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https://github.com/mitch030504/Wiicompiled_VR_Frame.git
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256 lines
9.6 KiB
C++
256 lines
9.6 KiB
C++
#include "gfx/stereo_replay.hpp"
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#include <gtest/gtest.h>
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#include <array>
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#include <cmath>
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namespace aurora::gfx::stereo_replay {
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namespace {
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TEST(StereoReplayTest, EyeFrustumPreservesGameDepthMapping) {
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const Mat4x4<float> game{
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{10.0f, 11.0f, 12.0f, 13.0f},
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{20.0f, 21.0f, 22.0f, 23.0f},
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{30.0f, 31.0f, 32.0f, 33.0f},
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{40.0f, 41.0f, 42.0f, 43.0f},
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};
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const Mat4x4<float> eye{
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{1.1f, 1.2f, 1.3f, 1.4f},
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{2.1f, 2.2f, 2.3f, 2.4f},
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{3.1f, 3.2f, 3.3f, 3.4f},
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{4.1f, 4.2f, 4.3f, 4.4f},
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};
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const auto result = compose_projection(eye, game);
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EXPECT_FLOAT_EQ(result.m0[0], eye.m0[0]);
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EXPECT_FLOAT_EQ(result.m0[2], eye.m0[2]);
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EXPECT_FLOAT_EQ(result.m1[1], eye.m1[1]);
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EXPECT_FLOAT_EQ(result.m1[2], eye.m1[2]);
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for (size_t row = 0; row < 4; ++row) {
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for (size_t column = 0; column < 4; ++column) {
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const bool frustumTerm = (row == 0 && (column == 0 || column == 2)) || (row == 1 && (column == 1 || column == 2));
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if (!frustumTerm) {
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EXPECT_FLOAT_EQ(result[row][column], game[row][column]);
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}
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}
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}
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}
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Mat4x4<float> game_orthographic_projection() {
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// x over [0, 640) and y over [0, 456) mapped to NDC, with a shallow depth
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// window, as GX builds an orthographic projection for a 2D layer.
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Mat4x4<float> game{};
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game.m0 = {2.0f / 640.0f, 0.0f, 0.0f, -1.0f};
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game.m1 = {0.0f, -2.0f / 456.0f, 0.0f, 1.0f};
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game.m2 = {0.0f, 0.0f, -1.0f / 1000.0f, -0.5f};
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game.m3 = {0.0f, 0.0f, 0.0f, 1.0f};
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return game;
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}
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float dot4(const Vec4<float>& row, const Vec4<float>& v) {
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return row[0] * v[0] + row[1] * v[1] + row[2] * v[2] + row[3] * v[3];
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}
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const std::array<Vec4<float>, 5> kVertices{{
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{0.0f, 0.0f, 0.0f, 1.0f},
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{640.0f, 456.0f, 0.0f, 1.0f},
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{320.0f, 228.0f, -250.0f, 1.0f},
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{97.0f, 401.0f, 640.0f, 1.0f},
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{-30.0f, 12.5f, 33.0f, 1.0f},
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}};
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TEST(StereoReplayTest, OrthographicProjectionIsRecognizedByItsWRow) {
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const auto game = game_orthographic_projection();
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EXPECT_TRUE(is_orthographic_projection(game));
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Mat4x4<float> perspective = game;
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perspective.m3 = {0.0f, 0.0f, -1.0f, 0.0f};
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EXPECT_FALSE(is_orthographic_projection(perspective));
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}
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TEST(StereoReplayTest, HudViewportNdcIsLiftedIntoTheDisplayedFrame) {
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// Bottom-right quarter of a 608x456 displayed frame.
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const auto remap = make_hud_ndc_remap(304.0f, 228.0f, 304.0f, 228.0f, 0.0f, 0.0f, 608.0f, 456.0f);
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EXPECT_FLOAT_EQ(remap.scaleX, 0.5f);
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EXPECT_FLOAT_EQ(remap.scaleY, 0.5f);
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EXPECT_FLOAT_EQ(remap.offsetX, 0.5f);
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EXPECT_FLOAT_EQ(remap.offsetY, -0.5f);
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Mat4x4<float> local{};
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local.m0 = {1.0f, 0.0f, 0.0f, 0.0f};
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local.m1 = {0.0f, 1.0f, 0.0f, 0.0f};
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local.m3 = {0.0f, 0.0f, 0.0f, 1.0f};
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const auto frame = remap_hud_ndc(local, remap);
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const Vec4<float> topLeft{-1.0f, 1.0f, 0.0f, 1.0f};
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const Vec4<float> bottomRight{1.0f, -1.0f, 0.0f, 1.0f};
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EXPECT_FLOAT_EQ(dot4(frame.m0, topLeft), 0.0f);
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EXPECT_FLOAT_EQ(dot4(frame.m1, topLeft), 0.0f);
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EXPECT_FLOAT_EQ(dot4(frame.m0, bottomRight), 1.0f);
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EXPECT_FLOAT_EQ(dot4(frame.m1, bottomRight), -1.0f);
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}
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TEST(StereoReplayTest, HudScreenProjectionMatchesTheChainItComposes) {
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const auto game = game_orthographic_projection();
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Mat4x4<float> eyeFrustum{};
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eyeFrustum.m0 = {1.15f, 0.0f, 0.08f, 0.0f};
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eyeFrustum.m1 = {0.0f, 1.02f, -0.03f, 0.0f};
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// A head turned a little and offset from the recorded center eye.
