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-rw-r--r--LibOVR/Src/Util/Util_Render_Stereo.h22
1 files changed, 14 insertions, 8 deletions
diff --git a/LibOVR/Src/Util/Util_Render_Stereo.h b/LibOVR/Src/Util/Util_Render_Stereo.h
index 2517c37..7770404 100644
--- a/LibOVR/Src/Util/Util_Render_Stereo.h
+++ b/LibOVR/Src/Util/Util_Render_Stereo.h
@@ -5,16 +5,16 @@ Content : Sample stereo rendering configuration classes.
Created : October 22, 2012
Authors : Michael Antonov, Tom Forsyth
-Copyright : Copyright 2014 Oculus VR, Inc. All Rights reserved.
+Copyright : Copyright 2014 Oculus VR, LLC All Rights reserved.
-Licensed under the Oculus VR Rift SDK License Version 3.1 (the "License");
+Licensed under the Oculus VR Rift SDK License Version 3.2 (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
+http://www.oculusvr.com/licenses/LICENSE-3.2
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,
@@ -328,13 +328,18 @@ struct DistortionMeshVertexData
Vector2f TanEyeAnglesB;
};
+// If you just want a single point on the screen transformed.
+DistortionMeshVertexData DistortionMeshMakeVertex ( Vector2f screenNDC,
+ bool rightEye,
+ const HmdRenderInfo &hmdRenderInfo,
+ const DistortionRenderDesc &distortion, const ScaleAndOffset2D &eyeToSourceNDC );
void DistortionMeshCreate ( DistortionMeshVertexData **ppVertices, uint16_t **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.
+// 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_t **ppTriangleListIndices,
int *pNumVertices, int *pNumTriangles,
bool rightEye,
@@ -406,8 +411,8 @@ PredictionValues PredictionGetDeviceValues ( const HmdRenderInfo &hmdRenderInfo,
// (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 );
+Matrix4f TimewarpComputePoseDelta ( Matrix4f const &renderedViewFromWorld, Matrix4f const &predictedViewFromWorld, Matrix4f const&hmdToEyeViewOffset );
+Matrix4f TimewarpComputePoseDeltaPosition ( Matrix4f const &renderedViewFromWorld, Matrix4f const &predictedViewFromWorld, Matrix4f const&hmdToEyeViewOffset );
@@ -459,13 +464,14 @@ public:
bool JustInTime_NeedDistortionTimeMeasurement() const;
void JustInTime_BeforeDistortionTimeMeasurement(double timeNow);
void JustInTime_AfterDistortionTimeMeasurement(double timeNow);
+ double JustInTime_AverageDistortionTime(); // Just for profiling - use JustInTime_GetDistortionWaitUntilTime() for functionality.
private:
bool VsyncEnabled;
HmdRenderInfo RenderInfo;
PredictionValues CurrentPredictionValues;
- enum { NumDistortionTimes = 10 };
+ enum { NumDistortionTimes = 100 };
int DistortionTimeCount;
double DistortionTimeCurrentStart;
float DistortionTimes[NumDistortionTimes];