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eae424a | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 | //! Drawing the coloured feature grid to an eye buffer.
//!
//! Deliberately tiny: a full-screen triangle and a `grid x grid x 3` float
//! buffer. The renderer runs at the headset's refresh rate regardless of
//! how slowly inference produces new grids, so the expensive part of the
//! frame is never on the display path.
use blade_graphics as gpu;
use crate::pca::COMPONENTS;
/// Maximum eyes we allocate parameter slots for.
pub const MAX_EYES: usize = 2;
#[repr(C)]
#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
struct Params {
scale: [f32; 2],
offset: [f32; 2],
grid: u32,
pad: [u32; 3],
}
/// Where a flat overlay lands in one eye's clip space.
///
/// Purely 2D. The only thing an eye's frustum contributes to a head-locked
/// image is where its axis sits and how wide the image should be — a scale
/// and an offset — so that is all this carries.
#[derive(Clone, Copy, Debug)]
pub struct EyeTransform {
pub scale: [f32; 2],
pub offset: [f32; 2],
}
impl EyeTransform {
/// Fills the eye buffer exactly. Right for a flat window, wrong for a
/// headset, where it stretches the image over the whole field of view
/// and ignores the frustum's asymmetry.
pub const FULLSCREEN: Self = Self {
scale: [1.0, 1.0],
offset: [0.0, 0.0],
};
/// Fill an eye's field of view, centred on a given direction rather
/// than on the eye's axis.
///
/// `centre_tan` is where the image's middle should sit, in tangent
/// units: `(x/-z, y/-z)` of the target direction expressed in the eye's
/// space. Zero is straight ahead and reproduces [`filling`].
///
/// This is how the image gets to stay put while the head moves. The
/// content is as old as the last completed inference — a tenth of a
/// second here — so labelling it with the current head pose tells the
/// compositor to compensate for nothing, and it slides around with the
/// head. Feeding the direction the camera was *pointing when the frame
/// was captured* moves the image opposite to head motion, which is what
/// world-locked looks like.
pub fn filling_at(fov: [f32; 4], centre_tan: [f32; 2]) -> Self {
let [left, right, up, down] = fov;
let (tan_l, tan_r) = (left.tan(), right.tan());
let (tan_u, tan_d) = (up.tan(), down.tan());
let (span_x, span_y) = (tan_r - tan_l, tan_u - tan_d);
Self {
// Same size as filling the buffer.
scale: [1.0, 1.0],
offset: [
(2.0 * centre_tan[0] - (tan_r + tan_l)) / span_x,
(2.0 * centre_tan[1] - (tan_u + tan_d)) / span_y,
],
}
}
/// Fill an eye's field of view, recentred on its axis.
///
/// The right default for passthrough parity: the system's own
/// passthrough maps these cameras across your whole view, so matching it
/// means spanning the frustum rather than inventing an angular size.
///
/// Note this is *not* the same as filling the eye buffer. Headset frusta
/// are asymmetric and mirror between the eyes, so an image painted
/// edge-to-edge has its centre at a different angle in each eye, and the
/// two will not fuse. Spanning the frustum symmetrically about the axis
/// is what makes them agree.
pub fn filling(fov: [f32; 4]) -> Self {
let [left, right, up, down] = fov;
let half_tan = [
(right.tan() - left.tan()) * 0.5,
(up.tan() - down.tan()) * 0.5,
];
Self::for_eye(fov, half_tan)
}
/// Place an image into an eye whose frustum is `[left, right, up, down]`
/// radians, as OpenXR reports it.
///
/// `half_tan` is the tangent of the image's half-angle on each axis.
/// Separate axes matter: the camera frame is squashed into a square for
/// the encoder, and giving x and y their true angular extents here is
/// what unsquashes it, so the view keeps the camera's full field
/// without looking stretched.
///
/// A ray at angle θ from the view axis lands at clip
/// `(2·tanθ − (tanR + tanL)) / (tanR − tanL)`, so the quad's ±1 edges
/// map to a scale of `2·half_tan / (tanR − tanL)` about an offset of
/// `−(tanR + tanL) / (tanR − tanL)`.
