Index: chrome/browser/android/vr_shell/vr_shell_gl.cc |
diff --git a/chrome/browser/android/vr_shell/vr_shell_gl.cc b/chrome/browser/android/vr_shell/vr_shell_gl.cc |
index c3b906768d2fd7e09fea01670323b19e788e14ad..5f2210afa4cf32c1c591673cabe802f49de3a11a 100644 |
--- a/chrome/browser/android/vr_shell/vr_shell_gl.cc |
+++ b/chrome/browser/android/vr_shell/vr_shell_gl.cc |
@@ -56,6 +56,7 @@ static constexpr gvr::Vec3f kOrigin = {0.0f, 0.0f, 0.0f}; |
// In lieu of an elbow model, we assume a position for the user's hand. |
// TODO(mthiesse): Handedness options. |
static constexpr gvr::Vec3f kHandPosition = {0.2f, -0.5f, -0.2f}; |
+static constexpr gvr::Vec3f kControllerPosition = {0.2f, -0.5f, -0.15f}; |
// Fraction of the distance to the object the cursor is drawn at to avoid |
// rounding errors drawing the cursor behind the object. |
@@ -935,6 +936,7 @@ void VrShellGl::DrawUiView(const gvr::Mat4f& head_pose, |
DrawElements(render_matrix, elementsInDrawOrder); |
if (draw_cursor) { |
DrawCursor(render_matrix); |
+ DrawController(render_matrix); |
} |
} |
} |
@@ -1095,6 +1097,33 @@ void VrShellGl::DrawCursor(const gvr::Mat4f& render_matrix) { |
} |
} |
+void VrShellGl::DrawController(const gvr::Mat4f& view_proj_matrix) { |
+ if (!controller_model_) |
+ return; |
+ gvr::Mat4f mat; |
+ SetIdentityM(mat); |
+ // TODO(acondor): Placing controller in temporary position before |
cjgrant
2017/03/29 13:20:54
Maybe I'm missing something, but in addition to pu
acondor_
2017/03/29 20:13:26
Done. It will be changed to the elbow model soon,
cjgrant
2017/03/29 20:22:37
Thanks. From a live demo, this looks really good
|
+ // implementing the elbow model. |
+ TranslateM(mat, mat, kControllerPosition.x, kControllerPosition.y, |
+ kControllerPosition.z); |
+ |
+ auto transform = MatrixMul(view_proj_matrix, mat); |
+ |
+ VrControllerModel::State state = VrControllerModel::IDLE; |
cjgrant
2017/03/29 13:20:54
- Volume buttons?
- Can multiple buttons be presse
acondor_
2017/03/29 20:13:26
I'm not sure if they can, but the textures provide
|
+ if (controller_->ButtonState( |
+ gvr::ControllerButton::GVR_CONTROLLER_BUTTON_CLICK)) |
+ state = VrControllerModel::TOUCHPAD; |
+ else if (controller_->ButtonState( |
+ gvr::ControllerButton::GVR_CONTROLLER_BUTTON_APP)) |
+ state = VrControllerModel::APP; |
+ else if (controller_->ButtonState( |
+ gvr::ControllerButton::GVR_CONTROLLER_BUTTON_HOME)) |
+ state = VrControllerModel::SYSTEM; |
+ |
+ vr_shell_renderer_->GetControllerRenderer()->Draw(*controller_model_, state, |
+ transform); |
+} |
+ |
bool VrShellGl::ShouldDrawWebVr() { |
return web_vr_mode_ && scene_->GetWebVrRenderingEnabled(); |
} |
@@ -1189,6 +1218,12 @@ base::WeakPtr<VrShellGl> VrShellGl::GetWeakPtr() { |
return weak_ptr_factory_.GetWeakPtr(); |
} |
+void VrShellGl::SetControllerModel(std::unique_ptr<VrControllerModel> model) { |
+ controller_model_ = std::move(model); |
+ vr_shell_renderer_->GetControllerRenderer()->SetUp(*controller_model_); |
+ controller_model_->Free(); |
cjgrant
2017/03/29 13:20:54
Michael already commented on this Free() approach.
acondor_
2017/03/29 20:13:26
The new approach is that the renderer gathers all
|
+} |
+ |
void VrShellGl::OnVSync() { |
while (premature_received_frames_ > 0) { |
TRACE_EVENT0("gpu", "VrShellGl::OnWebVRFrameAvailableRetry"); |