| 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
|
| index 69fdee8f6279dad1d138cd2cd6853f7847758aca..6f5e0c7b11099ae2646c1ef8b4723c5e77baaa61 100644
|
| --- a/chrome/browser/android/vr_shell/vr_util.cc
|
| +++ b/chrome/browser/android/vr_shell/vr_util.cc
|
| @@ -2,14 +2,109 @@
|
| // Use of this source code is governed by a BSD-style license that can be
|
| // found in the LICENSE file.
|
|
|
| +#include "chrome/browser/android/vr_shell/vr_util.h"
|
| +
|
| #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 {
|
|
|
| +// Internal matrix layout:
|
| +//
|
| +// m[0][0], m[0][1], m[0][2], m[0][3],
|
| +// m[1][0], m[1][1], m[1][2], m[1][3],
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| +// m[2][0], m[2][1], m[2][2], m[2][3],
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| +// m[3][0], m[3][1], m[3][2], m[3][3],
|
| +//
|
| +// The translation component is in the right column m[i][3].
|
| +//
|
| +// The bottom row m[3][i] is (0, 0, 0, 1) for non-perspective transforms.
|
| +//
|
| +// These matrices are intended to be used to premultiply column vectors
|
| +// for transforms, so successive transforms need to be left-multiplied.
|
| +
|
| +void SetIdentityM(gvr::Mat4f& mat) {
|
| + float* m = (float*)mat.m;
|
| + for (int i = 0; i < 16; i++) {
|
| + m[i] = 0;
|
| + }
|
| + for (int i = 0; i < 16; i += 5) {
|
| + m[i] = 1.0f;
|
| + }
|
| +}
|
| +
|
| +// Left multiply a translation matrix.
|
| +void TranslateM(gvr::Mat4f& tmat, gvr::Mat4f& mat, float x, float y, float z) {
|
| + if (&tmat != &mat) {
|
| + for (int i = 0; i < 4; ++i) {
|
| + for (int j = 0; j < 4; ++j) {
|
| + tmat.m[i][j] = mat.m[i][j];
|
| + }
|
| + }
|
| + }
|
| + tmat.m[0][3] += x;
|
| + tmat.m[1][3] += y;
|
| + tmat.m[2][3] += z;
|
| +}
|
| +
|
| +// Right multiply a translation matrix.
|
| +void TranslateMRight(gvr::Mat4f& tmat,
|
| + gvr::Mat4f& mat,
|
| + float x,
|
| + float y,
|
| + float z) {
|
| + if (&tmat != &mat) {
|
| + for (int i = 0; i < 4; ++i) {
|
| + for (int j = 0; j < 3; ++j) {
|
| + tmat.m[i][j] = mat.m[i][j];
|
| + }
|
| + }
|
| + }
|
| +
|
| + for (int i = 0; i < 4; i++) {
|
| + tmat.m[i][3] =
|
| + mat.m[i][0] * x + mat.m[i][1] * y + mat.m[i][2] * z + mat.m[i][3];
|
| + }
|
| +}
|
| +
|
| +// Left multiply a scale matrix.
|
| +void ScaleM(gvr::Mat4f& tmat, const gvr::Mat4f& mat,
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| + float x, float y, float z) {
|
| + if (&tmat != &mat) {
|
| + for (int i = 0; i < 4; ++i) {
|
| + for (int j = 0; j < 3; ++j) {
|
| + tmat.m[i][j] = mat.m[i][j];
|
| + }
|
| + }
|
| + }
|
| + // Multiply all rows including translation components.
|
| + for (int j = 0; j < 4; ++j) {
|
| + tmat.m[0][j] *= x;
|
| + tmat.m[1][j] *= y;
|
| + tmat.m[2][j] *= z;
|
| + }
|
| +}
|
| +
|
| +// Right multiply a scale matrix.
|
| +void ScaleMRight(gvr::Mat4f& tmat, const gvr::Mat4f& mat,
|
| + float x, float y, float z) {
|
| + if (&tmat != &mat) {
|
| + for (int i = 0; i < 4; ++i) {
|
| + for (int j = 0; j < 3; ++j) {
|
| + tmat.m[i][j] = mat.m[i][j];
|
| + }
|
| + }
|
| + }
|
| + // Multiply columns, don't change translation components.
