VRTowerDef/Plugins/MetaXR/Source/OculusXRHMD/Private/OculusXRHMD_Settings.cpp

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