monado/src/xrt/auxiliary/util/u_distortion_mesh.c

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// Copyright 2019-2021, Collabora, Ltd.
// SPDX-License-Identifier: BSL-1.0
/*!
* @file
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* @brief Code to generate disortion meshes.
* @author Jakob Bornecrantz <jakob@collabora.com>
* @author Moses Turner <moses@collabora.com>
* @ingroup aux_distortion
*/
#include "util/u_misc.h"
#include "util/u_frame.h"
#include "util/u_debug.h"
#include "util/u_format.h"
#include "util/u_distortion_mesh.h"
#include "math/m_vec2.h"
#include "math/m_api.h"
#include <stdio.h>
#include <assert.h>
DEBUG_GET_ONCE_NUM_OPTION(mesh_size, "XRT_MESH_SIZE", 64)
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typedef bool (*func_calc)(struct xrt_device *xdev, uint32_t view, float u, float v, struct xrt_uv_triplet *result);
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static int
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index_for(int row, int col, uint32_t stride, uint32_t offset)
{
return row * stride + col + offset;
}
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static void
run_func(struct xrt_device *xdev, func_calc calc, int view_count, struct xrt_hmd_parts *target, uint32_t num)
{
assert(calc != NULL);
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assert(view_count == 2);
assert(view_count <= 2);
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uint32_t vertex_offsets[2] = {0};
uint32_t index_offsets[2] = {0};
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uint32_t cells_cols = num;
uint32_t cells_rows = num;
uint32_t vert_cols = cells_cols + 1;
uint32_t vert_rows = cells_rows + 1;
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uint32_t vertex_count_per_view = vert_rows * vert_cols;
uint32_t vertex_count = vertex_count_per_view * view_count;
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uint32_t uv_channels_count = 3;
uint32_t stride_in_floats = 2 + uv_channels_count * 2;
uint32_t float_count = vertex_count * stride_in_floats;
float *verts = U_TYPED_ARRAY_CALLOC(float, float_count);
// Setup the vertices for all views.
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uint32_t i = 0;
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for (int view = 0; view < view_count; view++) {
vertex_offsets[view] = i / stride_in_floats;
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for (uint32_t r = 0; r < vert_rows; r++) {
// This goes from 0 to 1.0 inclusive.
float v = (float)r / (float)cells_rows;
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for (uint32_t c = 0; c < vert_cols; c++) {
// This goes from 0 to 1.0 inclusive.
float u = (float)c / (float)cells_cols;
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// Make the position in the range of [-1, 1]
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verts[i + 0] = u * 2.0f - 1.0f;
verts[i + 1] = v * 2.0f - 1.0f;
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if (!calc(xdev, view, u, v, (struct xrt_uv_triplet *)&verts[i + 2])) {
// bail on error, without updating
// distortion.preferred
return;
}
i += stride_in_floats;
}
}
}
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uint32_t index_count_per_view = cells_rows * (vert_cols * 2 + 2);
uint32_t index_count_total = index_count_per_view * view_count;
int *indices = U_TYPED_ARRAY_CALLOC(int, index_count_total);
// Set up indices for all views.
i = 0;
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for (int view = 0; view < view_count; view++) {
index_offsets[view] = i;
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uint32_t off = vertex_offsets[view];
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for (uint32_t r = 0; r < cells_rows; r++) {
// Top vertex row for this cell row, left most vertex.
indices[i++] = index_for(r, 0, vert_cols, off);
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for (uint32_t c = 0; c < vert_cols; c++) {
indices[i++] = index_for(r, c, vert_cols, off);
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indices[i++] = index_for(r + 1, c, vert_cols, off);
}
// Bottom vertex row for this cell row, right most
// vertex.
