Package org.lwjgl.ovr

Class OVRLayerEyeMatrix

  • All Implemented Interfaces:
    java.lang.AutoCloseable, NativeResource, Pointer

    public class OVRLayerEyeMatrix
    extends Struct
    implements NativeResource
    Describes a layer that specifies a monoscopic or stereoscopic view.

    This uses a direct 3x4 matrix to map from view space to the UV coordinates. It is essentially the same thing as OVRLayerEyeFov but using a much lower level. This is mainly to provide compatibility with specific apps. Unless the application really requires this flexibility, it is usually better to use ovrLayerEyeFov.

    Three options exist with respect to mono/stereo texture usage:

    • ColorTexture[0] and ColorTexture[1] contain the left and right stereo renderings, respectively. Viewport[0] and Viewport[1] refer to ColorTexture[0] and ColorTexture[1], respectively.
    • ColorTexture[0] contains both the left and right renderings, ColorTexture[1] is NULL, and Viewport[0] and Viewport[1] refer to sub-rects with ColorTexture[0].
    • ColorTexture[0] contains a single monoscopic rendering, and Viewport[0] and Viewport[1] both refer to that rendering.

    Member documentation

    • HeaderHeader.Type must be LayerType_EyeMatrix
    • ColorTextureovrTextureSwapChains for the left and right eye respectively. The second one of which can be NULL for cases described above.
    • Viewport – specifies the ColorTexture sub-rect UV coordinates. Both Viewport[0] and Viewport[1] must be valid.
    • RenderPose – specifies the position and orientation of each eye view, with the position specified in meters. RenderPose will typically be the value returned from _CalcEyePoses, but can be different in special cases if a different head pose is used for rendering.
    • Matrix – specifies the mapping from a view-space vector to a UV coordinate on the textures given above.
      
       P = (x,y,z,1)*Matrix
       TexU  = P.x/P.z
       TexV  = P.y/P.z
    • SensorSampleTime – specifies the timestamp when the source ovrPosef (used in calculating RenderPose) was sampled from the SDK. Typically retrieved by calling GetTimeInSeconds around the instant the application calls GetTrackingState The main purpose for this is to accurately track app tracking latency.

    Layout

    
     struct ovrLayerEyeMatrix {
         ovrLayerHeader Header;
         ovrTextureSwapChain ColorTexture[ovrEye_Count];
         ovrRecti Viewport[ovrEye_Count];
         ovrPosef RenderPose[ovrEye_Count];
         ovrMatrix4f Matrix[ovrEye_Count];
         double SensorSampleTime;
     }