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

Issue 2301633002: Refactor Vr activity into ChromeTabbedActivity. (Closed)
Patch Set: Address comments Created 4 years, 3 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
index 69fdee8f6279dad1d138cd2cd6853f7847758aca..e3e9948f828416dd2b4a4bb45acb77c19078ba87 100644
--- a/chrome/browser/android/vr_shell/vr_util.cc
+++ b/chrome/browser/android/vr_shell/vr_util.cc
@@ -2,14 +2,107 @@
// 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],
+// m[2][0], m[2][1], m[2][2], m[2][3],
+// 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, 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 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, 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 +127,51 @@ gvr::Mat4f MatrixTranspose(const gvr::Mat4f& mat) {
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, 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, 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) {
@@ -47,6 +185,129 @@ gvr::Mat4f MatrixMul(const gvr::Mat4f& matrix1, const gvr::Mat4f& matrix2) {
return result;
}
+gvr::Mat4f invertM(gvr::Mat4f mat) {
+ gvr::Mat4f resm;
+ float* result = (float*)resm.m;
+ float* m = (float*)mat.m;
+ // Invert a 4 x 4 matrix using Cramer's Rule
David Trainor- moved to gerrit 2016/09/08 05:49:30 End these comments with ., first letter upper case
mthiesse 2016/09/08 17:44:41 Done.
+
+ // transpose matrix
+ const float src0 = m[0];
+ const float src4 = m[1];
+ const float src8 = m[2];
+ const float src12 = m[3];
+
+ const float src1 = m[4];
+ const float src5 = m[5];
+ const float src9 = m[6];
+ const float src13 = m[7];
+
+ const float src2 = m[8];
+ const float src6 = m[9];
+ const float src10 = m[10];
+ const float src14 = m[11];
+
+ const float src3 = m[12];
+ const float src7 = m[13];
+ const float src11 = m[14];
+ const float src15 = m[15];
+
+ // calculate pairs for first 8 elements (cofactors)
+ const float atmp0 = src10 * src15;
+ const float atmp1 = src11 * src14;
+ const float atmp2 = src9 * src15;
+ const float atmp3 = src11 * src13;
+ const float atmp4 = src9 * src14;
+ const float atmp5 = src10 * src13;
+ const float atmp6 = src8 * src15;
+ const float atmp7 = src11 * src12;
+ const float atmp8 = src8 * src14;
+ const float atmp9 = src10 * src12;
+ const float atmp10 = src8 * src13;
+ const float atmp11 = src9 * src12;
+
+ // calculate first 8 elements (cofactors)
+ const float dst0 = (atmp0 * src5 + atmp3 * src6 + atmp4 * src7) -
+ (atmp1 * src5 + atmp2 * src6 + atmp5 * src7);
+ const float dst1 = (atmp1 * src4 + atmp6 * src6 + atmp9 * src7) -
+ (atmp0 * src4 + atmp7 * src6 + atmp8 * src7);
+ const float dst2 = (atmp2 * src4 + atmp7 * src5 + atmp10 * src7) -
+ (atmp3 * src4 + atmp6 * src5 + atmp11 * src7);
+ const float dst3 = (atmp5 * src4 + atmp8 * src5 + atmp11 * src6) -
+ (atmp4 * src4 + atmp9 * src5 + atmp10 * src6);
+ const float dst4 = (atmp1 * src1 + atmp2 * src2 + atmp5 * src3) -
+ (atmp0 * src1 + atmp3 * src2 + atmp4 * src3);
+ const float dst5 = (atmp0 * src0 + atmp7 * src2 + atmp8 * src3) -
+ (atmp1 * src0 + atmp6 * src2 + atmp9 * src3);
+ const float dst6 = (atmp3 * src0 + atmp6 * src1 + atmp11 * src3) -
+ (atmp2 * src0 + atmp7 * src1 + atmp10 * src3);
+ const float dst7 = (atmp4 * src0 + atmp9 * src1 + atmp10 * src2) -
+ (atmp5 * src0 + atmp8 * src1 + atmp11 * src2);
+
