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1 /************************************************************************************
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2
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3 PublicHeader: OVR.h
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4 Filename : Util_Render_Stereo.h
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5 Content : Sample stereo rendering configuration classes.
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6 Created : October 22, 2012
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7 Authors : Michael Antonov
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8
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9 Copyright : Copyright 2012 Oculus, Inc. All Rights reserved.
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10
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11 Use of this software is subject to the terms of the Oculus Inc license
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12 agreement provided at the time of installation or download, or which
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13 otherwise accompanies this software in either electronic or hard copy form.
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14
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15 *************************************************************************************/
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16
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17 #ifndef OVR_Util_Render_Stereo_h
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18 #define OVR_Util_Render_Stereo_h
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19
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20 #include "../OVR_Device.h"
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21
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22 namespace OVR { namespace Util { namespace Render {
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23
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24
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25 //-----------------------------------------------------------------------------------
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26 // ***** Stereo Enumerations
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27
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28 // StereoMode describes rendering modes that can be used by StereoConfig.
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29 // These modes control whether stereo rendering is used or not (Stereo_None),
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30 // and how it is implemented.
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31 enum StereoMode
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32 {
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33 Stereo_None = 0,
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34 Stereo_LeftRight_Multipass = 1
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35 };
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36
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37
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38 // StereoEye specifies which eye we are rendering for; it is used to
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39 // retrieve StereoEyeParams.
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40 enum StereoEye
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41 {
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42 StereoEye_Center,
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43 StereoEye_Left,
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44 StereoEye_Right
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45 };
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46
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47
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48 //-----------------------------------------------------------------------------------
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49 // ***** Viewport
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50
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51 // Viewport describes a rectangular area used for rendering, in pixels.
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52 struct Viewport
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53 {
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54 int x, y;
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55 int w, h;
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56
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57 Viewport() {}
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58 Viewport(int x1, int y1, int w1, int h1) : x(x1), y(y1), w(w1), h(h1) { }
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59
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60 bool operator == (const Viewport& vp) const
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61 { return (x == vp.x) && (y == vp.y) && (w == vp.w) && (h == vp.h); }
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62 bool operator != (const Viewport& vp) const
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63 { return !operator == (vp); }
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64 };
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65
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66
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67 //-----------------------------------------------------------------------------------
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68 // ***** DistortionConfig
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69
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70 // DistortionConfig Provides controls for the distortion shader.
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71 // - K[0] - K[3] are coefficients for the distortion function.
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72 // - XCenterOffset is the offset of lens distortion center from the
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73 // center of one-eye screen half. [-1, 1] Range.
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74 // - Scale is a factor of how much larger will the input image be,
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75 // with a factor of 1.0f being no scaling. An inverse of this
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76 // value is applied to sampled UV coordinates (1/Scale).
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77 // - ChromaticAberration is an array of parameters for controlling
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78 // additional Red and Blue scaling in order to reduce chromatic aberration
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79 // caused by the Rift lenses.
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80 class DistortionConfig
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81 {
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82 public:
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83 DistortionConfig(float k0 = 1.0f, float k1 = 0.0f, float k2 = 0.0f, float k3 = 0.0f)
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84 : XCenterOffset(0), YCenterOffset(0), Scale(1.0f)
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85 {
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86 SetCoefficients(k0, k1, k2, k3);
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87 SetChromaticAberration();
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88 }
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89
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90 void SetCoefficients(float k0, float k1 = 0.0f, float k2 = 0.0f, float k3 = 0.0f)
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91 { K[0] = k0; K[1] = k1; K[2] = k2; K[3] = k3; }
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92
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93 void SetChromaticAberration(float red1 = 1.0f, float red2 = 0.0f, float blue1 = 1.0f, float blue2 = 0.0f)
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94 { ChromaticAberration[0] = red1; ChromaticAberration[1] = red2; ChromaticAberration[2] = blue1; ChromaticAberration[3] = blue2; }
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95
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96
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97 // DistortionFn applies distortion equation to the argument. The returned
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98 // value should match distortion equation used in shader.
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99 float DistortionFn(float r) const
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100 {
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101 float rsq = r * r;
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102 float scale = r * (K[0] + K[1] * rsq + K[2] * rsq * rsq + K[3] * rsq * rsq * rsq);
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103 return scale;
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104 }
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105
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106 // DistortionFnInverse computes the inverse of the distortion function on an argument.
