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+/************************************************************************************
+
+Filename : Util_Render_Stereo.cpp
+Content : Stereo rendering configuration implementation
+Created : October 22, 2012
+Authors : Michael Antonov, Andrew Reisse, 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.
+
+*************************************************************************************/
+
+#include "Util_Render_Stereo.h"
+#include "../OVR_SensorFusion.h"
+
+namespace OVR { namespace Util { namespace Render {
+
+
+//-----------------------------------------------------------------------------------
+// **** Useful debug functions.
+
+char const* GetDebugNameEyeCupType ( EyeCupType eyeCupType )
+{
+ switch ( eyeCupType )
+ {
+ case EyeCup_DK1A: return "DK1 A"; break;
+ case EyeCup_DK1B: return "DK1 B"; break;
+ case EyeCup_DK1C: return "DK1 C"; break;
+ case EyeCup_DKHD2A: return "DKHD2 A"; break;
+ case EyeCup_OrangeA: return "Orange A"; break;
+ case EyeCup_RedA: return "Red A"; break;
+ case EyeCup_PinkA: return "Pink A"; break;
+ case EyeCup_BlueA: return "Blue A"; break;
+ case EyeCup_Delilah1A: return "Delilah 1 A"; break;
+ case EyeCup_Delilah2A: return "Delilah 2 A"; break;
+ case EyeCup_JamesA: return "James A"; break;
+ case EyeCup_SunMandalaA: return "Sun Mandala A"; break;
+ case EyeCup_DK2A: return "DK2 A"; break;
+ case EyeCup_LAST: return "LAST"; break;
+ default: OVR_ASSERT ( false ); return "Error"; break;
+ }
+}
+
+char const* GetDebugNameHmdType ( HmdTypeEnum hmdType )
+{
+ switch ( hmdType )
+ {
+ case HmdType_None: return "None"; break;
+ case HmdType_DK1: return "DK1"; break;
+ case HmdType_DKProto: return "DK1 prototype"; break;
+ case HmdType_DKHDProto: return "DK HD prototype 1"; break;
+ case HmdType_DKHDProto566Mi: return "DK HD prototype 566 Mi"; break;
+ case HmdType_DKHD2Proto: return "DK HD prototype 585"; break;
+ case HmdType_CrystalCoveProto: return "Crystal Cove"; break;
+ case HmdType_DK2: return "DK2"; break;
+ case HmdType_Unknown: return "Unknown"; break;
+ case HmdType_LAST: return "LAST"; break;
+ default: OVR_ASSERT ( false ); return "Error"; break;
+ }
+}
+
+
+//-----------------------------------------------------------------------------------
+// **** Internal pipeline functions.
+
+struct DistortionAndFov
+{
+ DistortionRenderDesc Distortion;
+ FovPort Fov;
+};
+
+static DistortionAndFov CalculateDistortionAndFovInternal ( StereoEye eyeType, HmdRenderInfo const &hmd,
+ LensConfig const *pLensOverride = NULL,
+ FovPort const *pTanHalfFovOverride = NULL,
+ float extraEyeRotationInRadians = OVR_DEFAULT_EXTRA_EYE_ROTATION )
+{
+ // pLensOverride can be NULL, which means no override.
+
+ DistortionRenderDesc localDistortion = CalculateDistortionRenderDesc ( eyeType, hmd, pLensOverride );
+ FovPort fov = CalculateFovFromHmdInfo ( eyeType, localDistortion, hmd, extraEyeRotationInRadians );
+ // Here the app or the user would optionally clamp this visible fov to a smaller number if
+ // they want more perf or resolution and are willing to give up FOV.
+ // They may also choose to clamp UDLR differently e.g. to get cinemascope-style views.
+ if ( pTanHalfFovOverride != NULL )
+ {
+ fov = *pTanHalfFovOverride;
+ }
+
+ // Here we could call ClampToPhysicalScreenFov(), but we do want people
+ // to be able to play with larger-than-screen views.
+ // The calling app can always do the clamping itself.
+ DistortionAndFov result;
+ result.Distortion = localDistortion;
+ result.Fov = fov;
+
+ return result;
+}
+
+
+static Recti CalculateViewportInternal ( StereoEye eyeType,
+ Sizei const actualRendertargetSurfaceSize,
+ Sizei const requestedRenderedPixelSize,
+ bool bRendertargetSharedByBothEyes,
+ bool bMonoRenderingMode = false )
+{
+ Recti renderedViewport;
+ if ( bMonoRenderingMode || !bRendertargetSharedByBothEyes || (eyeType == StereoEye_Center) )
+ {
+ // One eye per RT.
+ renderedViewport.x = 0;
+ renderedViewport.y = 0;
+ renderedViewport.w = Alg::Min ( actualRendertargetSurfaceSize.w, requestedRenderedPixelSize.w );
+ renderedViewport.h = Alg::Min ( actualRendertargetSurfaceSize.h, requestedRenderedPixelSize.h );
+ }
+ else
+ {
+ // Both eyes share the RT.
+ renderedViewport.x = 0;
+ renderedViewport.y = 0;
+ renderedViewport.w = Alg::Min ( actualRendertargetSurfaceSize.w/2, requestedRenderedPixelSize.w );
+ renderedViewport.h = Alg::Min ( actualRendertargetSurfaceSize.h, requestedRenderedPixelSize.h );
+ if ( eyeType == StereoEye_Right )
+ {
+ renderedViewport.x = (actualRendertargetSurfaceSize.w+1)/2; // Round up, not down.
+ }
+ }
+ return renderedViewport;
+}
+
+static Recti CalculateViewportDensityInternal ( StereoEye eyeType,
+ DistortionRenderDesc const &distortion,
+ FovPort const &fov,
+ Sizei const &actualRendertargetSurfaceSize,
+ bool bRendertargetSharedByBothEyes,
+ float desiredPixelDensity = 1.0f,
+ bool bMonoRenderingMode = false )
+{
+ OVR_ASSERT ( actualRendertargetSurfaceSize.w > 0 );
+ OVR_ASSERT ( actualRendertargetSurfaceSize.h > 0 );
+
+ // What size RT do we need to get 1:1 mapping?
+ Sizei idealPixelSize = CalculateIdealPixelSize ( eyeType, distortion, fov, desiredPixelDensity );
+ // ...but we might not actually get that size.
+ return CalculateViewportInternal ( eyeType,
+ actualRendertargetSurfaceSize,
+ idealPixelSize,
+ bRendertargetSharedByBothEyes, bMonoRenderingMode );
+}
+
+static ViewportScaleAndOffset CalculateViewportScaleAndOffsetInternal (
+ ScaleAndOffset2D const &eyeToSourceNDC,
+ Recti const &renderedViewport,
+ Sizei const &actualRendertargetSurfaceSize )
+{
+ ViewportScaleAndOffset result;
+ result.RenderedViewport = renderedViewport;
+ result.EyeToSourceUV = CreateUVScaleAndOffsetfromNDCScaleandOffset(
+ eyeToSourceNDC, renderedViewport, actualRendertargetSurfaceSize );
+ return result;
+}
+
+
+static StereoEyeParams CalculateStereoEyeParamsInternal ( StereoEye eyeType, HmdRenderInfo const &hmd,
+ DistortionRenderDesc const &distortion,
+ FovPort const &fov,
+ Sizei const &actualRendertargetSurfaceSize,
+ Recti const &renderedViewport,
+ bool bRightHanded = true, float zNear = 0.01f, float zFar = 10000.0f,
+ bool bMonoRenderingMode = false,
+ float zoomFactor = 1.0f )
+{
+ // Generate the projection matrix for intermediate rendertarget.
+ // Z range can also be inserted later by the app (though not in this particular case)
+ float fovScale = 1.0f / zoomFactor;
+ FovPort zoomedFov = fov;
+ zoomedFov.LeftTan *= fovScale;
+ zoomedFov.RightTan *= fovScale;
+ zoomedFov.UpTan *= fovScale;
+ zoomedFov.DownTan *= fovScale;
+ Matrix4f projection = CreateProjection ( bRightHanded, zoomedFov, zNear, zFar );
+
+ // Find the mapping from TanAngle space to target NDC space.
+ // Note this does NOT take the zoom factor into account because
+ // this is the mapping of actual physical eye FOV (and our eyes do not zoom!)
+ // to screen space.
+ ScaleAndOffset2D eyeToSourceNDC = CreateNDCScaleAndOffsetFromFov ( fov );
+
+ // The size of the final FB, which is fixed and determined by the physical size of the device display.
