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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/Util/Util_Render_Stereo.h
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+/************************************************************************************
+
+PublicHeader: OVR.h
+Filename : Util_Render_Stereo.h
+Content : Sample stereo rendering configuration classes.
+Created : October 22, 2012
+Authors : Michael Antonov, Tom Forsyth
+
+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.
+
+*************************************************************************************/
+
+#ifndef OVR_Util_Render_Stereo_h
+#define OVR_Util_Render_Stereo_h
+
+#include "../OVR_Stereo.h"
+
+
+namespace OVR {
+
+class SensorFusion;
+
+namespace Util { namespace Render {
+
+
+
+//-----------------------------------------------------------------------------------
+// **** Useful debug functions.
+//
+// Purely for debugging - the results are not very end-user-friendly.
+char const* GetDebugNameEyeCupType ( EyeCupType eyeCupType );
+char const* GetDebugNameHmdType ( HmdTypeEnum hmdType );
+
+
+
+//-----------------------------------------------------------------------------------
+// **** Higher-level utility functions.
+
+Sizei CalculateRecommendedTextureSize ( HmdRenderInfo const &hmd,
+ bool bRendertargetSharedByBothEyes,
+ float pixelDensityInCenter = 1.0f );
+
+FovPort CalculateRecommendedFov ( HmdRenderInfo const &hmd,
+ StereoEye eyeType,
+ bool bMakeFovSymmetrical = false);
+
+StereoEyeParams CalculateStereoEyeParams ( HmdRenderInfo const &hmd,
+ StereoEye eyeType,
+ Sizei const &actualRendertargetSurfaceSize,
+ bool bRendertargetSharedByBothEyes,
+ bool bRightHanded = true,
+ float zNear = 0.01f, float zFar = 10000.0f,
+ Sizei const *pOverrideRenderedPixelSize = NULL,
+ FovPort const *pOverrideFovport = NULL,
+ float zoomFactor = 1.0f );
+
+Vector3f CalculateEyeVirtualCameraOffset(HmdRenderInfo const &hmd,
+ StereoEye eyeType, bool bMonoRenderingMode );
+
+
+// These are two components from StereoEyeParams that can be changed
+// very easily without full recomputation of everything.
+struct ViewportScaleAndOffset
+{
+ Recti RenderedViewport;
+ ScaleAndOffset2D EyeToSourceUV;
+};
+
+// Three ways to override the size of the render view dynamically.
+// None of these require changing the distortion parameters or the regenerating the distortion mesh,
+// and can be called every frame if desired.
+ViewportScaleAndOffset ModifyRenderViewport ( StereoEyeParams const &params,
+ Sizei const &actualRendertargetSurfaceSize,
+ Recti const &renderViewport );
+
+ViewportScaleAndOffset ModifyRenderSize ( StereoEyeParams const &params,
+ Sizei const &actualRendertargetSurfaceSize,
+ Sizei const &requestedRenderSize,
+ bool bRendertargetSharedByBothEyes = false );
+
+ViewportScaleAndOffset ModifyRenderDensity ( StereoEyeParams const &params,
+ Sizei const &actualRendertargetSurfaceSize,
+ float pixelDensity = 1.0f,
+ bool bRendertargetSharedByBothEyes = false );
+
+
+//-----------------------------------------------------------------------------------
+// ***** StereoConfig
+
+// StereoConfig maintains a scene stereo state and allow switching between different
+// stereo rendering modes. To support rendering, StereoConfig keeps track of HMD
+// variables such as screen size, eye-to-screen distance and distortion, and computes
+// extra data such as FOV and distortion center offsets based on it. Rendering
+// parameters are returned though StereoEyeParams for each eye.
+//
+// Beyond regular 3D projection, this class supports rendering a 2D orthographic
+// surface for UI and text. The 2D surface will be defined by CreateOrthoSubProjection().
+// The (0,0) coordinate corresponds to eye center location.
+//
+// Applications are not required to use this class, but they should be doing very
+// similar sequences of operations, and it may be useful to start with this class
+// and modify it.
+
+struct StereoEyeParamsWithOrtho
+{
+ StereoEyeParams StereoEye;
+ Matrix4f OrthoProjection;
+};
+
+struct ViewportScaleAndOffsetBothEyes
+{
+ ViewportScaleAndOffset Left;
+ ViewportScaleAndOffset Right;
+};
+
+class StereoConfig
+{
+public:
+
+ // StereoMode describes rendering modes that can be used by StereoConfig.
