648 lines
19 KiB
C++
648 lines
19 KiB
C++
// @lint-ignore-every LICENSELINT
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// Copyright 1998-2020 Epic Games, Inc. All Rights Reserved.
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#include "OculusXRPassthroughLayerComponent.h"
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#include "Engine/StaticMesh.h"
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#include "Components/StaticMeshComponent.h"
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#include "ProceduralMeshComponent.h"
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#include "OculusXRHMD.h"
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#include "OculusXRPassthroughLayerShapes.h"
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#include "Curves/CurveLinearColor.h"
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#include "StaticMeshResources.h"
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DEFINE_LOG_CATEGORY(LogOculusPassthrough);
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void UOculusXRStereoLayerShapeReconstructed::ApplyShape(IStereoLayers::FLayerDesc& LayerDesc)
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{
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const FEdgeStyleParameters EdgeStyleParameters(
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bEnableEdgeColor,
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bEnableColorMap,
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TextureOpacityFactor,
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Brightness,
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Contrast,
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Posterize,
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Saturation,
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EdgeColor,
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ColorScale,
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ColorOffset,
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ColorMapType,
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GetColorArray(bUseColorMapCurve, ColorMapCurve),
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GenerateColorLutDescription(LutWeight, ColorLUTSource, ColorLUTTarget));
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LayerDesc.SetShape<FReconstructedLayer>(EdgeStyleParameters, LayerOrder);
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}
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void UOculusXRStereoLayerShapeUserDefined::ApplyShape(IStereoLayers::FLayerDesc& LayerDesc)
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{
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//If there is no user geometry, set the layer hidden to avoid unnecessary cost
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if (UserGeometryList.IsEmpty())
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LayerDesc.Flags |= IStereoLayers::LAYER_FLAG_HIDDEN;
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const FEdgeStyleParameters EdgeStyleParameters(
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bEnableEdgeColor,
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bEnableColorMap,
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TextureOpacityFactor,
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Brightness,
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Contrast,
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Posterize,
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Saturation,
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EdgeColor,
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ColorScale,
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ColorOffset,
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ColorMapType,
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GetColorArray(bUseColorMapCurve, ColorMapCurve),
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GenerateColorLutDescription(LutWeight, ColorLUTSource, ColorLUTTarget));
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LayerDesc.SetShape<FUserDefinedLayer>(UserGeometryList, EdgeStyleParameters, LayerOrder);
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}
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void UOculusXRStereoLayerShapeUserDefined::AddGeometry(const FString& MeshName, OculusXRHMD::FOculusPassthroughMeshRef PassthroughMesh, FTransform Transform, bool bUpdateTransform)
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{
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FUserDefinedGeometryDesc UserDefinedGeometryDesc(
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MeshName,
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PassthroughMesh,
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Transform,
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bUpdateTransform);
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UserGeometryList.Add(UserDefinedGeometryDesc);
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}
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void UOculusXRStereoLayerShapeUserDefined::RemoveGeometry(const FString& MeshName)
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{
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UserGeometryList.RemoveAll([MeshName](const FUserDefinedGeometryDesc& Desc) {
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return Desc.MeshName == MeshName;
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});
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}
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UOculusXRPassthroughLayerComponent::UOculusXRPassthroughLayerComponent(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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void UOculusXRPassthroughLayerComponent::DestroyComponent(bool bPromoteChildren)
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{
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Super::DestroyComponent(bPromoteChildren);
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#ifdef WITH_OCULUS_BRANCH
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IStereoLayers* StereoLayers;
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if (LayerId && GEngine->StereoRenderingDevice.IsValid() && (StereoLayers = GEngine->StereoRenderingDevice->GetStereoLayers()) != nullptr)
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{
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StereoLayers->DestroyLayer(LayerId);
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LayerId = 0;
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}
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#endif
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}
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void UOculusXRPassthroughLayerComponent::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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{
