| Index: chrome/browser/android/vr_shell/vr_util.cc
|
| diff --git a/chrome/browser/android/vr_shell/vr_util.cc b/chrome/browser/android/vr_shell/vr_util.cc
|
| new file mode 100644
|
| index 0000000000000000000000000000000000000000..69fdee8f6279dad1d138cd2cd6853f7847758aca
|
| --- /dev/null
|
| +++ b/chrome/browser/android/vr_shell/vr_util.cc
|
| @@ -0,0 +1,178 @@
|
| +// Copyright 2016 The Chromium Authors. All rights reserved.
|
| +// Use of this source code is governed by a BSD-style license that can be
|
| +// found in the LICENSE file.
|
| +
|
| +#include <array>
|
| +#include <cmath>
|
| +
|
| +#include "chrome/browser/android/vr_shell/vr_util.h"
|
| +#include "third_party/gvr-android-sdk/src/ndk-beta/include/vr/gvr/capi/include/gvr_types.h"
|
| +
|
| +namespace vr_shell {
|
| +
|
| +std::array<float, 16> MatrixToGLArray(const gvr::Mat4f& matrix) {
|
| + // Note that this performs a *transpose* to a column-major matrix array, as
|
| + // expected by GL. The input matrix has translation components at [i][3] for
|
| + // use with row vectors and premultiplied transforms. In the output, the
|
| + // translation elements are at the end at positions 3*4+i.
|
| + std::array<float, 16> result;
|
| + for (int i = 0; i < 4; ++i) {
|
| + for (int j = 0; j < 4; ++j) {
|
| + result[j * 4 + i] = matrix.m[i][j];
|
| + }
|
| + }
|
| + return result;
|
| +}
|
| +
|
| +gvr::Mat4f MatrixTranspose(const gvr::Mat4f& mat) {
|
| + gvr::Mat4f result;
|
| + for (int i = 0; i < 4; ++i) {
|
| + for (int k = 0; k < 4; ++k) {
|
| + result.m[i][k] = mat.m[k][i];
|
| + }
|
| + }
|
| + return result;
|
| +}
|
| +
|
| +gvr::Mat4f MatrixMul(const gvr::Mat4f& matrix1, const gvr::Mat4f& matrix2) {
|
| + gvr::Mat4f result;
|
| + for (int i = 0; i < 4; ++i) {
|
| + for (int j = 0; j < 4; ++j) {
|
| + result.m[i][j] = 0.0f;
|
| + for (int k = 0; k < 4; ++k) {
|
| + result.m[i][j] += matrix1.m[i][k] * matrix2.m[k][j];
|
| + }
|
| + }
|
| + }
|
| + return result;
|
| +}
|
| +
|
| +gvr::Mat4f PerspectiveMatrixFromView(const gvr::Rectf& fov,
|
| + float z_near,
|
| + float z_far) {
|
| + gvr::Mat4f result;
|
| + const float x_left = -std::tan(fov.left * M_PI / 180.0f) * z_near;
|
| + const float x_right = std::tan(fov.right * M_PI / 180.0f) * z_near;
|
| + const float y_bottom = -std::tan(fov.bottom * M_PI / 180.0f) * z_near;
|
| + const float y_top = std::tan(fov.top * M_PI / 180.0f) * z_near;
|
| +
|
| + assert(x_left < x_right && y_bottom < y_top && z_near < z_far &&
|
| + z_near > 0.0f && z_far > 0.0f);
|
| + const float X = (2 * z_near) / (x_right - x_left);
|
| + const float Y = (2 * z_near) / (y_top - y_bottom);
|
| + const float A = (x_right + x_left) / (x_right - x_left);
|
| + const float B = (y_top + y_bottom) / (y_top - y_bottom);
|
| + const float C = (z_near + z_far) / (z_near - z_far);
|
| + const float D = (2 * z_near * z_far) / (z_near - z_far);
|
| +
|
| + for (int i = 0; i < 4; ++i) {
|
| + for (int j = 0; j < 4; ++j) {
|
| + result.m[i][j] = 0.0f;
|
| + }
|
| + }
|
| + result.m[0][0] = X;
|
| + result.m[0][2] = A;
|
| + result.m[1][1] = Y;
|
| + result.m[1][2] = B;
|
| + result.m[2][2] = C;
|
| + result.m[2][3] = D;
|
| + result.m[3][2] = -1;
|
| +
|
| + return result;
|
| +}
|
| +
|
| +gvr::Rectf ModulateRect(const gvr::Rectf& rect, float width, float height) {
|
| + gvr::Rectf result = {rect.left * width, rect.right * width,
|
| + rect.bottom * height, rect.top * height};
|
| + return result;
|
| +}
|
| +
|
| +gvr::Recti CalculatePixelSpaceRect(const gvr::Sizei& texture_size,
|
| + const gvr::Rectf& texture_rect) {
|
| + float width = static_cast<float>(texture_size.width);
|
| + float height = static_cast<float>(texture_size.height);
|
| + gvr::Rectf rect = ModulateRect(texture_rect, width, height);
|
| + gvr::Recti result = {
|
| + static_cast<int>(rect.left), static_cast<int>(rect.right),
|
| + static_cast<int>(rect.bottom), static_cast<int>(rect.top)};
|
| + return result;
|
| +}
|
| +
|
| +GLuint CompileShader(GLenum shader_type,
|
| + const GLchar* shader_source,
|
| + std::string& error) {
|
| + GLuint shader_handle = glCreateShader(shader_type);
|
| + if (shader_handle != 0) {
|
| + // Pass in the shader source.
