1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
|
/************************************************************************************
Filename : OVR_Stereo.h
Content : Stereo rendering functions
Created : November 30, 2013
Authors : Tom Fosyth
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_Stereo_h
#define OVR_Stereo_h
#include "Sensors/OVR_DeviceConstants.h"
#include "Displays/OVR_Display.h"
#include "OVR_Profile.h"
// CAPI Forward declaration.
typedef struct ovrFovPort_ ovrFovPort;
typedef struct ovrRecti_ ovrRecti;
namespace OVR {
class SensorDevice; // Opaque forward declaration
//-----------------------------------------------------------------------------------
// ***** Stereo Enumerations
// StereoEye specifies which eye we are rendering for; it is used to
// retrieve StereoEyeParams.
enum StereoEye
{
StereoEye_Center,
StereoEye_Left,
StereoEye_Right
};
//-----------------------------------------------------------------------------------
// ***** FovPort
// FovPort describes Field Of View (FOV) of a viewport.
// This class has values for up, down, left and right, stored in
// tangent of the angle units to simplify calculations.
//
// As an example, for a standard 90 degree vertical FOV, we would
// have: { UpTan = tan(90 degrees / 2), DownTan = tan(90 degrees / 2) }.
//
// CreateFromRadians/Degrees helper functions can be used to
// access FOV in different units.
struct FovPort
{
float UpTan;
float DownTan;
float LeftTan;
float RightTan;
FovPort ( float sideTan = 0.0f ) :
UpTan(sideTan), DownTan(sideTan), LeftTan(sideTan), RightTan(sideTan) { }
FovPort ( float u, float d, float l, float r ) :
UpTan(u), DownTan(d), LeftTan(l), RightTan(r) { }
// C-interop support: FovPort <-> ovrFovPort (implementation in OVR_CAPI.cpp).
FovPort(const ovrFovPort& src);
operator ovrFovPort () const;
static FovPort CreateFromRadians(float horizontalFov, float verticalFov)
{
FovPort result;
result.UpTan = tanf ( verticalFov * 0.5f );
result.DownTan = tanf ( verticalFov * 0.5f );
result.LeftTan = tanf ( horizontalFov * 0.5f );
result.RightTan = tanf ( horizontalFov * 0.5f );
return result;
}
static FovPort CreateFromDegrees(float horizontalFovDegrees,
float verticalFovDegrees)
{
return CreateFromRadians(DegreeToRad(horizontalFovDegrees),
DegreeToRad(verticalFovDegrees));
}
// Get Horizontal/Vertical components of Fov in radians.
float GetVerticalFovRadians() const { return atanf(UpTan) + atanf(DownTan); }
float GetHorizontalFovRadians() const { return atanf(LeftTan) + atanf(RightTan); }
// Get Horizontal/Vertical components of Fov in degrees.
float GetVerticalFovDegrees() const { return RadToDegree(GetVerticalFovRadians()); }
float GetHorizontalFovDegrees() const { return RadToDegree(GetHorizontalFovRadians()); }
// Compute maximum tangent value among all four sides.
float GetMaxSideTan() const
{
return Alg::Max(Alg::Max(UpTan, DownTan), Alg::Max(LeftTan, RightTan));
}
// Converts Fov Tan angle units to [-1,1] render target NDC space
Vector2f TanAngleToRendertargetNDC(Vector2f const &tanEyeAngle);
// Compute per-channel minimum and maximum of Fov.