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#ifndef WITH_OCULUS_BRANCH
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if (Texture == nullptr && !LayerRequiresTexture())
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{
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// UStereoLayerComponent hides components without textures
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Texture = GEngine->DefaultTexture;
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}
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#endif
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UpdatePassthroughObjects();
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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}
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void UOculusXRPassthroughLayerComponent::UpdatePassthroughObjects()
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{
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UOculusXRStereoLayerShapeUserDefined* UserShape = Cast<UOculusXRStereoLayerShapeUserDefined>(Shape);
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if (UserShape)
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{
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bool bDirty = false;
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for (FUserDefinedGeometryDesc& Entry : UserShape->GetUserGeometryList())
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{
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if (Entry.bUpdateTransform)
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{
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const UMeshComponent** MeshComponent = PassthroughComponentMap.Find(Entry.MeshName);
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if (MeshComponent)
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{
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Entry.Transform = (*MeshComponent)->GetComponentTransform();
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bDirty = true;
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}
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}
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}
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if (bDirty)
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{
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MarkStereoLayerDirty();
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}
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}
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}
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OculusXRHMD::FOculusPassthroughMeshRef UOculusXRPassthroughLayerComponent::CreatePassthroughMesh(UProceduralMeshComponent* ProceduralMeshComponent)
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{
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if (!ProceduralMeshComponent)
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{
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UE_LOG(LogOculusPassthrough, Error, TEXT("Passthrough Procedural Mesh is nullptr"));
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return nullptr;
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}
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TArray<int32> Triangles;
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TArray<FVector> Vertices;
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int32 NumSections = ProceduralMeshComponent->GetNumSections();
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int VertexOffset = 0; //Each section start with vertex IDs of 0, in order to create a single mesh from all sections we need to offset those IDs by the amount of previous vertices
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for (int32 s = 0; s < NumSections; ++s)
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{
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FProcMeshSection* ProcMeshSection = ProceduralMeshComponent->GetProcMeshSection(s);
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for (int32 i = 0; i < ProcMeshSection->ProcIndexBuffer.Num(); ++i)
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{
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Triangles.Add(VertexOffset + ProcMeshSection->ProcIndexBuffer[i]);
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}
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for (int32 i = 0; i < ProcMeshSection->ProcVertexBuffer.Num(); ++i)
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{
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Vertices.Add(ProcMeshSection->ProcVertexBuffer[i].Position);
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}
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VertexOffset += ProcMeshSection->ProcVertexBuffer.Num();
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}
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OculusXRHMD::FOculusPassthroughMeshRef PassthroughMesh = new OculusXRHMD::FOculusPassthroughMesh(Vertices, Triangles);
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return PassthroughMesh;
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}
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OculusXRHMD::FOculusPassthroughMeshRef UOculusXRPassthroughLayerComponent::CreatePassthroughMesh(UStaticMeshComponent* StaticMeshComponent)
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{
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if (!StaticMeshComponent)
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{
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UE_LOG(LogOculusPassthrough, Error, TEXT("Passthrough Static Mesh is nullptr"));
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return nullptr;
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}
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UStaticMesh* Mesh = StaticMeshComponent->GetStaticMesh();
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if (!Mesh || !Mesh->GetRenderData())
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{
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UE_LOG(LogOculusPassthrough, Error, TEXT("Passthrough Static Mesh has no Renderdata"));
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return nullptr;
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}
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if (Mesh->GetNumLODs() == 0)
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{
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UE_LOG(LogOculusPassthrough, Error, TEXT("Passthrough Static Mesh has no LODs"));
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return nullptr;
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}
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if (!Mesh->bAllowCPUAccess)
