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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.opengl.math.FloatUtil;
import com.jogamp.opengl.math.Quaternion;
import com.jogamp.opengl.math.VectorUtil;
import com.jogamp.opengl.util.CustomGLEventListener;
import com.jogamp.opengl.util.stereo.StereoDeviceRenderer.Eye;

public class StereoUtil {
    /**
     * Return the vertical pupil center from the screen top in the range [0..1].
     * @param screenHeightInMeters
     * @param pupilCenterFromScreenTopInMeters
     */
    public static float getVertPupilCenterFromTop(final float screenHeightInMeters, final float pupilCenterFromScreenTopInMeters) {
        return pupilCenterFromScreenTopInMeters / screenHeightInMeters;
    }

    /**
     * Return the horizontal pupil center from the left side for both eyes in the range [0..1].
     * 
            <-------------left eye------------->|                       |<-----------right eye-------------->
            <------------------------------------screenSizeInMeters.Width----------------------------------->
                                       <------interpupillaryDistanceInMeters------>
            <--centerFromLeftInMeters->
                                       ^
                                 center of pupil
     * 
* * @param screenWidthInMeters * @param interpupillaryDistanceInMeters */ public static float[] getHorizPupilCenterFromLeft(final float screenWidthInMeters, final float interpupillaryDistanceInMeters) { final float visibleWidthOfOneEye = 0.5f * screenWidthInMeters; final float leftPupilCenterFromLeftInMeters = ( screenWidthInMeters - interpupillaryDistanceInMeters ) * 0.5f; final float rightPupilCenterFromMiddleInMeters = leftPupilCenterFromLeftInMeters + interpupillaryDistanceInMeters - visibleWidthOfOneEye; return new float[] { leftPupilCenterFromLeftInMeters / visibleWidthOfOneEye, rightPupilCenterFromMiddleInMeters / visibleWidthOfOneEye }; } /** See {@link StereoDeviceRenderer#getDistortionBits()}. */ public static boolean usesBarrelDistortion(final int distortionBits) { return 0 != ( distortionBits & StereoDeviceRenderer.DISTORTION_BARREL ) ; } /** See {@link StereoDeviceRenderer#getDistortionBits()}. */ public static boolean usesTimewarpDistortion(final int distortionBits) { return 0 != ( distortionBits & StereoDeviceRenderer.DISTORTION_TIMEWARP ) ; } /** See {@link StereoDeviceRenderer#getDistortionBits()}. */ public static boolean usesChromaticDistortion(final int distortionBits) { return 0 != ( distortionBits & StereoDeviceRenderer.DISTORTION_CHROMATIC ) ; } /** See {@link StereoDeviceRenderer#getDistortionBits()}. */ public static boolean usesVignetteDistortion(final int distortionBits) { return 0 != ( distortionBits & StereoDeviceRenderer.DISTORTION_VIGNETTE ) ; } /** See {@link StereoDeviceRenderer#getDistortionBits()}. */ public static String distortionBitsToString(final int distortionBits) { boolean appendComma = false; final StringBuilder sb = new StringBuilder(); if( usesBarrelDistortion(distortionBits) ) { if( appendComma ) { sb.append(", "); }; sb.append("barrel"); appendComma=true; } if( usesVignetteDistortion(distortionBits) ) { if( appendComma ) { sb.append(", "); }; sb.append("vignette"); appendComma=true; } if( usesChromaticDistortion(distortionBits) ) { if( appendComma ) { sb.append(", "); }; sb.append("chroma"); appendComma=true; } if( usesTimewarpDistortion(distortionBits) ) { if( appendComma ) { sb.append(", "); }; sb.append("timewarp"); appendComma=true; } return sb.toString(); } /** See {@link StereoDevice#getSupportedSensorBits()} and {@link StereoDevice#getEnabledSensorBits()}. */ public static boolean usesOrientationSensor(final int sensorBits) { return 0 != ( sensorBits & StereoDevice.SENSOR_ORIENTATION ) ; } /** See {@link StereoDevice#getSupportedSensorBits()} and {@link StereoDevice#getEnabledSensorBits()}. */ public static boolean usesYawCorrectionSensor(final int sensorBits) { return 0 != ( sensorBits & StereoDevice.SENSOR_YAW_CORRECTION ) ; } /** See {@link StereoDevice#getSupportedSensorBits()} and {@link StereoDevice#getEnabledSensorBits()}. */ public static boolean usesPositionSensor(final int sensorBits) { return 0 != ( sensorBits & StereoDevice.SENSOR_POSITION ) ; } /** See {@link StereoDevice#getSupportedSensorBits()} and {@link StereoDevice#getEnabledSensorBits()}. */ public static String sensorBitsToString(final int sensorBits) { boolean appendComma = false; final StringBuilder sb = new StringBuilder(); if( usesOrientationSensor(sensorBits) ) { if( appendComma ) { sb.append(", "); }; sb.append("orientation"); appendComma=true; } if( usesYawCorrectionSensor(sensorBits) ) { if( appendComma ) { sb.append(", "); }; sb.append("yaw-corr"); appendComma=true; } if( usesPositionSensor(sensorBits) ) { if( appendComma ) { sb.append(", "); }; sb.append("position"); appendComma=true; } return sb.toString(); } /** * Calculates the Side By Side, SBS, projection- and modelview matrix for one eye. *

