153 lines
4.5 KiB
C++
153 lines
4.5 KiB
C++
// Copyright (c) Meta Platforms, Inc. and affiliates.
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#include "OculusXRPassthroughLayerShapes.h"
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#include "OculusXRHMDPrivate.h"
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#include "Curves/CurveLinearColor.h"
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#include "OculusXRPluginWrapper.h"
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const FName FReconstructedLayer::ShapeName = FName("ReconstructedLayer");
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const FName FUserDefinedLayer::ShapeName = FName("UserDefinedLayer");
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FColorLutDesc::FColorLutDesc()
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: Weight(0)
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, ColorLuts{}
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{
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}
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FColorLutDesc::FColorLutDesc(const TArray<uint64>& InColorLuts, float InWeight)
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: Weight(InWeight)
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, ColorLuts(InColorLuts)
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{
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}
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FEdgeStyleParameters::FEdgeStyleParameters()
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: bEnableEdgeColor(false)
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, bEnableColorMap(false)
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, bUseColorLuts(false)
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, TextureOpacityFactor(1.0f)
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, EdgeColor{}
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, ColorMapType{}
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, ColorMapData{}
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, ColorLutDesc{} {
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};
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FEdgeStyleParameters::FEdgeStyleParameters(
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bool bEnableEdgeColor,
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bool bEnableColorMap,
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float TextureOpacityFactor,
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float Brightness,
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float Contrast,
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float Posterize,
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float Saturation,
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FLinearColor EdgeColor,
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FLinearColor ColorScale,
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FLinearColor ColorOffset,
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EOculusXRColorMapType InColorMapType,
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const TArray<FLinearColor>& InColorMapGradient,
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const FColorLutDesc& InLutDesc)
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: bEnableEdgeColor(bEnableEdgeColor)
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, bEnableColorMap(bEnableColorMap)
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, TextureOpacityFactor(TextureOpacityFactor)
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, Brightness(Brightness)
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, Contrast(Contrast)
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, Posterize(Posterize)
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, Saturation(Saturation)
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, EdgeColor(EdgeColor)
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, ColorScale(ColorScale)
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, ColorOffset(ColorOffset)
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, ColorMapType(InColorMapType)
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, ColorLutDesc(InLutDesc)
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{
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bUseColorLuts = (InColorMapType == ColorMapType_ColorLut && InLutDesc.ColorLuts.Num() == 1)
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|| (InColorMapType == ColorMapType_ColorLut_Interpolated && InLutDesc.ColorLuts.Num() == 2);
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if ((InColorMapType == ColorMapType_ColorLut || InColorMapType == ColorMapType_ColorLut_Interpolated)
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&& !bUseColorLuts)
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{
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ColorMapType = ColorMapType_None;
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}
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ColorMapData = GenerateColorMapData(InColorMapType, InColorMapGradient);
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};
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TArray<uint8> FEdgeStyleParameters::GenerateColorMapData(EOculusXRColorMapType InColorMapType, const TArray<FLinearColor>& InColorMapGradient)
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{
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switch (InColorMapType)
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{
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case ColorMapType_GrayscaleToColor:
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{
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TArray<uint8> NewColorMapData = GenerateMonoBrightnessContrastPosterizeMap();
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return GenerateMonoToRGBA(InColorMapGradient, NewColorMapData);
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}
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case ColorMapType_Grayscale:
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return GenerateMonoBrightnessContrastPosterizeMap();
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case ColorMapType_ColorAdjustment:
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return GenerateBrightnessContrastSaturationColorMap();
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default:
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return TArray<uint8>();
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}
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}
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TArray<uint8> FEdgeStyleParameters::GenerateMonoToRGBA(const TArray<FLinearColor>& InColorMapGradient, const TArray<uint8>& InColorMapData)
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{
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TArray<uint8> NewColorMapData;
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FInterpCurveLinearColor InterpCurve;
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const uint32 TotalEntries = 256;
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for (int32 Index = 0; Index < InColorMapGradient.Num(); ++Index)
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{
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InterpCurve.AddPoint(Index, (InColorMapGradient[Index] * ColorScale) + ColorOffset);
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}
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NewColorMapData.SetNum(TotalEntries * sizeof(ovrpColorf));
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uint8* Dest = NewColorMapData.GetData();
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for (int32 Index = 0; Index < TotalEntries; ++Index)
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{
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const ovrpColorf Color = OculusXRHMD::ToOvrpColorf(InterpCurve.Eval(InColorMapData[Index]));
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FMemory::Memcpy(Dest, &Color, sizeof(Color));
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Dest += sizeof(ovrpColorf);
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}
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return NewColorMapData;
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}
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TArray<uint8> FEdgeStyleParameters::GenerateMonoBrightnessContrastPosterizeMap()
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{
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TArray<uint8> NewColorMapData;
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const int32 TotalEntries = 256;
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NewColorMapData.SetNum(TotalEntries * sizeof(uint8));
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for (int32 Index = 0; Index < TotalEntries; ++Index)
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{
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float Alpha = ((float)Index / TotalEntries);
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float ContrastFactor = Contrast + 1.0;
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Alpha = (Alpha - 0.5) * ContrastFactor + 0.5 + Brightness;
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if (Posterize > 0.0f)
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{
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const float PosterizationBase = 50.0f;
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float FinalPosterize = (FMath::Pow(PosterizationBase, Posterize) - 1.0) / (PosterizationBase - 1.0);
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Alpha = FMath::RoundToFloat(Alpha / FinalPosterize) * FinalPosterize;
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}
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NewColorMapData[Index] = (uint8)(FMath::Min(FMath::Max(Alpha, 0.0f), 1.0f) * 255.0f);
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}
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return NewColorMapData;
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}
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TArray<uint8> FEdgeStyleParameters::GenerateBrightnessContrastSaturationColorMap()
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{
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TArray<uint8> NewColorMapData;
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NewColorMapData.SetNum(3 * sizeof(float));
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float newB = Brightness * 100.0f;
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float newC = Contrast + 1.0f;
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float newS = Saturation + 1.0f;
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uint8* Dest = NewColorMapData.GetData();
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FMemory::Memcpy(Dest, &newB, sizeof(float));
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Dest += sizeof(float);
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FMemory::Memcpy(Dest, &newC, sizeof(float));
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Dest += sizeof(float);
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FMemory::Memcpy(Dest, &newS, sizeof(float));
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return NewColorMapData;
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}
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