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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 "chrome/browser/android/vr_shell/vr_util.h" | |
| 6 | |
| 7 #include <array> | |
| 8 #include <cmath> | |
| 9 | |
| 10 #include "third_party/gvr-android-sdk/src/ndk-beta/include/vr/gvr/capi/include/g
vr_types.h" | |
| 11 | |
| 12 namespace vr_shell { | |
| 13 | |
| 14 // Internal matrix layout: | |
| 15 // | |
| 16 // m[0][0], m[0][1], m[0][2], m[0][3], | |
| 17 // m[1][0], m[1][1], m[1][2], m[1][3], | |
| 18 // m[2][0], m[2][1], m[2][2], m[2][3], | |
| 19 // m[3][0], m[3][1], m[3][2], m[3][3], | |
| 20 // | |
| 21 // The translation component is in the right column m[i][3]. | |
| 22 // | |
| 23 // The bottom row m[3][i] is (0, 0, 0, 1) for non-perspective transforms. | |
| 24 // | |
| 25 // These matrices are intended to be used to premultiply column vectors | |
| 26 // for transforms, so successive transforms need to be left-multiplied. | |
| 27 | |
| 28 void SetIdentityM(gvr::Mat4f& mat) { | |
| 29 float* m = (float*)mat.m; | |
| 30 for (int i = 0; i < 16; i++) { | |
| 31 m[i] = 0; | |
| 32 } | |
| 33 for (int i = 0; i < 16; i += 5) { | |
| 34 m[i] = 1.0f; | |
| 35 } | |
| 36 } | |
| 37 | |
| 38 // Left multiply a translation matrix. | |
| 39 void TranslateM(gvr::Mat4f& tmat, gvr::Mat4f& mat, float x, float y, float z) { | |
| 40 if (&tmat != &mat) { | |
| 41 for (int i = 0; i < 4; ++i) { | |
| 42 for (int j = 0; j < 4; ++j) { | |
| 43 tmat.m[i][j] = mat.m[i][j]; | |
| 44 } | |
| 45 } | |
| 46 } | |
| 47 tmat.m[0][3] += x; | |
| 48 tmat.m[1][3] += y; | |
| 49 tmat.m[2][3] += z; | |
| 50 } | |
| 51 | |
| 52 // Right multiply a translation matrix. | |
| 53 void TranslateMRight(gvr::Mat4f& tmat, | |
| 54 gvr::Mat4f& mat, | |
| 55 float x, | |
| 56 float y, | |
| 57 float z) { | |
| 58 if (&tmat != &mat) { | |
| 59 for (int i = 0; i < 4; ++i) { | |
| 60 for (int j = 0; j < 3; ++j) { | |
| 61 tmat.m[i][j] = mat.m[i][j]; | |
| 62 } | |
| 63 } | |
| 64 } | |
| 65 | |
| 66 for (int i = 0; i < 4; i++) { | |
| 67 tmat.m[i][3] = | |
| 68 mat.m[i][0] * x + mat.m[i][1] * y + mat.m[i][2] * z + mat.m[i][3]; | |
| 69 } | |
| 70 } | |
| 71 | |
| 72 // Left multiply a scale matrix. | |
| 73 void ScaleM(gvr::Mat4f& tmat, const gvr::Mat4f& mat, | |
| 74 float x, float y, float z) { | |
| 75 if (&tmat != &mat) { | |
| 76 for (int i = 0; i < 4; ++i) { | |
| 77 for (int j = 0; j < 3; ++j) { | |
| 78 tmat.m[i][j] = mat.m[i][j]; | |
| 79 } | |
| 80 } | |
| 81 } | |
| 82 // Multiply all rows including translation components. | |
| 83 for (int j = 0; j < 4; ++j) { | |
| 84 tmat.m[0][j] *= x; | |
| 85 tmat.m[1][j] *= y; | |
| 86 tmat.m[2][j] *= z; | |
| 87 } | |
| 88 } | |
| 89 | |
| 90 // Right multiply a scale matrix. | |
| 91 void ScaleMRight(gvr::Mat4f& tmat, const gvr::Mat4f& mat, | |
| 92 float x, float y, float z) { | |
| 93 if (&tmat != &mat) { | |
| 94 for (int i = 0; i < 4; ++i) { | |
| 95 for (int j = 0; j < 3; ++j) { | |
| 96 tmat.m[i][j] = mat.m[i][j]; | |
| 97 } | |
| 98 } | |
| 99 } | |