+ Recti distortedViewport = GetFramebufferViewport ( eyeType, hmd );
+ Vector3f virtualCameraOffset = CalculateEyeVirtualCameraOffset(hmd, eyeType, bMonoRenderingMode);
+
+ StereoEyeParams result;
+ result.Eye = eyeType;
+ result.ViewAdjust = Matrix4f::Translation(virtualCameraOffset);
+ result.Distortion = distortion;
+ result.DistortionViewport = distortedViewport;
+ result.Fov = fov;
+ result.RenderedProjection = projection;
+ result.EyeToSourceNDC = eyeToSourceNDC;
+ ViewportScaleAndOffset vsao = CalculateViewportScaleAndOffsetInternal ( eyeToSourceNDC, renderedViewport, actualRendertargetSurfaceSize );
+ result.RenderedViewport = vsao.RenderedViewport;
+ result.EyeToSourceUV = vsao.EyeToSourceUV;
+
+ return result;
+}
+
+
+Vector3f CalculateEyeVirtualCameraOffset(HmdRenderInfo const &hmd,
+ StereoEye eyeType, bool bmonoRenderingMode)
+{
+ Vector3f virtualCameraOffset(0);
+
+ if (!bmonoRenderingMode)
+ {
+ float eyeCenterRelief = hmd.GetEyeCenter().ReliefInMeters;
+
+ if (eyeType == StereoEye_Left)
+ {
+ virtualCameraOffset.x = hmd.EyeLeft.NoseToPupilInMeters;
+ virtualCameraOffset.z = eyeCenterRelief - hmd.EyeLeft.ReliefInMeters;
+ }
+ else if (eyeType == StereoEye_Right)
+ {
+ virtualCameraOffset.x = -hmd.EyeRight.NoseToPupilInMeters;
+ virtualCameraOffset.z = eyeCenterRelief - hmd.EyeRight.ReliefInMeters;
+ }
+ }
+
+ return virtualCameraOffset;
+}
+
+
+//-----------------------------------------------------------------------------------
+// **** Higher-level utility functions.
+
+Sizei CalculateRecommendedTextureSize ( HmdRenderInfo const &hmd,
+ bool bRendertargetSharedByBothEyes,
+ float pixelDensityInCenter /*= 1.0f*/ )
+{
+ Sizei idealPixelSize[2];
+ for ( int eyeNum = 0; eyeNum < 2; eyeNum++ )
+ {
+ StereoEye eyeType = ( eyeNum == 0 ) ? StereoEye_Left : StereoEye_Right;
+
+ DistortionAndFov distortionAndFov = CalculateDistortionAndFovInternal ( eyeType, hmd, NULL, NULL, OVR_DEFAULT_EXTRA_EYE_ROTATION );
+
+ idealPixelSize[eyeNum] = CalculateIdealPixelSize ( eyeType,
+ distortionAndFov.Distortion,
+ distortionAndFov.Fov,
+ pixelDensityInCenter );
+ }
+
+ Sizei result;
+ result.w = Alg::Max ( idealPixelSize[0].w, idealPixelSize[1].w );
+ result.h = Alg::Max ( idealPixelSize[0].h, idealPixelSize[1].h );
+ if ( bRendertargetSharedByBothEyes )
+ {
+ result.w *= 2;
+ }
+ return result;
+}
+
+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*/ )
+{
+ DistortionAndFov distortionAndFov = CalculateDistortionAndFovInternal ( eyeType, hmd, NULL, NULL, OVR_DEFAULT_EXTRA_EYE_ROTATION );
+ if ( pOverrideFovport != NULL )
+ {
+ distortionAndFov.Fov = *pOverrideFovport;
+ }
+
+ Recti viewport;
+ if ( pOverrideRenderedPixelSize != NULL )
+ {
+ viewport = CalculateViewportInternal ( eyeType, actualRendertargetSurfaceSize, *pOverrideRenderedPixelSize, bRendertargetSharedByBothEyes, false );
+ }
+ else
+ {
+ viewport = CalculateViewportDensityInternal ( eyeType,
+ distortionAndFov.Distortion,
+ distortionAndFov.Fov,
+ actualRendertargetSurfaceSize, bRendertargetSharedByBothEyes, 1.0f, false );
+ }
+
+ return CalculateStereoEyeParamsInternal (
+ eyeType, hmd,
+ distortionAndFov.Distortion,
+ distortionAndFov.Fov,
+ actualRendertargetSurfaceSize, viewport,
+ bRightHanded, zNear, zFar, false, zoomFactor );
+}
+
+
+FovPort CalculateRecommendedFov ( HmdRenderInfo const &hmd,
+ StereoEye eyeType,
+ bool bMakeFovSymmetrical /* = false */ )
+{
+ DistortionAndFov distortionAndFov = CalculateDistortionAndFovInternal ( eyeType, hmd, NULL, NULL, OVR_DEFAULT_EXTRA_EYE_ROTATION );
+ FovPort fov = distortionAndFov.Fov;
+ if ( bMakeFovSymmetrical )
+ {
+ // Deal with engines that cannot support an off-center projection.
+ // Unfortunately this means they will be rendering pixels that the user can't actually see.
+ float fovTanH = Alg::Max ( fov.LeftTan, fov.RightTan );
+ float fovTanV = Alg::Max ( fov.UpTan, fov.DownTan );
+ fov.LeftTan = fovTanH;
+ fov.RightTan = fovTanH;
+ fov.UpTan = fovTanV;
+ fov.DownTan = fovTanV;
+ }
+ return fov;
+}
+
+ViewportScaleAndOffset ModifyRenderViewport ( StereoEyeParams const &params,
+ Sizei const &actualRendertargetSurfaceSize,
+ Recti const &renderViewport )
+{
+ return CalculateViewportScaleAndOffsetInternal ( params.EyeToSourceNDC, renderViewport, actualRendertargetSurfaceSize );
+}
+
+ViewportScaleAndOffset ModifyRenderSize ( StereoEyeParams const &params,
+ Sizei const &actualRendertargetSurfaceSize,
+ Sizei const &requestedRenderSize,
+ bool bRendertargetSharedByBothEyes /*= false*/ )
+{
+ Recti renderViewport = CalculateViewportInternal ( params.Eye, actualRendertargetSurfaceSize, requestedRenderSize, bRendertargetSharedByBothEyes, false );
+ return CalculateViewportScaleAndOffsetInternal ( params.EyeToSourceNDC, renderViewport, actualRendertargetSurfaceSize );
+}
+
+ViewportScaleAndOffset ModifyRenderDensity ( StereoEyeParams const &params,
+ Sizei const &actualRendertargetSurfaceSize,
+ float pixelDensity /*= 1.0f*/,
+ bool bRendertargetSharedByBothEyes /*= false*/ )
+{
+ Recti renderViewport = CalculateViewportDensityInternal ( params.Eye, params.Distortion, params.Fov, actualRendertargetSurfaceSize, bRendertargetSharedByBothEyes, pixelDensity, false );
+ return CalculateViewportScaleAndOffsetInternal ( params.EyeToSourceNDC, renderViewport, actualRendertargetSurfaceSize );
+}
+
+
+//-----------------------------------------------------------------------------------
+// **** StereoConfig Implementation
+
+StereoConfig::StereoConfig(StereoMode mode)
+ : Mode(mode),
+ DirtyFlag(true)
+{
+ // Initialize "fake" default HMD values for testing without HMD plugged in.
+ // These default values match those returned by DK1
+ // (at least they did at time of writing - certainly good enough for debugging)
+ Hmd.HmdType = HmdType_None;
+ Hmd.ResolutionInPixels = Sizei(1280, 800);
+ Hmd.ScreenSizeInMeters = Sizef(0.1498f, 0.0936f);
+ Hmd.ScreenGapSizeInMeters = 0.0f;
+ Hmd.CenterFromTopInMeters = 0.0468f;
+ Hmd.LensSeparationInMeters = 0.0635f;
+ Hmd.LensDiameterInMeters = 0.035f;
+ Hmd.LensSurfaceToMidplateInMeters = 0.025f;
+ Hmd.EyeCups = EyeCup_DK1A;
+ Hmd.Shutter.Type = HmdShutter_RollingTopToBottom;
+ Hmd.Shutter.VsyncToNextVsync = ( 1.0f / 60.0f );
+ Hmd.Shutter.VsyncToFirstScanline = 0.000052f;
+ Hmd.Shutter.FirstScanlineToLastScanline = 0.016580f;
+ Hmd.Shutter.PixelSettleTime = 0.015f;
+ Hmd.Shutter.PixelPersistence = ( 1.0f / 60.0f );
+ Hmd.EyeLeft.Distortion.SetToIdentity();
+ Hmd.EyeLeft.Distortion.MetersPerTanAngleAtCenter = 0.043875f;
+ Hmd.EyeLeft.Distortion.Eqn = Distortion_RecipPoly4;
+ Hmd.EyeLeft.Distortion.K[0] = 1.0f;
+ Hmd.EyeLeft.Distortion.K[1] = -0.3999f;
+ Hmd.EyeLeft.Distortion.K[2] = 0.2408f;
+ Hmd.EyeLeft.Distortion.K[3] = -0.4589f;
+ Hmd.EyeLeft.Distortion.MaxR = 1.0f;
+ Hmd.EyeLeft.Distortion.ChromaticAberration[0] = 0.006f;
+ Hmd.EyeLeft.Distortion.ChromaticAberration[1] = 0.0f;
+ Hmd.EyeLeft.Distortion.ChromaticAberration[2] = -0.014f;
+ Hmd.EyeLeft.Distortion.ChromaticAberration[3] = 0.0f;
+ Hmd.EyeLeft.NoseToPupilInMeters = 0.62f;
+ Hmd.EyeLeft.ReliefInMeters = 0.013f;
+ Hmd.EyeRight = Hmd.EyeLeft;
+
+ SetViewportMode = SVPM_Density;
+ SetViewportPixelsPerDisplayPixel = 1.0f;
+ // Not used in this mode, but init them anyway.