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{
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UE_LOG(LogOculusPassthrough, Error, TEXT("Passthrough Static Mesh Requires CPU Access"));
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return nullptr;
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}
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const int32 LODIndex = 0;
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FStaticMeshLODResources& LOD = Mesh->GetRenderData()->LODResources[LODIndex];
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TArray<int32> Triangles;
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const int32 NumIndices = LOD.IndexBuffer.GetNumIndices();
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for (int32 i = 0; i < NumIndices; ++i)
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{
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Triangles.Add(LOD.IndexBuffer.GetIndex(i));
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}
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TArray<FVector> Vertices;
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const int32 NumVertices = LOD.VertexBuffers.PositionVertexBuffer.GetNumVertices();
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for (int32 i = 0; i < NumVertices; ++i)
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{
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Vertices.Add((FVector)LOD.VertexBuffers.PositionVertexBuffer.VertexPosition(i));
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}
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OculusXRHMD::FOculusPassthroughMeshRef PassthroughMesh = new OculusXRHMD::FOculusPassthroughMesh(Vertices, Triangles);
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return PassthroughMesh;
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}
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void UOculusXRPassthroughLayerComponent::AddSurfaceGeometry(AStaticMeshActor* StaticMeshActor, bool updateTransform)
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{
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if (StaticMeshActor)
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{
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UStaticMeshComponent* StaticMeshComponent = StaticMeshActor->GetStaticMeshComponent();
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if (StaticMeshComponent)
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AddStaticSurfaceGeometry(StaticMeshComponent, updateTransform);
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}
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}
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void UOculusXRPassthroughLayerComponent::AddStaticSurfaceGeometry(UStaticMeshComponent* StaticMeshComponent, bool updateTransform)
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{
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if (!StaticMeshComponent)
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return;
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UOculusXRStereoLayerShapeUserDefined* UserShape = Cast<UOculusXRStereoLayerShapeUserDefined>(Shape);
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if (!UserShape)
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return;
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OculusXRHMD::FOculusPassthroughMeshRef PassthroughMesh = CreatePassthroughMesh(StaticMeshComponent);
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if (!PassthroughMesh)
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return;
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const FString MeshName = StaticMeshComponent->GetFullName();
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const FTransform Transform = StaticMeshComponent->GetComponentTransform();
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UserShape->AddGeometry(MeshName, PassthroughMesh, Transform, updateTransform);
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PassthroughComponentMap.Add(MeshName, StaticMeshComponent);
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MarkStereoLayerDirty();
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}
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void UOculusXRPassthroughLayerComponent::AddProceduralSurfaceGeometry(UProceduralMeshComponent* ProceduralMeshComponent, bool updateTransform)
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{
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if (!ProceduralMeshComponent)
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return;
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UOculusXRStereoLayerShapeUserDefined* UserShape = Cast<UOculusXRStereoLayerShapeUserDefined>(Shape);
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if (!UserShape)
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return;
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OculusXRHMD::FOculusPassthroughMeshRef PassthroughMesh = CreatePassthroughMesh(ProceduralMeshComponent);
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if (!PassthroughMesh)
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return;
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const FString MeshName = ProceduralMeshComponent->GetFullName();
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const FTransform Transform = ProceduralMeshComponent->GetComponentTransform();
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UserShape->AddGeometry(MeshName, PassthroughMesh, Transform, updateTransform);
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PassthroughComponentMap.Add(MeshName, ProceduralMeshComponent);
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MarkStereoLayerDirty();
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}
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void UOculusXRPassthroughLayerComponent::RemoveSurfaceGeometry(AStaticMeshActor* StaticMeshActor)
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{
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if (StaticMeshActor)
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RemoveSurfaceGeometryComponent(StaticMeshActor->GetStaticMeshComponent());
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}
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void UOculusXRPassthroughLayerComponent::RemoveStaticSurfaceGeometry(UStaticMeshComponent* StaticMeshComponent)
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{
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RemoveSurfaceGeometryComponent(StaticMeshComponent);
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}
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void UOculusXRPassthroughLayerComponent::RemoveProceduralSurfaceGeometry(UProceduralMeshComponent* ProceduralMeshComponent)