static FovPort Min(const FovPort& a, const FovPort& b)
{
FovPort fov( Alg::Min( a.UpTan , b.UpTan ),
Alg::Min( a.DownTan , b.DownTan ),
Alg::Min( a.LeftTan , b.LeftTan ),
Alg::Min( a.RightTan, b.RightTan ) );
return fov;
}
static FovPort Max(const FovPort& a, const FovPort& b)
{
FovPort fov( Alg::Max( a.UpTan , b.UpTan ),
Alg::Max( a.DownTan , b.DownTan ),
Alg::Max( a.LeftTan , b.LeftTan ),
Alg::Max( a.RightTan, b.RightTan ) );
return fov;
}
};
//-----------------------------------------------------------------------------------
// ***** ScaleAndOffset
struct ScaleAndOffset2D
{
Vector2f Scale;
Vector2f Offset;
ScaleAndOffset2D(float sx = 0.0f, float sy = 0.0f, float ox = 0.0f, float oy = 0.0f)
: Scale(sx, sy), Offset(ox, oy)
{ }
};
//-----------------------------------------------------------------------------------
// ***** Misc. utility functions.
// Inputs are 4 points (pFitX[0],pFitY[0]) through (pFitX[3],pFitY[3])
// Result is four coefficients in pResults[0] through pResults[3] such that
// y = pResult[0] + x * ( pResult[1] + x * ( pResult[2] + x * ( pResult[3] ) ) );
// passes through all four input points.
// Return is true if it succeeded, false if it failed (because two control points
// have the same pFitX value).
bool FitCubicPolynomial ( float *pResult, const float *pFitX, const float *pFitY );
//-----------------------------------------------------------------------------------
// ***** LensConfig
// LensConfig describes the configuration of a single lens in an HMD.
// - Eqn and K[] describe a distortion function.
// - MetersPerTanAngleAtCenter is the relationship between distance on a
// screen (at the center of the lens), and the angle variance of the light after it
// has passed through the lens.
// - ChromaticAberration is an array of parameters for controlling
// additional Red and Blue scaling in order to reduce chromatic aberration
// caused by the Rift lenses.
struct LensConfig
{
// The result is a scaling applied to the distance from the center of the lens.
float DistortionFnScaleRadiusSquared (float rsq) const;
// x,y,z components map to r,g,b scales.
Vector3f DistortionFnScaleRadiusSquaredChroma (float rsq) const;
// DistortionFn applies distortion to the argument.
// Input: the distance in TanAngle/NIC space from the optical center to the input pixel.
// Output: the resulting distance after distortion.
float DistortionFn(float r) const
{
return r * DistortionFnScaleRadiusSquared ( r * r );
}
// DistortionFnInverse computes the inverse of the distortion function on an argument.
float DistortionFnInverse(float r) const;
// Also computes the inverse, but using a polynomial approximation. Warning - it's just an approximation!
float DistortionFnInverseApprox(float r) const;
// Sets up InvK[].
void SetUpInverseApprox();
// Sets a bunch of sensible defaults.
void SetToIdentity();
enum { NumCoefficients = 11 };
DistortionEqnType Eqn;
float K[NumCoefficients];
float MaxR; // The highest R you're going to query for - the curve is unpredictable beyond it.
float MetersPerTanAngleAtCenter;
// 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.
float ChromaticAberration[4];
float InvK[NumCoefficients];
float MaxInvR;
};
// For internal use - storing and loading lens config data
// Returns true on success.
bool LoadLensConfig ( LensConfig *presult, uint8_t const *pbuffer, int bufferSizeInBytes );
// Returns number of bytes needed.
int SaveLensConfigSizeInBytes ( LensConfig const &config );
// Returns true on success.
bool SaveLensConfig ( uint8_t *pbuffer, int bufferSizeInBytes, LensConfig const &config );
//-----------------------------------------------------------------------------------
// ***** DistortionRenderDesc
// This describes distortion for a single eye in an HMD with a display, not just the lens by itself.
struct DistortionRenderDesc
{
// The raw lens values.
LensConfig Lens;
// These map from [-1,1] across the eye being rendered into TanEyeAngle space (but still distorted)
Vector2f LensCenter;
Vector2f TanEyeAngleScale;
// Computed from device characteristics, IPD and eye-relief.
// (not directly used for rendering, but very useful)
Vector2f PixelsPerTanAngleAtCenter;
};
//-------------------------------------------------------------------------------------
// ***** HMDInfo
// This structure describes various aspects of the HMD allowing us to configure rendering.