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indices[i++] = index_for(r + 1, vert_cols - 1, vert_cols, off);
}
}
target->distortion.models |= XRT_DISTORTION_MODEL_MESHUV;
target->distortion.mesh.vertices = verts;
target->distortion.mesh.stride = stride_in_floats * sizeof(float);
target->distortion.mesh.vertex_count = vertex_count;
target->distortion.mesh.uv_channels_count = uv_channels_count;
target->distortion.mesh.indices = indices;
target->distortion.mesh.index_counts[0] = index_count_per_view;
target->distortion.mesh.index_counts[1] = index_count_per_view;
target->distortion.mesh.index_offsets[0] = index_offsets[0];
target->distortion.mesh.index_offsets[1] = index_offsets[1];
target->distortion.mesh.index_count_total = index_count_total;
}
bool
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u_compute_distortion_vive(struct u_vive_values *values, float u, float v, struct xrt_uv_triplet *result)
{
// Reading the whole struct like this gives the compiler more opportunity to optimize.
const struct u_vive_values val = *values;
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const float common_factor_value = 0.5f / (1.0f + val.grow_for_undistort);
const struct xrt_vec2 factor = {
common_factor_value,
common_factor_value * val.aspect_x_over_y,
};
// Results r/g/b.
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struct xrt_vec2 tc[3] = {{0, 0}, {0, 0}, {0, 0}};
// Dear compiler, please vectorize.
for (int i = 0; i < 3; i++) {
struct xrt_vec2 texCoord = {
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2.f * u - 1.f,
2.f * v - 1.f,
};
texCoord.y /= val.aspect_x_over_y;
texCoord.x -= val.center[i].x;
texCoord.y -= val.center[i].y;
float r2 = m_vec2_dot(texCoord, texCoord);
float k1 = val.coefficients[i][0];
float k2 = val.coefficients[i][1];
float k3 = val.coefficients[i][2];
float k4 = val.coefficients[i][3];
/*
* 1.0
* d = -------------------------------------- + k4
* 1.0 + r^2 * k1 + r^4 * k2 + r^6 * k3
*
* The variable k4 is the scaled part of DISTORT_DPOLY3_SCALED.
*
* Optimization to reduce the number of multiplications.
* 1.0 + r^2 * k1 + r^4 * k2 + r^6 * k3
* 1.0 + r^2 * ((k1 + r^2 * k2) + r^2 * k3)
*/
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float top = 1.f;
float bottom = 1.f + r2 * (k1 + r2 * (k2 + r2 * k3));
float d = (top / bottom) + k4;
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struct xrt_vec2 offset = {0.5f, 0.5f};
tc[i].x = offset.x + (texCoord.x * d + val.center[i].x) * factor.x;
tc[i].y = offset.y + (texCoord.y * d + val.center[i].y) * factor.y;
}
result->r = tc[0];
result->g = tc[1];
result->b = tc[2];
return true;
}
#define mul m_vec2_mul
#define mul_scalar m_vec2_mul_scalar
#define add m_vec2_add
#define sub m_vec2_sub
#define div m_vec2_div
#define div_scalar m_vec2_div_scalar
#define len m_vec2_len
#define len_sqrd m_vec2_len_sqrd
bool
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u_compute_distortion_panotools(struct u_panotools_values *values, float u, float v, struct xrt_uv_triplet *result)
{
const struct u_panotools_values val = *values;
struct xrt_vec2 r = {u, v};
r = mul(r, val.viewport_size);
r = sub(r, val.lens_center);
r = div_scalar(r, val.scale);
float r_mag = len(r);
r_mag = val.distortion_k[0] + // r^1
val.distortion_k[1] * r_mag + // r^2
val.distortion_k[2] * r_mag * r_mag + // r^3
val.distortion_k[3] * r_mag * r_mag * r_mag + // r^4
val.distortion_k[4] * r_mag * r_mag * r_mag * r_mag; // r^5