+ SetViewportSize[0] = Sizei(0,0);
+ SetViewportSize[1] = Sizei(0,0);
+ SetViewport[0] = Recti(0,0,0,0);
+ SetViewport[1] = Recti(0,0,0,0);
+
+ OverrideLens = false;
+ OverrideTanHalfFov = false;
+ OverrideZeroIpd = false;
+ ExtraEyeRotationInRadians = OVR_DEFAULT_EXTRA_EYE_ROTATION;
+ IsRendertargetSharedByBothEyes = true;
+ RightHandedProjection = true;
+
+ // This should cause an assert if the app does not call SetRendertargetSize()
+ RendertargetSize = Sizei ( 0, 0 );
+
+ ZNear = 0.01f;
+ ZFar = 10000.0f;
+
+ Set2DAreaFov(DegreeToRad(85.0f));
+}
+
+void StereoConfig::SetHmdRenderInfo(const HmdRenderInfo& hmd)
+{
+ Hmd = hmd;
+ DirtyFlag = true;
+}
+
+void StereoConfig::Set2DAreaFov(float fovRadians)
+{
+ Area2DFov = fovRadians;
+ DirtyFlag = true;
+}
+
+const StereoEyeParamsWithOrtho& StereoConfig::GetEyeRenderParams(StereoEye eye)
+{
+ if ( DirtyFlag )
+ {
+ UpdateComputedState();
+ }
+
+ static const UByte eyeParamIndices[3] = { 0, 0, 1 };
+
+ OVR_ASSERT(eye < sizeof(eyeParamIndices));
+ return EyeRenderParams[eyeParamIndices[eye]];
+}
+
+void StereoConfig::SetLensOverride ( LensConfig const *pLensOverrideLeft /*= NULL*/,
+ LensConfig const *pLensOverrideRight /*= NULL*/ )
+{
+ if ( pLensOverrideLeft == NULL )
+ {
+ OverrideLens = false;
+ }
+ else
+ {
+ OverrideLens = true;
+ LensOverrideLeft = *pLensOverrideLeft;
+ LensOverrideRight = *pLensOverrideLeft;
+ if ( pLensOverrideRight != NULL )
+ {
+ LensOverrideRight = *pLensOverrideRight;
+ }
+ }
+ DirtyFlag = true;
+}
+
+void StereoConfig::SetRendertargetSize (Size<int> const rendertargetSize,
+ bool rendertargetIsSharedByBothEyes )
+{
+ RendertargetSize = rendertargetSize;
+ IsRendertargetSharedByBothEyes = rendertargetIsSharedByBothEyes;
+ DirtyFlag = true;
+}
+
+void StereoConfig::SetFov ( FovPort const *pfovLeft /*= NULL*/,
+ FovPort const *pfovRight /*= NULL*/ )
+{
+ DirtyFlag = true;
+ if ( pfovLeft == NULL )
+ {
+ OverrideTanHalfFov = false;
+ }
+ else
+ {
+ OverrideTanHalfFov = true;
+ FovOverrideLeft = *pfovLeft;
+ FovOverrideRight = *pfovLeft;
+ if ( pfovRight != NULL )
+ {
+ FovOverrideRight = *pfovRight;
+ }
+ }
+}
+
+
+void StereoConfig::SetZeroVirtualIpdOverride ( bool enableOverride )
+{
+ DirtyFlag = true;
+ OverrideZeroIpd = enableOverride;
+}
+
+
+void StereoConfig::SetZClipPlanesAndHandedness ( float zNear /*= 0.01f*/, float zFar /*= 10000.0f*/, bool rightHandedProjection /*= true*/ )
+{
+ DirtyFlag = true;
+ ZNear = zNear;
+ ZFar = zFar;
+ RightHandedProjection = rightHandedProjection;
+}
+
+void StereoConfig::SetExtraEyeRotation ( float extraEyeRotationInRadians )
+{
+ DirtyFlag = true;
+ ExtraEyeRotationInRadians = extraEyeRotationInRadians;
+}
+
+Sizei StereoConfig::CalculateRecommendedTextureSize ( bool rendertargetSharedByBothEyes,
+ float pixelDensityInCenter /*= 1.0f*/ )
+{
+ return Render::CalculateRecommendedTextureSize ( Hmd, rendertargetSharedByBothEyes, pixelDensityInCenter );
+}
+
+
+
+void StereoConfig::UpdateComputedState()
+{
+ int numEyes = 2;
+ StereoEye eyeTypes[2];
+
+ switch ( Mode )
+ {
+ case Stereo_None:
+ numEyes = 1;
+ eyeTypes[0] = StereoEye_Center;
+ break;
+
+ case Stereo_LeftRight_Multipass:
+ numEyes = 2;
+ eyeTypes[0] = StereoEye_Left;
+ eyeTypes[1] = StereoEye_Right;
+ break;
+
+ default:
+ OVR_ASSERT( false ); break;
+ }
+
+ // If either of these fire, you've probably forgotten to call SetRendertargetSize()
+ OVR_ASSERT ( RendertargetSize.w > 0 );
+ OVR_ASSERT ( RendertargetSize.h > 0 );
+
+ for ( int eyeNum = 0; eyeNum < numEyes; eyeNum++ )
+ {
+ StereoEye eyeType = eyeTypes[eyeNum];
+ LensConfig *pLensOverride = NULL;
+ if ( OverrideLens )
+ {
+ if ( eyeType == StereoEye_Right )
+ {
+ pLensOverride = &LensOverrideRight;
+ }
+ else
+ {
+ pLensOverride = &LensOverrideLeft;
+ }
+ }
+
+ FovPort *pTanHalfFovOverride = NULL;
+ if ( OverrideTanHalfFov )
+ {
+ if ( eyeType == StereoEye_Right )
+ {
+ pTanHalfFovOverride = &FovOverrideRight;
+ }
+ else
+ {
+ pTanHalfFovOverride = &FovOverrideLeft;
+ }
+ }
+
+ DistortionAndFov distortionAndFov =
+ CalculateDistortionAndFovInternal ( eyeType, Hmd,
+ pLensOverride, pTanHalfFovOverride,
+ ExtraEyeRotationInRadians );
+
+ EyeRenderParams[eyeNum].StereoEye.Distortion = distortionAndFov.Distortion;
+ EyeRenderParams[eyeNum].StereoEye.Fov = distortionAndFov.Fov;
+ }
+
+ if ( OverrideZeroIpd )
+ {
+ // Take the union of the calculated eye FOVs.
+ FovPort fov;
+ fov.UpTan = Alg::Max ( EyeRenderParams[0].StereoEye.Fov.UpTan , EyeRenderParams[1].StereoEye.Fov.UpTan );
+ fov.DownTan = Alg::Max ( EyeRenderParams[0].StereoEye.Fov.DownTan , EyeRenderParams[1].StereoEye.Fov.DownTan );
+ fov.LeftTan = Alg::Max ( EyeRenderParams[0].StereoEye.Fov.LeftTan , EyeRenderParams[1].StereoEye.Fov.LeftTan );
+ fov.RightTan = Alg::Max ( EyeRenderParams[0].StereoEye.Fov.RightTan, EyeRenderParams[1].StereoEye.Fov.RightTan );
+ EyeRenderParams[0].StereoEye.Fov = fov;
+ EyeRenderParams[1].StereoEye.Fov = fov;
+ }
+
+ for ( int eyeNum = 0; eyeNum < numEyes; eyeNum++ )
+ {
+ StereoEye eyeType = eyeTypes[eyeNum];
+
+ DistortionRenderDesc localDistortion = EyeRenderParams[eyeNum].StereoEye.Distortion;
+ FovPort fov = EyeRenderParams[eyeNum].StereoEye.Fov;
+
+ // Use a placeholder - will be overridden later.