///
/// Headset frusta are asymmetric and differ between eyes, which is why
/// the offset is not zero and not shared: dropping it is what leaves the
/// two views unfusable.
pub fn for_eye(fov: [f32; 4], half_tan: [f32; 2]) -> Self {
let [left, right, up, down] = fov;
let (tan_l, tan_r) = (left.tan(), right.tan());
let (tan_u, tan_d) = (up.tan(), down.tan());
let (span_x, span_y) = (tan_r - tan_l, tan_u - tan_d);
Self {
scale: [
2.0 * half_tan[0] / span_x,
2.0 * half_tan[1] / span_y,
],
offset: [-(tan_r + tan_l) / span_x, -(tan_u + tan_d) / span_y],
}
}
}
#[derive(blade_macros::ShaderData)]
struct ViewData {
params: gpu::BufferPiece,
cells: gpu::BufferPiece,
}
/// Renders the latest feature grid full-screen.
pub struct GridView {
pipeline: gpu::RenderPipeline,
params_buf: gpu::Buffer,
cells_buf: gpu::Buffer,
grid: usize,
}
impl GridView {
/// `color_format` must match the eye buffer being rendered into —
/// on an XR surface, `XrSurface::format()`.
pub fn new(context: &gpu::Context, color_format: gpu::TextureFormat, grid: usize) -> Self {
let shader = context.create_shader(gpu::ShaderDesc {
source: include_str!("shaders/grid_view.wgsl"),
naga_module: None,
});
let data_layout = <ViewData as gpu::ShaderData>::layout();
let pipeline = context.create_render_pipeline(gpu::RenderPipelineDesc {
name: "grid-view",
data_layouts: &[&data_layout],
vertex: shader.at("vs_main"),
vertex_fetches: &[],
primitive: gpu::PrimitiveState::default(),
// The view covers every pixel, so there is nothing to depth-test
// against and no depth buffer to allocate.
depth_stencil: None,
fragment: Some(shader.at("fs_main")),
color_targets: &[gpu::ColorTargetState::from(color_format)],
multisample_state: gpu::MultisampleState::default(),
});
// One slot per eye: the projection differs between them, and both
// are in flight within a single frame's submission.
let params_buf = context.create_buffer(gpu::BufferDesc {
name: "grid-view-params",
size: (std::mem::size_of::<Params>() * MAX_EYES) as u64,
memory: gpu::Memory::Shared,
});
let cells_buf = context.create_buffer(gpu::BufferDesc {
name: "grid-view-cells",
size: (grid * grid * COMPONENTS * std::mem::size_of::<f32>()) as u64,
memory: gpu::Memory::Shared,
});
let mut view = Self {
pipeline,
params_buf,
cells_buf,
grid,
};
// Full-screen until the caller supplies per-eye transforms, which
// is right for a window and wrong for a headset.
for eye in 0..MAX_EYES {
view.set_transform(context, eye, EyeTransform::FULLSCREEN);
}
// A mid-grey field, so a failure to ever produce a result looks
// like "no data" rather than like a working black-and-nothing view.
view.upload(context, &vec![0.5; grid * grid * COMPONENTS]);
view
}
/// Replace the displayed grid. `rgb` is `[grid * grid, 3]`, row-major.
pub fn upload(&mut self, context: &gpu::Context, rgb: &[f32]) {
let expected = self.grid * self.grid * COMPONENTS;
debug_assert_eq!(rgb.len(), expected, "grid payload is the wrong size");
let n = rgb.len().min(expected);
unsafe {
std::ptr::copy_nonoverlapping(rgb.as_ptr(), self.cells_buf.data() as *mut f32, n);
}
context.sync_buffer(self.cells_buf);
}
/// Set where the overlay lands in one eye.
pub fn set_transform(&mut self, context: &gpu::Context, eye: usize, t: EyeTransform) {
debug_assert!(eye < MAX_EYES);
unsafe {
let slot = (self.params_buf.data() as *mut Params).add(eye);
*slot = Params {
scale: t.scale,
offset: t.offset,
grid: self.grid as u32,
pad: [0; 3],
};
}
context.sync_buffer(self.params_buf);
}
/// Draw into an already-started render pass, using `eye`'s transform.