* {@link #updateViewerPose(int)} must be called upfront. *

*

* This method merely exist as an example implementation to compute the matrices, * which shall be adopted by the * {@link CustomGLEventListener#reshape(com.jogamp.opengl.GLAutoDrawable, int, int, int, int, EyeParameter, ViewerPose) upstream client code}. *

* @param viewerPose * @param eye * @param zNear frustum near value * @param zFar frustum far value * @param mat4Projection float[16] projection matrix result * @param mat4Modelview float[16] modelview matrix result */ public static void getSBSUpstreamPMV(final ViewerPose viewerPose, final Eye eye, final float zNear, final float zFar, final float[] mat4Projection, final float[] mat4Modelview) { final float[] mat4Tmp1 = new float[16]; final float[] mat4Tmp2 = new float[16]; final float[] vec3Tmp1 = new float[3]; final float[] vec3Tmp2 = new float[3]; final float[] vec3Tmp3 = new float[3]; final EyeParameter eyeParam = eye.getEyeParameter(); // // Projection // FloatUtil.makePerspective(mat4Projection, 0, true, eyeParam.fovhv, zNear, zFar); // // Modelview // final Quaternion rollPitchYaw = new Quaternion(); // private final float eyeYaw = FloatUtil.PI; // 180 degrees in radians // rollPitchYaw.rotateByAngleY(eyeYaw); final float[] shiftedEyePos = rollPitchYaw.rotateVector(vec3Tmp1, 0, viewerPose.position, 0); VectorUtil.addVec3(shiftedEyePos, shiftedEyePos, eyeParam.positionOffset); rollPitchYaw.mult(viewerPose.orientation); final float[] up = rollPitchYaw.rotateVector(vec3Tmp2, 0, VectorUtil.VEC3_UNIT_Y, 0); final float[] forward = rollPitchYaw.rotateVector(vec3Tmp3, 0, VectorUtil.VEC3_UNIT_Z_NEG, 0); final float[] center = VectorUtil.addVec3(forward, shiftedEyePos, forward); final float[] mLookAt = FloatUtil.makeLookAt(mat4Tmp2, 0, shiftedEyePos, 0, center, 0, up, 0, mat4Tmp1); final float[] mViewAdjust = FloatUtil.makeTranslation(mat4Modelview, true, eyeParam.distNoseToPupilX, eyeParam.distMiddleToPupilY, eyeParam.eyeReliefZ); /* mat4Modelview = */ FloatUtil.multMatrix(mViewAdjust, mLookAt); } }




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