+ Recti tempViewport = Recti ( 0, 0, 1, 1 );
+
+ EyeRenderParams[eyeNum].StereoEye = CalculateStereoEyeParamsInternal (
+ eyeType, Hmd, localDistortion, fov,
+ RendertargetSize, tempViewport,
+ RightHandedProjection, ZNear, ZFar,
+ OverrideZeroIpd );
+
+ // We want to create a virtual 2D surface we can draw debug text messages to.
+ // We'd like it to be a fixed distance (OrthoDistance) away,
+ // and to cover a specific FOV (Area2DFov). We need to find the projection matrix for this,
+ // and also to know how large it is in pixels to achieve a 1:1 mapping at the center of the screen.
+ float orthoDistance = 0.8f;
+ float orthoHalfFov = tanf ( Area2DFov * 0.5f );
+ Vector2f unityOrthoPixelSize = localDistortion.PixelsPerTanAngleAtCenter * ( orthoHalfFov * 2.0f );
+ float localInterpupillaryDistance = Hmd.EyeLeft.NoseToPupilInMeters + Hmd.EyeRight.NoseToPupilInMeters;
+ if ( OverrideZeroIpd )
+ {
+ localInterpupillaryDistance = 0.0f;
+ }
+ Matrix4f ortho = CreateOrthoSubProjection ( true, eyeType,
+ orthoHalfFov, orthoHalfFov,
+ unityOrthoPixelSize.x, unityOrthoPixelSize.y,
+ orthoDistance, localInterpupillaryDistance,
+ EyeRenderParams[eyeNum].StereoEye.RenderedProjection );
+ EyeRenderParams[eyeNum].OrthoProjection = ortho;
+ }
+
+ // ...and now set up the viewport, scale & offset the way the app wanted.
+ setupViewportScaleAndOffsets();
+
+ if ( OverrideZeroIpd )
+ {
+ // Monocular rendering has some fragile parts... don't break any by accident.
+ OVR_ASSERT ( EyeRenderParams[0].StereoEye.Fov.UpTan == EyeRenderParams[1].StereoEye.Fov.UpTan );
+ OVR_ASSERT ( EyeRenderParams[0].StereoEye.Fov.DownTan == EyeRenderParams[1].StereoEye.Fov.DownTan );
+ OVR_ASSERT ( EyeRenderParams[0].StereoEye.Fov.LeftTan == EyeRenderParams[1].StereoEye.Fov.LeftTan );
+ OVR_ASSERT ( EyeRenderParams[0].StereoEye.Fov.RightTan == EyeRenderParams[1].StereoEye.Fov.RightTan );
+ OVR_ASSERT ( EyeRenderParams[0].StereoEye.RenderedProjection.M[0][0] == EyeRenderParams[1].StereoEye.RenderedProjection.M[0][0] );
+ OVR_ASSERT ( EyeRenderParams[0].StereoEye.RenderedProjection.M[1][1] == EyeRenderParams[1].StereoEye.RenderedProjection.M[1][1] );
+ OVR_ASSERT ( EyeRenderParams[0].StereoEye.RenderedProjection.M[0][2] == EyeRenderParams[1].StereoEye.RenderedProjection.M[0][2] );
+ OVR_ASSERT ( EyeRenderParams[0].StereoEye.RenderedProjection.M[1][2] == EyeRenderParams[1].StereoEye.RenderedProjection.M[1][2] );
+ OVR_ASSERT ( EyeRenderParams[0].StereoEye.RenderedViewport == EyeRenderParams[1].StereoEye.RenderedViewport );
+ OVR_ASSERT ( EyeRenderParams[0].StereoEye.EyeToSourceUV.Offset == EyeRenderParams[1].StereoEye.EyeToSourceUV.Offset );
+ OVR_ASSERT ( EyeRenderParams[0].StereoEye.EyeToSourceUV.Scale == EyeRenderParams[1].StereoEye.EyeToSourceUV.Scale );
+ OVR_ASSERT ( EyeRenderParams[0].StereoEye.EyeToSourceNDC.Offset == EyeRenderParams[1].StereoEye.EyeToSourceNDC.Offset );
+ OVR_ASSERT ( EyeRenderParams[0].StereoEye.EyeToSourceNDC.Scale == EyeRenderParams[1].StereoEye.EyeToSourceNDC.Scale );
+ OVR_ASSERT ( EyeRenderParams[0].OrthoProjection.M[0][0] == EyeRenderParams[1].OrthoProjection.M[0][0] );
+ OVR_ASSERT ( EyeRenderParams[0].OrthoProjection.M[1][1] == EyeRenderParams[1].OrthoProjection.M[1][1] );
+ OVR_ASSERT ( EyeRenderParams[0].OrthoProjection.M[0][2] == EyeRenderParams[1].OrthoProjection.M[0][2] );
+ OVR_ASSERT ( EyeRenderParams[0].OrthoProjection.M[1][2] == EyeRenderParams[1].OrthoProjection.M[1][2] );
+ }
+
+ DirtyFlag = false;
+}
+
+
+
+ViewportScaleAndOffsetBothEyes StereoConfig::setupViewportScaleAndOffsets()
+{
+ for ( int eyeNum = 0; eyeNum < 2; eyeNum++ )
+ {
+ StereoEye eyeType = ( eyeNum == 0 ) ? StereoEye_Left : StereoEye_Right;
+
+ DistortionRenderDesc localDistortion = EyeRenderParams[eyeNum].StereoEye.Distortion;
+ FovPort fov = EyeRenderParams[eyeNum].StereoEye.Fov;
+
+ Recti renderedViewport;
+ switch ( SetViewportMode )
+ {
+ case SVPM_Density:
+ renderedViewport = CalculateViewportDensityInternal (
+ eyeType, localDistortion, fov,
+ RendertargetSize, IsRendertargetSharedByBothEyes,
+ SetViewportPixelsPerDisplayPixel, OverrideZeroIpd );
+ break;
+ case SVPM_Size:
+ if ( ( eyeType == StereoEye_Right ) && !OverrideZeroIpd )
+ {
+ renderedViewport = CalculateViewportInternal (
+ eyeType, RendertargetSize,
+ SetViewportSize[1],
+ IsRendertargetSharedByBothEyes, OverrideZeroIpd );
+ }
+ else
+ {
+ renderedViewport = CalculateViewportInternal (
+ eyeType, RendertargetSize,
+ SetViewportSize[0],
+ IsRendertargetSharedByBothEyes, OverrideZeroIpd );
+ }
+ break;
+ case SVPM_Viewport:
+ if ( ( eyeType == StereoEye_Right ) && !OverrideZeroIpd )
+ {
+ renderedViewport = SetViewport[1];
+ }
+ else
+ {
+ renderedViewport = SetViewport[0];
+ }
+ break;
+ default: OVR_ASSERT ( false ); break;
+ }
+
+ ViewportScaleAndOffset vpsao = CalculateViewportScaleAndOffsetInternal (
+ EyeRenderParams[eyeNum].StereoEye.EyeToSourceNDC,
+ renderedViewport,
+ RendertargetSize );
+ EyeRenderParams[eyeNum].StereoEye.RenderedViewport = vpsao.RenderedViewport;
+ EyeRenderParams[eyeNum].StereoEye.EyeToSourceUV = vpsao.EyeToSourceUV;
+ }
+
+ ViewportScaleAndOffsetBothEyes result;
+ result.Left.EyeToSourceUV = EyeRenderParams[0].StereoEye.EyeToSourceUV;
+ result.Left.RenderedViewport = EyeRenderParams[0].StereoEye.RenderedViewport;
+ result.Right.EyeToSourceUV = EyeRenderParams[1].StereoEye.EyeToSourceUV;
+ result.Right.RenderedViewport = EyeRenderParams[1].StereoEye.RenderedViewport;
+ return result;
+}
+
+// Specify a pixel density - how many rendered pixels per pixel in the physical display.
+ViewportScaleAndOffsetBothEyes StereoConfig::SetRenderDensity ( float pixelsPerDisplayPixel )
+{
+ SetViewportMode = SVPM_Density;
+ SetViewportPixelsPerDisplayPixel = pixelsPerDisplayPixel;
+ return setupViewportScaleAndOffsets();
+}
+
+// Supply the size directly. Will be clamped to the physical rendertarget size.