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107 float DistortionFnInverse(float r);
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108
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109 float K[4];
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110 float XCenterOffset, YCenterOffset;
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111 float Scale;
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112
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113 float ChromaticAberration[4]; // Additional per-channel scaling is applied after distortion:
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114 // Index [0] - Red channel constant coefficient.
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115 // Index [1] - Red channel r^2 coefficient.
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116 // Index [2] - Blue channel constant coefficient.
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117 // Index [3] - Blue channel r^2 coefficient.
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118 };
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119
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120
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121 //-----------------------------------------------------------------------------------
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122 // ***** StereoEyeParams
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123
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124 // StereoEyeParams describes RenderDevice configuration needed to render
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125 // the scene for one eye.
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126 class StereoEyeParams
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127 {
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128 public:
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129 StereoEye Eye;
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130 Viewport VP; // Viewport that we are rendering to
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131 const DistortionConfig* pDistortion;
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132
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133 Matrix4f ViewAdjust; // Translation to be applied to view matrix.
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134 Matrix4f Projection; // Projection matrix used with this eye.
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135 Matrix4f OrthoProjection; // Orthographic projection used with this eye.
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136
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137 void Init(StereoEye eye, const Viewport &vp, float vofs,
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138 const Matrix4f& proj, const Matrix4f& orthoProj,
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139 const DistortionConfig* distortion = 0)
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140 {
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141 Eye = eye;
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142 VP = vp;
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143 ViewAdjust = Matrix4f::Translation(Vector3f(vofs,0,0));
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144 Projection = proj;
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145 OrthoProjection = orthoProj;
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146 pDistortion = distortion;
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147 }
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148 };
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149
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150
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151 //-----------------------------------------------------------------------------------
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152 // ***** StereoConfig
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153
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154 // StereoConfig maintains a scene stereo state and allow switching between different
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155 // stereo rendering modes. To support rendering, StereoConfig keeps track of HMD
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156 // variables such as screen size, eye-to-screen distance and distortion, and computes
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157 // extra data such as FOV and distortion center offsets based on it. Rendering
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158 // parameters are returned though StereoEyeParams for each eye.
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159 //
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160 // Beyond regular 3D projection, this class supports rendering a 2D orthographic
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161 // surface for UI and text. The 2D surface will be defined as fitting within a 2D
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162 // field of view (85 degrees by default) and used [-1,1] coordinate system with
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163 // square pixels. The (0,0) coordinate corresponds to eye center location
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164 // that is properly adjusted during rendering through SterepRenderParams::Adjust2D.
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165 // Genreally speaking, text outside [-1,1] coordinate range will not be readable.
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166
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167 class StereoConfig
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168 {
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169 public:
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170
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171 StereoConfig(StereoMode mode = Stereo_LeftRight_Multipass,
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172 const Viewport& fullViewport = Viewport(0,0, 1280,800));
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173
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174
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175 // *** Modifiable State Access
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176
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177 // Sets a stereo rendering mode and updates internal cached
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178 // state (matrices, per-eye view) based on it.
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179 void SetStereoMode(StereoMode mode) { Mode = mode; DirtyFlag = true; }
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180 StereoMode GetStereoMode() const { return Mode; }
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181
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182 // Sets HMD parameters; also initializes distortion coefficients.
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183 void SetHMDInfo(const HMDInfo& hmd);
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184 const HMDInfo& GetHMDInfo() const { return HMD; }
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185
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186 // Query physical eye-to-screen distance in meters, which combines screen-to-lens and
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187 // and lens-to-eye pupil distances. Modifying this value adjusts FOV.
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188 float GetEyeToScreenDistance() const { return HMD.EyeToScreenDistance; }
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189 void SetEyeToScreenDistance(float esd) { HMD.EyeToScreenDistance = esd; DirtyFlag = true; }
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190
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191 // Interpupillary distance used for stereo, in meters. Default is 0.064m (64 mm).
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192 void SetIPD(float ipd) { InterpupillaryDistance = ipd; IPDOverride = DirtyFlag = true; }
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193 float GetIPD() const { return InterpupillaryDistance; }
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194
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195 // Set full render target viewport; for HMD this includes both eyes.
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196 void SetFullViewport(const Viewport& vp);
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197 const Viewport& GetFullViewport() const { return FullView; }
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198
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199 // Aspect ratio defaults to ((w/h)*multiplier) computed per eye.
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200 // Aspect multiplier allows adjusting aspect ratio consistently for Stereo/NoStereo.