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{
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RemoveSurfaceGeometryComponent(ProceduralMeshComponent);
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}
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void UOculusXRPassthroughLayerComponent::RemoveSurfaceGeometryComponent(UMeshComponent* MeshComponent)
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{
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if (!MeshComponent)
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return;
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UOculusXRStereoLayerShapeUserDefined* UserShape = Cast<UOculusXRStereoLayerShapeUserDefined>(Shape);
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if (!UserShape)
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return;
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const FString MeshName = MeshComponent->GetFullName();
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UserShape->RemoveGeometry(MeshName);
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PassthroughComponentMap.Remove(MeshName);
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MarkStereoLayerDirty();
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}
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bool UOculusXRPassthroughLayerComponent::IsSurfaceGeometry(AStaticMeshActor* StaticMeshActor) const
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{
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return StaticMeshActor ? IsSurfaceGeometryComponent(StaticMeshActor->GetStaticMeshComponent()) : false;
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}
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bool UOculusXRPassthroughLayerComponent::IsSurfaceGeometryComponent(const UMeshComponent* MeshComponent) const
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{
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return MeshComponent ? PassthroughComponentMap.Contains(MeshComponent->GetFullName()) : false;
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}
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void UOculusXRPassthroughLayerComponent::MarkPassthroughStyleForUpdate()
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{
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bPassthroughStyleNeedsUpdate = true;
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}
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#if WITH_EDITOR
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bool UOculusXRPassthroughLayerComponent::CanEditChange(const FProperty* InProperty) const
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{
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if (!Super::CanEditChange(InProperty))
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return false;
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if (!(Shape && Shape.IsA(UOculusXRPassthroughLayerBase::StaticClass())))
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{
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return true;
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}
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const FName PropertyName = InProperty->GetFName();
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if (PropertyName == GET_MEMBER_NAME_CHECKED(UOculusXRPassthroughLayerComponent, Texture)
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|| PropertyName == GET_MEMBER_NAME_CHECKED(UOculusXRPassthroughLayerComponent, bQuadPreserveTextureRatio)
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|| PropertyName == GET_MEMBER_NAME_CHECKED(UOculusXRPassthroughLayerComponent, QuadSize)
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|| PropertyName == GET_MEMBER_NAME_CHECKED(UOculusXRPassthroughLayerComponent, UVRect)
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|| PropertyName == GET_MEMBER_NAME_CHECKED(UOculusXRPassthroughLayerComponent, StereoLayerType))
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{
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return false;
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}
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return true;
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}
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#endif // WITH_EDITOR
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bool UOculusXRPassthroughLayerComponent::LayerRequiresTexture()
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{
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const bool bIsPassthroughShape = Shape && (Shape->IsA<UOculusXRStereoLayerShapeReconstructed>() || Shape->IsA<UOculusXRStereoLayerShapeUserDefined>());
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return !bIsPassthroughShape;
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}
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void UOculusXRPassthroughLayerBase::SetTextureOpacity(float InOpacity)
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{
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if (TextureOpacityFactor == InOpacity)
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{
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return;
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}
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TextureOpacityFactor = InOpacity;
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MarkStereoLayerDirty();
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}
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void UOculusXRPassthroughLayerBase::EnableEdgeColor(bool bInEnableEdgeColor)
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{
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if (bEnableEdgeColor == bInEnableEdgeColor)
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{
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return;
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}
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bEnableEdgeColor = bInEnableEdgeColor;
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MarkStereoLayerDirty();
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}
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void UOculusXRPassthroughLayerBase::EnableColorMap(bool bInEnableColorMap)
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{
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if (bEnableColorMap == bInEnableColorMap)
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{
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return;
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}
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bEnableColorMap = bInEnableColorMap;
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MarkStereoLayerDirty();