+ViewportScaleAndOffsetBothEyes StereoConfig::SetRenderSize ( Sizei const &renderSizeLeft, Sizei const &renderSizeRight )
+{
+ SetViewportMode = SVPM_Size;
+ SetViewportSize[0] = renderSizeLeft;
+ SetViewportSize[1] = renderSizeRight;
+ return setupViewportScaleAndOffsets();
+}
+
+// Supply the viewport directly. This is not clamped to the physical rendertarget - careful now!
+ViewportScaleAndOffsetBothEyes StereoConfig::SetRenderViewport ( Recti const &renderViewportLeft, Recti const &renderViewportRight )
+{
+ SetViewportMode = SVPM_Viewport;
+ SetViewport[0] = renderViewportLeft;
+ SetViewport[1] = renderViewportRight;
+ return setupViewportScaleAndOffsets();
+}
+
+Matrix4f StereoConfig::GetProjectionWithZoom ( StereoEye eye, float fovZoom ) const
+{
+ int eyeNum = ( eye == StereoEye_Right ) ? 1 : 0;
+ float fovScale = 1.0f / fovZoom;
+ FovPort fovPort = EyeRenderParams[eyeNum].StereoEye.Fov;
+ fovPort.LeftTan *= fovScale;
+ fovPort.RightTan *= fovScale;
+ fovPort.UpTan *= fovScale;
+ fovPort.DownTan *= fovScale;
+ return CreateProjection ( RightHandedProjection, fovPort, ZNear, ZFar );
+}
+
+
+
+
+//-----------------------------------------------------------------------------------
+// ***** Distortion Mesh Rendering
+
+
+// Pow2 for the Morton order to work!
+// 4 is too low - it is easy to see the "wobbles" in the HMD.
+// 5 is realllly close but you can see pixel differences with even/odd frame checking.
+// 6 is indistinguishable on a monitor on even/odd frames.
+static const int DMA_GridSizeLog2 = 6;
+static const int DMA_GridSize = 1<<DMA_GridSizeLog2;
+static const int DMA_NumVertsPerEye = (DMA_GridSize+1)*(DMA_GridSize+1);
+static const int DMA_NumTrisPerEye = (DMA_GridSize)*(DMA_GridSize)*2;
+
+
+
+void DistortionMeshDestroy ( DistortionMeshVertexData *pVertices, UInt16 *pTriangleMeshIndices )
+{
+ OVR_FREE ( pVertices );
+ OVR_FREE ( pTriangleMeshIndices );
+}
+
+void DistortionMeshCreate ( DistortionMeshVertexData **ppVertices, UInt16 **ppTriangleListIndices,
+ int *pNumVertices, int *pNumTriangles,
+ const StereoEyeParams &stereoParams, const HmdRenderInfo &hmdRenderInfo )
+{
+ bool rightEye = ( stereoParams.Eye == StereoEye_Right );
+ int vertexCount = 0;
+ int triangleCount = 0;
+
+ // Generate mesh into allocated data and return result.
+ DistortionMeshCreate(ppVertices, ppTriangleListIndices, &vertexCount, &triangleCount,
+ rightEye, hmdRenderInfo, stereoParams.Distortion, stereoParams.EyeToSourceNDC);
+
+ *pNumVertices = vertexCount;
+ *pNumTriangles = triangleCount;
+}
+
+
+// Generate distortion mesh for a eye.
+void DistortionMeshCreate( DistortionMeshVertexData **ppVertices, UInt16 **ppTriangleListIndices,
+ int *pNumVertices, int *pNumTriangles,
+ bool rightEye,
+ const HmdRenderInfo &hmdRenderInfo,
+ const DistortionRenderDesc &distortion, const ScaleAndOffset2D &eyeToSourceNDC )
+{
+ *pNumVertices = DMA_NumVertsPerEye;
+ *pNumTriangles = DMA_NumTrisPerEye;
+
+ *ppVertices = (DistortionMeshVertexData*)
+ OVR_ALLOC( sizeof(DistortionMeshVertexData) * (*pNumVertices) );
+ *ppTriangleListIndices = (UInt16*) OVR_ALLOC( sizeof(UInt16) * (*pNumTriangles) * 3 );
+
+ if (!*ppVertices || !*ppTriangleListIndices)
+ {
+ if (*ppVertices)
+ {
+ OVR_FREE(*ppVertices);
+ }
+ if (*ppTriangleListIndices)
+ {
+ OVR_FREE(*ppTriangleListIndices);
+ }
+ *ppVertices = NULL;
+ *ppTriangleListIndices = NULL;
+ *pNumTriangles = 0;
+ *pNumVertices = 0;
+ return;
+ }
+
+ // When does the fade-to-black edge start? Chosen heuristically.
+ const float fadeOutBorderFraction = 0.075f;
+
+
+ // Populate vertex buffer info
+ float xOffset = 0.0f;
+ float uOffset = 0.0f;
+ OVR_UNUSED(uOffset);
+
+ if (rightEye)
+ {
+ xOffset = 1.0f;
+ uOffset = 0.5f;
+ }
+
+ // First pass - build up raw vertex data.
+ DistortionMeshVertexData* pcurVert = *ppVertices;
+
+ for ( int y = 0; y <= DMA_GridSize; y++ )
+ {
+ for ( int x = 0; x <= DMA_GridSize; x++ )
+ {
+
+ Vector2f sourceCoordNDC;
+ // NDC texture coords [-1,+1]
+ sourceCoordNDC.x = 2.0f * ( (float)x / (float)DMA_GridSize ) - 1.0f;
+ sourceCoordNDC.y = 2.0f * ( (float)y / (float)DMA_GridSize ) - 1.0f;
+ Vector2f tanEyeAngle = TransformRendertargetNDCToTanFovSpace ( eyeToSourceNDC, sourceCoordNDC );
+
+ // This is the function that does the really heavy lifting.
+ Vector2f screenNDC = TransformTanFovSpaceToScreenNDC ( distortion, tanEyeAngle, false );
+
+ // We then need RGB UVs. Since chromatic aberration is generated from screen coords, not
+ // directly from texture NDCs, we can't just use tanEyeAngle, we need to go the long way round.
+ Vector2f tanEyeAnglesR, tanEyeAnglesG, tanEyeAnglesB;
+ TransformScreenNDCToTanFovSpaceChroma ( &tanEyeAnglesR, &tanEyeAnglesG, &tanEyeAnglesB,
+ distortion, screenNDC );
+
+ pcurVert->TanEyeAnglesR = tanEyeAnglesR;
+ pcurVert->TanEyeAnglesG = tanEyeAnglesG;
+ pcurVert->TanEyeAnglesB = tanEyeAnglesB;
+
+
+ HmdShutterTypeEnum shutterType = hmdRenderInfo.Shutter.Type;
+ switch ( shutterType )
+ {
+ case HmdShutter_Global:
+ pcurVert->TimewarpLerp = 0.0f;
+ break;
+ case HmdShutter_RollingLeftToRight:
+ // Retrace is left to right - left eye goes 0.0 -> 0.5, then right goes 0.5 -> 1.0
+ pcurVert->TimewarpLerp = screenNDC.x * 0.25f + 0.25f;
+ if (rightEye)
+ {
+ pcurVert->TimewarpLerp += 0.5f;
+ }
+ break;
+ case HmdShutter_RollingRightToLeft:
+ // Retrace is right to left - right eye goes 0.0 -> 0.5, then left goes 0.5 -> 1.0
+ pcurVert->TimewarpLerp = 0.75f - screenNDC.x * 0.25f;
+ if (rightEye)
+ {
+ pcurVert->TimewarpLerp -= 0.5f;
+ }
+ break;
+ case HmdShutter_RollingTopToBottom:
+ // Retrace is top to bottom on both eyes at the same time.
+ pcurVert->TimewarpLerp = screenNDC.y * 0.5f + 0.5f;
+ break;
+ default: OVR_ASSERT ( false ); break;
+ }
+
+ // Fade out at texture edges.
+ float edgeFadeIn = ( 1.0f / fadeOutBorderFraction ) *
+ ( 1.0f - Alg::Max ( Alg::Abs ( sourceCoordNDC.x ), Alg::Abs ( sourceCoordNDC.y ) ) );
+ // Also fade out at screen edges.
+ float edgeFadeInScreen = ( 2.0f / fadeOutBorderFraction ) *
+ ( 1.0f - Alg::Max ( Alg::Abs ( screenNDC.x ), Alg::Abs ( screenNDC.y ) ) );
+ edgeFadeIn = Alg::Min ( edgeFadeInScreen, edgeFadeIn );
+
+ // Don't let verts overlap to the other eye.