struct xrt_vec2 r_dist = mul_scalar(r, r_mag);
r_dist = mul_scalar(r_dist, val.scale);
struct xrt_vec2 r_uv = mul_scalar(r_dist, val.aberration_k[0]);
r_uv = add(r_uv, val.lens_center);
r_uv = div(r_uv, val.viewport_size);
struct xrt_vec2 g_uv = mul_scalar(r_dist, val.aberration_k[1]);
g_uv = add(g_uv, val.lens_center);
g_uv = div(g_uv, val.viewport_size);
struct xrt_vec2 b_uv = mul_scalar(r_dist, val.aberration_k[2]);
b_uv = add(b_uv, val.lens_center);
b_uv = div(b_uv, val.viewport_size);
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result->r = r_uv;
result->g = g_uv;
result->b = b_uv;
return true;
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}
bool
u_compute_distortion_cardboard(struct u_cardboard_distortion_values *values,
float u,
float v,
struct xrt_uv_triplet *result)
{
struct xrt_vec2 uv = {u, v};
uv = sub(mul(uv, values->screen.size), values->screen.offset);
float sqrd = len_sqrd(uv);
float r = 1.0f;
float fact = 1.0f;
r *= sqrd;
fact += values->distortion_k[0] * r;
r *= sqrd;
fact += values->distortion_k[1] * r;
r *= sqrd;
fact += values->distortion_k[2] * r;
r *= sqrd;
fact += values->distortion_k[3] * r;
r *= sqrd;
fact += values->distortion_k[4] * r;
uv = mul_scalar(uv, fact);
uv = div(add(uv, values->texture.offset), values->texture.size);
result->r.x = uv.x;
result->r.y = uv.y;
result->g.x = uv.x;
result->g.y = uv.y;
result->b.x = uv.x;
result->b.y = uv.y;
return true;
}
/*
*
* North Star "2D Polynomial" distortion
* Sometimes known as "v2", filename is often NorthStarCalibration.json
*
*/
static float
u_ns_polyval2d(float X, float Y, float C[16])
{
float X2 = X * X;
float X3 = X2 * X;
float Y2 = Y * Y;
float Y3 = Y2 * Y;
return (((C[0]) + (C[1] * Y) + (C[2] * Y2) + (C[3] * Y3)) +
((C[4] * X) + (C[5] * X * Y) + (C[6] * X * Y2) + (C[7] * X * Y3)) +
((C[8] * X2) + (C[9] * X2 * Y) + (C[10] * X2 * Y2) + (C[11] * X2 * Y3)) +
((C[12] * X3) + (C[13] * X3 * Y) + (C[14] * X3 * Y2) + (C[15] * X3 * Y3)));
}
bool
u_compute_distortion_ns_p2d(struct u_ns_p2d_values *values, int view, float u, float v, struct xrt_uv_triplet *result)
{
// I think that OpenCV and Monado have different definitions of v coordinates, but not sure. if not,
// unexplainable
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v = 1.0f - v;
float x_ray = u_ns_polyval2d(u, v, view ? values->x_coefficients_left : values->x_coefficients_right);
float y_ray = u_ns_polyval2d(u, v, view ? values->y_coefficients_left : values->y_coefficients_right);
struct xrt_fov fov = values->fov[view];
float left_ray_bound = tanf(fov.angle_left);
float right_ray_bound = tanf(fov.angle_right);
float up_ray_bound = tanf(fov.angle_up);
float down_ray_bound = tanf(fov.angle_down);
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float u_eye = (float)math_map_ranges(x_ray, left_ray_bound, right_ray_bound, 0, 1);
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float v_eye = (float)math_map_ranges(y_ray, down_ray_bound, up_ray_bound, 0, 1);
// boilerplate, put the UV coordinates in all the RGB slots
result->r.x = u_eye;
result->r.y = v_eye;
result->g.x = u_eye;
result->g.y = v_eye;
result->b.x = u_eye;
result->b.y = v_eye;
return true;
}
/*
*
* Moshi Turner's mesh-grid-based North Star distortion correction.
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* This is a relatively ad-hoc thing I wrote; if this ends up going unused feel free to remove it.
