136 lines
4.8 KiB
C++
136 lines
4.8 KiB
C++
// @lint-ignore-every LICENSELINT
|
|
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#include "OculusXRHMD_Settings.h"
|
|
#include "Engine/Engine.h"
|
|
|
|
#if OCULUS_HMD_SUPPORTED_PLATFORMS
|
|
|
|
namespace OculusXRHMD
|
|
{
|
|
|
|
//-------------------------------------------------------------------------------------------------
|
|
// FSettings
|
|
//-------------------------------------------------------------------------------------------------
|
|
|
|
FSettings::FSettings()
|
|
: BaseOffset(0, 0, 0)
|
|
, BaseOrientation(FQuat::Identity)
|
|
, PixelDensity(1.0f)
|
|
, PixelDensityMin(0.8f)
|
|
, PixelDensityMax(1.2f)
|
|
, SystemHeadset(ovrpSystemHeadset_None)
|
|
, SuggestedCpuPerfLevel(EOculusXRProcessorPerformanceLevel::SustainedLow)
|
|
, SuggestedGpuPerfLevel(EOculusXRProcessorPerformanceLevel::SustainedHigh)
|
|
, FoveatedRenderingMethod(EOculusXRFoveatedRenderingMethod::FixedFoveatedRendering)
|
|
, FoveatedRenderingLevel(EOculusXRFoveatedRenderingLevel::Off)
|
|
, bDynamicFoveatedRendering(true)
|
|
, bSupportEyeTrackedFoveatedRendering(false)
|
|
, SystemSplashBackground(ESystemSplashBackgroundType::Black)
|
|
, XrApi(EOculusXRXrApi::OVRPluginOpenXR)
|
|
, ColorSpace(EOculusXRColorSpace::P3)
|
|
, ControllerPoseAlignment(EOculusXRControllerPoseAlignment::Default)
|
|
, HandTrackingSupport(EOculusXRHandTrackingSupport::ControllersOnly)
|
|
, HandTrackingFrequency(EOculusXRHandTrackingFrequency::LOW)
|
|
, HandTrackingVersion(EOculusXRHandTrackingVersion::Default)
|
|
, ColorScale(ovrpVector4f{ 1, 1, 1, 1 })
|
|
, ColorOffset(ovrpVector4f{ 0, 0, 0, 0 })
|
|
, bApplyColorScaleAndOffsetToAllLayers(false)
|
|
, CurrentFeatureLevel(GMaxRHIFeatureLevel)
|
|
, bLateLatching(false)
|
|
, bSupportExperimentalFeatures(false)
|
|
, ProcessorFavor(EProcessorFavor::FavorEqually)
|
|
, BodyTrackingFidelity(EOculusXRHMDBodyTrackingFidelity::Low)
|
|
, BodyTrackingJointSet(EOculusXRHMDBodyJointSet::UpperBody)
|
|
{
|
|
Flags.Raw = 0;
|
|
Flags.bHMDEnabled = true;
|
|
Flags.bUpdateOnRT = true;
|
|
Flags.bHQBuffer = false;
|
|
Flags.bCompositeDepth = true;
|
|
#if PLATFORM_ANDROID
|
|
Flags.bsRGBEyeBuffer = true;
|
|
//oculus mobile is always-on stereo, no need for enableStereo codepaths
|
|
Flags.bStereoEnabled = true;
|
|
#else
|
|
Flags.bsRGBEyeBuffer = false;
|
|
Flags.bStereoEnabled = false;
|
|
#endif
|
|
CurrentFeatureLevel = GEngine ? GEngine->GetDefaultWorldFeatureLevel() : GMaxRHIFeatureLevel;
|
|
CurrentShaderPlatform = GShaderPlatformForFeatureLevel[CurrentFeatureLevel];
|
|
|
|
Flags.bSupportsDash = true;
|
|
Flags.bFocusAware = true;