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201 void SetAspectMultiplier(float m) { AspectMultiplier = m; DirtyFlag = true; }
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202 float GetAspectMultiplier() const { return AspectMultiplier; }
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203
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204
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205 // For the distorted image to fill rendered viewport, input texture render target needs to be
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206 // scaled by DistortionScale before sampling. The scale factor is computed by fitting a point
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207 // on of specified radius from a distortion center, more easily specified as a coordinate.
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208 // SetDistortionFitPointVP sets the (x,y) coordinate of the point that scale will be "fit" to,
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209 // assuming [-1,1] coordinate range for full left-eye viewport. A fit point is a location
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210 // where source (pre-distortion) and target (post-distortion) image match each other.
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211 // For the right eye, the interpretation of 'u' will be inverted.
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212 void SetDistortionFitPointVP(float x, float y);
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213 // SetDistortionFitPointPixels sets the (x,y) coordinate of the point that scale will be "fit" to,
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214 // specified in pixeld for full left-eye texture.
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215 void SetDistortionFitPointPixels(float x, float y);
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216
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217 // Changes all distortion settings.
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218 // Note that setting HMDInfo also changes Distortion coefficients.
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219 void SetDistortionConfig(const DistortionConfig& d) { Distortion = d; DirtyFlag = true; }
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220
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221 // Modify distortion coefficients; useful for adjustment tweaking.
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222 void SetDistortionK(int i, float k) { Distortion.K[i] = k; DirtyFlag = true; }
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223 float GetDistortionK(int i) const { return Distortion.K[i]; }
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224
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225 // Sets the fieldOfView that the 2D coordinate area stretches to.
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226 void Set2DAreaFov(float fovRadians);
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227
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228
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229 // *** Computed State
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230
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231 // Return current aspect ratio.
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232 float GetAspect() { updateIfDirty(); return Aspect; }
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233
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234 // Return computed vertical FOV in radians/degrees.
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235 float GetYFOVRadians() { updateIfDirty(); return YFov; }
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236 float GetYFOVDegrees() { return RadToDegree(GetYFOVRadians()); }
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237
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238 // Query horizontal projection center offset as a distance away from the
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239 // one-eye [-1,1] unit viewport.
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240 // Positive return value should be used for left eye, negative for right eye.
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241 float GetProjectionCenterOffset() { updateIfDirty(); return ProjectionCenterOffset; }
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242
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243 // GetDistortionConfig isn't const because XCenterOffset bay need to be recomputed.
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244 const DistortionConfig& GetDistortionConfig() { updateIfDirty(); return Distortion; }
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245
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246 // Returns DistortionScale factor by which input texture size is increased to make
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247 // post-distortion result distortion fit the viewport.
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248 float GetDistortionScale() { updateIfDirty(); return Distortion.Scale; }
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249
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250 // Returns the size of a pixel within 2D coordinate system.
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251 float Get2DUnitPixel() { updateIfDirty(); return (2.0f / (FovPixels * Distortion.Scale)); }
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252
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253 // Returns full set of Stereo rendering parameters for the specified eye.
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254 const StereoEyeParams& GetEyeRenderParams(StereoEye eye);
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255
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256 private:
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257
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258 void updateIfDirty() { if (DirtyFlag) updateComputedState(); }
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259 void updateComputedState();
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260
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261 void updateDistortionOffsetAndScale();
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262 void updateProjectionOffset();
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263 void update2D();
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264 void updateEyeParams();
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265
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266
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267 // *** Modifiable State
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268
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269 StereoMode Mode;
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270 float InterpupillaryDistance;
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271 float AspectMultiplier; // Multiplied into aspect ratio to change it.
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272 HMDInfo HMD;
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273 DistortionConfig Distortion;
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274 float DistortionFitX, DistortionFitY; // In [-1,1] half-screen viewport units.
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275 Viewport FullView; // Entire window viewport.
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276
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277 float Area2DFov; // FOV range mapping to [-1, 1] 2D area.
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278
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279 // *** Computed State
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280
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281 bool DirtyFlag; // Set when any if the modifiable state changed.
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282 bool IPDOverride; // True after SetIPD was called.
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283 float YFov; // Vertical FOV.
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284 float Aspect; // Aspect ratio: (w/h)*AspectMultiplier.
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285 float ProjectionCenterOffset;
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286 StereoEyeParams EyeRenderParams[2];
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287
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288
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289 // ** 2D Rendering
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290
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291 // Number of 2D pixels in the FOV. This defines [-1,1] coordinate range for 2D.
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292 float FovPixels;
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293 Matrix4f OrthoCenter;
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294 float OrthoPixelOffset;
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295 };
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296
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297
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298 }}} // OVR::Util::Render
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299
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300 #endif
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