| 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
|
| deleted file mode 100644
|
| index 6f5e0c7b11099ae2646c1ef8b4723c5e77baaa61..0000000000000000000000000000000000000000
|
| --- a/chrome/browser/android/vr_shell/vr_util.cc
|
| +++ /dev/null
|
| @@ -1,414 +0,0 @@
|
| -// Copyright 2016 The Chromium Authors. All rights reserved.
|
| -// 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 "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, const 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, const 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
|
| - // use with row vectors and premultiplied transforms. In the output, the
|
| - // translation elements are at the end at positions 3*4+i.
|
| - std::array<float, 16> result;
|
| - for (int i = 0; i < 4; ++i) {
|
| - for (int j = 0; j < 4; ++j) {
|
| - result[j * 4 + i] = matrix.m[i][j];
|
| - }
|
| - }
|
| - return result;
|
| -}
|
| -
|
| -gvr::Mat4f MatrixTranspose(const gvr::Mat4f& mat) {
|
| - gvr::Mat4f result;
|
| - for (int i = 0; i < 4; ++i) {
|
| - for (int k = 0; k < 4; ++k) {
|
| - result.m[i][k] = mat.m[k][i];
|
| - }
|
| - }
|
| - 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, const 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, const 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) {
|
| - for (int j = 0; j < 4; ++j) {
|
| - result.m[i][j] = 0.0f;
|
| - for (int k = 0; k < 4; ++k) {
|
| - result.m[i][j] += matrix1.m[i][k] * matrix2.m[k][j];
|
| - }
|
| - }
|
| - }
|
| - return result;
|
| -}
|
| -
|
| -gvr::Mat4f PerspectiveMatrixFromView(const gvr::Rectf& fov,
|
| - float z_near,
|
| - float z_far) {
|
| - gvr::Mat4f result;
|
| - const float x_left = -std::tan(fov.left * M_PI / 180.0f) * z_near;
|
| - const float x_right = std::tan(fov.right * M_PI / 180.0f) * z_near;
|
| - const float y_bottom = -std::tan(fov.bottom * M_PI / 180.0f) * z_near;
|
| - const float y_top = std::tan(fov.top * M_PI / 180.0f) * z_near;
|
| -
|
| - assert(x_left < x_right && y_bottom < y_top && z_near < z_far &&
|
| - z_near > 0.0f && z_far > 0.0f);
|
| - const float X = (2 * z_near) / (x_right - x_left);
|
| - const float Y = (2 * z_near) / (y_top - y_bottom);
|
| - const float A = (x_right + x_left) / (x_right - x_left);
|
| - const float B = (y_top + y_bottom) / (y_top - y_bottom);
|
| - const float C = (z_near + z_far) / (z_near - z_far);
|
| - const float D = (2 * z_near * z_far) / (z_near - z_far);
|
| -
|
| - for (int i = 0; i < 4; ++i) {
|
| - for (int j = 0; j < 4; ++j) {
|
| - result.m[i][j] = 0.0f;
|
| - }
|
| - }
|
| - result.m[0][0] = X;
|
| - result.m[0][2] = A;
|
| - result.m[1][1] = Y;
|
| - result.m[1][2] = B;
|
| - result.m[2][2] = C;
|
| - result.m[2][3] = D;
|
| - result.m[3][2] = -1;
|
| -
|
| - return result;
|
| -}
|
| -
|
| -gvr::Rectf ModulateRect(const gvr::Rectf& rect, float width, float height) {
|
| - gvr::Rectf result = {rect.left * width, rect.right * width,
|
| - rect.bottom * height, rect.top * height};
|
| - return result;
|
| -}
|
| -
|
| -gvr::Recti CalculatePixelSpaceRect(const gvr::Sizei& texture_size,
|
| - const gvr::Rectf& texture_rect) {
|
| - float width = static_cast<float>(texture_size.width);
|
| - float height = static_cast<float>(texture_size.height);
|
| - gvr::Rectf rect = ModulateRect(texture_rect, width, height);
|
| - gvr::Recti result = {
|
| - static_cast<int>(rect.left), static_cast<int>(rect.right),
|
| - static_cast<int>(rect.bottom), static_cast<int>(rect.top)};
|
| - return result;
|
| -}
|
| -
|
| -gvr::Vec3f getForwardVector(const 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(const 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) {
|
| - GLuint shader_handle = glCreateShader(shader_type);
|
| - if (shader_handle != 0) {
|
| - // Pass in the shader source.
|
| - int len = strlen(shader_source);
|
| - glShaderSource(shader_handle, 1, &shader_source, &len);
|
| - // Compile the shader.
|
| - glCompileShader(shader_handle);
|
| - // Get the compilation status.
|
| - GLint status;
|
| - glGetShaderiv(shader_handle, GL_COMPILE_STATUS, &status);
|
| - if (status == GL_FALSE) {
|
| - 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, nullptr, str_info_log);
|
| - error = "Error compiling shader: ";
|
| - error += str_info_log;
|
| - delete[] str_info_log;
|
| - glDeleteShader(shader_handle);
|
| - shader_handle = 0;
|
| - }
|
| - }
|
| -
|
| - return shader_handle;
|
| -}
|
| -
|
| -GLuint CreateAndLinkProgram(GLuint vertext_shader_handle,
|
| - GLuint fragment_shader_handle,
|
| - int num_attributes,
|
| - const GLchar** attributes,
|
| - std::string& error) {
|
| - GLuint program_handle = glCreateProgram();
|
| -
|
| - if (program_handle != 0) {
|
| - // Bind the vertex shader to the program.
|
| - glAttachShader(program_handle, vertext_shader_handle);
|
| -
|
| - // Bind the fragment shader to the program.
|
| - glAttachShader(program_handle, fragment_shader_handle);
|
| -
|
| - // Bind attributes. This is optional, no need to supply them if
|
| - // using glGetAttribLocation to look them up. Useful for a single
|
| - // vertex array object (VAO) that is used with multiple shaders.
|
| - if (attributes != nullptr) {
|
| - for (int i = 0; i < num_attributes; i++) {
|
| - glBindAttribLocation(program_handle, i, attributes[i]);
|
| - }
|
| - }
|
| -
|
| - // Link the two shaders together into a program.
|
| - glLinkProgram(program_handle);
|
| -
|
| - // Get the link status.
|
| - GLint link_status;
|
| - glGetProgramiv(program_handle, GL_LINK_STATUS, &link_status);
|
| -
|
| - // If the link failed, delete the program.
|
| - if (link_status == GL_FALSE) {
|
| - GLint info_log_length;
|
| - 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, nullptr,
|
| - str_info_log);
|
| - error = "Error compiling program: ";
|
| - error += str_info_log;
|
| - delete[] str_info_log;
|
| - glDeleteProgram(program_handle);
|
| - program_handle = 0;
|
| - }
|
| - }
|
| -
|
| - 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(const gvr::Vec3f& a, const 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 x2 = quat.qx * quat.qx;
|
| - const float y2 = quat.qy * quat.qy;
|
| - const float z2 = quat.qz * quat.qz;
|
| - 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
|
|
|