|
| + for (int i = 0; i < 3; ++i) {
|
| + tmat.m[i][0] *= x;
|
| + tmat.m[i][1] *= y;
|
| + tmat.m[i][2] *= z;
|
| + }
|
| +}
|
| +
|
| 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
|
| @@ -34,6 +129,51 @@ gvr::Mat4f MatrixTranspose(const gvr::Mat4f& mat) {
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| return result;
|
| }
|
|
|
| +std::array<float, 4> MatrixVectorMul(const gvr::Mat4f& matrix,
|
| + const std::array<float, 4>& vec) {
|
| + std::array<float, 4> result;
|
| + for (int i = 0; i < 4; ++i) {
|
| + result[i] = 0;
|
| + for (int k = 0; k < 4; ++k) {
|
| + result[i] += matrix.m[i][k] * vec[k];
|
| + }
|
| + }
|
| + return result;
|
| +}
|
| +
|
| +std::array<float, 3> MatrixVectorMul(const gvr::Mat4f& matrix,
|
| + const std::array<float, 3>& vec) {
|
| + // Use homogeneous coordinates for the multiplication.
|
| + std::array<float, 4> vec_h = {{vec[0], vec[1], vec[2], 1.0f}};
|
| + std::array<float, 4> result;
|
| + for (int i = 0; i < 4; ++i) {
|
| + result[i] = 0;
|
| + for (int k = 0; k < 4; ++k) {
|
| + result[i] += matrix.m[i][k] * vec_h[k];
|
| + }
|
| + }
|
| + // Convert back from homogeneous coordinates.
|
| + float rw = 1.0f / result[3];
|
| + return {{rw * result[0], rw * result[1], rw * result[2]}};
|
| +}
|
| +
|
| +gvr::Vec3f MatrixVectorMul(const gvr::Mat4f& m, const gvr::Vec3f& v) {
|
| + gvr::Vec3f res;
|
| + res.x = m.m[0][0] * v.x + m.m[0][1] * v.y + m.m[0][2] * v.z + m.m[0][3];
|
| + res.y = m.m[1][0] * v.x + m.m[1][1] * v.y + m.m[1][2] * v.z + m.m[1][3];
|
| + res.z = m.m[2][0] * v.x + m.m[2][1] * v.y + m.m[2][2] * v.z + m.m[2][3];
|
| + return res;
|
| +}
|
| +
|
| +// Rotation only, ignore translation components.
|
| +gvr::Vec3f MatrixVectorRotate(const gvr::Mat4f& m, const gvr::Vec3f& v) {
|
| + gvr::Vec3f res;
|
| + res.x = m.m[0][0] * v.x + m.m[0][1] * v.y + m.m[0][2] * v.z;
|
| + res.y = m.m[1][0] * v.x + m.m[1][1] * v.y + m.m[1][2] * v.z;
|
| + res.z = m.m[2][0] * v.x + m.m[2][1] * v.y + m.m[2][2] * v.z;
|
| + return res;
|
| +}
|
| +
|
| gvr::Mat4f MatrixMul(const gvr::Mat4f& matrix1, const gvr::Mat4f& matrix2) {
|
| gvr::Mat4f result;
|
| for (int i = 0; i < 4; ++i) {
|
| @@ -98,6 +238,31 @@ gvr::Recti CalculatePixelSpaceRect(const gvr::Sizei& texture_size,
|
| return result;
|
| }
|
|
|
| +gvr::Vec3f getForwardVector(const gvr::Mat4f& matrix) {
|
| + gvr::Vec3f forward;
|
| + float* fp = &forward.x;
|
| + // Same as multiplying the inverse of the rotation component of the matrix by
|
| + // (0, 0, -1, 0).
|
| + for (int i = 0; i < 3; ++i) {
|
| + fp[i] = -matrix.m[2][i];
|
| + }
|
| + return forward;
|
| +}
|
| +
|
| +/**
|
| + * Provides the relative translation of the head as a 3x1 vector.
|
| + *
|
| + */
|
| +gvr::Vec3f getTranslation(const gvr::Mat4f& matrix) {
|
| + gvr::Vec3f translation;
|
| + float* tp = &translation.x;
|
| + // Same as multiplying the matrix by (0, 0, 0, 1).
