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With [vr] eye_tracked_foveation (on by default on the Steam Frame, off elsewhere) the runtime asks for XR_EXT_eye_gaze_interaction. When the system reports an eye tracker, OpenXRInput binds the gaze pose and locates it for each packet's display time, in the space the eye views are located in; vr/eye_gaze.h turns it into tangents of each eye's own view, which AuroraStereoFrame now carries (appended, after the existing prefix). Aurora centres the eye's fragment density map on the gaze snapped to a cell of two map texels (about 3 degrees). Each eye keeps up to 32 maps, one per cell looked at, so a glance back reuses its map; a new map is bound once its upload completes, and until then the eye keeps the map it had. Without a tracked gaze (a blink, no tracker, the setting off) foveation centres on the forward direction exactly as before: the forward maps are byte-identical. Also logs every extension the OpenXR runtime offers at startup, so the first Steam Frame session shows what SteamVR's Android runtime has. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3
188 lines
8.0 KiB
C++
188 lines
8.0 KiB
C++
#pragma once
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#include <algorithm>
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#include <cmath>
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#include <cstdint>
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#include <vector>
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// Foveated rendering for the immersive eyes: the fragment density map an eye's render pass runs
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// under (webgpu/fdm.hpp). Each texel says how finely the framebuffer area it covers is shaded:
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// fully at the centre of the view, in 2x2 then 4x4 pixel blocks towards the edges, where the
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// headset's lenses blur the picture anyway. With eye tracking the centre is where the player looks.
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namespace aurora::gfx::foveation {
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enum class Level : uint32_t {
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Off = 0,
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Low = 1,
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Medium = 2,
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High = 3,
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};
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inline constexpr uint32_t kLevelCount = 4;
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// A texel's density is its byte over 255 and a fragment covers 1/density pixels in that direction,
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// rounded down to a size the GPU supports. A half is therefore written just below 128, so that it
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// cannot round back to a single pixel.
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inline constexpr uint8_t kFullDensity = 255;
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inline constexpr uint8_t kHalfDensity = 127;
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inline constexpr uint8_t kQuarterDensity = 63;
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// Tangents of an eye's field of view, left and down negative.
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struct EyeFov {
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float tanLeft = -1.0f;
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float tanRight = 1.0f;
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float tanDown = -1.0f;
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float tanUp = 1.0f;
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};
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// From AuroraStereoEye::projection, row-major: [0] = 2/(r-l), [2] = (r+l)/(r-l), [5] = 2/(u-d),
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// [6] = (u+d)/(u-d), with l, r, d, u the tangents (openxr_integration.cpp, ProjectionFromFov).
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inline EyeFov fov_from_projection(const float* projection) noexcept {
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const float sx = projection[0];
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const float cx = projection[2];
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const float sy = projection[5];
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const float cy = projection[6];
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if (!(sx > 0.0f) || !(sy > 0.0f)) {
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return {};
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}
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return EyeFov{
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.tanLeft = (cx - 1.0f) / sx,
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.tanRight = (cx + 1.0f) / sx,
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.tanDown = (cy - 1.0f) / sy,
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.tanUp = (cy + 1.0f) / sy,
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};
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}
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// Angles from the eye's forward direction, in degrees, below which a level shades fully and then at
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// half density; beyond the second, a quarter. Low never drops below half. The default HUD screen
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// (2.4 m wide at 2 m) reaches about 37 degrees at its corners with a 4:3 picture, so Low and Medium
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// keep it at half density or better when looking straight ahead.
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struct Rings {
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float full = 90.0f;
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float half = 90.0f;
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};
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inline Rings rings(Level level) noexcept {
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switch (level) {
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case Level::Low:
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return {.full = 30.0f, .half = 90.0f};
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case Level::Medium:
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return {.full = 25.0f, .half = 40.0f};
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case Level::High:
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return {.full = 18.0f, .half = 34.0f};
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default:
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return {};
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}
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}
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// The angle between the forward direction and the ray through a point at tangents (x, y).
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inline float eccentricity_degrees(float tanX, float tanY) noexcept {
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return std::atan(std::sqrt(tanX * tanX + tanY * tanY)) * (180.0f / 3.14159265358979f);
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}
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// Where the map's full density is centred, in tangents of the eye's view like EyeFov's (x right,
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// y up): the forward direction, or the point the player looks at.
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struct Gaze {
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float tanX = 0.0f;
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float tanY = 0.0f;
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};
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// The angle between the rays through tangents (x, y) and through the gaze.
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inline float angle_from_gaze_degrees(float tanX, float tanY, const Gaze& gaze) noexcept {
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const float dot = tanX * gaze.tanX + tanY * gaze.tanY + 1.0f;
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const float norms = std::sqrt((tanX * tanX + tanY * tanY + 1.0f) * (gaze.tanX * gaze.tanX + gaze.tanY * gaze.tanY + 1.0f));
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return std::acos(std::clamp(dot / norms, -1.0f, 1.0f)) * (180.0f / 3.14159265358979f);
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}
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// Eye-tracked maps are built for the gaze snapped to cells of this many map texels square, so an
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// eye's map changes only when the gaze moves that far (about 3 degrees with 32-pixel texels), and a
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// few maps serve a whole session's glances.
