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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 "modules/vr/VRFrameData.h" | |
6 | |
7 #include "modules/vr/VREyeParameters.h" | |
8 #include "modules/vr/VRPose.h" | |
9 | |
10 #include <cmath> | |
11 | |
12 namespace blink { | |
13 | |
14 // TODO(bajones): All of the matrix math here is temporary. It will be removed | |
15 // once the VRService has been updated to allow the underlying VR APIs to | |
16 // provide the projection and view matrices directly. | |
17 | |
18 // Build a projection matrix from a field of view and near/far planes. | |
19 void projectionFromFieldOfView(DOMFloat32Array* outArray, VRFieldOfView* fov, fl oat depthNear, float depthFar) | |
20 { | |
21 float upTan = tanf(fov->upDegrees() * M_PI / 180.0); | |
22 float downTan = tanf(fov->downDegrees() * M_PI / 180.0); | |
23 float leftTan = tanf(fov->leftDegrees() * M_PI / 180.0); | |
24 float rightTan = tanf(fov->rightDegrees() * M_PI / 180.0); | |
25 float xScale = 2.0f / (leftTan + rightTan); | |
mthiesse
2016/09/12 19:43:11
I expect that for any realistic values, these tan
| |
26 float yScale = 2.0f / (upTan + downTan); | |
27 | |
28 float* out = outArray->data(); | |
29 out[0] = xScale; | |
30 out[1] = 0.0f; | |
31 out[2] = 0.0f; | |
32 out[3] = 0.0f; | |
33 out[4] = 0.0f; | |
34 out[5] = yScale; | |
35 out[6] = 0.0f; | |
36 out[7] = 0.0f; | |
37 out[8] = -((leftTan - rightTan) * xScale * 0.5); | |
38 out[9] = ((upTan - downTan) * yScale * 0.5); | |
39 out[10] = depthFar / (depthNear - depthFar); | |
40 out[11] = -1.0f; | |
41 out[12] = 0.0f; | |
42 out[13] = 0.0f; | |
43 out[14] = (depthFar * depthNear) / (depthNear - depthFar); | |
44 out[15] = 0.0f; | |
45 } | |
46 | |
47 // Create a matrix from a rotation and translation. | |
48 void matrixfromRotationTranslation(DOMFloat32Array* outArray, const mojo::WTFArr ay<float>& rotation, const mojo::WTFArray<float>& translation) | |
49 { | |
50 // Quaternion math | |
51 float x = rotation.is_null() ? 0.0f : rotation[0]; | |
52 float y = rotation.is_null() ? 0.0f : rotation[1]; | |
53 float z = rotation.is_null() ? 0.0f : rotation[2]; | |
54 float w = rotation.is_null() ? 1.0f : rotation[3]; | |
55 float x2 = x + x; | |
56 float y2 = y + y; | |
57 float z2 = z + z; | |
58 | |
59 float xx = x * x2; | |
60 float xy = x * y2; | |
61 float xz = x * z2; | |
62 float yy = y * y2; | |
63 float yz = y * z2; | |
64 float zz = z * z2; | |
65 float wx = w * x2; | |
66 float wy = w * y2; | |
67 float wz = w * z2; | |
68 | |
69 float* out = outArray->data(); | |
70 out[0] = 1 - (yy + zz); | |
71 out[1] = xy + wz; | |
72 out[2] = xz - wy; | |
73 out[3] = 0; | |
74 out[4] = xy - wz; | |
75 out[5] = 1 - (xx + zz); | |
76 out[6] = yz + wx; | |
77 out[7] = 0; | |
78 out[8] = xz + wy; | |
79 out[9] = yz - wx; | |
80 out[10] = 1 - (xx + yy); | |
81 out[11] = 0; | |
82 out[12] = translation.is_null() ? 0.0f : translation[0]; | |
83 out[13] = translation.is_null() ? 0.0f : translation[1]; | |
84 out[14] = translation.is_null() ? 0.0f : translation[2]; | |
85 out[15] = 1; | |
86 } | |
87 | |
88 // Translate a matrix | |
89 void matrixTranslate(DOMFloat32Array* outArray, const DOMFloat32Array* translati on) | |
90 { | |
91 if (!translation) | |
92 return; | |
93 | |
94 float x = translation->data()[0]; | |
95 float y = translation->data()[1]; | |
96 float z = translation->data()[2]; | |
97 | |
98 float* out = outArray->data(); | |
99 out[12] = out[0] * x + out[4] * y + out[8] * z + out[12]; | |
100 out[13] = out[1] * x + out[5] * y + out[9] * z + out[13]; | |
101 out[14] = out[2] * x + out[6] * y + out[10] * z + out[14]; | |
102 out[15] = out[3] * x + out[7] * y + out[11] * z + out[15]; | |
103 } | |
104 | |
105 bool matrixInvert(DOMFloat32Array* outArray) | |
106 { | |
107 float* out = outArray->data(); | |
108 float a00 = out[0]; | |
109 float a01 = out[1]; | |
110 float a02 = out[2]; | |
111 float a03 = out[3]; | |
112 float a10 = out[4]; | |
113 float a11 = out[5]; | |