| 100 // Multiply columns, don't change translation components. | |
| 101 for (int i = 0; i < 3; ++i) { | |
| 102 tmat.m[i][0] *= x; | |
| 103 tmat.m[i][1] *= y; | |
| 104 tmat.m[i][2] *= z; | |
| 105 } | |
| 106 } | |
| 107 | |
| 108 std::array<float, 16> MatrixToGLArray(const gvr::Mat4f& matrix) { | |
| 109 // Note that this performs a *transpose* to a column-major matrix array, as | |
| 110 // expected by GL. The input matrix has translation components at [i][3] for | |
| 111 // use with row vectors and premultiplied transforms. In the output, the | |
| 112 // translation elements are at the end at positions 3*4+i. | |
| 113 std::array<float, 16> result; | |
| 114 for (int i = 0; i < 4; ++i) { | |
| 115 for (int j = 0; j < 4; ++j) { | |
| 116 result[j * 4 + i] = matrix.m[i][j]; | |
| 117 } | |
| 118 } | |
| 119 return result; | |
| 120 } | |
| 121 | |
| 122 gvr::Mat4f MatrixTranspose(const gvr::Mat4f& mat) { | |
| 123 gvr::Mat4f result; | |
| 124 for (int i = 0; i < 4; ++i) { | |
| 125 for (int k = 0; k < 4; ++k) { | |
| 126 result.m[i][k] = mat.m[k][i]; | |
| 127 } | |
| 128 } | |
| 129 return result; | |
| 130 } | |
| 131 | |
| 132 std::array<float, 4> MatrixVectorMul(const gvr::Mat4f& matrix, | |
| 133 const std::array<float, 4>& vec) { | |
| 134 std::array<float, 4> result; | |
| 135 for (int i = 0; i < 4; ++i) { | |
| 136 result[i] = 0; | |
| 137 for (int k = 0; k < 4; ++k) { | |
| 138 result[i] += matrix.m[i][k] * vec[k]; | |
| 139 } | |
| 140 } | |
| 141 return result; | |
| 142 } | |
| 143 | |
| 144 std::array<float, 3> MatrixVectorMul(const gvr::Mat4f& matrix, | |
| 145 const std::array<float, 3>& vec) { | |
| 146 // Use homogeneous coordinates for the multiplication. | |
| 147 std::array<float, 4> vec_h = {{vec[0], vec[1], vec[2], 1.0f}}; | |
| 148 std::array<float, 4> result; | |
| 149 for (int i = 0; i < 4; ++i) { | |
| 150 result[i] = 0; | |
| 151 for (int k = 0; k < 4; ++k) { | |
| 152 result[i] += matrix.m[i][k] * vec_h[k]; | |
| 153 } | |
| 154 } | |
| 155 // Convert back from homogeneous coordinates. | |
| 156 float rw = 1.0f / result[3]; | |
| 157 return {{rw * result[0], rw * result[1], rw * result[2]}}; | |
| 158 } | |
| 159 | |
| 160 gvr::Vec3f MatrixVectorMul(const gvr::Mat4f& m, const gvr::Vec3f& v) { | |
| 161 gvr::Vec3f res; | |
| 162 res.x = m.m[0][0] * v.x + m.m[0][1] * v.y + m.m[0][2] * v.z + m.m[0][3]; | |
| 163 res.y = m.m[1][0] * v.x + m.m[1][1] * v.y + m.m[1][2] * v.z + m.m[1][3]; | |
| 164 res.z = m.m[2][0] * v.x + m.m[2][1] * v.y + m.m[2][2] * v.z + m.m[2][3]; | |
| 165 return res; | |
| 166 } | |
| 167 | |
| 168 // Rotation only, ignore translation components. | |
| 169 gvr::Vec3f MatrixVectorRotate(const gvr::Mat4f& m, const gvr::Vec3f& v) { | |
| 170 gvr::Vec3f res; | |
| 171 res.x = m.m[0][0] * v.x + m.m[0][1] * v.y + m.m[0][2] * v.z; | |
| 172 res.y = m.m[1][0] * v.x + m.m[1][1] * v.y + m.m[1][2] * v.z; | |
| 173 res.z = m.m[2][0] * v.x + m.m[2][1] * v.y + m.m[2][2] * v.z; | |
| 174 return res; | |
| 175 } | |
| 176 | |
| 177 gvr::Mat4f MatrixMul(const gvr::Mat4f& matrix1, const gvr::Mat4f& matrix2) { | |
