VR2024_WizardVR/TheProject/VRWizardProject/Plugins/MetaXR/Source/OculusXRPassthrough/Public/OculusXRPassthroughLayerCom...

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// @lint-ignore-every LICENSELINT
// Copyright Epic Games, Inc. All Rights Reserved.
// OculusEventComponent.h: Component to handle receiving events from Oculus HMDs
#pragma once
#include "CoreMinimal.h"
#include "Engine/StaticMeshActor.h"
#include "UObject/ObjectMacros.h"
#include "Components/StereoLayerComponent.h"
#include "OculusXRPassthroughLayerShapes.h"
#include "OculusXRPassthroughColorLut.h"
#include "OculusXRHMDRuntimeSettings.h"
#include "OculusXRPassthroughLayerComponent.generated.h"
DECLARE_LOG_CATEGORY_EXTERN(LogOculusPassthrough, Log, All);
UCLASS(Abstract, meta = (DisplayName = "Passthrough Layer Base"))
class OCULUSXRPASSTHROUGH_API UOculusXRPassthroughLayerBase : public UStereoLayerShape
{
GENERATED_BODY()
public:
/** Ordering of passthrough layer in relation to scene rendering */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Passthrough Properties", DisplayName = "Layer Placement")
TEnumAsByte<enum EOculusXRPassthroughLayerOrder> LayerOrder;
/** Opacity of the (main) passthrough texture. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Passthrough Properties", meta = (UIMin = 0.0, UIMax = 1.0, ClampMin = 0.0, ClampMax = 1.0))
float TextureOpacityFactor = 1.0f;
/** Enable edge color */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Passthrough Properties", meta = (DisplayName = "Enable Edge Rendering"))
bool bEnableEdgeColor = false;
/** Color of the passthrough edge rendering effect. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Passthrough Properties")
FLinearColor EdgeColor;
/** Enable color mapping */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Passthrough Properties")
bool bEnableColorMap = false;
/** Type of colormapping to perform */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Passthrough Properties", meta = (EditCondition = "bEnableColorMap", EditConditionHides))
TEnumAsByte<enum EOculusXRColorMapType> ColorMapType;
/** Whether to use color map curve or gradient*/
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Passthrough Properties", meta = (EditCondition = "bEnableColorMap && ColorMapType == 1", EditConditionHides))
bool bUseColorMapCurve = false;
/** Passthrough color mapping gradient converts grayscale to color*/
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Passthrough Properties", meta = (EditCondition = "bEnableColorMap && bUseColorMapCurve && ColorMapType == 1", EditConditionHides))
UCurveLinearColor* ColorMapCurve;
/** Contrast setting for color mapping*/
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Passthrough Properties", meta = (ClampMin = "-1", ClampMax = "1", EditCondition = "bEnableColorMap && ColorMapType > 0 && ColorMapType < 4", EditConditionHides))
float Contrast = 0.0f;
/** Brightness setting for color mapping*/
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Passthrough Properties", meta = (ClampMin = "-1", ClampMax = "1", EditCondition = "bEnableColorMap && ColorMapType > 0 && ColorMapType < 4", EditConditionHides))
float Brightness = 0.0f;
/** Posterize setting for grayscale and grayscale to color mapping*/
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Passthrough Properties", meta = (ClampMin = "0", ClampMax = "1", EditCondition = "bEnableColorMap && ColorMapType > 0 && ColorMapType < 3", EditConditionHides))
float Posterize = 0.0f;
/** Saturation setting for color adjustment mapping*/
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Passthrough Properties", meta = (ClampMin = "-1", ClampMax = "1", EditCondition = "bEnableColorMap && ColorMapType == 3", EditConditionHides))
float Saturation = 0.0f;
/** Color LUT Weight. It is used to combine LUT with Passthrough if one LUT is provided. If two LUTs are provided LutWeight will be used to blend them. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Passthrough Properties", meta = (ClampMin = "0", ClampMax = "1", EditCondition = "bEnableColorMap && ColorMapType > 3", EditConditionHides))
float LutWeight = 1.0f;
/**
