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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
-
-Copyright : Copyright 2012 Oculus, Inc. All Rights reserved.
-
-Use of this software is subject to the terms of the Oculus Inc license
-agreement provided at the time of installation or download, or which
-otherwise accompanies this software in either electronic or hard copy form.
-
-*************************************************************************************/
-
-#ifndef OVR_Util_Render_Stereo_h
-#define OVR_Util_Render_Stereo_h
-
-#include "../OVR_Device.h"
-
-namespace OVR { namespace Util { namespace Render {
-
-
-//-----------------------------------------------------------------------------------
-// ***** Stereo Enumerations
-
-// 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,
- Stereo_LeftRight_Multipass = 1
-};
-
-
-// StereoEye specifies which eye we are rendering for; it is used to
-// retrieve StereoEyeParams.
-enum StereoEye
-{
- StereoEye_Center,
- StereoEye_Left,
- StereoEye_Right
-};
-
-
-//-----------------------------------------------------------------------------------
-// ***** Viewport
-
-// Viewport describes a rectangular area used for rendering, in pixels.
-struct Viewport
-{
- int x, y;
- int w, h;
-
- Viewport() {}
- Viewport(int x1, int y1, int w1, int h1) : x(x1), y(y1), w(w1), h(h1) { }
-
- bool operator == (const Viewport& vp) const
- { return (x == vp.x) && (y == vp.y) && (w == vp.w) && (h == vp.h); }
- bool operator != (const Viewport& vp) const
- { return !operator == (vp); }
-};
-
-
-//-----------------------------------------------------------------------------------
-// ***** DistortionConfig
-
-// DistortionConfig Provides controls for the distortion shader.
-// - K[0] - K[3] are coefficients for the distortion function.
-// - XCenterOffset is the offset of lens distortion center from the
-// center of one-eye screen half. [-1, 1] Range.
-// - Scale is a factor of how much larger will the input image be,
-// with a factor of 1.0f being no scaling. An inverse of this
-// value is applied to sampled UV coordinates (1/Scale).
-// - ChromaticAberration is an array of parameters for controlling
-// additional Red and Blue scaling in order to reduce chromatic aberration
-// caused by the Rift lenses.
-class DistortionConfig
-{
-public:
- DistortionConfig(float k0 = 1.0f, float k1 = 0.0f, float k2 = 0.0f, float k3 = 0.0f)
- : XCenterOffset(0), YCenterOffset(0), Scale(1.0f)
- {
- SetCoefficients(k0, k1, k2, k3);
- SetChromaticAberration();
- }
-
- void SetCoefficients(float k0, float k1 = 0.0f, float k2 = 0.0f, float k3 = 0.0f)
- { K[0] = k0; K[1] = k1; K[2] = k2; K[3] = k3; }
-
- void SetChromaticAberration(float red1 = 1.0f, float red2 = 0.0f, float blue1 = 1.0f, float blue2 = 0.0f)
- { ChromaticAberration[0] = red1; ChromaticAberration[1] = red2; ChromaticAberration[2] = blue1; ChromaticAberration[3] = blue2; }
-
-
- // DistortionFn applies distortion equation to the argument. The returned
- // value should match distortion equation used in shader.
- float DistortionFn(float r) const
- {
- float rsq = r * r;
- float scale = r * (K[0] + K[1] * rsq + K[2] * rsq * rsq + K[3] * rsq * rsq * rsq);
- return scale;
- }
-
- // DistortionFnInverse computes the inverse of the distortion function on an argument.
- float DistortionFnInverse(float r);
-
- float K[4];
- float XCenterOffset, YCenterOffset;
- float Scale;
-
- float ChromaticAberration[4]; // Additional per-channel scaling is applied after distortion:
- // Index [0] - Red channel constant coefficient.
- // Index [1] - Red channel r^2 coefficient.
- // Index [2] - Blue channel constant coefficient.
- // Index [3] - Blue channel r^2 coefficient.
-};
-
-
-//-----------------------------------------------------------------------------------
-// ***** StereoEyeParams
-
-// StereoEyeParams describes RenderDevice configuration needed to render
-// the scene for one eye.
-class StereoEyeParams
-{
-public:
- StereoEye Eye;
- Viewport VP; // Viewport that we are rendering to
- const DistortionConfig* pDistortion;
-
- Matrix4f ViewAdjust; // Translation to be applied to view matrix.
- Matrix4f Projection; // Projection matrix used with this eye.
- Matrix4f OrthoProjection; // Orthographic projection used with this eye.