|
|
Flags.bRequiresSystemKeyboard = false;
|
|
Flags.bInsightPassthroughEnabled = false;
|
|
Flags.bAnchorSupportEnabled = false;
|
|
Flags.bAnchorSharingEnabled = false;
|
|
Flags.bSceneSupportEnabled = false;
|
|
Flags.bBodyTrackingEnabled = false;
|
|
Flags.bEyeTrackingEnabled = false;
|
|
Flags.bFaceTrackingEnabled = false;
|
|
EyeRenderViewport[0] = EyeRenderViewport[1] = FIntRect(0, 0, 0, 0);
|
|
|
|
RenderTargetSize = FIntPoint(0, 0);
|
|
|
|
#ifdef WITH_OCULUS_BRANCH
|
|
Flags.bTileTurnOffEnabled = false;
|
|
#else
|
|
Flags.bTileTurnOffEnabled = true;
|
|
#endif
|
|
}
|
|
|
|
TSharedPtr<FSettings, ESPMode::ThreadSafe> FSettings::Clone() const
|
|
{
|
|
TSharedPtr<FSettings, ESPMode::ThreadSafe> NewSettings = MakeShareable(new FSettings(*this));
|
|
return NewSettings;
|
|
}
|
|
|
|
void FSettings::SetPixelDensity(float NewPixelDensity)
|
|
{
|
|
if (Flags.bPixelDensityAdaptive)
|
|
{
|
|
PixelDensity = FMath::Clamp(NewPixelDensity, PixelDensityMin, PixelDensityMax);
|
|
}
|
|
else
|
|
{
|
|
PixelDensity = FMath::Clamp(NewPixelDensity, ClampPixelDensityMin, ClampPixelDensityMax);
|
|
}
|
|
}
|
|
|
|
void FSettings::SetPixelDensitySmooth(float NewPixelDensity)
|
|
{
|
|
// Pixel Density changes need to be smooth both for artifacts with FFR/TTO (FFR/tile-turnoff is one frame late so shouldn't change too fast)
|
|
// but also so that if the developer uses the CVar and not the runtime (which is already smooth) there is no jump artifacts.
|
|
constexpr float MaxPerFrameIncrease = 0.010;
|
|
constexpr float MaxPerFrameDecrease = 0.045;
|
|
|
|
float NewClampedPixelDensity = FMath::Clamp(NewPixelDensity, PixelDensity - MaxPerFrameDecrease, PixelDensity + MaxPerFrameIncrease);
|
|
if (Flags.bPixelDensityAdaptive)
|
|
{
|
|
PixelDensity = FMath::Clamp(NewClampedPixelDensity, PixelDensityMin, PixelDensityMax);
|
|
}
|
|
else
|
|
{
|
|
PixelDensity = FMath::Clamp(NewClampedPixelDensity, ClampPixelDensityMin, ClampPixelDensityMax);
|
|
}
|
|
}
|
|
|
|
void FSettings::SetPixelDensityMin(float NewPixelDensityMin)
|
|
{
|
|
PixelDensityMin = FMath::Clamp(NewPixelDensityMin, ClampPixelDensityMin, ClampPixelDensityMax);
|
|
PixelDensityMax = FMath::Max(PixelDensityMin, PixelDensityMax);
|
|
SetPixelDensity(PixelDensity);
|
|
}
|
|
|
|
void FSettings::SetPixelDensityMax(float NewPixelDensityMax)
|
|
{
|
|
PixelDensityMax = FMath::Clamp(NewPixelDensityMax, ClampPixelDensityMin, ClampPixelDensityMax);
|
|
PixelDensityMin = FMath::Min(PixelDensityMin, PixelDensityMax);
|
|
SetPixelDensity(PixelDensity);
|
|
}
|
|
|
|
} // namespace OculusXRHMD
|
|
|
|
#endif //OCULUS_HMD_SUPPORTED_PLATFORMS
|