+ // These modes control whether stereo rendering is used or not (Stereo_None),
+ // and how it is implemented.
+ enum StereoMode
+ {
+ Stereo_None = 0, // Single eye
+ Stereo_LeftRight_Multipass = 1, // One frustum per eye
+ };
+
+
+ StereoConfig(StereoMode mode = Stereo_LeftRight_Multipass);
+
+ //---------------------------------------------------------------------------------------------
+ // *** Core functions - every app MUST call these functions at least once.
+
+ // Sets HMD parameters; also initializes distortion coefficients.
+ void SetHmdRenderInfo(const HmdRenderInfo& hmd);
+
+ // Set the physical size of the rendertarget surface the app created,
+ // and whether one RT is shared by both eyes, or each eye has its own RT:
+ // true: both eyes are rendered to the same RT. Left eye starts at top-left, right eye starts at top-middle.
+ // false: each eye is rendered to its own RT. Some GPU architectures prefer this arrangement.
+ // Typically, the app would call CalculateRecommendedTextureSize() to suggest the choice of RT size.
+ // This setting must be exactly the size of the actual RT created, or the UVs produced will be incorrect.
+ // If the app wants to render to a subsection of the RT, it should use SetRenderSize()
+ void SetRendertargetSize (Size<int> const rendertargetSize,
+ bool rendertargetIsSharedByBothEyes );
+
+ // Returns full set of Stereo rendering parameters for the specified eye.
+ const StereoEyeParamsWithOrtho& GetEyeRenderParams(StereoEye eye);
+
+
+
+ //---------------------------------------------------------------------------------------------
+ // *** Optional functions - an app may call these to override default behaviours.
+
+ const HmdRenderInfo& GetHmdRenderInfo() const { return Hmd; }
+
+ // Returns the recommended size of rendertargets.
+ // If rendertargetIsSharedByBothEyes is true, this is the size of the combined buffer.
+ // If rendertargetIsSharedByBothEyes is false, this is the size of each individual buffer.
+ // pixelDensityInCenter may be set to any number - by default it will match the HMD resolution in the center of the image.
+ // After creating the rendertargets, the application MUST call SetRendertargetSize() with the actual size created
+ // (which can be larger or smaller as the app wishes, but StereoConfig needs to know either way)
+ Sizei CalculateRecommendedTextureSize ( bool rendertargetSharedByBothEyes,
+ float pixelDensityInCenter = 1.0f );
+
+ // Sets a stereo rendering mode and updates internal cached
+ // state (matrices, per-eye view) based on it.
+ void SetStereoMode(StereoMode mode) { Mode = mode; DirtyFlag = true; }
+ StereoMode GetStereoMode() const { return Mode; }
+
+ // Sets the fieldOfView that the 2D coordinate area stretches to.
+ void Set2DAreaFov(float fovRadians);
+
+ // Really only for science experiments - no normal app should ever need to override
+ // the HMD's lens descriptors. Passing NULL removes the override.
+ // Supply both = set left and right.
+ // Supply just left = set both to the same.
+ // Supply neither = remove override.
+ void SetLensOverride ( LensConfig const *pLensOverrideLeft = NULL,
+ LensConfig const *pLensOverrideRight = NULL );
+
+ // Override the rendered FOV in various ways. All angles in tangent units.
+ // This is not clamped to the physical FOV of the display - you'll need to do that yourself!
+ // Supply both = set left and right.
+ // Supply just left = set both to the same.
+ // Supply neither = remove override.
+ void SetFov ( FovPort const *pfovLeft = NULL,
+ FovPort const *pfovRight = NULL );
+
+ void SetFovPortRadians ( float horizontal, float vertical )
+ {
+ FovPort fov = FovPort::CreateFromRadians(horizontal, vertical);
+ SetFov( &fov, &fov );
+ }
+
+
+ // This forces a "zero IPD" mode where there is just a single render with an FOV that
+ // is the union of the two calculated FOVs.
+ // The calculated render is for the left eye. Any size & FOV overrides for the right
+ // eye will be ignored.
+ // If you query the right eye's size, you will get the same render
+ // size & position as the left eye - you should not actually do the render of course!