-
- void Init(StereoEye eye, const Viewport &vp, float vofs,
- const Matrix4f& proj, const Matrix4f& orthoProj,
- const DistortionConfig* distortion = 0)
- {
- Eye = eye;
- VP = vp;
- ViewAdjust = Matrix4f::Translation(Vector3f(vofs,0,0));
- Projection = proj;
- OrthoProjection = orthoProj;
- pDistortion = distortion;
- }
-};
-
-
-//-----------------------------------------------------------------------------------
-// ***** 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 as fitting within a 2D
-// field of view (85 degrees by default) and used [-1,1] coordinate system with
-// square pixels. The (0,0) coordinate corresponds to eye center location
-// that is properly adjusted during rendering through SterepRenderParams::Adjust2D.
-// Genreally speaking, text outside [-1,1] coordinate range will not be readable.
-
-class StereoConfig
-{
-public:
-
- StereoConfig(StereoMode mode = Stereo_LeftRight_Multipass,
- const Viewport& fullViewport = Viewport(0,0, 1280,800));
-
-
- // *** Modifiable State Access
-
- // 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 HMD parameters; also initializes distortion coefficients.
- void SetHMDInfo(const HMDInfo& hmd);
- const HMDInfo& GetHMDInfo() const { return HMD; }
-
- // Query physical eye-to-screen distance in meters, which combines screen-to-lens and
- // and lens-to-eye pupil distances. Modifying this value adjusts FOV.
- float GetEyeToScreenDistance() const { return HMD.EyeToScreenDistance; }
- void SetEyeToScreenDistance(float esd) { HMD.EyeToScreenDistance = esd; DirtyFlag = true; }
-
- // Interpupillary distance used for stereo, in meters. Default is 0.064m (64 mm).
- void SetIPD(float ipd) { InterpupillaryDistance = ipd; DirtyFlag = true; }
- float GetIPD() const { return InterpupillaryDistance; }
-
- // Set full render target viewport; for HMD this includes both eyes.
- void SetFullViewport(const Viewport& vp);
- const Viewport& GetFullViewport() const { return FullView; }
-
- // Aspect ratio defaults to ((w/h)*multiplier) computed per eye.
- // Aspect multiplier allows adjusting aspect ratio consistently for Stereo/NoStereo.
- void SetAspectMultiplier(float m) { AspectMultiplier = m; DirtyFlag = true; }
- float GetAspectMultiplier() const { return AspectMultiplier; }
-
-
- // For the distorted image to fill rendered viewport, input texture render target needs to be
- // scaled by DistortionScale before sampling. The scale factor is computed by fitting a point
- // on of specified radius from a distortion center, more easily specified as a coordinate.
- // SetDistortionFitPointVP sets the (x,y) coordinate of the point that scale will be "fit" to,
- // assuming [-1,1] coordinate range for full left-eye viewport. A fit point is a location
- // where source (pre-distortion) and target (post-distortion) image match each other.
- // For the right eye, the interpretation of 'u' will be inverted.
- void SetDistortionFitPointVP(float x, float y);
- // SetDistortionFitPointPixels sets the (x,y) coordinate of the point that scale will be "fit" to,
- // specified in pixeld for full left-eye texture.
- void SetDistortionFitPointPixels(float x, float y);
-
- // Changes all distortion settings.
- // Note that setting HMDInfo also changes Distortion coefficients.
- void SetDistortionConfig(const DistortionConfig& d) { Distortion = d; DirtyFlag = true; }
-
- // Modify distortion coefficients; useful for adjustment tweaking.
- void SetDistortionK(int i, float k) { Distortion.K[i] = k; DirtyFlag = true; }
- float GetDistortionK(int i) const { return Distortion.K[i]; }
-
- // Sets the fieldOfView that the 2D coordinate area stretches to.
- void Set2DAreaFov(float fovRadians);
-
-
- // *** Computed State
-
- // Return current aspect ratio.
- float GetAspect() { updateIfDirty(); return Aspect; }
-
- // Return computed vertical FOV in radians/degrees.
- float GetYFOVRadians() { updateIfDirty(); return YFov; }
- float GetYFOVDegrees() { return RadToDegree(GetYFOVRadians()); }
-
- // Query horizontal projection center offset as a distance away from the
- // one-eye [-1,1] unit viewport.
- // Positive return value should be used for left eye, negative for right eye.
- float GetProjectionCenterOffset() { updateIfDirty(); return ProjectionCenterOffset; }
-
- // GetDistortionConfig isn't const because XCenterOffset bay need to be recomputed.