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}
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void UOculusXRPassthroughLayerBase::SetEdgeRenderingColor(FLinearColor InEdgeColor)
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{
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if (EdgeColor == InEdgeColor)
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{
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return;
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}
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EdgeColor = InEdgeColor;
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MarkStereoLayerDirty();
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}
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void UOculusXRPassthroughLayerBase::EnableColorMapCurve(bool bInEnableColorMapCurve)
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{
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if (bUseColorMapCurve == bInEnableColorMapCurve)
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{
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return;
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}
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bUseColorMapCurve = bInEnableColorMapCurve;
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ColorArray = GenerateColorArray(bUseColorMapCurve, ColorMapCurve);
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MarkStereoLayerDirty();
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}
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void UOculusXRPassthroughLayerBase::SetColorMapCurve(UCurveLinearColor* InColorMapCurve)
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{
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if (ColorMapCurve == InColorMapCurve)
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{
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return;
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}
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ColorMapCurve = InColorMapCurve;
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ColorArray = GenerateColorArray(bUseColorMapCurve, ColorMapCurve);
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MarkStereoLayerDirty();
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}
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void UOculusXRPassthroughLayerBase::SetColorMapType(EOculusXRColorMapType InColorMapType)
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{
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if (ColorMapType == InColorMapType)
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{
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return;
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}
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ColorMapType = InColorMapType;
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ColorArray = GenerateColorArray(bUseColorMapCurve, ColorMapCurve);
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MarkStereoLayerDirty();
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}
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void UOculusXRPassthroughLayerBase::SetColorArray(const TArray<FLinearColor>& InColorArray)
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{
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if (InColorArray.Num() == 0)
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{
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return;
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}
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if (ColorMapType != ColorMapType_GrayscaleToColor)
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{
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UE_LOG(LogOculusPassthrough, Warning, TEXT("SetColorArray is ignored for color map types other than Grayscale to Color."));
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return;
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}
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if (bUseColorMapCurve)
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{
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UE_LOG(LogOculusPassthrough, Warning, TEXT("UseColorMapCurve is enabled on the layer. Automatic disable and use the Array for color lookup"));
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}
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bUseColorMapCurve = false;
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ColorArray = InColorArray;
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MarkStereoLayerDirty();
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}
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void UOculusXRPassthroughLayerBase::ClearColorMap()
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{
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ColorArray.Empty();
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}
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void UOculusXRPassthroughLayerBase::SetColorMapControls(float InContrast, float InBrightness, float InPosterize)
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{
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if (ColorMapType != ColorMapType_Grayscale && ColorMapType != ColorMapType_GrayscaleToColor)
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{
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UE_LOG(LogOculusPassthrough, Warning, TEXT("SetColorMapControls is ignored for color map types other than Grayscale and Grayscale to color."));
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return;
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}
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Contrast = FMath::Clamp(InContrast, -1.0f, 1.0f);
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Brightness = FMath::Clamp(InBrightness, -1.0f, 1.0f);
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Posterize = FMath::Clamp(InPosterize, 0.0f, 1.0f);
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MarkStereoLayerDirty();
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}
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void UOculusXRPassthroughLayerBase::SetBrightnessContrastSaturation(float InContrast, float InBrightness, float InSaturation)
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{
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if (ColorMapType != ColorMapType_ColorAdjustment)
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{
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UE_LOG(LogOculusPassthrough, Warning, TEXT("SetBrightnessContrastSaturation is ignored for color map types other than Color Adjustment."));
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return;
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}