|
| + int len = strlen(shader_source);
|
| + glShaderSource(shader_handle, 1, &shader_source, &len);
|
| + // Compile the shader.
|
| + glCompileShader(shader_handle);
|
| + // Get the compilation status.
|
| + GLint status;
|
| + glGetShaderiv(shader_handle, GL_COMPILE_STATUS, &status);
|
| + if (status == GL_FALSE) {
|
| + GLint info_log_length;
|
| + glGetShaderiv(shader_handle, GL_INFO_LOG_LENGTH, &info_log_length);
|
| + GLchar* str_info_log = new GLchar[info_log_length + 1];
|
| + glGetShaderInfoLog(shader_handle, info_log_length, NULL, str_info_log);
|
| + error = "Error compiling shader: ";
|
| + error += str_info_log;
|
| + delete[] str_info_log;
|
| + glDeleteShader(shader_handle);
|
| + shader_handle = 0;
|
| + }
|
| + }
|
| +
|
| + return shader_handle;
|
| +}
|
| +
|
| +GLuint CreateAndLinkProgram(GLuint vertext_shader_handle,
|
| + GLuint fragment_shader_handle,
|
| + int num_attributes,
|
| + const GLchar** attributes,
|
| + std::string& error) {
|
| + GLuint program_handle = glCreateProgram();
|
| +
|
| + if (program_handle != 0) {
|
| + // Bind the vertex shader to the program.
|
| + glAttachShader(program_handle, vertext_shader_handle);
|
| +
|
| + // Bind the fragment shader to the program.
|
| + glAttachShader(program_handle, fragment_shader_handle);
|
| +
|
| + // Bind attributes. This is optional, no need to supply them if
|
| + // using glGetAttribLocation to look them up. Useful for a single
|
| + // vertex array object (VAO) that is used with multiple shaders.
|
| + if (attributes != nullptr) {
|
| + for (int i = 0; i < num_attributes; i++) {
|
| + glBindAttribLocation(program_handle, i, attributes[i]);
|
| + }
|
| + }
|
| +
|
| + // Link the two shaders together into a program.
|
| + glLinkProgram(program_handle);
|
| +
|
| + // Get the link status.
|
| + GLint link_status;
|
| + glGetProgramiv(program_handle, GL_LINK_STATUS, &link_status);
|
| +
|
| + // If the link failed, delete the program.
|
| + if (link_status == GL_FALSE) {
|
| + GLint info_log_length;
|
| + glGetProgramiv(program_handle, GL_INFO_LOG_LENGTH, &info_log_length);
|
| +
|
| + GLchar* str_info_log = new GLchar[info_log_length + 1];
|
| + glGetProgramInfoLog(program_handle, info_log_length, NULL, str_info_log);
|
| + error = "Error compiling program: ";
|
| + error += str_info_log;
|
| + delete[] str_info_log;
|
| + glDeleteProgram(program_handle);
|
| + program_handle = 0;
|
| + }
|
| + }
|
| +
|
| + return program_handle;
|
| +}
|
| +
|
| +} // namespace vr_shell
|
|
|