- const DistortionConfig& GetDistortionConfig() { updateIfDirty(); return Distortion; }
-
- // Returns DistortionScale factor by which input texture size is increased to make
- // post-distortion result distortion fit the viewport.
- float GetDistortionScale() { updateIfDirty(); return Distortion.Scale; }
-
- // Returns the size of a pixel within 2D coordinate system.
- float Get2DUnitPixel() { updateIfDirty(); return (2.0f / (FovPixels * Distortion.Scale)); }
-
- // Returns full set of Stereo rendering parameters for the specified eye.
- const StereoEyeParams& GetEyeRenderParams(StereoEye eye);
-
-private:
-
- void updateIfDirty() { if (DirtyFlag) updateComputedState(); }
- void updateComputedState();
-
- void updateDistortionOffsetAndScale();
- void updateProjectionOffset();
- void update2D();
- void updateEyeParams();
-
-
- // *** Modifiable State
-
- StereoMode Mode;
- float InterpupillaryDistance;
- float AspectMultiplier; // Multiplied into aspect ratio to change it.
- HMDInfo HMD;
- DistortionConfig Distortion;
- float DistortionFitX, DistortionFitY; // In [-1,1] half-screen viewport units.
- Viewport FullView; // Entire window viewport.
-
- float Area2DFov; // FOV range mapping to [-1, 1] 2D area.
-
- // *** Computed State
-
- bool DirtyFlag; // Set when any if the modifiable state changed.
- float YFov; // Vertical FOV.
- float Aspect; // Aspect ratio: (w/h)*AspectMultiplier.
- float ProjectionCenterOffset;
- StereoEyeParams EyeRenderParams[2];
-
-
- // ** 2D Rendering
-
- // Number of 2D pixels in the FOV. This defines [-1,1] coordinate range for 2D.
- float FovPixels;
- Matrix4f OrthoCenter;
- float OrthoPixelOffset;
-};
-
-
-}}} // OVR::Util::Render
-
-#endif
+/************************************************************************************
+
+PublicHeader: OVR.h
+Filename : Util_Render_Stereo.h
+Content : Sample stereo rendering configuration classes.
+Created : October 22, 2012
+Authors : Michael Antonov
+
+Copyright : Copyright 2012 Oculus, Inc. All Rights reserved.
+
+Use of this software is subject to the terms of the Oculus Inc license
+agreement provided at the time of installation or download, or which
+otherwise accompanies this software in either electronic or hard copy form.
+
+*************************************************************************************/
+
+#ifndef OVR_Util_Render_Stereo_h
+#define OVR_Util_Render_Stereo_h
+
+#include "../OVR_Device.h"
+
+namespace OVR { namespace Util { namespace Render {
+
+
+//-----------------------------------------------------------------------------------
+// ***** Stereo Enumerations
+
+// 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,
+ Stereo_LeftRight_Multipass = 1
+};
+
+
+// StereoEye specifies which eye we are rendering for; it is used to
+// retrieve StereoEyeParams.
+enum StereoEye
+{
+ StereoEye_Center,
+ StereoEye_Left,
+ StereoEye_Right
+};
+
+
+//-----------------------------------------------------------------------------------
+// ***** Viewport
+
+// Viewport describes a rectangular area used for rendering, in pixels.
+struct Viewport
+{
+ int x, y;
+ int w, h;
+
+ Viewport() {}
+ Viewport(int x1, int y1, int w1, int h1) : x(x1), y(y1), w(w1), h(h1) { }
+
+ bool operator == (const Viewport& vp) const
+ { return (x == vp.x) && (y == vp.y) && (w == vp.w) && (h == vp.h); }
+ bool operator != (const Viewport& vp) const
+ { return !operator == (vp); }
+};
+
+
+//-----------------------------------------------------------------------------------
+// ***** DistortionConfig
+
+// DistortionConfig Provides controls for the distortion shader.
+// - K[0] - K[3] are coefficients for the distortion function.
+// - XCenterOffset is the offset of lens distortion center from the
+// center of one-eye screen half. [-1, 1] Range.
+// - Scale is a factor of how much larger will the input image be,
+// with a factor of 1.0f being no scaling. An inverse of this
+// value is applied to sampled UV coordinates (1/Scale).
+// - ChromaticAberration is an array of parameters for controlling
+// additional Red and Blue scaling in order to reduce chromatic aberration
+// caused by the Rift lenses.