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Contrast = FMath::Clamp(InContrast, -1.0f, 1.0f);
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Brightness = FMath::Clamp(InBrightness, -1.0f, 1.0f);
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Saturation = FMath::Clamp(InSaturation, -1.0f, 1.0f);
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MarkStereoLayerDirty();
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}
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void UOculusXRPassthroughLayerBase::SetColorScaleAndOffset(FLinearColor InColorScale, FLinearColor InColorOffset)
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{
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if (ColorScale == InColorScale && ColorOffset == InColorOffset)
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{
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return;
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}
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ColorScale = InColorScale;
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ColorOffset = InColorOffset;
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MarkStereoLayerDirty();
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}
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void UOculusXRPassthroughLayerBase::SetLayerPlacement(EOculusXRPassthroughLayerOrder InLayerOrder)
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{
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if (LayerOrder == InLayerOrder)
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{
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UE_LOG(LogOculusPassthrough, Warning, TEXT("Same layer order as before, no change needed"));
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return;
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}
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LayerOrder = InLayerOrder;
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this->MarkStereoLayerDirty();
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}
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void UOculusXRPassthroughLayerBase::SetColorLUTSource(class UOculusXRPassthroughColorLut* InColorLUTSource)
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{
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if (ColorMapType != ColorMapType_ColorLut && ColorMapType != ColorMapType_ColorLut_Interpolated)
|
|
{
|
|
UE_LOG(LogOculusPassthrough, Warning, TEXT("SetColorLUT is ignored for color map types other than Color LUT."));
|
|
return;
|
|
}
|
|
|
|
if (InColorLUTSource == ColorLUTSource)
|
|
{
|
|
UE_LOG(LogOculusPassthrough, Warning, TEXT("Same color LUT source as before, no change needed"));
|
|
return;
|
|
}
|
|
|
|
ColorLUTSource = InColorLUTSource;
|
|
MarkStereoLayerDirty();
|
|
}
|
|
|
|
void UOculusXRPassthroughLayerBase::SetColorLUTTarget(class UOculusXRPassthroughColorLut* InColorLUTTarget)
|
|
{
|
|
if (ColorMapType != ColorMapType_ColorLut_Interpolated)
|
|
{
|
|
UE_LOG(LogOculusPassthrough, Warning, TEXT("SetColorLUTTarget is ignored for color map types other than Interpolated Color LUT."));
|
|
return;
|
|
}
|
|
|
|
if (InColorLUTTarget == ColorLUTTarget)
|
|
{
|
|
UE_LOG(LogOculusPassthrough, Warning, TEXT("Same color LUT source as before, no change needed"));
|
|
return;
|
|
}
|
|
|
|
ColorLUTTarget = InColorLUTTarget;
|
|
MarkStereoLayerDirty();
|
|
}
|
|
|
|
void UOculusXRPassthroughLayerBase::SetColorLUTWeight(float InWeight)
|
|
{
|
|
if (ColorMapType != ColorMapType_ColorLut && ColorMapType != ColorMapType_ColorLut_Interpolated)
|
|
{
|
|
UE_LOG(LogOculusPassthrough, Warning, TEXT("SetWeight is ignored for color map types other than Color LUT."));
|
|
return;
|
|
}
|
|
|
|
if (LutWeight == InWeight)
|
|
{
|
|
UE_LOG(LogOculusPassthrough, Warning, TEXT("Same lut weight as before, no change needed"));
|
|
return;
|
|
}
|
|
|
|
LutWeight = InWeight;
|
|
MarkStereoLayerDirty();
|
|
}
|
|
|
|
void UOculusXRPassthroughLayerBase::RemoveColorLut()
|
|
{
|
|
ColorLUTSource = nullptr;
|
|
ColorLUTTarget = nullptr;
|
|
MarkStereoLayerDirty();
|
|
}
|
|
|
|
TArray<FLinearColor> UOculusXRPassthroughLayerBase::GenerateColorArrayFromColorCurve(const UCurveLinearColor* InColorMapCurve) const
|
|
{
|
|
if (InColorMapCurve == nullptr)
|
|
{
|
|
return TArray<FLinearColor>();
|
|
}
|
|
|
|
TArray<FLinearColor> NewColorArray;
|
|
constexpr uint32 TotalEntries = 256;
|
|
NewColorArray.Empty();
|
|
NewColorArray.SetNum(TotalEntries);
|
|
|
|
for (int32 Index = 0; Index < TotalEntries; ++Index)
|
|
{
|
|
const float Alpha = ((float)Index / TotalEntries);
|
|
NewColorArray[Index] = InColorMapCurve->GetLinearColorValue(Alpha);
|
|
}
|
|
return NewColorArray;
|
|
}
|
|
|
|
TArray<FLinearColor> UOculusXRPassthroughLayerBase::GetOrGenerateNeutralColorArray()
|
|
{
|
|
if (NeutralColorArray.Num() == 0)
|
|
{
|
|
const uint32 TotalEntries = 256;
|
|
NeutralColorArray.SetNum(TotalEntries);
|
|
|
|
for (int32 Index = 0; Index < TotalEntries; ++Index)
|
|
{
|
|
NeutralColorArray[Index] = FLinearColor((float)Index / TotalEntries, (float)Index / TotalEntries, (float)Index / TotalEntries);
|
|
}
|
|
}
|
|
|
|
return NeutralColorArray;
|
|
}
|
|
|
|
TArray<FLinearColor> UOculusXRPassthroughLayerBase::GenerateColorArray(bool bInUseColorMapCurve, const UCurveLinearColor* InColorMapCurve)
|
|
{
|
|
TArray<FLinearColor> NewColorArray;
|
|
if (bInUseColorMapCurve)
|
|
{
|
|
NewColorArray = GenerateColorArrayFromColorCurve(InColorMapCurve);
|
|
}
|
|
|
|
// Check for existing Array, otherwise generate a neutral one
|
|
if (NewColorArray.Num() == 0)
|
|
{
|
|
NewColorArray = GetOrGenerateNeutralColorArray();
|
|
}
|
|
|
|
return NewColorArray;
|
|
}
|
|
|
|
TArray<FLinearColor> UOculusXRPassthroughLayerBase::GetColorArray(bool bInUseColorMapCurve, const UCurveLinearColor* InColorMapCurve)
|
|
{
|
|
if (ColorArray.Num() == 0)
|
|
{
|
|
if (bInUseColorMapCurve)
|
|
{
|
|
return GenerateColorArray(bInUseColorMapCurve, InColorMapCurve);
|
|
}
|
|
return GetOrGenerateNeutralColorArray();
|
|
}
|
|
|
|
return ColorArray;
|
|
}
|
|
|
|
FColorLutDesc UOculusXRPassthroughLayerBase::GenerateColorLutDescription(float InLutWeight, UOculusXRPassthroughColorLut* InLutSource, UOculusXRPassthroughColorLut* InLutTarget)
|
|
{
|
|
TArray<uint64> ColorLuts;
|
|
if (InLutSource != nullptr && InLutSource->ColorLutType != EColorLutType::None)
|
|
{
|
|
uint64 ColorLutHandle = InLutSource->GetHandle();
|
|
if (ColorLutHandle != 0)
|
|
{
|
|
ColorLuts.Add(ColorLutHandle);
|
|
}
|
|
}
|
|
|
|
if (ColorMapType == EOculusXRColorMapType::ColorMapType_ColorLut_Interpolated && ColorLuts.Num() > 0 && InLutSource->ColorLutType != EColorLutType::None)
|
|
{
|
|
uint64 ColorLutHandle = InLutTarget->GetHandle();
|
|
if (ColorLutHandle != 0)
|
|
{
|
|
ColorLuts.Add(ColorLutHandle);
|
|
}
|
|
}
|
|
|
|
return FColorLutDesc(ColorLuts, InLutWeight);
|
|
}
|