+ screenNDC.x = Alg::Max ( -1.0f, Alg::Min ( screenNDC.x, 1.0f ) );
+ screenNDC.y = Alg::Max ( -1.0f, Alg::Min ( screenNDC.y, 1.0f ) );
+
+ pcurVert->Shade = Alg::Max ( 0.0f, Alg::Min ( edgeFadeIn, 1.0f ) );
+ pcurVert->ScreenPosNDC.x = 0.5f * screenNDC.x - 0.5f + xOffset;
+ pcurVert->ScreenPosNDC.y = -screenNDC.y;
+
+ pcurVert++;
+ }
+ }
+
+
+ // Populate index buffer info
+ UInt16 *pcurIndex = *ppTriangleListIndices;
+
+ for ( int triNum = 0; triNum < DMA_GridSize * DMA_GridSize; triNum++ )
+ {
+ // Use a Morton order to help locality of FB, texture and vertex cache.
+ // (0.325ms raster order -> 0.257ms Morton order)
+ OVR_ASSERT ( DMA_GridSize <= 256 );
+ int x = ( ( triNum & 0x0001 ) >> 0 ) |
+ ( ( triNum & 0x0004 ) >> 1 ) |
+ ( ( triNum & 0x0010 ) >> 2 ) |
+ ( ( triNum & 0x0040 ) >> 3 ) |
+ ( ( triNum & 0x0100 ) >> 4 ) |
+ ( ( triNum & 0x0400 ) >> 5 ) |
+ ( ( triNum & 0x1000 ) >> 6 ) |
+ ( ( triNum & 0x4000 ) >> 7 );
+ int y = ( ( triNum & 0x0002 ) >> 1 ) |
+ ( ( triNum & 0x0008 ) >> 2 ) |
+ ( ( triNum & 0x0020 ) >> 3 ) |
+ ( ( triNum & 0x0080 ) >> 4 ) |
+ ( ( triNum & 0x0200 ) >> 5 ) |
+ ( ( triNum & 0x0800 ) >> 6 ) |
+ ( ( triNum & 0x2000 ) >> 7 ) |
+ ( ( triNum & 0x8000 ) >> 8 );
+ int FirstVertex = x * (DMA_GridSize+1) + y;
+ // Another twist - we want the top-left and bottom-right quadrants to
+ // have the triangles split one way, the other two split the other.
+ // +---+---+---+---+
+ // | /| /|\ |\ |
+ // | / | / | \ | \ |
+ // |/ |/ | \| \|
+ // +---+---+---+---+
+ // | /| /|\ |\ |
+ // | / | / | \ | \ |
+ // |/ |/ | \| \|
+ // +---+---+---+---+
+ // |\ |\ | /| /|
+ // | \ | \ | / | / |
+ // | \| \|/ |/ |
+ // +---+---+---+---+
+ // |\ |\ | /| /|
+ // | \ | \ | / | / |
+ // | \| \|/ |/ |
+ // +---+---+---+---+
+ // This way triangle edges don't span long distances over the distortion function,
+ // so linear interpolation works better & we can use fewer tris.
+ if ( ( x < DMA_GridSize/2 ) != ( y < DMA_GridSize/2 ) ) // != is logical XOR
+ {
+ *pcurIndex++ = (UInt16)FirstVertex;
+ *pcurIndex++ = (UInt16)FirstVertex+1;
+ *pcurIndex++ = (UInt16)FirstVertex+(DMA_GridSize+1)+1;
+
+ *pcurIndex++ = (UInt16)FirstVertex+(DMA_GridSize+1)+1;
+ *pcurIndex++ = (UInt16)FirstVertex+(DMA_GridSize+1);
+ *pcurIndex++ = (UInt16)FirstVertex;
+ }
+ else
+ {
+ *pcurIndex++ = (UInt16)FirstVertex;
+ *pcurIndex++ = (UInt16)FirstVertex+1;
+ *pcurIndex++ = (UInt16)FirstVertex+(DMA_GridSize+1);
+
+ *pcurIndex++ = (UInt16)FirstVertex+1;
+ *pcurIndex++ = (UInt16)FirstVertex+(DMA_GridSize+1)+1;
+ *pcurIndex++ = (UInt16)FirstVertex+(DMA_GridSize+1);
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------------
+// ***** Heightmap Mesh Rendering
+
+
+static const int HMA_GridSizeLog2 = 7;
+static const int HMA_GridSize = 1<<HMA_GridSizeLog2;
+static const int HMA_NumVertsPerEye = (HMA_GridSize+1)*(HMA_GridSize+1);
+static const int HMA_NumTrisPerEye = (HMA_GridSize)*(HMA_GridSize)*2;
+
+
+void HeightmapMeshDestroy ( HeightmapMeshVertexData *pVertices, UInt16 *pTriangleMeshIndices )
+{
+ OVR_FREE ( pVertices );
+ OVR_FREE ( pTriangleMeshIndices );
+}
+
+void HeightmapMeshCreate ( HeightmapMeshVertexData **ppVertices, UInt16 **ppTriangleListIndices,
+ int *pNumVertices, int *pNumTriangles,
+ const StereoEyeParams &stereoParams, const HmdRenderInfo &hmdRenderInfo )
+{
+ bool rightEye = ( stereoParams.Eye == StereoEye_Right );
+ int vertexCount = 0;
+ int triangleCount = 0;
+
+ // Generate mesh into allocated data and return result.
+ HeightmapMeshCreate(ppVertices, ppTriangleListIndices, &vertexCount, &triangleCount,
+ rightEye, hmdRenderInfo, stereoParams.EyeToSourceNDC);
+
+ *pNumVertices = vertexCount;
+ *pNumTriangles = triangleCount;
+}
+
+
+// Generate heightmap mesh for one eye.
+void HeightmapMeshCreate( HeightmapMeshVertexData **ppVertices, UInt16 **ppTriangleListIndices,
+ int *pNumVertices, int *pNumTriangles, bool rightEye,
+ const HmdRenderInfo &hmdRenderInfo,
+ const ScaleAndOffset2D &eyeToSourceNDC )
+{
+ *pNumVertices = HMA_NumVertsPerEye;
+ *pNumTriangles = HMA_NumTrisPerEye;
+
+ *ppVertices = (HeightmapMeshVertexData*) OVR_ALLOC( sizeof(HeightmapMeshVertexData) * (*pNumVertices) );
+ *ppTriangleListIndices = (UInt16*) OVR_ALLOC( sizeof(UInt16) * (*pNumTriangles) * 3 );
+
+ if (!*ppVertices || !*ppTriangleListIndices)
+ {
+ if (*ppVertices)
+ {
+ OVR_FREE(*ppVertices);
+ }
+ if (*ppTriangleListIndices)
+ {
+ OVR_FREE(*ppTriangleListIndices);
+ }
+ *ppVertices = NULL;
+ *ppTriangleListIndices = NULL;
+ *pNumTriangles = 0;
+ *pNumVertices = 0;
+ return;
+ }
+
+ // Populate vertex buffer info
+ float xOffset = 0.0f;
+ float uOffset = 0.0f;
+
+ if (rightEye)
+ {
+ xOffset = 1.0f;
+ uOffset = 0.5f;
+ }
+
+ // First pass - build up raw vertex data.
+ HeightmapMeshVertexData* pcurVert = *ppVertices;
+
+ for ( int y = 0; y <= HMA_GridSize; y++ )
+ {
+ for ( int x = 0; x <= HMA_GridSize; x++ )
+ {
+ Vector2f sourceCoordNDC;
+ // NDC texture coords [-1,+1]
+ sourceCoordNDC.x = 2.0f * ( (float)x / (float)HMA_GridSize ) - 1.0f;
+ sourceCoordNDC.y = 2.0f * ( (float)y / (float)HMA_GridSize ) - 1.0f;
+ Vector2f tanEyeAngle = TransformRendertargetNDCToTanFovSpace ( eyeToSourceNDC, sourceCoordNDC );
+
+ pcurVert->TanEyeAngles = tanEyeAngle;
+
+ HmdShutterTypeEnum shutterType = hmdRenderInfo.Shutter.Type;
+ switch ( shutterType )
+ {
+ case HmdShutter_Global:
+ pcurVert->TimewarpLerp = 0.0f;
+ break;
+ case HmdShutter_RollingLeftToRight:
+ // Retrace is left to right - left eye goes 0.0 -> 0.5, then right goes 0.5 -> 1.0
+ pcurVert->TimewarpLerp = sourceCoordNDC.x * 0.25f + 0.25f;
+ if (rightEye)
+ {
+ pcurVert->TimewarpLerp += 0.5f;
+ }
+ break;
+ case HmdShutter_RollingRightToLeft:
+ // Retrace is right to left - right eye goes 0.0 -> 0.5, then left goes 0.5 -> 1.0
+ pcurVert->TimewarpLerp = 0.75f - sourceCoordNDC.x * 0.25f;
+ if (rightEye)
+ {
+ pcurVert->TimewarpLerp -= 0.5f;
+ }
+ break;
+ case HmdShutter_RollingTopToBottom:
+ // Retrace is top to bottom on both eyes at the same time.
