. +void CalculateEyeTimewarpTimes(double scanoutStartTime, double scanoutDuration, + HmdShutterTypeEnum shutterType, + double leftEyeStartEndTime[2], double rightEyeStartEndTime[2]) +{ + // Calculate absolute points in time when eye rendering or corresponding time-warp + // screen edges will become visible. + // This only matters with VSync. + switch (shutterType) + { + case HmdShutter_RollingTopToBottom: + case HmdShutter_RollingLeftToRight: + case HmdShutter_RollingRightToLeft: + // This is *Correct* with Tom's distortion mesh organization. + leftEyeStartEndTime[0] = scanoutStartTime; + leftEyeStartEndTime[1] = scanoutStartTime + scanoutDuration; + rightEyeStartEndTime[0] = scanoutStartTime; + rightEyeStartEndTime[1] = scanoutStartTime + scanoutDuration; + break; + case HmdShutter_Global: + // TBD + { + double midpoint = scanoutStartTime + scanoutDuration * 0.5; + leftEyeStartEndTime[0] = midpoint; + leftEyeStartEndTime[1] = midpoint; + rightEyeStartEndTime[0] = midpoint; + rightEyeStartEndTime[1] = midpoint; + } + break; + default: + OVR_ASSERT(false); + break; + } +} + +//----------------------------------------------------------------------------- +// CalculateEyeRenderTimes +// +// Given the scanout start time, duration of scanout, and shutter type, this +// function returns the left/right eye render times. +void CalculateEyeRenderTimes(double scanoutStartTime, double scanoutDuration, + HmdShutterTypeEnum shutterType, + double& leftEyeRenderTime, double& rightEyeRenderTime) +{ + switch(shutterType) + { + case HmdShutter_RollingTopToBottom: + case HmdShutter_Global: + leftEyeRenderTime = scanoutStartTime + scanoutDuration * 0.5; + rightEyeRenderTime = scanoutStartTime + scanoutDuration * 0.5; + break; + case HmdShutter_RollingLeftToRight: + leftEyeRenderTime = scanoutStartTime + scanoutDuration * 0.25; + rightEyeRenderTime = scanoutStartTime + scanoutDuration * 0.75; + break; + case HmdShutter_RollingRightToLeft: + leftEyeRenderTime = scanoutStartTime + scanoutDuration * 0.75; + rightEyeRenderTime = scanoutStartTime + scanoutDuration * 0.25; + break; + default: + OVR_ASSERT(false); + break; + } +} + + +//----------------------------------------------------------------------------- +// CalculateDistortionMeshFromFOV +// +// This function fills in the target meshData object given the provided +// parameters, for a single specified eye. +// +// Returns false on failure. +bool CalculateDistortionMeshFromFOV(HmdRenderInfo const & renderInfo, + DistortionRenderDesc const & distortionDesc, + StereoEye stereoEye, FovPort fov, + unsigned distortionCaps, + ovrDistortionMesh *meshData) +{ + if (!meshData) + { + return false; + } + + // Not used now, but Chromatic flag or others could possibly be checked for in the future. + OVR_UNUSED1(distortionCaps); + + // *** Calculate a part of "StereoParams" needed for mesh generation + + // Note that mesh distortion generation is invariant of RenderTarget UVs, allowing + // render target size and location to be changed after the fact dynamically. + // eyeToSourceUV is computed here for convenience, so that users don't need + // to call ovrHmd_GetRenderScaleAndOffset unless changing RT dynamically. + + // Find the mapping from TanAngle space to target NDC space. + ScaleAndOffset2D eyeToSourceNDC = CreateNDCScaleAndOffsetFromFov(fov); + + int triangleCount = 0; + int vertexCount = 0; + + OVR::Util::Render::DistortionMeshCreate( + (OVR::Util::Render::DistortionMeshVertexData**)&meshData->pVertexData, + (uint16_t**)&meshData->pIndexData, + &vertexCount, &triangleCount, + (stereoEye == StereoEye_Right), + renderInfo, distortionDesc, eyeToSourceNDC); + + if (meshData->pVertexData) + { + // Convert to index + meshData->IndexCount = triangleCount * 3; + meshData->VertexCount = vertexCount; + return true; + } + + return false; +} + + } //namespace OVR //Just want to make a copy disentangled from all these namespaces! @@ -1870,5 +2091,3 @@ float ExtEvalCatmullRom10Spline ( float const *K, float scaledVal ) { return(OVR::EvalCatmullRom10Spline ( K, scaledVal )); } - - |