| 178 gvr::Mat4f result; | |
| 179 for (int i = 0; i < 4; ++i) { | |
| 180 for (int j = 0; j < 4; ++j) { | |
| 181 result.m[i][j] = 0.0f; | |
| 182 for (int k = 0; k < 4; ++k) { | |
| 183 result.m[i][j] += matrix1.m[i][k] * matrix2.m[k][j]; | |
| 184 } | |
| 185 } | |
| 186 } | |
| 187 return result; | |
| 188 } | |
| 189 | |
| 190 gvr::Mat4f PerspectiveMatrixFromView(const gvr::Rectf& fov, | |
| 191 float z_near, | |
| 192 float z_far) { | |
| 193 gvr::Mat4f result; | |
| 194 const float x_left = -std::tan(fov.left * M_PI / 180.0f) * z_near; | |
| 195 const float x_right = std::tan(fov.right * M_PI / 180.0f) * z_near; | |
| 196 const float y_bottom = -std::tan(fov.bottom * M_PI / 180.0f) * z_near; | |
| 197 const float y_top = std::tan(fov.top * M_PI / 180.0f) * z_near; | |
| 198 | |
| 199 assert(x_left < x_right && y_bottom < y_top && z_near < z_far && | |
| 200 z_near > 0.0f && z_far > 0.0f); | |
| 201 const float X = (2 * z_near) / (x_right - x_left); | |
| 202 const float Y = (2 * z_near) / (y_top - y_bottom); | |
| 203 const float A = (x_right + x_left) / (x_right - x_left); | |
| 204 const float B = (y_top + y_bottom) / (y_top - y_bottom); | |
| 205 const float C = (z_near + z_far) / (z_near - z_far); | |
| 206 const float D = (2 * z_near * z_far) / (z_near - z_far); | |
| 207 | |
| 208 for (int i = 0; i < 4; ++i) { | |
| 209 for (int j = 0; j < 4; ++j) { | |
| 210 result.m[i][j] = 0.0f; | |
| 211 } | |
| 212 } | |
| 213 result.m[0][0] = X; | |
| 214 result.m[0][2] = A; | |
| 215 result.m[1][1] = Y; | |
| 216 result.m[1][2] = B; | |
| 217 result.m[2][2] = C; | |
| 218 result.m[2][3] = D; | |
| 219 result.m[3][2] = -1; | |
| 220 | |
| 221 return result; | |
| 222 } | |
| 223 | |
| 224 gvr::Rectf ModulateRect(const gvr::Rectf& rect, float width, float height) { | |
| 225 gvr::Rectf result = {rect.left * width, rect.right * width, | |
| 226 rect.bottom * height, rect.top * height}; | |
| 227 return result; | |
| 228 } | |
| 229 | |
| 230 gvr::Recti CalculatePixelSpaceRect(const gvr::Sizei& texture_size, | |
| 231 const gvr::Rectf& texture_rect) { | |
| 232 float width = static_cast<float>(texture_size.width); | |
| 233 float height = static_cast<float>(texture_size.height); | |
| 234 gvr::Rectf rect = ModulateRect(texture_rect, width, height); | |
| 235 gvr::Recti result = { | |
| 236 static_cast<int>(rect.left), static_cast<int>(rect.right), | |
| 237 static_cast<int>(rect.bottom), static_cast<int>(rect.top)}; | |
| 238 return result; | |
| 239 } | |
| 240 | |
| 241 gvr::Vec3f getForwardVector(const gvr::Mat4f& matrix) { | |
| 242 gvr::Vec3f forward; | |
| 243 float* fp = &forward.x; | |
| 244 // Same as multiplying the inverse of the rotation component of the matrix by | |
| 245 // (0, 0, -1, 0). | |
| 246 for (int i = 0; i < 3; ++i) { | |
| 247 fp[i] = -matrix.m[2][i]; | |
| 248 } | |
| 249 return forward; | |
| 250 } | |
| 251 | |
| 252 /** | |
| 253 * Provides the relative translation of the head as a 3x1 vector. | |
| 254 * | |
| 255 */ | |
