VRTowerDef/Plugins/MetaXR/Source/OculusXRHMD/Private/OculusXRPassthroughLayerSha...

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2024-05-29 08:53:41 +00:00
// Copyright (c) Meta Platforms, Inc. and affiliates.
#include "OculusXRPassthroughLayerShapes.h"
#include "OculusXRHMDPrivate.h"
#include "Curves/CurveLinearColor.h"
#include "OculusXRPluginWrapper.h"
const FName FReconstructedLayer::ShapeName = FName("ReconstructedLayer");
const FName FUserDefinedLayer::ShapeName = FName("UserDefinedLayer");
FColorLutDesc::FColorLutDesc()
: Weight(0)
, ColorLuts{}
{
}
FColorLutDesc::FColorLutDesc(const TArray<uint64>& InColorLuts, float InWeight)
: Weight(InWeight)
, ColorLuts(InColorLuts)
{
}
FEdgeStyleParameters::FEdgeStyleParameters()
: bEnableEdgeColor(false)
, bEnableColorMap(false)
, bUseColorLuts(false)
, TextureOpacityFactor(1.0f)
, EdgeColor{}
, ColorMapType{}
, ColorMapData{}
, ColorLutDesc{} {
};
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)
: bEnableEdgeColor(bEnableEdgeColor)
, bEnableColorMap(bEnableColorMap)
, TextureOpacityFactor(TextureOpacityFactor)
, Brightness(Brightness)
, Contrast(Contrast)
, Posterize(Posterize)
, Saturation(Saturation)
, EdgeColor(EdgeColor)
, ColorScale(ColorScale)
, ColorOffset(ColorOffset)
, ColorMapType(InColorMapType)
, ColorLutDesc(InLutDesc)
{
bUseColorLuts = (InColorMapType == ColorMapType_ColorLut && InLutDesc.ColorLuts.Num() == 1)
|| (InColorMapType == ColorMapType_ColorLut_Interpolated && InLutDesc.ColorLuts.Num() == 2);
if ((InColorMapType == ColorMapType_ColorLut || InColorMapType == ColorMapType_ColorLut_Interpolated)
&& !bUseColorLuts)
{
ColorMapType = ColorMapType_None;
}
ColorMapData = GenerateColorMapData(InColorMapType, InColorMapGradient);
};
TArray<uint8> FEdgeStyleParameters::GenerateColorMapData(EOculusXRColorMapType InColorMapType, const TArray<FLinearColor>& InColorMapGradient)
{
switch (InColorMapType)
{
case ColorMapType_GrayscaleToColor:
{
TArray<uint8> NewColorMapData = GenerateMonoBrightnessContrastPosterizeMap();
return GenerateMonoToRGBA(InColorMapGradient, NewColorMapData);
}
case ColorMapType_Grayscale:
return GenerateMonoBrightnessContrastPosterizeMap();
case ColorMapType_ColorAdjustment:
return GenerateBrightnessContrastSaturationColorMap();
default:
return TArray<uint8>();
}
}
TArray<uint8> FEdgeStyleParameters::GenerateMonoToRGBA(const TArray<FLinearColor>& InColorMapGradient, const TArray<uint8>& InColorMapData)
{
TArray<uint8> NewColorMapData;
FInterpCurveLinearColor InterpCurve;
const uint32 TotalEntries = 256;
for (int32 Index = 0; Index < InColorMapGradient.Num(); ++Index)
{
InterpCurve.AddPoint(Index, (InColorMapGradient[Index] * ColorScale) + ColorOffset);
}
NewColorMapData.SetNum(TotalEntries * sizeof(ovrpColorf));
uint8* Dest = NewColorMapData.GetData();
for (int32 Index = 0; Index < TotalEntries; ++Index)
{
const ovrpColorf Color = OculusXRHMD::ToOvrpColorf(InterpCurve.Eval(InColorMapData[Index]));
FMemory::Memcpy(Dest, &Color, sizeof(Color));
Dest += sizeof(ovrpColorf);
}
return NewColorMapData;
}
TArray<uint8> FEdgeStyleParameters::GenerateMonoBrightnessContrastPosterizeMap()
{
TArray<uint8> NewColorMapData;
const int32 TotalEntries = 256;
NewColorMapData.SetNum(TotalEntries * sizeof(uint8));
for (int32 Index = 0; Index < TotalEntries; ++Index)
{
float Alpha = ((float)Index / TotalEntries);
float ContrastFactor = Contrast + 1.0;
Alpha = (Alpha - 0.5) * ContrastFactor + 0.5 + Brightness;
if (Posterize > 0.0f)
{
const float PosterizationBase = 50.0f;
float FinalPosterize = (FMath::Pow(PosterizationBase, Posterize) - 1.0) / (PosterizationBase - 1.0);
Alpha = FMath::RoundToFloat(Alpha / FinalPosterize) * FinalPosterize;
}
NewColorMapData[Index] = (uint8)(FMath::Min(FMath::Max(Alpha, 0.0f), 1.0f) * 255.0f);
}
return NewColorMapData;
}
TArray<uint8> FEdgeStyleParameters::GenerateBrightnessContrastSaturationColorMap()
{
TArray<uint8> NewColorMapData;
NewColorMapData.SetNum(3 * sizeof(float));
float newB = Brightness * 100.0f;
float newC = Contrast + 1.0f;
float newS = Saturation + 1.0f;
uint8* Dest = NewColorMapData.GetData();
FMemory::Memcpy(Dest, &newB, sizeof(float));
Dest += sizeof(float);
FMemory::Memcpy(Dest, &newC, sizeof(float));
Dest += sizeof(float);
FMemory::Memcpy(Dest, &newS, sizeof(float));
return NewColorMapData;
}