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const float angle = 0.3f;
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const float c = std::cos(angle);
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const float s = std::sin(angle);
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Mat3x4<float> viewFromCenter{};
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viewFromCenter.m0 = {c, 0.0f, s, 15.0f};
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viewFromCenter.m1 = {0.0f, 1.0f, 0.0f, -4.0f};
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viewFromCenter.m2 = {-s, 0.0f, c, 7.0f};
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const HudScreen screen{.halfWidth = 600.0f, .halfHeight = 337.5f, .distance = 1000.0f};
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const auto composed = compose_hud_screen_projection(eyeFrustum, viewFromCenter, screen, game, true);
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const auto exactDepth = backend_ndc_depth_row(game, true);
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for (const auto& v : kVertices) {
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// The same chain, one step at a time: game NDC, a point on the screen
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// rectangle, that point in eye view space, then the eye's clip space.
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const float ndcX = dot4(game.m0, v);
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const float ndcY = dot4(game.m1, v);
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const Vec4<float> screenPoint{ndcX * screen.halfWidth, ndcY * screen.halfHeight, -screen.distance, 1.0f};
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const float eyeX = dot4(viewFromCenter.m0, screenPoint);
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const float eyeY = dot4(viewFromCenter.m1, screenPoint);
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const float eyeZ = dot4(viewFromCenter.m2, screenPoint);
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EXPECT_NEAR(dot4(composed.m0, v), eyeFrustum.m0[0] * eyeX + eyeFrustum.m0[2] * eyeZ, 1e-2f);
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EXPECT_NEAR(dot4(composed.m1, v), eyeFrustum.m1[1] * eyeY + eyeFrustum.m1[2] * eyeZ, 1e-2f);
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const float clipW = -eyeZ;
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EXPECT_NEAR(dot4(composed.m3, v), clipW, 1e-2f);
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EXPECT_NEAR(dot4(composed.m2, v), dot4(exactDepth, v), 1e-6f);
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}
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}
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TEST(StereoReplayTest, HudScreenParksRasterDepthAtMidrangeUnderHeadMotion) {
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const auto game = game_orthographic_projection();
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Mat4x4<float> eyeFrustum{};
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eyeFrustum.m0 = {1.15f, 0.0f, 0.08f, 0.0f};
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eyeFrustum.m1 = {0.0f, 1.02f, -0.03f, 0.0f};
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const float angle = 0.35f;
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const float c = std::cos(angle);
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const float s = std::sin(angle);
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Mat3x4<float> moved{};
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moved.m0 = {c, 0.0f, s, 21.0f};
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moved.m1 = {0.0f, 1.0f, 0.0f, -9.0f};
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moved.m2 = {-s, 0.0f, c, 13.0f};
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const HudScreen screen{.halfWidth = 600.0f, .halfHeight = 337.5f, .distance = 1000.0f};
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const auto composed = compose_hud_screen_projection(eyeFrustum, moved, screen, game, true);
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// The exact-depth shader captures composed Z, then parks clip Z at -0.5W.
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// Aurora's following reversed-depth conversion negates that to +0.5W, so
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// rasterization stays stable even though W varies across the rotated screen.