| 256 gvr::Vec3f getTranslation(const gvr::Mat4f& matrix) { | |
| 257 gvr::Vec3f translation; | |
| 258 float* tp = &translation.x; | |
| 259 // Same as multiplying the matrix by (0, 0, 0, 1). | |
| 260 for (int i = 0; i < 3; ++i) { | |
| 261 tp[i] = matrix.m[i][3]; | |
| 262 } | |
| 263 return translation; | |
| 264 } | |
| 265 | |
| 266 GLuint CompileShader(GLenum shader_type, | |
| 267 const GLchar* shader_source, | |
| 268 std::string& error) { | |
| 269 GLuint shader_handle = glCreateShader(shader_type); | |
| 270 if (shader_handle != 0) { | |
| 271 // Pass in the shader source. | |
| 272 int len = strlen(shader_source); | |
| 273 glShaderSource(shader_handle, 1, &shader_source, &len); | |
| 274 // Compile the shader. | |
| 275 glCompileShader(shader_handle); | |
| 276 // Get the compilation status. | |
| 277 GLint status; | |
| 278 glGetShaderiv(shader_handle, GL_COMPILE_STATUS, &status); | |
| 279 if (status == GL_FALSE) { | |
| 280 GLint info_log_length; | |
| 281 glGetShaderiv(shader_handle, GL_INFO_LOG_LENGTH, &info_log_length); | |
| 282 GLchar* str_info_log = new GLchar[info_log_length + 1]; | |
| 283 glGetShaderInfoLog(shader_handle, info_log_length, nullptr, str_info_log); | |
| 284 error = "Error compiling shader: "; | |
| 285 error += str_info_log; | |
| 286 delete[] str_info_log; | |
| 287 glDeleteShader(shader_handle); | |
| 288 shader_handle = 0; | |
| 289 } | |
| 290 } | |
| 291 | |
| 292 return shader_handle; | |
| 293 } | |
| 294 | |
| 295 GLuint CreateAndLinkProgram(GLuint vertext_shader_handle, | |
| 296 GLuint fragment_shader_handle, | |
| 297 int num_attributes, | |
| 298 const GLchar** attributes, | |
| 299 std::string& error) { | |
| 300 GLuint program_handle = glCreateProgram(); | |
| 301 | |
| 302 if (program_handle != 0) { | |
| 303 // Bind the vertex shader to the program. | |
| 304 glAttachShader(program_handle, vertext_shader_handle); | |
| 305 | |
| 306 // Bind the fragment shader to the program. | |
| 307 glAttachShader(program_handle, fragment_shader_handle); | |
| 308 | |
| 309 // Bind attributes. This is optional, no need to supply them if | |
| 310 // using glGetAttribLocation to look them up. Useful for a single | |
| 311 // vertex array object (VAO) that is used with multiple shaders. | |
| 312 if (attributes != nullptr) { | |
| 313 for (int i = 0; i < num_attributes; i++) { | |
| 314 glBindAttribLocation(program_handle, i, attributes[i]); | |
| 315 } | |
| 316 } | |
| 317 | |
| 318 // Link the two shaders together into a program. | |
| 319 glLinkProgram(program_handle); | |
| 320 | |
| 321 // Get the link status. | |
| 322 GLint link_status; | |
| 323 glGetProgramiv(program_handle, GL_LINK_STATUS, &link_status); | |
| 324 | |
| 325 // If the link failed, delete the program. | |
| 326 if (link_status == GL_FALSE) { | |
| 327 GLint info_log_length; | |
| 328 glGetProgramiv(program_handle, GL_INFO_LOG_LENGTH, &info_log_length); | |
| 329 | |
| 330 GLchar* str_info_log = new GLchar[info_log_length + 1]; | |
| 331 glGetProgramInfoLog(program_handle, info_log_length, nullptr, | |