+ // calculate pairs for second 8 elements (cofactors)
+ const float btmp0 = src2 * src7;
+ const float btmp1 = src3 * src6;
+ const float btmp2 = src1 * src7;
+ const float btmp3 = src3 * src5;
+ const float btmp4 = src1 * src6;
+ const float btmp5 = src2 * src5;
+ const float btmp6 = src0 * src7;
+ const float btmp7 = src3 * src4;
+ const float btmp8 = src0 * src6;
+ const float btmp9 = src2 * src4;
+ const float btmp10 = src0 * src5;
+ const float btmp11 = src1 * src4;
+
+ // calculate second 8 elements (cofactors)
+ const float dst8 = (btmp0 * src13 + btmp3 * src14 + btmp4 * src15) -
+ (btmp1 * src13 + btmp2 * src14 + btmp5 * src15);
+ const float dst9 = (btmp1 * src12 + btmp6 * src14 + btmp9 * src15) -
+ (btmp0 * src12 + btmp7 * src14 + btmp8 * src15);
+ const float dst10 = (btmp2 * src12 + btmp7 * src13 + btmp10 * src15) -
+ (btmp3 * src12 + btmp6 * src13 + btmp11 * src15);
+ const float dst11 = (btmp5 * src12 + btmp8 * src13 + btmp11 * src14) -
+ (btmp4 * src12 + btmp9 * src13 + btmp10 * src14);
+ const float dst12 = (btmp2 * src10 + btmp5 * src11 + btmp1 * src9) -
+ (btmp4 * src11 + btmp0 * src9 + btmp3 * src10);
+ const float dst13 = (btmp8 * src11 + btmp0 * src8 + btmp7 * src10) -
+ (btmp6 * src10 + btmp9 * src11 + btmp1 * src8);
+ const float dst14 = (btmp6 * src9 + btmp11 * src11 + btmp3 * src8) -
+ (btmp10 * src11 + btmp2 * src8 + btmp7 * src9);
+ const float dst15 = (btmp10 * src10 + btmp4 * src8 + btmp9 * src9) -
+ (btmp8 * src9 + btmp11 * src10 + btmp5 * src8);
+
+ // calculate determinant
+ float det = src0 * dst0 + src1 * dst1 + src2 * dst2 + src3 * dst3;
+
+ if (det == 0.0f) {
+ det = 1E-20;
+ }
+
+ // calculate matrix inverse
+ const float invdet = 1.0f / det;
+ result[0] = dst0 * invdet;
+ result[1] = dst1 * invdet;
+ result[2] = dst2 * invdet;
+ result[3] = dst3 * invdet;
+
+ result[4] = dst4 * invdet;
+ result[5] = dst5 * invdet;
+ result[6] = dst6 * invdet;
+ result[7] = dst7 * invdet;
+
+ result[8] = dst8 * invdet;
+ result[9] = dst9 * invdet;
+ result[10] = dst10 * invdet;
+ result[11] = dst11 * invdet;
+
+ result[12] = dst12 * invdet;
+ result[13] = dst13 * invdet;
+ result[14] = dst14 * invdet;
+ result[15] = dst15 * invdet;
+
+ return resm;
+}
+
gvr::Mat4f PerspectiveMatrixFromView(const gvr::Rectf& fov,
float z_near,
float z_far) {
@@ -98,6 +359,39 @@ gvr::Recti CalculatePixelSpaceRect(const gvr::Sizei& texture_size,
return result;
}
+/**
+ * Provides the direction the head is looking towards as a 3x1 unit vector.
+ * </p><p>
+ * Note that in OpenGL the forward vector points into the -Z direction.
+ * Make sure to invert it if ever used to compute the basis of a right-handed
+ * system.
+ *
+ */
+gvr::Vec3f getForwardVector(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(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 +409,7 @@ 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 +457,8 @@ 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 +470,78 @@ 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(gvr::Vec3f& a, 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 x = quat.qx;
+ const float x2 = quat.qx * quat.qx;
+ // const float y = quat.qy;
+ const float y2 = quat.qy * quat.qy;
+ // const float z = quat.qz;
+ const float z2 = quat.qz * quat.qz;
+ // const float w = quat.qw;
+ 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
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