| Index: chrome/browser/android/vr_shell/vr_math.cc
|
| diff --git a/chrome/browser/android/vr_shell/vr_util.cc b/chrome/browser/android/vr_shell/vr_math.cc
|
| similarity index 68%
|
| rename from chrome/browser/android/vr_shell/vr_util.cc
|
| rename to chrome/browser/android/vr_shell/vr_math.cc
|
| index 6f5e0c7b11099ae2646c1ef8b4723c5e77baaa61..cbe8a9a37b90d1bc6762918f5b4457b090a904e8 100644
|
| --- a/chrome/browser/android/vr_shell/vr_util.cc
|
| +++ b/chrome/browser/android/vr_shell/vr_math.cc
|
| @@ -2,7 +2,7 @@
|
| // 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 "chrome/browser/android/vr_shell/vr_math.h"
|
|
|
| #include <array>
|
| #include <cmath>
|
| @@ -105,20 +105,6 @@ void ScaleMRight(gvr::Mat4f& tmat, const gvr::Mat4f& mat,
|
| }
|
| }
|
|
|
| -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) {
|
| @@ -221,23 +207,6 @@ gvr::Mat4f PerspectiveMatrixFromView(const gvr::Rectf& fov,
|
| 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;
|
| @@ -263,84 +232,6 @@ gvr::Vec3f getTranslation(const gvr::Mat4f& matrix) {
|
| 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);
|
| }
|
|
|