| 332 str_info_log); | |
| 333 error = "Error compiling program: "; | |
| 334 error += str_info_log; | |
| 335 delete[] str_info_log; | |
| 336 glDeleteProgram(program_handle); | |
| 337 program_handle = 0; | |
| 338 } | |
| 339 } | |
| 340 | |
| 341 return program_handle; | |
| 342 } | |
| 343 | |
| 344 float VectorLength(const gvr::Vec3f& vec) { | |
| 345 return sqrt(vec.x * vec.x + vec.y * vec.y + vec.z * vec.z); | |
| 346 } | |
| 347 | |
| 348 void NormalizeVector(gvr::Vec3f& vec) { | |
| 349 float len = VectorLength(vec); | |
| 350 vec.x /= len; | |
| 351 vec.y /= len; | |
| 352 vec.z /= len; | |
| 353 } | |
| 354 | |
| 355 float VectorDot(const gvr::Vec3f& a, const gvr::Vec3f& b) { | |
| 356 return a.x * b.x + a.y * b.y + a.z * b.z; | |
| 357 } | |
| 358 | |
| 359 void NormalizeQuat(gvr::Quatf& quat) { | |
| 360 float len = sqrt(quat.qx * quat.qx + quat.qy * quat.qy + quat.qz * quat.qz + | |
| 361 quat.qw * quat.qw); | |
| 362 quat.qx /= len; | |
| 363 quat.qy /= len; | |
| 364 quat.qz /= len; | |
| 365 quat.qw /= len; | |
| 366 } | |
| 367 | |
| 368 gvr::Quatf QuatFromAxisAngle(float x, float y, float z, float angle) { | |
| 369 gvr::Quatf res; | |
| 370 float s = sin(angle / 2); | |
| 371 res.qx = x * s; | |
| 372 res.qy = y * s; | |
| 373 res.qz = z * s; | |
| 374 res.qw = cos(angle / 2); | |
| 375 return res; | |
| 376 } | |
| 377 | |
| 378 gvr::Quatf QuatMultiply(const gvr::Quatf& a, const gvr::Quatf& b) { | |
| 379 gvr::Quatf res; | |
| 380 res.qw = a.qw * b.qw - a.qx * b.qx - a.qy * b.qy - a.qz * b.qz; | |
| 381 res.qx = a.qw * b.qx + a.qx * b.qw + a.qy * b.qz - a.qz * b.qy; | |
| 382 res.qy = a.qw * b.qy - a.qx * b.qz + a.qy * b.qw + a.qz * b.qx; | |
| 383 res.qz = a.qw * b.qz + a.qx * b.qy - a.qy * b.qx + a.qz * b.qw; | |
| 384 return res; | |
| 385 } | |
| 386 | |
| 387 gvr::Mat4f QuatToMatrix(const gvr::Quatf& quat) { | |
| 388 const float x2 = quat.qx * quat.qx; | |
| 389 const float y2 = quat.qy * quat.qy; | |
| 390 const float z2 = quat.qz * quat.qz; | |
| 391 const float xy = quat.qx * quat.qy; | |
| 392 const float xz = quat.qx * quat.qz; | |
| 393 const float xw = quat.qx * quat.qw; | |
| 394 const float yz = quat.qy * quat.qz; | |
| 395 const float yw = quat.qy * quat.qw; | |
| 396 const float zw = quat.qz * quat.qw; | |
| 397 | |
| 398 const float m11 = 1.0f - 2.0f * y2 - 2.0f * z2; | |
| 399 const float m12 = 2.0f * (xy - zw); | |
| 400 const float m13 = 2.0f * (xz + yw); | |
| 401 const float m21 = 2.0f * (xy + zw); | |
| 402 const float m22 = 1.0f - 2.0f * x2 - 2.0f * z2; | |
| 403 const float m23 = 2.0f * (yz - xw); | |
| 404 const float m31 = 2.0f * (xz - yw); | |
| 405 const float m32 = 2.0f * (yz + xw); | |
| 406 const float m33 = 1.0f - 2.0f * x2 - 2.0f * y2; | |
| 407 | |
| 408 float ret[16] = {m11, m12, m13, 0.0f, m21, m22, m23, 0.0f, | |
| 409 m31, m32, m33, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}; | |
| 410 | |
| 411 return *((gvr::Mat4f*)&ret); | |
| 412 } | |
| 413 | |
| 414 } // namespace vr_shell | |
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