114 float a12 = out[6]; | |
115 float a13 = out[7]; | |
116 float a20 = out[8]; | |
117 float a21 = out[9]; | |
118 float a22 = out[10]; | |
119 float a23 = out[11]; | |
120 float a30 = out[12]; | |
121 float a31 = out[13]; | |
122 float a32 = out[14]; | |
123 float a33 = out[15]; | |
124 | |
125 float b00 = a00 * a11 - a01 * a10; | |
126 float b01 = a00 * a12 - a02 * a10; | |
127 float b02 = a00 * a13 - a03 * a10; | |
128 float b03 = a01 * a12 - a02 * a11; | |
129 float b04 = a01 * a13 - a03 * a11; | |
130 float b05 = a02 * a13 - a03 * a12; | |
131 float b06 = a20 * a31 - a21 * a30; | |
132 float b07 = a20 * a32 - a22 * a30; | |
133 float b08 = a20 * a33 - a23 * a30; | |
134 float b09 = a21 * a32 - a22 * a31; | |
135 float b10 = a21 * a33 - a23 * a31; | |
136 float b11 = a22 * a33 - a23 * a32; | |
137 | |
138 // Calculate the determinant | |
139 float det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; | |
140 | |
141 if (!det) | |
142 return false; | |
143 | |
144 det = 1.0 / det; | |
145 | |
146 out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det; | |
147 out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det; | |
148 out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det; | |
149 out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det; | |
150 out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det; | |
151 out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det; | |
152 out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det; | |
153 out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det; | |
154 out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det; | |
155 out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det; | |
156 out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det; | |
157 out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det; | |
158 out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det; | |
159 out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det; | |
160 out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det; | |
161 out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det; | |
162 | |
163 return true; | |
164 }; | |
165 | |
166 VRFrameData::VRFrameData() | |
167 : m_timestamp(0.0) | |
168 { | |
169 m_leftProjectionMatrix = DOMFloat32Array::create(16); | |
170 m_leftViewMatrix = DOMFloat32Array::create(16); | |
171 m_rightProjectionMatrix = DOMFloat32Array::create(16); | |
172 m_rightViewMatrix = DOMFloat32Array::create(16); | |
173 m_pose = VRPose::create(); | |
174 } | |
175 | |
176 bool VRFrameData::update(const device::blink::VRPosePtr& pose, VREyeParameters* leftEye, VREyeParameters* rightEye, float depthNear, float depthFar) | |
177 { | |
178 if (!pose) | |
179 return false; | |
180 | |
181 m_timestamp = pose->timestamp; | |
182 | |
183 // Build the projection matrices | |
184 projectionFromFieldOfView(m_leftProjectionMatrix, leftEye->fieldOfView(), de pthNear, depthFar); | |
185 projectionFromFieldOfView(m_rightProjectionMatrix, rightEye->fieldOfView(), depthNear, depthFar); | |
186 | |
187 // Build the view matrices | |
188 matrixfromRotationTranslation(m_leftViewMatrix, pose->orientation, pose->pos ition); | |
189 matrixTranslate(m_leftViewMatrix, leftEye->offset()); | |
190 if (!matrixInvert(m_leftViewMatrix)) | |
191 return false; | |
192 | |
193 matrixfromRotationTranslation(m_rightViewMatrix, pose->orientation, pose->po sition); | |
194 matrixTranslate(m_rightViewMatrix, rightEye->offset()); | |
195 if (!matrixInvert(m_rightViewMatrix)) | |
196 return false; | |
197 | |
198 // Set the pose | |
199 m_pose->setPose(pose); | |
200 | |
201 return true; | |
202 } | |
203 | |
204 DEFINE_TRACE(VRFrameData) | |
205 { | |
206 visitor->trace(m_leftProjectionMatrix); | |
207 visitor->trace(m_leftViewMatrix); | |
208 visitor->trace(m_rightProjectionMatrix); | |
209 visitor->trace(m_rightViewMatrix); | |
210 visitor->trace(m_pose); | |
211 } | |
212 | |
213 } // namespace blink | |
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