//
// Currently included data:
// - Physical screen dimensions, resolution, and eye distances.
// (some of these will be configurable with a tool in the future).
// These arguments allow us to properly setup projection across HMDs.
// - DisplayDeviceName for identifying HMD screen; system-specific interpretation.
//
// TBD:
// - Power on/ off?
// - Sensor rates and capabilities
// - Distortion radius/variables
// - Screen update frequency
// - Distortion needed flag
// - Update modes:
// Set update mode: Stereo (both sides together), mono (same in both eyes),
// Alternating, Alternating scan-lines.
// Win32 Oculus VR Display Driver Shim Information
struct Win32ShimInfo
{
int DeviceNumber;
int NativeWidth;
int NativeHeight;
int Rotation;
int UseMirroring;
Win32ShimInfo() :
DeviceNumber(-1),
NativeWidth(-1),
NativeHeight(-1),
Rotation(-1),
UseMirroring(1)
{
}
};
class HMDInfo
{
public:
// Name string describing the product: "Oculus Rift DK1", etc.
String ProductName;
String Manufacturer;
unsigned Version;
// Characteristics of the HMD screen and enclosure
HmdTypeEnum HmdType;
Size<int> ResolutionInPixels;
Size<float> ScreenSizeInMeters;
float ScreenGapSizeInMeters;
float CenterFromTopInMeters;
float LensSeparationInMeters;
// Timing & shutter data. All values in seconds.
struct ShutterInfo
{
HmdShutterTypeEnum Type;
float VsyncToNextVsync; // 1/framerate
float VsyncToFirstScanline; // for global shutter, vsync->shutter open.
float FirstScanlineToLastScanline; // for global shutter, will be zero.
float PixelSettleTime; // estimated.
float PixelPersistence; // Full persistence = 1/framerate.
} Shutter;
// Desktop coordinate position of the screen (can be negative; may not be present on all platforms)
int DesktopX;
int DesktopY;
// Windows:
// "\\\\.\\DISPLAY3", etc. Can be used in EnumDisplaySettings/CreateDC.
String DisplayDeviceName;
Win32ShimInfo ShimInfo;
// MacOS:
int DisplayId;
bool InCompatibilityMode;
// Printed serial number for the HMD; should match external sticker
String PrintedSerial;
// Tracker descriptor information:
int VendorId;
int ProductId;
int FirmwareMajor;
int FirmwareMinor;
float CameraFrustumHFovInRadians;
float CameraFrustumVFovInRadians;
float CameraFrustumNearZInMeters;
float CameraFrustumFarZInMeters;
// Constructor initializes all values to 0s.
// To create a "virtualized" HMDInfo, use CreateDebugHMDInfo instead.
HMDInfo() :
Version(0),
HmdType(HmdType_None),
ResolutionInPixels(0),
ScreenSizeInMeters(0.0f),
ScreenGapSizeInMeters(0.0f),
CenterFromTopInMeters(0),
LensSeparationInMeters(0),
DisplayId(-1),
InCompatibilityMode(false)
{
DesktopX = 0;
DesktopY = 0;
Shutter.Type = HmdShutter_LAST;
Shutter.VsyncToNextVsync = 0.0f;
Shutter.VsyncToFirstScanline = 0.0f;
Shutter.FirstScanlineToLastScanline = 0.0f;
Shutter.PixelSettleTime = 0.0f;
Shutter.PixelPersistence = 0.0f;
CameraFrustumHFovInRadians = 0;
CameraFrustumVFovInRadians = 0;
CameraFrustumNearZInMeters = 0;
CameraFrustumFarZInMeters = 0;
}
// Operator = copies local fields only (base class must be correct already)
void operator=(const HMDInfo& src)
{
ProductName = src.ProductName;
Manufacturer = src.Manufacturer;
Version = src.Version;
HmdType = src.HmdType;
ResolutionInPixels = src.ResolutionInPixels;
ScreenSizeInMeters = src.ScreenSizeInMeters;
ScreenGapSizeInMeters = src.ScreenGapSizeInMeters;
CenterFromTopInMeters = src.CenterFromTopInMeters;
LensSeparationInMeters = src.LensSeparationInMeters;
