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Issue 2252103002: Introduce ChromeVR to Chrome on Android (behind a build flag) (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: add comment as suggested by Daniel Created 4 years, 3 months ago
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1 // Copyright 2016 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4
5 #include <array>
6 #include <cmath>
7
8 #include "chrome/browser/android/vr_shell/vr_util.h"
9 #include "third_party/gvr-android-sdk/src/ndk-beta/include/vr/gvr/capi/include/g vr_types.h"
10
11 namespace vr_shell {
12
13 std::array<float, 16> MatrixToGLArray(const gvr::Mat4f& matrix) {
14 // Note that this performs a *transpose* to a column-major matrix array, as
15 // expected by GL. The input matrix has translation components at [i][3] for
16 // use with row vectors and premultiplied transforms. In the output, the
17 // translation elements are at the end at positions 3*4+i.
18 std::array<float, 16> result;
19 for (int i = 0; i < 4; ++i) {
20 for (int j = 0; j < 4; ++j) {
21 result[j * 4 + i] = matrix.m[i][j];
22 }
23 }
24 return result;
25 }
26
27 gvr::Mat4f MatrixTranspose(const gvr::Mat4f& mat) {
28 gvr::Mat4f result;
29 for (int i = 0; i < 4; ++i) {
30 for (int k = 0; k < 4; ++k) {
31 result.m[i][k] = mat.m[k][i];
32 }
33 }
34 return result;
35 }
36
37 gvr::Mat4f MatrixMul(const gvr::Mat4f& matrix1, const gvr::Mat4f& matrix2) {
38 gvr::Mat4f result;
39 for (int i = 0; i < 4; ++i) {
40 for (int j = 0; j < 4; ++j) {
41 result.m[i][j] = 0.0f;
42 for (int k = 0; k < 4; ++k) {
43 result.m[i][j] += matrix1.m[i][k] * matrix2.m[k][j];
44 }
45 }
46 }
47 return result;
48 }
49
50 gvr::Mat4f PerspectiveMatrixFromView(const gvr::Rectf& fov,
51 float z_near,
52 float z_far) {
53 gvr::Mat4f result;
54 const float x_left = -std::tan(fov.left * M_PI / 180.0f) * z_near;
55 const float x_right = std::tan(fov.right * M_PI / 180.0f) * z_near;
56 const float y_bottom = -std::tan(fov.bottom * M_PI / 180.0f) * z_near;
57 const float y_top = std::tan(fov.top * M_PI / 180.0f) * z_near;
58
59 assert(x_left < x_right && y_bottom < y_top && z_near < z_far &&
60 z_near > 0.0f && z_far > 0.0f);
61 const float X = (2 * z_near) / (x_right - x_left);
62 const float Y = (2 * z_near) / (y_top - y_bottom);
63 const float A = (x_right + x_left) / (x_right - x_left);
64 const float B = (y_top + y_bottom) / (y_top - y_bottom);
65 const float C = (z_near + z_far) / (z_near - z_far);
66 const float D = (2 * z_near * z_far) / (z_near - z_far);
67
68 for (int i = 0; i < 4; ++i) {
69 for (int j = 0; j < 4; ++j) {
70 result.m[i][j] = 0.0f;
71 }
72 }
73 result.m[0][0] = X;
74 result.m[0][2] = A;
75 result.m[1][1] = Y;
76 result.m[1][2] = B;
77 result.m[2][2] = C;
78 result.m[2][3] = D;
79 result.m[3][2] = -1;
80
81 return result;
82 }
83
84 gvr::Rectf ModulateRect(const gvr::Rectf& rect, float width, float height) {
85 gvr::Rectf result = {rect.left * width, rect.right * width,
86 rect.bottom * height, rect.top * height};
87 return result;
88 }
89
90 gvr::Recti CalculatePixelSpaceRect(const gvr::Sizei& texture_size,
91 const gvr::Rectf& texture_rect) {
92 float width = static_cast<float>(texture_size.width);
93 float height = static_cast<float>(texture_size.height);
94 gvr::Rectf rect = ModulateRect(texture_rect, width, height);
95 gvr::Recti result = {
96 static_cast<int>(rect.left), static_cast<int>(rect.right),
97 static_cast<int>(rect.bottom), static_cast<int>(rect.top)};
98 return result;
99 }
100
101 GLuint CompileShader(GLenum shader_type,
102 const GLchar* shader_source,
103 std::string& error) {
104 GLuint shader_handle = glCreateShader(shader_type);
105 if (shader_handle != 0) {
106 // Pass in the shader source.
107 int len = strlen(shader_source);
108 glShaderSource(shader_handle, 1, &shader_source, &len);
109 // Compile the shader.
110 glCompileShader(shader_handle);
111 // Get the compilation status.
112 GLint status;
113 glGetShaderiv(shader_handle, GL_COMPILE_STATUS, &status);
114 if (status == GL_FALSE) {
115 GLint info_log_length;
116 glGetShaderiv(shader_handle, GL_INFO_LOG_LENGTH, &info_log_length);
117 GLchar* str_info_log = new GLchar[info_log_length + 1];
118 glGetShaderInfoLog(shader_handle, info_log_length, NULL, str_info_log);
119 error = "Error compiling shader: ";
120 error += str_info_log;
121 delete[] str_info_log;
122 glDeleteShader(shader_handle);
123 shader_handle = 0;
124 }
125 }
126
127 return shader_handle;
128 }
129
130 GLuint CreateAndLinkProgram(GLuint vertext_shader_handle,
131 GLuint fragment_shader_handle,
132 int num_attributes,
133 const GLchar** attributes,
134 std::string& error) {
135 GLuint program_handle = glCreateProgram();
136
137 if (program_handle != 0) {
138 // Bind the vertex shader to the program.
139 glAttachShader(program_handle, vertext_shader_handle);
140
141 // Bind the fragment shader to the program.
142 glAttachShader(program_handle, fragment_shader_handle);
143
144 // Bind attributes. This is optional, no need to supply them if
145 // using glGetAttribLocation to look them up. Useful for a single
146 // vertex array object (VAO) that is used with multiple shaders.
147 if (attributes != nullptr) {
148 for (int i = 0; i < num_attributes; i++) {
149 glBindAttribLocation(program_handle, i, attributes[i]);
150 }
151 }
152
153 // Link the two shaders together into a program.
154 glLinkProgram(program_handle);
155
156 // Get the link status.
157 GLint link_status;
158 glGetProgramiv(program_handle, GL_LINK_STATUS, &link_status);
159
160 // If the link failed, delete the program.
161 if (link_status == GL_FALSE) {
162 GLint info_log_length;
163 glGetProgramiv(program_handle, GL_INFO_LOG_LENGTH, &info_log_length);
164
165 GLchar* str_info_log = new GLchar[info_log_length + 1];
166 glGetProgramInfoLog(program_handle, info_log_length, NULL, str_info_log);
167 error = "Error compiling program: ";
168 error += str_info_log;
169 delete[] str_info_log;
170 glDeleteProgram(program_handle);
171 program_handle = 0;
172 }
173 }
174
175 return program_handle;
176 }
177
178 } // namespace vr_shell
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