+ pcurVert->TimewarpLerp = sourceCoordNDC.y * 0.5f + 0.5f;
+ break;
+ default: OVR_ASSERT ( false ); break;
+ }
+
+ // Don't let verts overlap to the other eye.
+ //sourceCoordNDC.x = Alg::Max ( -1.0f, Alg::Min ( sourceCoordNDC.x, 1.0f ) );
+ //sourceCoordNDC.y = Alg::Max ( -1.0f, Alg::Min ( sourceCoordNDC.y, 1.0f ) );
+
+ //pcurVert->ScreenPosNDC.x = 0.5f * sourceCoordNDC.x - 0.5f + xOffset;
+ pcurVert->ScreenPosNDC.x = sourceCoordNDC.x;
+ pcurVert->ScreenPosNDC.y = -sourceCoordNDC.y;
+
+ pcurVert++;
+ }
+ }
+
+
+ // Populate index buffer info
+ UInt16 *pcurIndex = *ppTriangleListIndices;
+
+ for ( int triNum = 0; triNum < HMA_GridSize * HMA_GridSize; triNum++ )
+ {
+ // Use a Morton order to help locality of FB, texture and vertex cache.
+ // (0.325ms raster order -> 0.257ms Morton order)
+ OVR_ASSERT ( HMA_GridSize < 256 );
+ int x = ( ( triNum & 0x0001 ) >> 0 ) |
+ ( ( triNum & 0x0004 ) >> 1 ) |
+ ( ( triNum & 0x0010 ) >> 2 ) |
+ ( ( triNum & 0x0040 ) >> 3 ) |
+ ( ( triNum & 0x0100 ) >> 4 ) |
+ ( ( triNum & 0x0400 ) >> 5 ) |
+ ( ( triNum & 0x1000 ) >> 6 ) |
+ ( ( triNum & 0x4000 ) >> 7 );
+ int y = ( ( triNum & 0x0002 ) >> 1 ) |
+ ( ( triNum & 0x0008 ) >> 2 ) |
+ ( ( triNum & 0x0020 ) >> 3 ) |
+ ( ( triNum & 0x0080 ) >> 4 ) |
+ ( ( triNum & 0x0200 ) >> 5 ) |
+ ( ( triNum & 0x0800 ) >> 6 ) |
+ ( ( triNum & 0x2000 ) >> 7 ) |
+ ( ( triNum & 0x8000 ) >> 8 );
+ int FirstVertex = x * (HMA_GridSize+1) + y;
+ // Another twist - we want the top-left and bottom-right quadrants to
+ // have the triangles split one way, the other two split the other.
+ // +---+---+---+---+
+ // | /| /|\ |\ |
+ // | / | / | \ | \ |
+ // |/ |/ | \| \|
+ // +---+---+---+---+
+ // | /| /|\ |\ |
+ // | / | / | \ | \ |
+ // |/ |/ | \| \|
+ // +---+---+---+---+
+ // |\ |\ | /| /|
+ // | \ | \ | / | / |
+ // | \| \|/ |/ |
+ // +---+---+---+---+
+ // |\ |\ | /| /|
+ // | \ | \ | / | / |
+ // | \| \|/ |/ |
+ // +---+---+---+---+
+ // This way triangle edges don't span long distances over the distortion function,
+ // so linear interpolation works better & we can use fewer tris.
+ if ( ( x < HMA_GridSize/2 ) != ( y < HMA_GridSize/2 ) ) // != is logical XOR
+ {
+ *pcurIndex++ = (UInt16)FirstVertex;
+ *pcurIndex++ = (UInt16)FirstVertex+1;
+ *pcurIndex++ = (UInt16)FirstVertex+(HMA_GridSize+1)+1;
+
+ *pcurIndex++ = (UInt16)FirstVertex+(HMA_GridSize+1)+1;
+ *pcurIndex++ = (UInt16)FirstVertex+(HMA_GridSize+1);
+ *pcurIndex++ = (UInt16)FirstVertex;
+ }
+ else
+ {
+ *pcurIndex++ = (UInt16)FirstVertex;
+ *pcurIndex++ = (UInt16)FirstVertex+1;
+ *pcurIndex++ = (UInt16)FirstVertex+(HMA_GridSize+1);
+
+ *pcurIndex++ = (UInt16)FirstVertex+1;
+ *pcurIndex++ = (UInt16)FirstVertex+(HMA_GridSize+1)+1;
+ *pcurIndex++ = (UInt16)FirstVertex+(HMA_GridSize+1);
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------------
+// ***** Prediction and timewarp.
+//
+
+// Calculates the values from the HMD info.
+PredictionValues PredictionGetDeviceValues ( const HmdRenderInfo &hmdRenderInfo,
+ bool withTimewarp /*= true*/,
+ bool withVsync /*= true*/ )
+{
+ PredictionValues result;
+
+ result.WithTimewarp = withTimewarp;
+ result.WithVsync = withVsync;
+
+ // For unclear reasons, most graphics systems add an extra frame of latency
+ // somewhere along the way. In time we'll debug this and figure it out, but
+ // for now this gets prediction a little bit better.
+ const float extraFramesOfBufferingKludge = 1.0f;
+
+ if ( withVsync )
+ {
+ // These are the times from the Present+Flush to when the middle of the scene is "averagely visible" (without timewarp)
+ // So if you had no timewarp, this, plus the time until the next vsync, is how much to predict by.
+ result.PresentFlushToRenderedScene = extraFramesOfBufferingKludge * hmdRenderInfo.Shutter.FirstScanlineToLastScanline;
+ // Predict to the middle of the screen being scanned out.
+ result.PresentFlushToRenderedScene += hmdRenderInfo.Shutter.VsyncToFirstScanline + 0.5f * hmdRenderInfo.Shutter.FirstScanlineToLastScanline;
+ // Time for pixels to get half-way to settling.
+ result.PresentFlushToRenderedScene += hmdRenderInfo.Shutter.PixelSettleTime * 0.5f;
+ // Predict to half-way through persistence
+ result.PresentFlushToRenderedScene += hmdRenderInfo.Shutter.PixelPersistence * 0.5f;
+
+ // The time from the Present+Flush to when the first scanline is "averagely visible".
+ result.PresentFlushToTimewarpStart = extraFramesOfBufferingKludge * hmdRenderInfo.Shutter.FirstScanlineToLastScanline;
+ // Predict to the first line being scanned out.
+ result.PresentFlushToTimewarpStart += hmdRenderInfo.Shutter.VsyncToFirstScanline;
+ // Time for pixels to get half-way to settling.
+ result.PresentFlushToTimewarpStart += hmdRenderInfo.Shutter.PixelSettleTime * 0.5f;
+ // Predict to half-way through persistence
+ result.PresentFlushToTimewarpStart += hmdRenderInfo.Shutter.PixelPersistence * 0.5f;
+
+ // Time to the the last scanline.
+ result.PresentFlushToTimewarpEnd = result.PresentFlushToTimewarpStart + hmdRenderInfo.Shutter.FirstScanlineToLastScanline;
+
+ // Ideal framerate.
+ result.PresentFlushToPresentFlush = hmdRenderInfo.Shutter.VsyncToNextVsync;
+ }
+ else
+ {
+ // Timewarp without vsync is a little odd.
+ // Currently, we assume that without vsync, we have no idea which scanline
+ // is currently being sent to the display. So we can't do lerping timewarp,
+ // we can just do a full-screen late-stage fixup.
+
+ // "PresentFlushToRenderedScene" means the time from the Present+Flush to when the middle of the scene is "averagely visible" (without timewarp)
+ // So if you had no timewarp, this, plus the time until the next flush (which is usually the time to render the frame), is how much to predict by.
+ // Time for pixels to get half-way to settling.
+ result.PresentFlushToRenderedScene = hmdRenderInfo.Shutter.PixelSettleTime * 0.5f;
+ // Predict to half-way through persistence
+ result.PresentFlushToRenderedScene += hmdRenderInfo.Shutter.PixelPersistence * 0.5f;
+
+ // Without vsync, you don't know timings, and so can't do anything useful with lerped warping.
+ result.PresentFlushToTimewarpStart = result.PresentFlushToRenderedScene;
+ result.PresentFlushToTimewarpEnd = result.PresentFlushToRenderedScene;
+
+ // There's no concept of "ideal" when vsync is off.
