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gfxVR.cpp
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gfxVR.cpp
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/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include <math.h>
#include "gfxVR.h"
#ifndef M_PI
# define M_PI 3.14159265358979323846
#endif
using namespace mozilla;
using namespace mozilla::gfx;
Matrix4x4 VRFieldOfView::ConstructProjectionMatrix(float zNear, float zFar,
bool rightHanded) const {
float upTan = tan(upDegrees * M_PI / 180.0);
float downTan = tan(downDegrees * M_PI / 180.0);
float leftTan = tan(leftDegrees * M_PI / 180.0);
float rightTan = tan(rightDegrees * M_PI / 180.0);
float handednessScale = rightHanded ? -1.0 : 1.0;
float pxscale = 2.0f / (leftTan + rightTan);
float pxoffset = (leftTan - rightTan) * pxscale * 0.5;
float pyscale = 2.0f / (upTan + downTan);
float pyoffset = (upTan - downTan) * pyscale * 0.5;
Matrix4x4 mobj;
float* m = &mobj._11;
m[0 * 4 + 0] = pxscale;
m[2 * 4 + 0] = pxoffset * handednessScale;
m[1 * 4 + 1] = pyscale;
m[2 * 4 + 1] = -pyoffset * handednessScale;
m[2 * 4 + 2] = zFar / (zNear - zFar) * -handednessScale;
m[3 * 4 + 2] = (zFar * zNear) / (zNear - zFar);
m[2 * 4 + 3] = handednessScale;
m[3 * 4 + 3] = 0.0f;
return mobj;
}
void VRHMDSensorState::CalcViewMatrices(
const gfx::Matrix4x4* aHeadToEyeTransforms) {
gfx::Matrix4x4 matHead;
if (flags & VRDisplayCapabilityFlags::Cap_Orientation) {
matHead.SetRotationFromQuaternion(
gfx::Quaternion(-pose.orientation[0], -pose.orientation[1],
-pose.orientation[2], pose.orientation[3]));
}
matHead.PreTranslate(-pose.position[0], -pose.position[1], -pose.position[2]);
gfx::Matrix4x4 matView =
matHead * aHeadToEyeTransforms[VRDisplayState::Eye_Left];
matView.Normalize();
memcpy(leftViewMatrix, matView.components, sizeof(matView.components));
matView = matHead * aHeadToEyeTransforms[VRDisplayState::Eye_Right];
matView.Normalize();
memcpy(rightViewMatrix, matView.components, sizeof(matView.components));
}
const IntSize VRDisplayInfo::SuggestedEyeResolution() const {
return IntSize(mDisplayState.eyeResolution.width,
mDisplayState.eyeResolution.height);
}
const Point3D VRDisplayInfo::GetEyeTranslation(uint32_t whichEye) const {
return Point3D(mDisplayState.eyeTranslation[whichEye].x,
mDisplayState.eyeTranslation[whichEye].y,
mDisplayState.eyeTranslation[whichEye].z);
}
const Size VRDisplayInfo::GetStageSize() const {
return Size(mDisplayState.stageSize.width, mDisplayState.stageSize.height);
}
const Matrix4x4 VRDisplayInfo::GetSittingToStandingTransform() const {
Matrix4x4 m;
// If we could replace Matrix4x4 with a pod type, we could
// use it directly from the VRDisplayInfo struct.
memcpy(m.components, mDisplayState.sittingToStandingTransform,
sizeof(float) * 16);
return m;
}