OLD | NEW |
1 // Copyright 2016 The Chromium Authors. All rights reserved. | 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 | 2 // Use of this source code is governed by a BSD-style license that can be |
3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
4 | 4 |
5 #include "chrome/browser/android/vr_shell/vr_util.h" | 5 #include "chrome/browser/android/vr_shell/vr_math.h" |
6 | 6 |
7 #include <array> | 7 #include <array> |
8 #include <cmath> | 8 #include <cmath> |
9 | 9 |
10 #include "third_party/gvr-android-sdk/src/ndk-beta/include/vr/gvr/capi/include/g
vr_types.h" | 10 #include "third_party/gvr-android-sdk/src/ndk-beta/include/vr/gvr/capi/include/g
vr_types.h" |
11 | 11 |
12 namespace vr_shell { | 12 namespace vr_shell { |
13 | 13 |
14 // Internal matrix layout: | 14 // Internal matrix layout: |
15 // | 15 // |
(...skipping 82 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
98 } | 98 } |
99 } | 99 } |
100 // Multiply columns, don't change translation components. | 100 // Multiply columns, don't change translation components. |
101 for (int i = 0; i < 3; ++i) { | 101 for (int i = 0; i < 3; ++i) { |
102 tmat.m[i][0] *= x; | 102 tmat.m[i][0] *= x; |
103 tmat.m[i][1] *= y; | 103 tmat.m[i][1] *= y; |
104 tmat.m[i][2] *= z; | 104 tmat.m[i][2] *= z; |
105 } | 105 } |
106 } | 106 } |
107 | 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) { | 108 gvr::Mat4f MatrixTranspose(const gvr::Mat4f& mat) { |
123 gvr::Mat4f result; | 109 gvr::Mat4f result; |
124 for (int i = 0; i < 4; ++i) { | 110 for (int i = 0; i < 4; ++i) { |
125 for (int k = 0; k < 4; ++k) { | 111 for (int k = 0; k < 4; ++k) { |
126 result.m[i][k] = mat.m[k][i]; | 112 result.m[i][k] = mat.m[k][i]; |
127 } | 113 } |
128 } | 114 } |
129 return result; | 115 return result; |
130 } | 116 } |
131 | 117 |
(...skipping 82 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
214 result.m[0][2] = A; | 200 result.m[0][2] = A; |
215 result.m[1][1] = Y; | 201 result.m[1][1] = Y; |
216 result.m[1][2] = B; | 202 result.m[1][2] = B; |
217 result.m[2][2] = C; | 203 result.m[2][2] = C; |
218 result.m[2][3] = D; | 204 result.m[2][3] = D; |
219 result.m[3][2] = -1; | 205 result.m[3][2] = -1; |
220 | 206 |
221 return result; | 207 return result; |
222 } | 208 } |
223 | 209 |
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) { | 210 gvr::Vec3f getForwardVector(const gvr::Mat4f& matrix) { |
242 gvr::Vec3f forward; | 211 gvr::Vec3f forward; |
243 float* fp = &forward.x; | 212 float* fp = &forward.x; |
244 // Same as multiplying the inverse of the rotation component of the matrix by | 213 // Same as multiplying the inverse of the rotation component of the matrix by |
245 // (0, 0, -1, 0). | 214 // (0, 0, -1, 0). |
246 for (int i = 0; i < 3; ++i) { | 215 for (int i = 0; i < 3; ++i) { |
247 fp[i] = -matrix.m[2][i]; | 216 fp[i] = -matrix.m[2][i]; |
248 } | 217 } |
249 return forward; | 218 return forward; |
250 } | 219 } |
251 | 220 |
252 /** | 221 /** |
253 * Provides the relative translation of the head as a 3x1 vector. | 222 * Provides the relative translation of the head as a 3x1 vector. |
254 * | 223 * |
255 */ | 224 */ |
256 gvr::Vec3f getTranslation(const gvr::Mat4f& matrix) { | 225 gvr::Vec3f getTranslation(const gvr::Mat4f& matrix) { |
257 gvr::Vec3f translation; | 226 gvr::Vec3f translation; |
258 float* tp = &translation.x; | 227 float* tp = &translation.x; |
259 // Same as multiplying the matrix by (0, 0, 0, 1). | 228 // Same as multiplying the matrix by (0, 0, 0, 1). |
260 for (int i = 0; i < 3; ++i) { | 229 for (int i = 0; i < 3; ++i) { |
261 tp[i] = matrix.m[i][3]; | 230 tp[i] = matrix.m[i][3]; |
262 } | 231 } |
263 return translation; | 232 return translation; |
264 } | 233 } |
265 | 234 |
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) { | 235 float VectorLength(const gvr::Vec3f& vec) { |
345 return sqrt(vec.x * vec.x + vec.y * vec.y + vec.z * vec.z); | 236 return sqrt(vec.x * vec.x + vec.y * vec.y + vec.z * vec.z); |
346 } | 237 } |
347 | 238 |
348 void NormalizeVector(gvr::Vec3f& vec) { | 239 void NormalizeVector(gvr::Vec3f& vec) { |
349 float len = VectorLength(vec); | 240 float len = VectorLength(vec); |
350 vec.x /= len; | 241 vec.x /= len; |
351 vec.y /= len; | 242 vec.y /= len; |
352 vec.z /= len; | 243 vec.z /= len; |
353 } | 244 } |
(...skipping 51 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
405 const float m32 = 2.0f * (yz + xw); | 296 const float m32 = 2.0f * (yz + xw); |
406 const float m33 = 1.0f - 2.0f * x2 - 2.0f * y2; | 297 const float m33 = 1.0f - 2.0f * x2 - 2.0f * y2; |
407 | 298 |
408 float ret[16] = {m11, m12, m13, 0.0f, m21, m22, m23, 0.0f, | 299 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}; | 300 m31, m32, m33, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}; |
410 | 301 |
411 return *((gvr::Mat4f*)&ret); | 302 return *((gvr::Mat4f*)&ret); |
412 } | 303 } |
413 | 304 |
414 } // namespace vr_shell | 305 } // namespace vr_shell |
OLD | NEW |