+ result.PresentFlushToPresentFlush = 0.0f;
+ }
+
+ return result;
+}
+
+Matrix4f TimewarpComputePoseDelta ( Matrix4f const &renderedViewFromWorld, Matrix4f const &predictedViewFromWorld, Matrix4f const&eyeViewAdjust )
+{
+ Matrix4f worldFromPredictedView = (eyeViewAdjust * predictedViewFromWorld).InvertedHomogeneousTransform();
+ Matrix4f matRenderFromNowStart = (eyeViewAdjust * renderedViewFromWorld) * worldFromPredictedView;
+
+ // The sensor-predicted 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 -> -++
+ // +++ +-- -++
+ matRenderFromNowStart.M[0][1] = -matRenderFromNowStart.M[0][1];
+ matRenderFromNowStart.M[0][2] = -matRenderFromNowStart.M[0][2];
+ matRenderFromNowStart.M[1][0] = -matRenderFromNowStart.M[1][0];
+ matRenderFromNowStart.M[2][0] = -matRenderFromNowStart.M[2][0];
+ matRenderFromNowStart.M[1][3] = -matRenderFromNowStart.M[1][3];
+ matRenderFromNowStart.M[2][3] = -matRenderFromNowStart.M[2][3];
+
+ return matRenderFromNowStart;
+}
+
+Matrix4f TimewarpComputePoseDeltaPosition ( Matrix4f const &renderedViewFromWorld, Matrix4f const &predictedViewFromWorld, Matrix4f const&eyeViewAdjust )
+{
+ Matrix4f worldFromPredictedView = (eyeViewAdjust * predictedViewFromWorld).InvertedHomogeneousTransform();
+ Matrix4f matRenderXform = (eyeViewAdjust * renderedViewFromWorld) * worldFromPredictedView;
+
+ return matRenderXform.Inverted();
+}
+
+TimewarpMachine::TimewarpMachine()
+{
+ for ( int i = 0; i < 2; i++ )
+ {
+ EyeRenderPoses[i] = Transformf();
+ }
+ DistortionTimeCount = 0;
+ VsyncEnabled = false;
+}
+
+void TimewarpMachine::Reset(HmdRenderInfo& renderInfo, bool vsyncEnabled, double timeNow)
+{
+ RenderInfo = renderInfo;
+ VsyncEnabled = vsyncEnabled;
+ CurrentPredictionValues = PredictionGetDeviceValues ( renderInfo, true, VsyncEnabled );
+ PresentFlushToPresentFlushSeconds = 0.0f;
+ DistortionTimeCount = 0;
+ DistortionTimeAverage = 0.0f;
+ LastFramePresentFlushTime = timeNow;
+ AfterPresentAndFlush(timeNow);
+}
+
+void TimewarpMachine::AfterPresentAndFlush(double timeNow)
+{
+ PresentFlushToPresentFlushSeconds = (float)(timeNow - LastFramePresentFlushTime);
+ LastFramePresentFlushTime = timeNow;
+ NextFramePresentFlushTime = timeNow + (double)PresentFlushToPresentFlushSeconds;
+}
+
+double TimewarpMachine::GetViewRenderPredictionTime()
+{
+ // Note that PredictionGetDeviceValues() did all the vsync-dependent thinking for us.
+ return NextFramePresentFlushTime + CurrentPredictionValues.PresentFlushToRenderedScene;
+}
+
+Transformf TimewarpMachine::GetViewRenderPredictionPose(SensorFusion &sfusion)
+{
+ double predictionTime = GetViewRenderPredictionTime();
+ return sfusion.GetPoseAtTime(predictionTime);
+}
+
+double TimewarpMachine::GetVisiblePixelTimeStart()
+{
+ // Note that PredictionGetDeviceValues() did all the vsync-dependent thinking for us.
+ return NextFramePresentFlushTime + CurrentPredictionValues.PresentFlushToTimewarpStart;
+}
+double TimewarpMachine::GetVisiblePixelTimeEnd()
+{
+ // Note that PredictionGetDeviceValues() did all the vsync-dependent thinking for us.
+ return NextFramePresentFlushTime + CurrentPredictionValues.PresentFlushToTimewarpEnd;
+}
+Transformf TimewarpMachine::GetPredictedVisiblePixelPoseStart(SensorFusion &sfusion)
+{
+ double predictionTime = GetVisiblePixelTimeStart();
+ return sfusion.GetPoseAtTime(predictionTime);
+}
+Transformf TimewarpMachine::GetPredictedVisiblePixelPoseEnd (SensorFusion &sfusion)
+{
+ double predictionTime = GetVisiblePixelTimeEnd();
+ return sfusion.GetPoseAtTime(predictionTime);
+}
+Matrix4f TimewarpMachine::GetTimewarpDeltaStart(SensorFusion &sfusion, Transformf const &renderedPose)
+{
+ Transformf visiblePose = GetPredictedVisiblePixelPoseStart ( sfusion );
+ Matrix4f visibleMatrix(visiblePose);
+ Matrix4f renderedMatrix(renderedPose);
+ Matrix4f identity; // doesn't matter for orientation-only timewarp
+ return TimewarpComputePoseDelta ( renderedMatrix, visibleMatrix, identity );
+}
+Matrix4f TimewarpMachine::GetTimewarpDeltaEnd (SensorFusion &sfusion, Transformf const &renderedPose)
+{
+ Transformf visiblePose = GetPredictedVisiblePixelPoseEnd ( sfusion );
+ Matrix4f visibleMatrix(visiblePose);
+ Matrix4f renderedMatrix(renderedPose);
+ Matrix4f identity; // doesn't matter for orientation-only timewarp
+ return TimewarpComputePoseDelta ( renderedMatrix, visibleMatrix, identity );
+}
+
+
+// What time should the app wait until before starting distortion?
+double TimewarpMachine::JustInTime_GetDistortionWaitUntilTime()
+{
+ if ( !VsyncEnabled || ( DistortionTimeCount < NumDistortionTimes ) )
+ {
+ // Don't wait.
+ return LastFramePresentFlushTime;
+ }
+
+ const float fudgeFactor = 0.002f; // Found heuristically - 1ms is too short because of timing granularity - may need further tweaking!
+ float howLongBeforePresent = DistortionTimeAverage + fudgeFactor;
+ // Subtlety here. Technically, the correct time is NextFramePresentFlushTime - howLongBeforePresent.
+ // However, if the app drops a frame, this then perpetuates it,
+ // i.e. if the display is running at 60fps, but the last frame was slow,
+ // (e.g. because of swapping or whatever), then NextFramePresentFlushTime is
+ // 33ms in the future, not 16ms. Since this function supplies the
+ // time to wait until, the app will indeed wait until 32ms, so the framerate
+ // drops to 30fps and never comes back up!
+ // So we return the *ideal* framerate, not the *actual* framerate.
+ return LastFramePresentFlushTime + (float)( CurrentPredictionValues.PresentFlushToPresentFlush - howLongBeforePresent );
+}
+
+
+bool TimewarpMachine::JustInTime_NeedDistortionTimeMeasurement() const
+{
+ if (!VsyncEnabled)
+ {
+ return false;
+ }
+ return ( DistortionTimeCount < NumDistortionTimes );
+}
+
+void TimewarpMachine::JustInTime_BeforeDistortionTimeMeasurement(double timeNow)
+{
+ DistortionTimeCurrentStart = timeNow;
+}
+
+void TimewarpMachine::JustInTime_AfterDistortionTimeMeasurement(double timeNow)
+{
+ float timeDelta = (float)( timeNow - DistortionTimeCurrentStart );
+ if ( DistortionTimeCount < NumDistortionTimes )
+ {
+ DistortionTimes[DistortionTimeCount] = timeDelta;
+ DistortionTimeCount++;
+ if ( DistortionTimeCount == NumDistortionTimes )
+ {
+ // Median.
+ float distortionTimeMedian = 0.0f;
+ for ( int i = 0; i < NumDistortionTimes/2; i++ )
+ {
+ // Find the maximum time of those remaining.
+ float maxTime = DistortionTimes[0];
+ int maxIndex = 0;
+ for ( int j = 1; j < NumDistortionTimes; j++ )
+ {
+ if ( maxTime < DistortionTimes[j] )
+ {
+ maxTime = DistortionTimes[j];
+ maxIndex = j;
+ }
+ }
+ // Zero that max time, so we'll find the next-highest time.
+ DistortionTimes[maxIndex] = 0.0f;
+ distortionTimeMedian = maxTime;
+ }
+ DistortionTimeAverage = distortionTimeMedian;
+ }
+ }
+ else
+ {
+ OVR_ASSERT ( !"Really didn't need more measurements, thanks" );
+ }
+}
+
+
+}}} // OVR::Util::Render
+