*
*/
bool
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u_compute_distortion_ns_meshgrid(
struct u_ns_meshgrid_values *values, int view, float u, float v, struct xrt_uv_triplet *result)
{
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int u_edge_num = (values->num_grid_points_u - 1);
int v_edge_num = (values->num_grid_points_v - 1);
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int u_index_int = floorf(u * u_edge_num);
int v_index_int = floorf(v * v_edge_num);
float u_index_frac = (u * u_edge_num) - u_index_int;
float v_index_frac = (v * v_edge_num) - v_index_int;
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// Imagine this like a ray coming out of your eye with x, y coordinate bearing and z coordinate -1.0f
struct xrt_vec2 bearing = {0};
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int stride = values->num_grid_points_u;
float eps = 0.000001;
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struct xrt_vec2 *grid = values->grid[view];
int topleft_i = (v_index_int * stride) + u_index_int;
int topright_i = (v_index_int * stride) + u_index_int + 1;
int bottomleft_i = ((v_index_int + 1) * stride) + u_index_int;
int bottomright_i = ((v_index_int + 1) * stride) + u_index_int + 1;
if (u_index_frac > eps && v_index_frac > eps) {
// Usual case - we're in the middle of a cell
// {top,bottom}-{left,right} notation might be inaccurate. The code *works* right now but don't take its
// word when reading
struct xrt_vec2 topleft = grid[topleft_i];
struct xrt_vec2 topright = grid[topright_i];
struct xrt_vec2 bottomleft = grid[bottomleft_i];
struct xrt_vec2 bottomright = grid[bottomright_i];
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struct xrt_vec2 left_point_on_line_segment = m_vec2_lerp(topleft, bottomleft, v_index_frac);
struct xrt_vec2 right_point_on_line_segment = m_vec2_lerp(topright, bottomright, v_index_frac);
bearing = m_vec2_lerp(left_point_on_line_segment, right_point_on_line_segment, u_index_frac);
} else if (v_index_frac > eps) {
// We're on a vertical edge
struct xrt_vec2 top = values->grid[view][topleft_i];
struct xrt_vec2 bottom = values->grid[view][bottomleft_i];
bearing = m_vec2_lerp(top, bottom, v_index_frac);
} else if (u_index_frac > eps) {
// We're on a horizontal edge
struct xrt_vec2 left = values->grid[view][topleft_i];
struct xrt_vec2 right = values->grid[view][topright_i];
bearing = m_vec2_lerp(left, right, u_index_frac);
} else {
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int acc_idx = (v_index_int * stride) + u_index_int;
bearing = values->grid[view][acc_idx];
}
struct xrt_fov fov = values->fov[view];
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float left_ray_bound = tan(fov.angle_left);
float right_ray_bound = tan(fov.angle_right);
float up_ray_bound = tan(fov.angle_up);
float down_ray_bound = tan(fov.angle_down);
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float u_eye = math_map_ranges(bearing.x, left_ray_bound, right_ray_bound, 0, 1);
float v_eye = math_map_ranges(bearing.y, down_ray_bound, up_ray_bound, 0, 1);
// boilerplate, put the UV coordinates in all the RGB slots
result->r.x = u_eye;
result->r.y = v_eye;
result->g.x = u_eye;
result->g.y = v_eye;
result->b.x = u_eye;
result->b.y = v_eye;
return true;
}
bool
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u_compute_distortion_none(float u, float v, struct xrt_uv_triplet *result)
{
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result->r.x = u;
result->r.y = v;
result->g.x = u;
result->g.y = v;
result->b.x = u;
result->b.y = v;
return true;
}
/*
*
* No distortion.
*
*/
bool
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u_distortion_mesh_none(struct xrt_device *xdev, uint32_t view, float u, float v, struct xrt_uv_triplet *result)
{
return u_compute_distortion_none(u, v, result);
}
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void
u_distortion_mesh_fill_in_none(struct xrt_device *xdev)
{
struct xrt_hmd_parts *target = xdev->hmd;
// Do the generation.
run_func(xdev, u_distortion_mesh_none, 2, target, 1);
// Make the target mostly usable.
target->distortion.models |= XRT_DISTORTION_MODEL_NONE;
target->distortion.models |= XRT_DISTORTION_MODEL_MESHUV;
target->distortion.preferred = XRT_DISTORTION_MODEL_MESHUV;
}
void
u_distortion_mesh_set_none(struct xrt_device *xdev)
{
struct xrt_hmd_parts *target = xdev->hmd;
// Reset to none.
target->distortion.models = XRT_DISTORTION_MODEL_NONE;
u_distortion_mesh_fill_in_none(xdev);
// Make sure that the xdev implements the compute_distortion function.
xdev->compute_distortion = u_distortion_mesh_none;
// Make the target completely usable.
target->distortion.models |= XRT_DISTORTION_MODEL_COMPUTE;
}
/*
*
*
*
*/
void
u_distortion_mesh_fill_in_compute(struct xrt_device *xdev)
{
func_calc calc = xdev->compute_distortion;
if (calc == NULL) {
u_distortion_mesh_fill_in_none(xdev);
return;
}
struct xrt_hmd_parts *target = xdev->hmd;
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uint32_t num = (uint32_t)debug_get_num_option_mesh_size();
run_func(xdev, calc, 2, target, num);
}