+ // The distortion values will be different, because it goes to a different place on the framebuffer.
+ // Note that if you do this, the rendertarget does not need to be twice the width of
+ // the render size any more.
+ void SetZeroVirtualIpdOverride ( bool enableOverride );
+
+ // Allows the app to specify near and far clip planes and the right/left-handedness of the projection matrix.
+ void SetZClipPlanesAndHandedness ( float zNear = 0.01f, float zFar = 10000.0f,
+ bool rightHandedProjection = true );
+
+ // Allows the app to specify how much extra eye rotation to allow when determining the visible FOV.
+ void SetExtraEyeRotation ( float extraEyeRotationInRadians = 0.0f );
+
+ // The dirty flag is set by any of the above calls. Just handy for the app to know
+ // if e.g. the distortion mesh needs regeneration.
+ void SetDirty() { DirtyFlag = true; }
+ bool IsDirty() { return DirtyFlag; }
+
+ // An app never needs to call this - GetEyeRenderParams will call it internally if
+ // the state is dirty. However apps can call this explicitly to control when and where
+ // computation is performed (e.g. not inside critical loops)
+ void UpdateComputedState();
+
+ // This returns the projection matrix with a "zoom". Does not modify any internal state.
+ Matrix4f GetProjectionWithZoom ( StereoEye eye, float fovZoom ) const;
+
+
+ //---------------------------------------------------------------------------------------------
+ // The SetRender* functions are special.
+ //
+ // They do not require a full recalculation of state, and they do not change anything but the
+ // ViewportScaleAndOffset data for the eyes (which they return), and do not set the dirty flag!
+ // This means they can be called without regenerating the distortion mesh, and thus
+ // can happily be called every frame without causing performance problems. Dynamic rescaling
+ // of the rendertarget can help keep framerate up in demanding VR applications.
+ // See the documentation for more details on their use.
+
+ // Specify a pixel density - how many rendered pixels per pixel in the physical display.
+ ViewportScaleAndOffsetBothEyes SetRenderDensity ( float pixelsPerDisplayPixel );
+
+ // Supply the size directly. Will be clamped to the physical rendertarget size.
+ ViewportScaleAndOffsetBothEyes SetRenderSize ( Sizei const &renderSizeLeft, Sizei const &renderSizeRight );
+
+ // Supply the viewport directly. This is not clamped to the physical rendertarget - careful now!
+ ViewportScaleAndOffsetBothEyes SetRenderViewport ( Recti const &renderViewportLeft, Recti const &renderViewportRight );
+
+private:
+
+ // *** Modifiable State
+
+ StereoMode Mode;
+ HmdRenderInfo Hmd;
+
+ float Area2DFov; // FOV range mapping to the 2D area.
+
+ // Only one of these three overrides can be true!
+ enum SetViewportModeEnum
+ {
+ SVPM_Density,
+ SVPM_Size,
+ SVPM_Viewport,
+ } SetViewportMode;
+ // ...and depending which it is, one of the following are used.
+ float SetViewportPixelsPerDisplayPixel;
+ Sizei SetViewportSize[2];
+ Recti SetViewport[2];
+
+ // Other overrides.
+ bool OverrideLens;
+ LensConfig LensOverrideLeft;
+ LensConfig LensOverrideRight;
+ Sizei RendertargetSize;
+ bool OverrideTanHalfFov;
+ FovPort FovOverrideLeft;
+ FovPort FovOverrideRight;
+ bool OverrideZeroIpd;
+ float ZNear;
+ float ZFar;
+ float ExtraEyeRotationInRadians;
+ bool IsRendertargetSharedByBothEyes;
+ bool RightHandedProjection;
+
+ bool DirtyFlag; // Set when any if the modifiable state changed. Does NOT get set by SetRender*()
+
+ // Utility function.
+ ViewportScaleAndOffsetBothEyes setupViewportScaleAndOffsets();
+
+ // *** Computed State
+
+public: // Small hack for the config tool. Normal code should never read EyeRenderParams directly - use GetEyeRenderParams() instead.
+ // 0/1 = left/right main views.
+ StereoEyeParamsWithOrtho EyeRenderParams[2];
+};
+
+
+//-----------------------------------------------------------------------------------
+// ***** Distortion Mesh Rendering
+//
+
+// Stores both texture UV coords, or tan(angle) values.
