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Unified Diff: chrome/browser/android/vr_shell/vr_util.cc

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, 4 months ago
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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
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