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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
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