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Issue 2335643002: Add VR Shell animation classes and unit test. (Closed)
Patch Set: Add VR Shell animation classes and unit test. Created 4 years, 3 months ago
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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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