* Color LUT properties. If only ColorLUTSource is provided it will be blended with passthrough layer using following formula:
* Result = ColorLUTSource * LutWeight + Passthrough * (1 - LutWeight )
*/
UPROPERTY(EditAnywhere, Category = "Passthrough Properties", meta = (EditCondition = "bEnableColorMap && ColorMapType > 3", EditConditionHides))
UOculusXRPassthroughColorLut* ColorLUTSource;
/**
* Color LUT properties. If two LUTs are provided they will be blended using following formula:
* Result = ColorLUTsSource * ( 1 - LutWeight ) + ColorLUTsTarget * LutWeight
*/
UPROPERTY(EditAnywhere, Category = "Passthrough Properties", meta = (EditCondition = "bEnableColorMap && ColorMapType > 4", EditConditionHides))
UOculusXRPassthroughColorLut* ColorLUTTarget;
/** Color value that will be multiplied to the current color map*/
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Passthrough Properties", meta = (EditCondition = "bEnableColorMap", EditConditionHides))
FLinearColor ColorScale = FLinearColor::White;
/** Color value that will be added to the current color map*/
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Passthrough Properties", meta = (EditCondition = "bEnableColorMap", EditConditionHides))
FLinearColor ColorOffset = FLinearColor::Black;
UFUNCTION(BlueprintCallable, Category = "Components|Stereo Layer")
void SetTextureOpacity(float InOpacity);
UFUNCTION(BlueprintCallable, Category = "Components|Stereo Layer")
void EnableEdgeColor(bool bInEnableEdgeColor);
UFUNCTION(BlueprintCallable, Category = "Components|Stereo Layer")
void EnableColorMap(bool bInEnableColorMap);
UFUNCTION(BlueprintCallable, Category = "Components|Stereo Layer")
void EnableColorMapCurve(bool bInEnableColorMapCurve);
UFUNCTION(BlueprintCallable, Category = "Components|Stereo Layer")
void SetEdgeRenderingColor(FLinearColor InEdgeColor);
/** Set color map controls for grayscale and grayscale to rgb color mapping*/
UFUNCTION(BlueprintCallable, Category = "Components|Stereo Layer")
void SetColorMapControls(float InContrast = 0, float InBrightness = 0, float InPosterize = 0);
/** Set color map controls for color adjustment color mapping */
UFUNCTION(BlueprintCallable, Category = "Components|Stereo Layer")
void SetBrightnessContrastSaturation(float InContrast = 0, float InBrightness = 0, float InSaturation = 0);
UFUNCTION(BlueprintCallable, Category = "Components|Stereo Layer")
void SetColorScaleAndOffset(FLinearColor InColorScale = FLinearColor::White, FLinearColor InColorOffset = FLinearColor::Black);
/** Set color curve that will be added to the color map in grayscale modes --> will be converted into a gradient*/
UFUNCTION(BlueprintCallable, Category = "Components|Stereo Layer")
void SetColorMapCurve(UCurveLinearColor* InColorMapCurve);
UFUNCTION(BlueprintCallable, Category = "Components|Stereo Layer")
void SetColorMapType(EOculusXRColorMapType InColorMapType);
/** Set color map array directly instead through a color curve*/
UFUNCTION(BlueprintCallable, Category = "Components|Stereo Layer")
void SetColorArray(const TArray<FLinearColor>& InColorArray);
UFUNCTION(BlueprintCallable, Category = "Components|Stereo Layer")
void ClearColorMap();
UFUNCTION(BlueprintCallable, Category = "Passthrough Properties")
void SetLayerPlacement(EOculusXRPassthroughLayerOrder InLayerOrder);
/**
* Sets Color LUT source.
* If ColorMapType is "Color LUT", then source will be blended with passthrough
* using folowing formula:
* Result = ColorLUTSource * LutWeight + Passthrough * (1 - LutWeight )
* If ColorMapType is "Interpolated Color LUT", then source will be blended with color LUT target
* using folowing formula:
* Result = ColorLUTSource * ( 1 - LutWeight ) + ColorLUTTarget * LutWeight
*/
UFUNCTION(BlueprintCallable, Category = "Components|Stereo Layer")
void SetColorLUTSource(class UOculusXRPassthroughColorLut* InColorLUTSource);
/**
* Sets Color LUT target.
* If ColorMapType is "Interpolated Color LUT", then target will be blended with passthrough
* using folowing formula:
* Result = ColorLUTSource * ( 1 - LutWeight ) + ColorLUTTarget * LutWeight
* Note: If ColorLUTSource is not specified, Color LUT will be not be applied to the Passthrough layer.