|
| + for (int i = 0; i < 3; ++i) {
|
| + tp[i] = matrix.m[i][3];
|
| + }
|
| + return translation;
|
| +}
|
| +
|
| GLuint CompileShader(GLenum shader_type,
|
| const GLchar* shader_source,
|
| std::string& error) {
|
| @@ -115,7 +280,7 @@ GLuint CompileShader(GLenum shader_type,
|
| 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);
|
| + glGetShaderInfoLog(shader_handle, info_log_length, nullptr, str_info_log);
|
| error = "Error compiling shader: ";
|
| error += str_info_log;
|
| delete[] str_info_log;
|
| @@ -163,7 +328,8 @@ GLuint CreateAndLinkProgram(GLuint vertext_shader_handle,
|
| 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);
|
| + glGetProgramInfoLog(program_handle, info_log_length, nullptr,
|
| + str_info_log);
|
| error = "Error compiling program: ";
|
| error += str_info_log;
|
| delete[] str_info_log;
|
| @@ -175,4 +341,74 @@ GLuint CreateAndLinkProgram(GLuint vertext_shader_handle,
|
| return program_handle;
|
| }
|
|
|
| +float VectorLength(const gvr::Vec3f& vec) {
|
| + return sqrt(vec.x * vec.x + vec.y * vec.y + vec.z * vec.z);
|
| +}
|
| +
|
| +void NormalizeVector(gvr::Vec3f& vec) {
|
| + float len = VectorLength(vec);
|
| + vec.x /= len;
|
| + vec.y /= len;
|
| + vec.z /= len;
|
| +}
|
| +
|
| +float VectorDot(const gvr::Vec3f& a, const gvr::Vec3f& b) {
|
| + return a.x * b.x + a.y * b.y + a.z * b.z;
|
| +}
|
| +
|
| +void NormalizeQuat(gvr::Quatf& quat) {
|
| + float len = sqrt(quat.qx * quat.qx + quat.qy * quat.qy + quat.qz * quat.qz +
|
| + quat.qw * quat.qw);
|
| + quat.qx /= len;
|
| + quat.qy /= len;
|
| + quat.qz /= len;
|
| + quat.qw /= len;
|
| +}
|
| +
|
| +gvr::Quatf QuatFromAxisAngle(float x, float y, float z, float angle) {
|
| + gvr::Quatf res;
|
| + float s = sin(angle / 2);
|
| + res.qx = x * s;
|
| + res.qy = y * s;
|
| + res.qz = z * s;
|
| + res.qw = cos(angle / 2);
|
| + return res;
|
| +}
|
| +
|
| +gvr::Quatf QuatMultiply(const gvr::Quatf& a, const gvr::Quatf& b) {
|
| + gvr::Quatf res;
|
| + res.qw = a.qw * b.qw - a.qx * b.qx - a.qy * b.qy - a.qz * b.qz;
|
| + res.qx = a.qw * b.qx + a.qx * b.qw + a.qy * b.qz - a.qz * b.qy;
|
| + res.qy = a.qw * b.qy - a.qx * b.qz + a.qy * b.qw + a.qz * b.qx;
|
| + res.qz = a.qw * b.qz + a.qx * b.qy - a.qy * b.qx + a.qz * b.qw;
|
| + return res;
|
| +}
|
| +
|
| +gvr::Mat4f QuatToMatrix(const gvr::Quatf& quat) {
|
| + const float x2 = quat.qx * quat.qx;
|
| + const float y2 = quat.qy * quat.qy;
|
| + const float z2 = quat.qz * quat.qz;
|
| + const float xy = quat.qx * quat.qy;
|
| + const float xz = quat.qx * quat.qz;
|
| + const float xw = quat.qx * quat.qw;
|
| + const float yz = quat.qy * quat.qz;
|
| + const float yw = quat.qy * quat.qw;
|
| + const float zw = quat.qz * quat.qw;
|
| +
|
| + const float m11 = 1.0f - 2.0f * y2 - 2.0f * z2;
|
| + const float m12 = 2.0f * (xy - zw);
|
| + const float m13 = 2.0f * (xz + yw);
|
| + const float m21 = 2.0f * (xy + zw);
|
| + const float m22 = 1.0f - 2.0f * x2 - 2.0f * z2;
|
| + const float m23 = 2.0f * (yz - xw);
|
| + const float m31 = 2.0f * (xz - yw);
|
| + const float m32 = 2.0f * (yz + xw);
|
| + const float m33 = 1.0f - 2.0f * x2 - 2.0f * y2;
|
| +
|
| + float ret[16] = {m11, m12, m13, 0.0f, m21, m22, m23, 0.0f,
|
| + m31, m32, m33, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f};
|
| +
|
| + return *((gvr::Mat4f*)&ret);
|
| +}
|
| +
|
| } // namespace vr_shell
|
|
|