+class DistortionConfig
+{
+public:
+ DistortionConfig(float k0 = 1.0f, float k1 = 0.0f, float k2 = 0.0f, float k3 = 0.0f)
+ : XCenterOffset(0), YCenterOffset(0), Scale(1.0f)
+ {
+ SetCoefficients(k0, k1, k2, k3);
+ SetChromaticAberration();
+ }
+
+ void SetCoefficients(float k0, float k1 = 0.0f, float k2 = 0.0f, float k3 = 0.0f)
+ { K[0] = k0; K[1] = k1; K[2] = k2; K[3] = k3; }
+
+ void SetChromaticAberration(float red1 = 1.0f, float red2 = 0.0f, float blue1 = 1.0f, float blue2 = 0.0f)
+ { ChromaticAberration[0] = red1; ChromaticAberration[1] = red2; ChromaticAberration[2] = blue1; ChromaticAberration[3] = blue2; }
+
+
+ // DistortionFn applies distortion equation to the argument. The returned
+ // value should match distortion equation used in shader.
+ float DistortionFn(float r) const
+ {
+ float rsq = r * r;
+ float scale = r * (K[0] + K[1] * rsq + K[2] * rsq * rsq + K[3] * rsq * rsq * rsq);
+ return scale;
+ }
+
+ // DistortionFnInverse computes the inverse of the distortion function on an argument.
+ float DistortionFnInverse(float r);
+
+ float K[4];
+ float XCenterOffset, YCenterOffset;
+ float Scale;
+
+ float ChromaticAberration[4]; // Additional per-channel scaling is applied after distortion:
+ // Index [0] - Red channel constant coefficient.
+ // Index [1] - Red channel r^2 coefficient.
+ // Index [2] - Blue channel constant coefficient.
+ // Index [3] - Blue channel r^2 coefficient.
+};
+
+
+//-----------------------------------------------------------------------------------
+// ***** StereoEyeParams
+
+// StereoEyeParams describes RenderDevice configuration needed to render
+// the scene for one eye.
+class StereoEyeParams
+{
+public:
+ StereoEye Eye;
+ Viewport VP; // Viewport that we are rendering to
+ const DistortionConfig* pDistortion;
+
+ Matrix4f ViewAdjust; // Translation to be applied to view matrix.
+ Matrix4f Projection; // Projection matrix used with this eye.
+ Matrix4f OrthoProjection; // Orthographic projection used with this eye.
+
+ void Init(StereoEye eye, const Viewport &vp, float vofs,
+ const Matrix4f& proj, const Matrix4f& orthoProj,
+ const DistortionConfig* distortion = 0)
+ {
+ Eye = eye;
+ VP = vp;
+ ViewAdjust = Matrix4f::Translation(Vector3f(vofs,0,0));
+ Projection = proj;
+ OrthoProjection = orthoProj;
+ pDistortion = distortion;
+ }
+};
+
+
+//-----------------------------------------------------------------------------------
+// ***** 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 as fitting within a 2D
+// field of view (85 degrees by default) and used [-1,1] coordinate system with
+// square pixels. The (0,0) coordinate corresponds to eye center location
+// that is properly adjusted during rendering through SterepRenderParams::Adjust2D.
+// Genreally speaking, text outside [-1,1] coordinate range will not be readable.
+
+class StereoConfig
+{
+public:
+
+ StereoConfig(StereoMode mode = Stereo_LeftRight_Multipass,
+ const Viewport& fullViewport = Viewport(0,0, 1280,800));
+
+
+ // *** Modifiable State Access
+
+ // 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 HMD parameters; also initializes distortion coefficients.
+ void SetHMDInfo(const HMDInfo& hmd);
+ const HMDInfo& GetHMDInfo() const { return HMD; }
+
+ // Query physical eye-to-screen distance in meters, which combines screen-to-lens and
+ // and lens-to-eye pupil distances. Modifying this value adjusts FOV.
+ float GetEyeToScreenDistance() const { return HMD.EyeToScreenDistance; }
+ void SetEyeToScreenDistance(float esd) { HMD.EyeToScreenDistance = esd; DirtyFlag = true; }
+
+ // Interpupillary distance used for stereo, in meters. Default is 0.064m (64 mm).
+ void SetIPD(float ipd) { InterpupillaryDistance = ipd; IPDOverride = DirtyFlag = true; }
+ float GetIPD() const { return InterpupillaryDistance; }
+
+ // Set full render target viewport; for HMD this includes both eyes.
+ void SetFullViewport(const Viewport& vp);
+ const Viewport& GetFullViewport() const { return FullView; }
+
+ // Aspect ratio defaults to ((w/h)*multiplier) computed per eye.