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inline constexpr uint32_t kGazeCellTexels = 2;
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struct GazeCell {
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int32_t x = 0;
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int32_t y = 0;
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bool operator==(const GazeCell&) const = default;
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};
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// The cell of an eye of `eyeWidth` by `eyeHeight` pixels the gaze falls in, counted from the top
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// left and clamped to the eye. A gaze that is not a number counts as the forward direction.
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inline GazeCell gaze_cell(uint32_t eyeWidth, uint32_t eyeHeight, uint32_t texel, const EyeFov& fov,
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Gaze gaze) noexcept {
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const float cellPixels = static_cast<float>(std::max(texel, 1u) * kGazeCellTexels);
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if (!std::isfinite(gaze.tanX) || !std::isfinite(gaze.tanY)) {
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gaze = {};
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}
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const float spanX = fov.tanRight - fov.tanLeft;
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const float spanY = fov.tanDown - fov.tanUp;
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const float u = spanX != 0.0f ? (gaze.tanX - fov.tanLeft) / spanX : 0.5f;
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const float v = spanY != 0.0f ? (gaze.tanY - fov.tanUp) / spanY : 0.5f;
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const auto cell = [cellPixels](float fraction, uint32_t pixels) {
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const int32_t count = std::max(1, static_cast<int32_t>(std::ceil(static_cast<float>(pixels) / cellPixels)));
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const float position = std::clamp(fraction, 0.0f, 1.0f) * static_cast<float>(pixels) / cellPixels;
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return std::clamp(static_cast<int32_t>(std::floor(position)), 0, count - 1);
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};
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return {cell(u, eyeWidth), cell(v, eyeHeight)};
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}
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// The gaze through the centre of a cell, clamped to the eye for an overhanging last row or column.
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inline Gaze cell_gaze(uint32_t eyeWidth, uint32_t eyeHeight, uint32_t texel, const EyeFov& fov,
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GazeCell cell) noexcept {
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const float cellPixels = static_cast<float>(std::max(texel, 1u) * kGazeCellTexels);
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const float u = eyeWidth > 0 ? std::min((static_cast<float>(cell.x) + 0.5f) * cellPixels, static_cast<float>(eyeWidth)) /
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static_cast<float>(eyeWidth)
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: 0.5f;
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const float v = eyeHeight > 0 ? std::min((static_cast<float>(cell.y) + 0.5f) * cellPixels, static_cast<float>(eyeHeight)) /
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static_cast<float>(eyeHeight)
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: 0.5f;
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return Gaze{.tanX = fov.tanLeft + (fov.tanRight - fov.tanLeft) * u,
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.tanY = fov.tanUp + (fov.tanDown - fov.tanUp) * v};
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}
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inline uint8_t density(Level level, float eccentricity) noexcept {
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const Rings ring = rings(level);
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if (eccentricity < ring.full) {
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return kFullDensity;
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}
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return eccentricity < ring.half ? kHalfDensity : kQuarterDensity;
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}
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struct Map {
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uint32_t width = 0;
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uint32_t height = 0;
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// Two bytes per texel, horizontal then vertical density, rows packed top to bottom.
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std::vector<uint8_t> rg8;
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};
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// The map for an eye of `eyeWidth` by `eyeHeight` pixels whose field of view is `fov`, `texel` pixels
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// per map texel, centred on `gaze` (the forward direction by default). The map covers the whole eye,
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// its last row and column possibly overhanging it.
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inline void build(uint32_t eyeWidth, uint32_t eyeHeight, uint32_t texel, const EyeFov& fov, Level level,
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Map& map, const Gaze& gaze = {}) {
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map.width = texel > 0 ? (eyeWidth + texel - 1) / texel : 0;
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map.height = texel > 0 ? (eyeHeight + texel - 1) / texel : 0;
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map.rg8.assign(static_cast<size_t>(map.width) * map.height * 2, kFullDensity);
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if (level == Level::Off || eyeWidth == 0 || eyeHeight == 0) {
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return;
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}
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// The forward direction keeps its own, exact formula, so the fixed maps do not change.
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const bool forward = gaze.tanX == 0.0f && gaze.tanY == 0.0f;
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for (uint32_t y = 0; y < map.height; ++y) {
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// Texel centres, clamped to the eye for an overhanging last row or column.
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const float v = std::min((static_cast<float>(y) + 0.5f) * static_cast<float>(texel), static_cast<float>(eyeHeight)) /
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static_cast<float>(eyeHeight);
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const float tanY = fov.tanUp + (fov.tanDown - fov.tanUp) * v;
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for (uint32_t x = 0; x < map.width; ++x) {
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const float u = std::min((static_cast<float>(x) + 0.5f) * static_cast<float>(texel), static_cast<float>(eyeWidth)) /
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static_cast<float>(eyeWidth);
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const float tanX = fov.tanLeft + (fov.tanRight - fov.tanLeft) * u;
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const uint8_t value =
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density(level, forward ? eccentricity_degrees(tanX, tanY) : angle_from_gaze_degrees(tanX, tanY, gaze));
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uint8_t* texelBytes = &map.rg8[(static_cast<size_t>(y) * map.width + x) * 2];
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texelBytes[0] = value;
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texelBytes[1] = value;
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}
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}
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}
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} // namespace aurora::gfx::foveation
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