pub fn draw(&self, pass: &mut gpu::RenderCommandEncoder, eye: usize) {
let offset = (eye.min(MAX_EYES - 1) * std::mem::size_of::<Params>()) as u64;
let mut encoder = pass.with(&self.pipeline);
encoder.bind(
0,
&ViewData {
params: self.params_buf.at(offset),
cells: self.cells_buf.into(),
},
);
encoder.draw(0, 6, 0, 1);
}
pub fn destroy(mut self, context: &gpu::Context) {
context.destroy_buffer(self.cells_buf);
context.destroy_buffer(self.params_buf);
context.destroy_render_pipeline(&mut self.pipeline);
}
}
/// Rotate a vector by a quaternion `[x, y, z, w]`.
fn rotate(q: [f32; 4], v: [f32; 3]) -> [f32; 3] {
let (qx, qy, qz, qw) = (q[0], q[1], q[2], q[3]);
// t = 2 * (q_vec × v); v' = v + qw * t + q_vec × t
let tx = 2.0 * (qy * v[2] - qz * v[1]);
let ty = 2.0 * (qz * v[0] - qx * v[2]);
let tz = 2.0 * (qx * v[1] - qy * v[0]);
[
v[0] + qw * tx + qy * tz - qz * ty,
v[1] + qw * ty + qz * tx - qx * tz,
v[2] + qw * tz + qx * ty - qy * tx,
]
}
/// Where a direction that was straight ahead under `then` appears under
/// `now`, in tangent units suitable for [`EyeTransform::filling_at`].
///
/// Both quaternions are `[x, y, z, w]` in the same reference space. The
/// result is the image's centre after the head has moved, so a rotation to
/// the right pushes the content left — the image staying put in the world
/// while the view sweeps across it.
///
/// Returns `None` when the old direction has swung behind the viewer, where
/// a tangent-plane shift stops meaning anything.
pub fn reprojection_offset(then: [f32; 4], now: [f32; 4]) -> Option<[f32; 2]> {
// Forward under the capture pose, brought into the current eye's space
// by the inverse of the current pose.
let forward = rotate(then, [0.0, 0.0, -1.0]);
let inverse_now = [-now[0], -now[1], -now[2], now[3]];
let v = rotate(inverse_now, forward);
if v[2] >= -1e-3 {
return None;
}
Some([v[0] / -v[2], v[1] / -v[2]])
}
#[cfg(test)]
mod tests {
use super::*;
/// Straight ahead stays straight ahead when the head has not moved.
#[test]
fn no_motion_means_no_shift() {
let identity = [0.0, 0.0, 0.0, 1.0];
let offset = reprojection_offset(identity, identity).unwrap();
assert!(offset[0].abs() < 1e-6 && offset[1].abs() < 1e-6);
}
/// Turning the head right must push the content left, so the image
/// appears to stay where it was in the world.
#[test]
fn turning_right_pushes_content_left() {
let identity = [0.0, 0.0, 0.0, 1.0];
// +15 degrees about Y is a leftward yaw in a right-handed system
// looking down -Z, so -15 turns the view to the right.
let half = (-15.0f32).to_radians() * 0.5;
let turned_right = [0.0, half.sin(), 0.0, half.cos()];
let offset = reprojection_offset(identity, turned_right).unwrap();
assert!(
offset[0] < -0.1,
"expected the image to move left, got {offset:?}"
);
// The magnitude should be tan(15 deg) = 0.268.
assert!((offset[0] + 15.0f32.to_radians().tan()).abs() < 1e-3);
assert!(offset[1].abs() < 1e-6, "yaw should not shift vertically");
}
/// Looking up must push the content down.
#[test]
fn looking_up_pushes_content_down() {
let identity = [0.0, 0.0, 0.0, 1.0];
let half = 10.0f32.to_radians() * 0.5;
let looked_up = [half.sin(), 0.0, 0.0, half.cos()];
let offset = reprojection_offset(identity, looked_up).unwrap();
assert!(offset[1] < -0.1, "expected downward shift, got {offset:?}");
assert!(offset[0].abs() < 1e-6);
}
/// A view swung right round has nothing sensible to show.
#[test]
fn facing_away_has_no_offset() {
let identity = [0.0, 0.0, 0.0, 1.0];
let behind = [0.0, 1.0, 0.0, 0.0];
assert!(reprojection_offset(identity, behind).is_none());
}
}
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