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for (const auto& v : kVertices) {
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const float w = dot4(composed.m3, v);
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ASSERT_GT(w, 0.0f);
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const float parkedClipZ = -0.5f * w;
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EXPECT_NEAR(-parkedClipZ / w, 0.5f, 1e-5f);
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}
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}
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Mat3x4<float> identity3x4() {
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Mat3x4<float> m{};
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m.m0 = {1.0f, 0.0f, 0.0f, 0.0f};
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m.m1 = {0.0f, 1.0f, 0.0f, 0.0f};
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m.m2 = {0.0f, 0.0f, 1.0f, 0.0f};
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return m;
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}
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Mat3x4<float> head_tracking_delta() {
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const float angle = 0.21f;
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const float c = std::cos(angle);
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const float s = std::sin(angle);
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Mat3x4<float> m{};
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m.m0 = {c, 0.0f, s, 11.0f};
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m.m1 = {0.0f, 1.0f, 0.0f, -3.0f};
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m.m2 = {-s, 0.0f, c, 6.0f};
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return m;
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}
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TEST(StereoReplayTest, IdentitySceneAnchorLeavesTheEyeDeltaUnchanged) {
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const auto viewFromCenter = head_tracking_delta();
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const auto viewFromScene = compose_affine(viewFromCenter, identity3x4());
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EXPECT_EQ(viewFromScene, viewFromCenter);
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}
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TEST(StereoReplayTest, TranslatingSceneAnchorMovesTheWorldByTheAnchorOffset) {
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// A first-person anchor with no levelling is translate(-a): the camera moves
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// to a, so every world point must arrive a units closer to the eye origin.
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const std::array<float, 3> a{40.0f, -12.0f, -260.0f};
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auto anchor = identity3x4();
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anchor.m0[3] = -a[0];
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anchor.m1[3] = -a[1];
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anchor.m2[3] = -a[2];
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const auto viewFromCenter = head_tracking_delta();
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const auto viewFromScene = compose_affine(viewFromCenter, anchor);
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// An object matrix placing a vertex somewhere in the recorded view space.
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Mat3x4<float> objectToCenter{};
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objectToCenter.m0 = {1.0f, 0.0f, 0.0f, 130.0f};
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objectToCenter.m1 = {0.0f, 1.0f, 0.0f, 55.0f};
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objectToCenter.m2 = {0.0f, 0.0f, 1.0f, -900.0f};
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const auto anchored = compose_affine(viewFromScene, objectToCenter);
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const auto recorded = compose_affine(viewFromCenter, objectToCenter);
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// Rotation is untouched, and the eye-space displacement is exactly the eye
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// delta's rotation applied to -a.
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for (size_t row = 0; row < 3; ++row) {
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const auto& anchoredRow = *(&anchored.m0 + row);
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const auto& recordedRow = *(&recorded.m0 + row);
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const auto& viewRow = *(&viewFromCenter.m0 + row);
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for (size_t column = 0; column < 3; ++column) {
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EXPECT_FLOAT_EQ(anchoredRow[column], recordedRow[column]);
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}
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const float expected =
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recordedRow[3] - (viewRow[0] * a[0] + viewRow[1] * a[1] + viewRow[2] * a[2]);
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EXPECT_NEAR(anchoredRow[3], expected, 1e-3f);
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}
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}
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TEST(StereoReplayTest, VirtualScreenStaysAheadOfTheAnchoredCamera) {
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// The screen rectangle is authored in the anchored camera's space and so
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// composes with viewFromCenter, while world geometry composes with
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// viewFromScene. The two agree exactly when a world object placed `distance`
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// ahead of the anchored camera lands on the screen's centre.
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const std::array<float, 3> a{40.0f, -12.0f, -260.0f};
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const float distance = 20.0f;
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auto anchor = identity3x4();
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anchor.m0[3] = -a[0];
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anchor.m1[3] = -a[1];
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anchor.m2[3] = -a[2];
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const auto viewFromCenter = head_tracking_delta();
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const auto viewFromScene = compose_affine(viewFromCenter, anchor);
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// The screen's centre: (0, 0, -distance) in the anchored camera's space,
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// carried into eye space by viewFromCenter alone.
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const Vec4<float> screenCentre{0.0f, 0.0f, -distance, 1.0f};
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const float centreX = dot4(viewFromCenter.m0, screenCentre);
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const float centreY = dot4(viewFromCenter.m1, screenCentre);
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const float centreZ = dot4(viewFromCenter.m2, screenCentre);
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// A world object at the same place, expressed the way a GX draw carries it:
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// in the *recorded* view space, hence offset by the anchor position.
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Mat3x4<float> objectToCenter = identity3x4();
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objectToCenter.m0[3] = a[0];
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objectToCenter.m1[3] = a[1];
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objectToCenter.m2[3] = a[2] - distance;
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const auto placed = compose_affine(viewFromScene, objectToCenter);
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EXPECT_NEAR(placed.m0[3], centreX, 1e-3f);
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EXPECT_NEAR(placed.m1[3], centreY, 1e-3f);
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EXPECT_NEAR(placed.m2[3], centreZ, 1e-3f);
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}
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} // namespace
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} // namespace aurora::gfx::stereo_replay
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