OVR: Chroma factor

--HG--
branch : multipass-stereo
This commit is contained in:
kaetemi 2014-08-05 20:14:58 +02:00
parent e61eb57fd9
commit e8a245a133

View file

@ -160,6 +160,11 @@ static NLMISC::CVector2f toTex(NLMISC::CVector2f texCoord, NLMISC::CVector2f uvS
return vec;
}
static float lerp(float f0, float f1, float factor)
{
return (f1 * factor) + (f0 * (1.0f - factor));
}
CStereoOVR::CStereoOVR(const CStereoOVRDeviceFactory *factory) : m_DevicePtr(NULL), m_Stage(0), m_SubStage(0), m_OrientationCached(false), m_Driver(NULL), m_SceneTexture(NULL), m_GUITexture(NULL), m_EyePosition(0.0f, 0.09f, 0.15f), m_Scale(1.0f)
{
nlctassert(NL_OVR_EYE_COUNT == ovrEye_Count);
@ -291,6 +296,11 @@ CStereoOVR::CStereoOVR(const CStereoOVRDeviceFactory *factory) : m_DevicePtr(NUL
m_EyeUVScaleOffset[eye][0] = NLMISC::CVector2f(uvScaleOffset[0].x, uvScaleOffset[0].y);
m_EyeUVScaleOffset[eye][1] = NLMISC::CVector2f(uvScaleOffset[1].x, uvScaleOffset[1].y);
// chroma bugfix
float chromaFactor = 1.00f;
if (m_DevicePtr->Type == ovrHmd_DK2)
chromaFactor = 0.75f;
// create distortion mesh vertex buffer
m_VB[eye].setVertexFormat(CVertexBuffer::PositionFlag | CVertexBuffer::TexCoord0Flag | CVertexBuffer::TexCoord1Flag | CVertexBuffer::TexCoord2Flag | CVertexBuffer::PrimaryColorFlag);
m_VB[eye].setPreferredMemory(CVertexBuffer::StaticPreferred, true);
@ -302,9 +312,13 @@ CStereoOVR::CStereoOVR(const CStereoOVRDeviceFactory *factory) : m_DevicePtr(NUL
{
ovrDistortionVertex &ov = meshData.pVertexData[i];
vba.setVertexCoord(i, (ov.ScreenPosNDC.x + 1.0f) * 0.5f, (ov.ScreenPosNDC.y + 1.0f) * 0.5f, 0.5f);
NLMISC::CVector2f texR(ov.TanEyeAnglesR.x, ov.TanEyeAnglesR.y);
NLMISC::CVector2f texR(
lerp(ov.TanEyeAnglesG.x, ov.TanEyeAnglesR.x, chromaFactor),
lerp(ov.TanEyeAnglesG.y, ov.TanEyeAnglesR.y, chromaFactor));
NLMISC::CVector2f texG(ov.TanEyeAnglesG.x, ov.TanEyeAnglesG.y);
NLMISC::CVector2f texB(ov.TanEyeAnglesB.x, ov.TanEyeAnglesB.y);
NLMISC::CVector2f texB(
lerp(ov.TanEyeAnglesG.x, ov.TanEyeAnglesB.x, chromaFactor),
lerp(ov.TanEyeAnglesG.y, ov.TanEyeAnglesB.y, chromaFactor));
texR = toTex(texR, m_EyeUVScaleOffset[eye]);
texG = toTex(texG, m_EyeUVScaleOffset[eye]);
texB = toTex(texB, m_EyeUVScaleOffset[eye]);
@ -346,6 +360,8 @@ CStereoOVR::CStereoOVR(const CStereoOVRDeviceFactory *factory) : m_DevicePtr(NUL
// 2014/08/04 20:22:03 DBG 30e4 snowballs_client.exe stereo_ovr_04.cpp 222 NL3D::CStereoOVR::CStereoOVR : OVR: EyeViewport: x: 0.500000, y: 0.000000, w: 0.500000, h: 1.000000
// 2014/08/04 22:28:39 DBG 3040 snowballs_client.exe stereo_ovr_04.cpp 235 NL3D::CStereoOVR::CStereoOVR : OVR: HFOV: 2.339905, AR: 0.916641
ovrHmd_RecenterPose(m_DevicePtr);
// DEBUG EARLY EXIT
/*nldebug("OVR: Early exit");
ovrHmd_Destroy(m_DevicePtr);
@ -1017,7 +1033,7 @@ NLMISC::CQuat CStereoOVR::getOrientation() const
NLMISC::CMatrix matovr;
matovr.setRot(NLMISC::CQuat(quatovr.x, quatovr.y, quatovr.z, quatovr.w));
NLMISC::CMatrix matr;
matr.rotateZ(NLMISC::Pi);
// matr.rotateZ(NLMISC::Pi); // uncomment when backwards ...
matr.rotateX(NLMISC::Pi * 0.5f); // fix this properly... :) (note: removing this allows you to use rift while lying down)
NLMISC::CMatrix matnel = matr * matovr * coordsys;
NLMISC::CQuat finalquat = matnel.getRot();