+// Use whichever set of data the specific distortion algorithm requires.
+// This struct *must* be binary compatible with CAPI ovrDistortionVertex.
+struct DistortionMeshVertexData
+{
+ // [-1,+1],[-1,+1] over the entire framebuffer.
+ Vector2f ScreenPosNDC;
+ // [0.0-1.0] interpolation value for timewarping - see documentation for details.
+ float TimewarpLerp;
+ // [0.0-1.0] fade-to-black at the edges to reduce peripheral vision noise.
+ float Shade;
+ // The red, green, and blue vectors in tan(angle) space.
+ // Scale and offset by the values in StereoEyeParams.EyeToSourceUV.Scale
+ // and StereoParams.EyeToSourceUV.Offset to get to real texture UV coords.
+ Vector2f TanEyeAnglesR;
+ Vector2f TanEyeAnglesG;
+ Vector2f TanEyeAnglesB;
+};
+
+
+void DistortionMeshCreate ( DistortionMeshVertexData **ppVertices, UInt16 **ppTriangleListIndices,
+ int *pNumVertices, int *pNumTriangles,
+ const StereoEyeParams &stereoParams, const HmdRenderInfo &hmdRenderInfo );
+
+// Generate distortion mesh for a eye. This version requires less data then stereoParms, supporting
+// dynamic change in render target viewport.
+void DistortionMeshCreate( DistortionMeshVertexData **ppVertices, UInt16 **ppTriangleListIndices,
+ int *pNumVertices, int *pNumTriangles,
+ bool rightEye,
+ const HmdRenderInfo &hmdRenderInfo,
+ const DistortionRenderDesc &distortion, const ScaleAndOffset2D &eyeToSourceNDC );
+
+void DistortionMeshDestroy ( DistortionMeshVertexData *pVertices, UInt16 *pTriangleMeshIndices );
+
+
+//-----------------------------------------------------------------------------------
+// ***** Heightmap Mesh Rendering
+//
+
+// Stores both texture UV coords, or tan(angle) values.
+// This struct *must* be binary compatible with CAPI ovrHeightmapVertex.
+struct HeightmapMeshVertexData
+{
+ // [-1,+1],[-1,+1] over the entire framebuffer.
+ Vector2f ScreenPosNDC;
+ // [0.0-1.0] interpolation value for timewarping - see documentation for details.
+ float TimewarpLerp;
+ // The vectors in tan(angle) space.
+ // Scale and offset by the values in StereoEyeParams.EyeToSourceUV.Scale
+ // and StereoParams.EyeToSourceUV.Offset to get to real texture UV coords.
+ Vector2f TanEyeAngles;
+};
+
+
+void HeightmapMeshCreate ( HeightmapMeshVertexData **ppVertices, UInt16 **ppTriangleListIndices,
+ int *pNumVertices, int *pNumTriangles,
+ const StereoEyeParams &stereoParams, const HmdRenderInfo &hmdRenderInfo );
+
+// Generate heightmap mesh for a eye. This version requires less data then stereoParms, supporting
+// dynamic change in render target viewport.
+void HeightmapMeshCreate( HeightmapMeshVertexData **ppVertices, UInt16 **ppTriangleListIndices,
+ int *pNumVertices, int *pNumTriangles, bool rightEye,
+ const HmdRenderInfo &hmdRenderInfo, const ScaleAndOffset2D &eyeToSourceNDC );
+
+void HeightmapMeshDestroy ( HeightmapMeshVertexData *pVertices, UInt16 *pTriangleMeshIndices );
+
+
+
+//-----------------------------------------------------------------------------------
+// ***** Prediction and timewarp.
+//
+
+struct PredictionValues
+{
+ // All values in seconds.
+ // These are the times in seconds from a present+flush to the relevant display element.
+ // The time is measured to the middle of that element's visibility window,
+ // e.g. if the device is a full-persistence display, the element will be visible for
+ // an entire frame, so the time measures to the middle of that period, i.e. half the frame time.
+ float PresentFlushToRenderedScene; // To the overall rendered 3D scene being visible.
+ float PresentFlushToTimewarpStart; // To when the first timewarped scanline will be visible.
+ float PresentFlushToTimewarpEnd; // To when the last timewarped scanline will be visible.
+ float PresentFlushToPresentFlush; // To the next present+flush, i.e. the ideal framerate.