DesktopX = src.DesktopX;
DesktopY = src.DesktopY;
Shutter = src.Shutter;
DisplayDeviceName = src.DisplayDeviceName;
ShimInfo = src.ShimInfo;
DisplayId = src.DisplayId;
InCompatibilityMode = src.InCompatibilityMode;
VendorId = src.VendorId;
ProductId = src.ProductId;
FirmwareMajor = src.FirmwareMajor;
FirmwareMinor = src.FirmwareMinor;
PrintedSerial = src.PrintedSerial;
CameraFrustumHFovInRadians = src.CameraFrustumHFovInRadians;
CameraFrustumVFovInRadians = src.CameraFrustumVFovInRadians;
CameraFrustumNearZInMeters = src.CameraFrustumNearZInMeters;
CameraFrustumFarZInMeters = src.CameraFrustumFarZInMeters;
}
void SetScreenParameters(int hres, int vres,
float hsize, float vsize,
float vCenterFromTopInMeters, float lensSeparationInMeters,
bool compatibilityMode)
{
ResolutionInPixels = Sizei(hres, vres);
ScreenSizeInMeters = Sizef(hsize, vsize);
CenterFromTopInMeters = vCenterFromTopInMeters;
LensSeparationInMeters = lensSeparationInMeters;
InCompatibilityMode = compatibilityMode;
}
bool IsSameDisplay(const HMDInfo& o) const
{
return DisplayId == o.DisplayId &&
DisplayDeviceName.CompareNoCase(o.DisplayDeviceName) == 0;
}
static bool CreateFromSensorAndDisplay(SensorDevice* sensor, Display* display, HMDInfo* hmdi);
};
//-----------------------------------------------------------------------------------
// ***** HmdRenderInfo
// All the parts of the HMD info that are needed to set up the rendering system.
struct HmdRenderInfo
{
// The start of this structure is intentionally very similar to HMDInfo in OVER_Device.h
// However to reduce interdependencies, one does not simply #include the other.
HmdTypeEnum HmdType;
// Size of the entire screen
Size<int> ResolutionInPixels;
Size<float> ScreenSizeInMeters;
float ScreenGapSizeInMeters;
// Characteristics of the lenses.
float CenterFromTopInMeters;
float LensSeparationInMeters;
float LensDiameterInMeters;
float LensSurfaceToMidplateInMeters;
EyeCupType EyeCups;
// Timing & shutter data. All values in seconds.
struct ShutterInfo
{
HmdShutterTypeEnum Type;
float VsyncToNextVsync; // 1/framerate
float VsyncToFirstScanline; // for global shutter, vsync->shutter open.
float FirstScanlineToLastScanline; // for global shutter, will be zero.
float PixelSettleTime; // estimated.
float PixelPersistence; // Full persistence = 1/framerate.
} Shutter;
// These are all set from the user's profile.
struct EyeConfig
{
// Distance from center of eyeball to front plane of lens.
float ReliefInMeters;
// Distance from nose (technically, center of Rift) to the middle of the eye.
float NoseToPupilInMeters;
LensConfig Distortion;
} EyeLeft, EyeRight;
HmdRenderInfo()
{
HmdType = HmdType_None;
ResolutionInPixels.w = 0;
ResolutionInPixels.h = 0;
ScreenSizeInMeters.w = 0.0f;
ScreenSizeInMeters.h = 0.0f;
ScreenGapSizeInMeters = 0.0f;
CenterFromTopInMeters = 0.0f;
LensSeparationInMeters = 0.0f;
LensDiameterInMeters = 0.0f;
LensSurfaceToMidplateInMeters = 0.0f;
Shutter.Type = HmdShutter_LAST;
Shutter.VsyncToNextVsync = 0.0f;
Shutter.VsyncToFirstScanline = 0.0f;
Shutter.FirstScanlineToLastScanline = 0.0f;
Shutter.PixelSettleTime = 0.0f;
Shutter.PixelPersistence = 0.0f;
EyeCups = EyeCup_DK1A;
EyeLeft.ReliefInMeters = 0.0f;
EyeLeft.NoseToPupilInMeters = 0.0f;
EyeLeft.Distortion.SetToIdentity();
EyeRight = EyeLeft;
}
// The "center eye" is the position the HMD tracking returns,
// and games will also usually use it for audio, aiming reticles, some line-of-sight tests, etc.
