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/**
 * Copyright 2014 JogAmp Community. All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without modification, are
 * permitted provided that the following conditions are met:
 *
 *    1. Redistributions of source code must retain the above copyright notice, this list of
 *       conditions and the following disclaimer.
 *
 *    2. Redistributions in binary form must reproduce the above copyright notice, this list
 *       of conditions and the following disclaimer in the documentation and/or other materials
 *       provided with the distribution.
 *
 * THIS SOFTWARE IS PROVIDED BY JogAmp Community ``AS IS'' AND ANY EXPRESS OR IMPLIED
 * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
 * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JogAmp Community OR
 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
 * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
 * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
 * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *
 * The views and conclusions contained in the software and documentation are those of the
 * authors and should not be interpreted as representing official policies, either expressed
 * or implied, of JogAmp Community.
 */
package com.jogamp.opengl.util.stereo;

import com.jogamp.nativewindow.util.DimensionImmutable;
import com.jogamp.nativewindow.util.RectangleImmutable;
import com.jogamp.opengl.GL;

import com.jogamp.opengl.math.FovHVHalves;

/**
 * Stereoscopic device rendering interface.
 * 

* The following pseudo-code describes how to implement a renderer * using a {@link StereoDeviceRenderer}. * See {@link StereoClientRenderer} which implements the following: *

    *
  • device.{@link #beginFrame(GL)}
  • *
  • For both eyes:
      *
    • device.{@link #updateViewerPose(int)}
    • *
    • if device.{@link #ppAvailable()}: Set the render target, e.g. FBO
    • *
    • Set the viewport using {@link Eye#getViewport()}
    • *
    • {@link StereoGLEventListener#reshapeForEye(com.jogamp.opengl.GLAutoDrawable, int, int, int, int, EyeParameter, ViewerPose) upstream.reshapeEye(..)}
    • *
    • {@link StereoGLEventListener#display(com.jogamp.opengl.GLAutoDrawable, int) upstream.display(..)}.
    • *
  • *
  • Reset the viewport
  • *
  • If device.{@link #ppAvailable()}:
      *
    • device.{@link #ppBegin(GL)}
    • *
    • Use render target, e.g. FBO's texture
    • *
    • device.{@link #ppBothEyes(GL)} or device.{@link #ppOneEye(GL, int)} for both eyes
    • *
    • device.{@link #ppEnd(GL)}
    • *
  • *
  • device.{@link #endFrame(GL)}
  • *
*

*
Correct {@link FovHVHalves Asymmetric FOV} Rendering
*

* The {@link StereoClientRenderer} shall render both images for each eye correctly Off-axis * utilizing an asymmetric camera frustum, i.e. by using {@link StereoDevice StereoDevice}'s {@link StereoDevice#getDefaultFOV() default} {@link FovHVHalves}.
* * Some references: *

*

*/ public interface StereoDeviceRenderer { /** * Distortion Bit: Barrel distortion compensating lens pincushion distortion */ public static final int DISTORTION_BARREL = 1 << 0; /** * Distortion Bit: Chromatic distortion compensating lens chromatic aberration. */ public static final int DISTORTION_CHROMATIC = 1 << 1; /** * Distortion Bit: Vignette distortion compensating lens chromatic aberration. */ public static final int DISTORTION_VIGNETTE = 1 << 2; /** * Distortion Bit: Timewarp distortion technique to predict * {@link ViewerPose} movement to reduce latency. *

* FIXME: Explanation needs refinement! *

*/ public static final int DISTORTION_TIMEWARP = 1 << 3; /** Returns the {@link StereoDevice} of this {@link StereoDeviceRenderer} instance. */ public StereoDevice getDevice(); /** * Interface describing one eye of the stereoscopic device, * see {@link StereoDeviceRenderer#getEye(int)}. */ public static interface Eye { /** * Returns the viewport for this eye. */ public RectangleImmutable getViewport(); /** * Returns the {@link EyeParameter} of this eye. */ public EyeParameter getEyeParameter(); } /** * Returns the {@link Eye} instance for the denoted eyeNum. */ public Eye getEye(final int eyeNum); /** * Updates the {@link ViewerPose} and returns it. */ public ViewerPose updateViewerPose(); /** * Returns the last {@link ViewerPose}. */ public ViewerPose getLastViewerPose(); /** * Returns used distortion compensation bits, e.g. {@link #DISTORTION_BARREL}, * in case the stereoscopic display requires such, i.e. in case lenses are utilized. *

* Distortion requires {@link #ppAvailable() post-processing}. *

*/ public int getDistortionBits(); /** * Method returns true if using side-by-side (SBS) * stereoscopic images, otherwise false. *

* SBS requires that both eye's images are presented * side-by-side in the final framebuffer. *

*

* Either the renderer presents the images side-by-side according to the {@link Eye#getViewport() eye's viewport}, * or {@link #ppAvailable() post-processing} is utilized to merge {@link #getTextureCount() textures} * to a side-by-side configuration. *

*/ public boolean usesSideBySideStereo(); /** * Returns the surface size for each eye's a single image in pixel units. */ public DimensionImmutable[] getEyeSurfaceSize(); /** * Returns the total surface size required for the complete images in pixel units. *

* If {@link #usesSideBySideStereo()} the total size spans over both {@link #getEyeSurfaceSize()}, side-by-side. *

*

* Otherwise the size is equal to {@link #getEyeSurfaceSize()}. *

*/ public DimensionImmutable getTotalSurfaceSize(); /** * Returns the used texture-image count for post-processing, see {@link #ppAvailable()}. *

* In case the renderer does not support multiple textures for post-processing, * or no post-processing at all, method returns zero despite the request * from {@link StereoDevice#createRenderer(int, int, float[], com.jogamp.opengl.math.FovHVHalves[], float)}. *

*/ public int getTextureCount(); /** Returns the desired texture-image unit for post-processing, see {@link #ppAvailable()}. */ public int getTextureUnit(); /** Initialize OpenGL related resources */ public void init(final GL gl); /** Release all OpenGL related resources */ public void dispose(final GL gl); /** Notifying that a new frame is about to start. */ public void beginFrame(final GL gl); /** Notifying that the frame has been rendered completely. */ public void endFrame(final GL gl); /** * Returns true if stereoscopic post-processing is required and available, * otherwise false. *

* Stereoscopic post-processing is available if: *

    *
  • one of the distortion bits are set, see {@link #getDistortionBits()}
  • *
*

*

* If stereoscopic post-processing is used * the following post-processing methods must be called to before {@link #endFrame()}: *

    *
  • {@link #ppBegin(GL)}
  • *
  • {@link #ppOneEye(GL, int)} for both eyes
  • *
  • {@link #ppEnd(GL)}
  • *
*

*/ public boolean ppAvailable(); /** * Begin stereoscopic post-processing, see {@link #ppAvailable()}. *

* {@link #updateViewerPose(int)} for both eyes must be called upfront * when rendering upstream {@link StereoGLEventListener}. *

* * @param gl */ public void ppBegin(final GL gl); /** * Performs stereoscopic post-processing for one eye, see {@link #ppAvailable()}. * @param gl * @param eyeNum */ public void ppOneEye(final GL gl, final int eyeNum); /** * End stereoscopic post-processing, see {@link #ppAvailable()}. * @param gl */ public void ppEnd(final GL gl); }




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