+ // Aspect multiplier allows adjusting aspect ratio consistently for Stereo/NoStereo.
+ void SetAspectMultiplier(float m) { AspectMultiplier = m; DirtyFlag = true; }
+ float GetAspectMultiplier() const { return AspectMultiplier; }
+
+
+ // For the distorted image to fill rendered viewport, input texture render target needs to be
+ // scaled by DistortionScale before sampling. The scale factor is computed by fitting a point
+ // on of specified radius from a distortion center, more easily specified as a coordinate.
+ // SetDistortionFitPointVP sets the (x,y) coordinate of the point that scale will be "fit" to,
+ // assuming [-1,1] coordinate range for full left-eye viewport. A fit point is a location
+ // where source (pre-distortion) and target (post-distortion) image match each other.
+ // For the right eye, the interpretation of 'u' will be inverted.
+ void SetDistortionFitPointVP(float x, float y);
+ // SetDistortionFitPointPixels sets the (x,y) coordinate of the point that scale will be "fit" to,
+ // specified in pixeld for full left-eye texture.
+ void SetDistortionFitPointPixels(float x, float y);
+
+ // Changes all distortion settings.
+ // Note that setting HMDInfo also changes Distortion coefficients.
+ void SetDistortionConfig(const DistortionConfig& d) { Distortion = d; DirtyFlag = true; }
+
+ // Modify distortion coefficients; useful for adjustment tweaking.
+ void SetDistortionK(int i, float k) { Distortion.K[i] = k; DirtyFlag = true; }
+ float GetDistortionK(int i) const { return Distortion.K[i]; }
+
+ // Sets the fieldOfView that the 2D coordinate area stretches to.
+ void Set2DAreaFov(float fovRadians);
+
+
+ // *** Computed State
+
+ // Return current aspect ratio.
+ float GetAspect() { updateIfDirty(); return Aspect; }
+
+ // Return computed vertical FOV in radians/degrees.
+ float GetYFOVRadians() { updateIfDirty(); return YFov; }
+ float GetYFOVDegrees() { return RadToDegree(GetYFOVRadians()); }
+
+ // Query horizontal projection center offset as a distance away from the
+ // one-eye [-1,1] unit viewport.
+ // Positive return value should be used for left eye, negative for right eye.
+ float GetProjectionCenterOffset() { updateIfDirty(); return ProjectionCenterOffset; }
+
+ // GetDistortionConfig isn't const because XCenterOffset bay need to be recomputed.
+ const DistortionConfig& GetDistortionConfig() { updateIfDirty(); return Distortion; }
+
+ // Returns DistortionScale factor by which input texture size is increased to make
+ // post-distortion result distortion fit the viewport.
+ float GetDistortionScale() { updateIfDirty(); return Distortion.Scale; }
+
+ // Returns the size of a pixel within 2D coordinate system.
+ float Get2DUnitPixel() { updateIfDirty(); return (2.0f / (FovPixels * Distortion.Scale)); }
+
+ // Returns full set of Stereo rendering parameters for the specified eye.
+ const StereoEyeParams& GetEyeRenderParams(StereoEye eye);
+
+private:
+
+ void updateIfDirty() { if (DirtyFlag) updateComputedState(); }
+ void updateComputedState();
+
+ void updateDistortionOffsetAndScale();
+ void updateProjectionOffset();
+ void update2D();
+ void updateEyeParams();
+
+
+ // *** Modifiable State
+
+ StereoMode Mode;
+ float InterpupillaryDistance;
+ float AspectMultiplier; // Multiplied into aspect ratio to change it.
+ HMDInfo HMD;
+ DistortionConfig Distortion;
+ float DistortionFitX, DistortionFitY; // In [-1,1] half-screen viewport units.
+ Viewport FullView; // Entire window viewport.
+
+ float Area2DFov; // FOV range mapping to [-1, 1] 2D area.
+
+ // *** Computed State
+
+ bool DirtyFlag; // Set when any if the modifiable state changed.
+ bool IPDOverride; // True after SetIPD was called.
+ float YFov; // Vertical FOV.
+ float Aspect; // Aspect ratio: (w/h)*AspectMultiplier.
+ float ProjectionCenterOffset;
+ StereoEyeParams EyeRenderParams[2];
+
+
+ // ** 2D Rendering
+
+ // Number of 2D pixels in the FOV. This defines [-1,1] coordinate range for 2D.
+ float FovPixels;
+ Matrix4f OrthoCenter;
+ float OrthoPixelOffset;
+};
+
+
+}}} // OVR::Util::Render
+
+#endif