*/
UFUNCTION(BlueprintCallable, Category = "Components|Stereo Layer")
void SetColorLUTTarget(class UOculusXRPassthroughColorLut* InColorLUTTarget);
/** Sets LUT weight. */
UFUNCTION(BlueprintCallable, Category = "Components|Stereo Layer")
void SetColorLUTWeight(float InWeight = 1.0f);
/** Removes color grading if any is active. */
UFUNCTION(BlueprintCallable, Category = "Components|Stereo Layer")
void RemoveColorLut();
protected:
TArray<FLinearColor> ColorArray;
TArray<FLinearColor> NeutralColorArray;
TArray<FLinearColor> GenerateColorArrayFromColorCurve(const UCurveLinearColor* InColorMapCurve) const;
TArray<FLinearColor> GetOrGenerateNeutralColorArray();
TArray<FLinearColor> GenerateColorArray(bool bInUseColorMapCurve, const UCurveLinearColor* InColorMapCurve);
TArray<FLinearColor> GetColorArray(bool bInUseColorMapCurve, const UCurveLinearColor* InColorMapCurve);
FColorLutDesc GenerateColorLutDescription(float InLutWeight, UOculusXRPassthroughColorLut* InLutSource, UOculusXRPassthroughColorLut* InLutTarget);
};
/* Reconstructed Passthrough Layer*/
UCLASS(meta = (DisplayName = "Reconstructed Passthrough Layer"))
class OCULUSXRPASSTHROUGH_API UOculusXRStereoLayerShapeReconstructed : public UOculusXRPassthroughLayerBase
{
GENERATED_BODY()
public:
virtual void ApplyShape(IStereoLayers::FLayerDesc& LayerDesc) override;
};
/* User Defined Passthrough Layer*/
UCLASS(meta = (DisplayName = "User Defined Passthrough Layer"))
class OCULUSXRPASSTHROUGH_API UOculusXRStereoLayerShapeUserDefined : public UOculusXRPassthroughLayerBase
{
GENERATED_BODY()
public:
void AddGeometry(const FString& MeshName, OculusXRHMD::FOculusPassthroughMeshRef PassthroughMesh, FTransform Transform, bool bUpdateTransform);
void RemoveGeometry(const FString& MeshName);
virtual void ApplyShape(IStereoLayers::FLayerDesc& LayerDesc) override;
TArray<FUserDefinedGeometryDesc>& GetUserGeometryList() { return UserGeometryList; };
private:
TArray<FUserDefinedGeometryDesc> UserGeometryList;
};
class UProceduralMeshComponent;
UCLASS(Blueprintable, meta = (BlueprintSpawnableComponent), ClassGroup = OculusXRHMD)
class OCULUSXRPASSTHROUGH_API UOculusXRPassthroughLayerComponent : public UStereoLayerComponent
{
GENERATED_UCLASS_BODY()
public:
void DestroyComponent(bool bPromoteChildren) override;
void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
void UpdatePassthroughObjects();
UFUNCTION(BlueprintCallable, Category = "Passthrough", meta = (DeprecatedFunction, DeprecationMessage = "Please use AddStaticSurfaceGeometry instead"))
void AddSurfaceGeometry(AStaticMeshActor* StaticMeshActor, bool updateTransform);
UFUNCTION(BlueprintCallable, Category = "Passthrough")
void AddStaticSurfaceGeometry(UStaticMeshComponent* StaticMeshComponent, bool updateTransform);
UFUNCTION(BlueprintCallable, Category = "Passthrough")
void AddProceduralSurfaceGeometry(UProceduralMeshComponent* ProceduralMeshComponent, bool updateTransform);
UFUNCTION(BlueprintCallable, Category = "Passthrough", meta = (DeprecatedFunction, DeprecationMessage = "Please use RemoveStaticSurfaceGeometry instead"))
void RemoveSurfaceGeometry(AStaticMeshActor* StaticMeshActor);
UFUNCTION(BlueprintCallable, Category = "Passthrough")
void RemoveStaticSurfaceGeometry(UStaticMeshComponent* StaticMeshComponent);
UFUNCTION(BlueprintCallable, Category = "Passthrough")
void RemoveProceduralSurfaceGeometry(UProceduralMeshComponent* ProceduralMeshComponent);
UFUNCTION(BlueprintCallable, Category = "Passthrough", meta = (DeprecatedFunction, DeprecationMessage = "Please use IsSurfaceGeometryComponent instead"))
bool IsSurfaceGeometry(AStaticMeshActor* StaticMeshActor) const;
UFUNCTION(BlueprintPure, Category = "Passthrough")
bool IsSurfaceGeometryComponent(const UMeshComponent* MeshComponent) const;
// Manually mark the stereo layer passthrough effect for updating
UFUNCTION(BlueprintCallable, Category = "Components|Stereo Layer")
void MarkPassthroughStyleForUpdate();
#if WITH_EDITOR
virtual bool CanEditChange(const FProperty* InProperty) const override;
#endif // WITH_EDITOR
protected:
virtual bool LayerRequiresTexture();
virtual void RemoveSurfaceGeometryComponent(UMeshComponent* MeshComponent);
UPROPERTY(Transient)
TMap<FString, const UMeshComponent*> PassthroughComponentMap;
private:
OculusXRHMD::FOculusPassthroughMeshRef CreatePassthroughMesh(UProceduralMeshComponent* ProceduralMeshComponent);
OculusXRHMD::FOculusPassthroughMeshRef CreatePassthroughMesh(UStaticMeshComponent* StaticMeshComponent);
/** Passthrough style needs to be marked for update **/
bool bPassthroughStyleNeedsUpdate;
};