+
+ bool WithTimewarp;
+ bool WithVsync;
+};
+
+// Calculates the values from the HMD info.
+PredictionValues PredictionGetDeviceValues ( const HmdRenderInfo &hmdRenderInfo,
+ bool withTimewarp = true,
+ bool withVsync = true );
+
+// Pass in an orientation used to render the scene, and then the predicted orientation
+// (which may have been computed later on, and thus is more accurate), and this
+// will return the matrix to pass to the timewarp distortion shader.
+// TODO: deal with different handedness?
+Matrix4f TimewarpComputePoseDelta ( Matrix4f const &renderedViewFromWorld, Matrix4f const &predictedViewFromWorld, Matrix4f const&eyeViewAdjust );
+Matrix4f TimewarpComputePoseDeltaPosition ( Matrix4f const &renderedViewFromWorld, Matrix4f const &predictedViewFromWorld, Matrix4f const&eyeViewAdjust );
+
+
+
+// TimewarpMachine helps keep track of rendered frame timing and
+// handles predictions for time-warp rendering.
+class TimewarpMachine
+{
+public:
+ TimewarpMachine();
+
+ // Call this on and every time something about the setup changes.
+ void Reset ( HmdRenderInfo& renderInfo, bool vsyncEnabled, double timeNow );
+
+ // The only reliable time in most engines is directly after the frame-present and GPU flush-and-wait.
+ // This call should be done right after that to give this system the timing info it needs.
+ void AfterPresentAndFlush(double timeNow);
+
+ // The "average" time the rendered frame will show up,
+ // and the predicted pose of the HMD at that time.
+ // You usually only need to call one of these functions.
+ double GetViewRenderPredictionTime();
+ Transformf GetViewRenderPredictionPose(SensorFusion &sfusion);
+
+
+ // Timewarp prediction functions. You usually only need to call one of these three sets of functions.
+
+ // The predicted times that the first and last pixel will be visible on-screen.
+ double GetVisiblePixelTimeStart();
+ double GetVisiblePixelTimeEnd();
+ // Predicted poses of the HMD at those first and last pixels.
+ Transformf GetPredictedVisiblePixelPoseStart(SensorFusion &sfusion);
+ Transformf GetPredictedVisiblePixelPoseEnd (SensorFusion &sfusion);
+ // The delta matrices to feed to the timewarp distortion code,
+ // given the pose that was used for rendering.
+ // (usually the one returned by GetViewRenderPredictionPose() earlier)
+ Matrix4f GetTimewarpDeltaStart(SensorFusion &sfusion, Transformf const &renderedPose);
+ Matrix4f GetTimewarpDeltaEnd (SensorFusion &sfusion, Transformf const &renderedPose);
+
+
+ // Just-In-Time distortion aims to delay the second sensor reading & distortion
+ // until the very last moment to improve prediction. However, it is a little scary,
+ // since the delay might wait too long and miss the vsync completely!
+ // Use of the JustInTime_* functions is entirely optional, and we advise allowing
+ // users to turn it off in their video options to cope with odd machine configurations.
+
+ // What time should the app wait until before starting distortion?
+ double JustInTime_GetDistortionWaitUntilTime();
+
+ // Used to time the distortion rendering
+ bool JustInTime_NeedDistortionTimeMeasurement() const;
+ void JustInTime_BeforeDistortionTimeMeasurement(double timeNow);
+ void JustInTime_AfterDistortionTimeMeasurement(double timeNow);
+
+
+private:
+
+ bool VsyncEnabled;
+ HmdRenderInfo RenderInfo;
+ PredictionValues CurrentPredictionValues;
+
+ enum { NumDistortionTimes = 10 };
+ int DistortionTimeCount;
+ double DistortionTimeCurrentStart;
+ float DistortionTimes[NumDistortionTimes];
+ float DistortionTimeAverage;
+
+ // Pose at which last time the eye was rendered.
+ Transformf EyeRenderPoses[2];
+
+ // Absolute time of the last present+flush
+ double LastFramePresentFlushTime;
+ // Seconds between presentflushes
+ float PresentFlushToPresentFlushSeconds;
+ // Predicted absolute time of the next present+flush
+ double NextFramePresentFlushTime;
+
+};
+
+
+
+}}} // OVR::Util::Render
+
+#endif