VR2024_WizardVR/TheProject/VRWizardProject/Plugins/MetaXR/Source/OculusXRHMD/Public/OculusXRPassthroughLayerSha...

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// Copyright (c) Meta Platforms, Inc. and affiliates.
#pragma once
#include "StereoLayerShapes.h"
#include "OculusXRPassthroughMesh.h"
#include "Misc/EngineVersionComparison.h"
#include "OculusXRPassthroughLayerShapes.generated.h"
UENUM()
enum EOculusXRColorMapType
{
/** None*/
ColorMapType_None = 0 UMETA(DisplayName = "None"),
/** Grayscale to color */
ColorMapType_GrayscaleToColor = 1 UMETA(DisplayName = "Grayscale To Color"),
/** Grayscale */
ColorMapType_Grayscale = 2 UMETA(DisplayName = "Grayscale"),
/** Color Adjustment */
ColorMapType_ColorAdjustment = 3 UMETA(DisplayName = "Color Adjustment"),
/** Color LUT */
ColorMapType_ColorLut = 4 UMETA(DisplayName = "Color LUT"),
/** Interpolated Color LUT */
ColorMapType_ColorLut_Interpolated = 5 UMETA(DisplayName = "Interpolated Color LUT"),
ColorMapType_MAX = 255,
};
UENUM()
enum EOculusXRPassthroughLayerOrder
{
/** Layer is rendered on top of scene */
PassthroughLayerOrder_Overlay = 0 UMETA(DisplayName = "Overlay"),
/** Layer is rendered under scene */
PassthroughLayerOrder_Underlay = 1 UMETA(DisplayName = "Underlay"),
PassthroughLayerOrder_MAX = 255,
};
struct OCULUSXRHMD_API FColorLutDesc
{
FColorLutDesc();
FColorLutDesc(const TArray<uint64>& InColorLuts, float InWeight);
float Weight;
TArray<uint64> ColorLuts;
};
struct OCULUSXRHMD_API FEdgeStyleParameters
{
public:
FEdgeStyleParameters();
FEdgeStyleParameters(
bool bEnableEdgeColor,
bool bEnableColorMap,
float TextureOpacityFactor,
float Brightness,
float Contrast,
float Posterize,
float Saturation,
FLinearColor EdgeColor,
FLinearColor ColorScale,
FLinearColor ColorOffset,
EOculusXRColorMapType InColorMapType,
const TArray<FLinearColor>& InColorMapGradient,
const FColorLutDesc& InLutDesc);
bool bEnableEdgeColor;
bool bEnableColorMap;
bool bUseColorLuts;
float TextureOpacityFactor;
float Brightness;
float Contrast;
float Posterize;
float Saturation;
FLinearColor EdgeColor;
FLinearColor ColorScale;
FLinearColor ColorOffset;
EOculusXRColorMapType ColorMapType;
TArray<uint8> ColorMapData;
FColorLutDesc ColorLutDesc;
private:
/** Generates the corresponding color map based on given color map type */
TArray<uint8> GenerateColorMapData(EOculusXRColorMapType InColorMapType, const TArray<FLinearColor>& InColorMapGradient);
/** Generates a grayscale to color color map based on given gradient --> It also applies the color scale and offset */
TArray<uint8> GenerateMonoToRGBA(const TArray<FLinearColor>& InGradient, const TArray<uint8>& InColorMapData);
/** Generates a grayscale color map with given Brightness/Contrast/Posterize settings */
TArray<uint8> GenerateMonoBrightnessContrastPosterizeMap();
/** Generates a luminance based colormap from the the Brightness/Contrast */
TArray<uint8> GenerateBrightnessContrastSaturationColorMap();
};
#if UE_VERSION_OLDER_THAN(5, 3, 0)
#define OCULUSXRHMD_API_CLASS OCULUSXRHMD_API
#define OCULUSXRHMD_API_MEMBER
#else
#define OCULUSXRHMD_API_CLASS
#define OCULUSXRHMD_API_MEMBER OCULUSXRHMD_API
#endif
class OCULUSXRHMD_API_CLASS FReconstructedLayer : public IStereoLayerShape
{
public:
OCULUSXRHMD_API_MEMBER static const FName ShapeName;
virtual FName GetShapeName() override { return ShapeName; }
virtual IStereoLayerShape* Clone() const override { return new FReconstructedLayer(*this); }
public:
FReconstructedLayer(){};
FReconstructedLayer(const FEdgeStyleParameters& EdgeStyleParameters, EOculusXRPassthroughLayerOrder PassthroughLayerOrder)
: EdgeStyleParameters(EdgeStyleParameters), PassthroughLayerOrder(PassthroughLayerOrder){};
FEdgeStyleParameters EdgeStyleParameters;
EOculusXRPassthroughLayerOrder PassthroughLayerOrder;
};
struct FUserDefinedGeometryDesc
{
FUserDefinedGeometryDesc(const FString& MeshName, OculusXRHMD::FOculusPassthroughMeshRef PassthroughMesh, const FTransform& Transform, bool bUpdateTransform)
: MeshName(MeshName)
, PassthroughMesh(PassthroughMesh)
, Transform(Transform)
, bUpdateTransform(bUpdateTransform){};
FString MeshName;
OculusXRHMD::FOculusPassthroughMeshRef PassthroughMesh;
FTransform Transform;
bool bUpdateTransform;
};
class OCULUSXRHMD_API_CLASS FUserDefinedLayer : public IStereoLayerShape
{
public:
OCULUSXRHMD_API_MEMBER static const FName ShapeName;
virtual FName GetShapeName() override { return ShapeName; }
virtual IStereoLayerShape* Clone() const override { return new FUserDefinedLayer(*this); }
public:
FUserDefinedLayer(){};
FUserDefinedLayer(TArray<FUserDefinedGeometryDesc> InUserGeometryList, const FEdgeStyleParameters& EdgeStyleParameters, EOculusXRPassthroughLayerOrder PassthroughLayerOrder)
: UserGeometryList{}
, EdgeStyleParameters(EdgeStyleParameters)
, PassthroughLayerOrder(PassthroughLayerOrder)
{
UserGeometryList = InUserGeometryList;
}
TArray<FUserDefinedGeometryDesc> UserGeometryList;
FEdgeStyleParameters EdgeStyleParameters;
EOculusXRPassthroughLayerOrder PassthroughLayerOrder;
private:
};