EyeConfig GetEyeCenter() const
{
EyeConfig result;
result.ReliefInMeters = 0.5f * ( EyeLeft.ReliefInMeters + EyeRight.ReliefInMeters );
result.NoseToPupilInMeters = 0.0f;
result.Distortion.SetToIdentity();
return result;
}
};
//-----------------------------------------------------------------------------------
// Stateless computation functions, in somewhat recommended execution order.
// For examples on how to use many of them, see the StereoConfig::UpdateComputedState function.
const float OVR_DEFAULT_EXTRA_EYE_ROTATION = 30.0f * MATH_FLOAT_DEGREETORADFACTOR;
// Creates a dummy debug HMDInfo matching a particular HMD model.
// Useful for development without an actual HMD attached.
HMDInfo CreateDebugHMDInfo(HmdTypeEnum hmdType);
// profile may be NULL, in which case it uses the hard-coded defaults.
// distortionType should be left at the default unless you require something specific for your distortion shaders.
// eyeCupOverride can be EyeCup_LAST, in which case it uses the one in the profile.
HmdRenderInfo GenerateHmdRenderInfoFromHmdInfo ( HMDInfo const &hmdInfo,
Profile const *profile = NULL,
DistortionEqnType distortionType = Distortion_CatmullRom10,
EyeCupType eyeCupOverride = EyeCup_LAST );
LensConfig GenerateLensConfigFromEyeRelief ( float eyeReliefInMeters, HmdRenderInfo const &hmd,
DistortionEqnType distortionType = Distortion_CatmullRom10 );
DistortionRenderDesc CalculateDistortionRenderDesc ( StereoEye eyeType, HmdRenderInfo const &hmd,
LensConfig const *pLensOverride = NULL );
FovPort CalculateFovFromEyePosition ( float eyeReliefInMeters,
float offsetToRightInMeters,
float offsetDownwardsInMeters,
float lensDiameterInMeters,
float extraEyeRotationInRadians = OVR_DEFAULT_EXTRA_EYE_ROTATION);
FovPort CalculateFovFromHmdInfo ( StereoEye eyeType,
DistortionRenderDesc const &distortion,
HmdRenderInfo const &hmd,
float extraEyeRotationInRadians = OVR_DEFAULT_EXTRA_EYE_ROTATION );
FovPort GetPhysicalScreenFov ( StereoEye eyeType, DistortionRenderDesc const &distortion );
FovPort ClampToPhysicalScreenFov ( StereoEye eyeType, DistortionRenderDesc const &distortion,
FovPort inputFovPort );
Sizei CalculateIdealPixelSize ( StereoEye eyeType, DistortionRenderDesc const &distortion,
FovPort fov, float pixelsPerDisplayPixel );
Recti GetFramebufferViewport ( StereoEye eyeType, HmdRenderInfo const &hmd );
Matrix4f CreateProjection ( bool rightHanded, FovPort fov,
float zNear = 0.01f, float zFar = 10000.0f );
Matrix4f CreateOrthoSubProjection ( bool rightHanded, StereoEye eyeType,
float tanHalfFovX, float tanHalfFovY,
float unitsX, float unitsY, float distanceFromCamera,
float interpupillaryDistance, Matrix4f const &projection,
float zNear = 0.0f, float zFar = 0.0f );
ScaleAndOffset2D CreateNDCScaleAndOffsetFromFov ( FovPort fov );
ScaleAndOffset2D CreateUVScaleAndOffsetfromNDCScaleandOffset ( ScaleAndOffset2D scaleAndOffsetNDC,
Recti renderedViewport,
Sizei renderTargetSize );
//-----------------------------------------------------------------------------------
// ***** StereoEyeParams
// StereoEyeParams describes RenderDevice configuration needed to render
// the scene for one eye.
struct StereoEyeParams
{
StereoEye Eye;
Matrix4f ViewAdjust; // Translation to be applied to view matrix.
// Distortion and the VP on the physical display - the thing to run the distortion shader on.
DistortionRenderDesc Distortion;
Recti DistortionViewport;
// Projection and VP of a particular view (you could have multiple of these).
Recti RenderedViewport; // Viewport that we render the standard scene to.
FovPort Fov; // The FOVs of this scene.
Matrix4f RenderedProjection; // Projection matrix used with this eye.
ScaleAndOffset2D EyeToSourceNDC; // Mapping from TanEyeAngle space to [-1,+1] on the rendered image.
ScaleAndOffset2D EyeToSourceUV; // Mapping from TanEyeAngle space to actual texture UV coords.
};
//-----------------------------------------------------------------------------------
// A set of "forward-mapping" functions, mapping from framebuffer space to real-world and/or texture space.
Vector2f TransformScreenNDCToTanFovSpace ( DistortionRenderDesc const &distortion,
const Vector2f &framebufferNDC );
void TransformScreenNDCToTanFovSpaceChroma ( Vector2f *resultR, Vector2f *resultG, Vector2f *resultB,
DistortionRenderDesc const &distortion,
const Vector2f &framebufferNDC );
Vector2f TransformTanFovSpaceToRendertargetTexUV ( ScaleAndOffset2D const &eyeToSourceUV,
Vector2f const &tanEyeAngle );
Vector2f TransformTanFovSpaceToRendertargetNDC ( ScaleAndOffset2D const &eyeToSourceNDC,
Vector2f const &tanEyeAngle );
Vector2f TransformScreenPixelToScreenNDC( Recti const &distortionViewport,
Vector2f const &pixel );
Vector2f TransformScreenPixelToTanFovSpace ( Recti const &distortionViewport,
DistortionRenderDesc const &distortion,
Vector2f const &pixel );
Vector2f TransformScreenNDCToRendertargetTexUV( DistortionRenderDesc const &distortion,
StereoEyeParams const &eyeParams,
Vector2f const &pixel );
Vector2f TransformScreenPixelToRendertargetTexUV( Recti const &distortionViewport,
DistortionRenderDesc const &distortion,
StereoEyeParams const &eyeParams,
Vector2f const &pixel );
// A set of "reverse-mapping" functions, mapping from real-world and/or texture space back to the framebuffer.
// Be aware that many of these are significantly slower than their forward-mapping counterparts.
Vector2f TransformTanFovSpaceToScreenNDC( DistortionRenderDesc const &distortion,
const Vector2f &tanEyeAngle, bool usePolyApprox = false );
Vector2f TransformRendertargetNDCToTanFovSpace( const ScaleAndOffset2D &eyeToSourceNDC,
const Vector2f &textureNDC );
// Handy wrappers.
inline Vector2f TransformTanFovSpaceToRendertargetTexUV ( StereoEyeParams const &eyeParams,
Vector2f const &tanEyeAngle )
{
return TransformTanFovSpaceToRendertargetTexUV ( eyeParams.EyeToSourceUV, tanEyeAngle );
}
inline Vector2f TransformTanFovSpaceToRendertargetNDC ( StereoEyeParams const &eyeParams,
Vector2f const &tanEyeAngle )
{
return TransformTanFovSpaceToRendertargetNDC ( eyeParams.EyeToSourceNDC, tanEyeAngle );
}
} //namespace OVR
#endif // OVR_Stereo_h
|