зеркало из https://github.com/mozilla/gecko-dev.git
96 строки
2.3 KiB
C++
96 строки
2.3 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include <math.h>
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#include "prlink.h"
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#include "prmem.h"
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#include "prenv.h"
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#include "nsString.h"
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#include "gfxPrefs.h"
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#include "gfxVR.h"
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#if defined(XP_WIN)
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#include "gfxVROculus.h"
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#endif
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#if defined(XP_WIN) || defined(XP_MACOSX) || defined(XP_LINUX)
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#include "gfxVROculus050.h"
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#endif
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#include "gfxVRCardboard.h"
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#include "mozilla/unused.h"
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#include "mozilla/layers/Compositor.h"
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#include "mozilla/layers/TextureHost.h"
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#ifndef M_PI
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# define M_PI 3.14159265358979323846
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#endif
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using namespace mozilla;
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using namespace mozilla::gfx;
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Atomic<uint32_t> VRHMDManager::sDeviceBase(0);
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VRHMDInfo::VRHMDInfo(VRHMDType aType, bool aUseMainThreadOrientation)
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{
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MOZ_COUNT_CTOR(VRHMDInfo);
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mDeviceInfo.mType = aType;
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mDeviceInfo.mDeviceID = VRHMDManager::AllocateDeviceID();
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mDeviceInfo.mUseMainThreadOrientation = aUseMainThreadOrientation;
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}
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VRHMDInfo::~VRHMDInfo()
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{
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MOZ_COUNT_DTOR(VRHMDInfo);
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}
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/* static */ uint32_t
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VRHMDManager::AllocateDeviceID()
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{
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return ++sDeviceBase;
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}
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VRHMDRenderingSupport::RenderTargetSet::RenderTargetSet()
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: currentRenderTarget(0)
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{
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}
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VRHMDRenderingSupport::RenderTargetSet::~RenderTargetSet()
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{
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}
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Matrix4x4
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VRFieldOfView::ConstructProjectionMatrix(float zNear, float zFar, bool rightHanded)
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{
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float upTan = tan(upDegrees * M_PI / 180.0);
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float downTan = tan(downDegrees * M_PI / 180.0);
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float leftTan = tan(leftDegrees * M_PI / 180.0);
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float rightTan = tan(rightDegrees * M_PI / 180.0);
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float handednessScale = rightHanded ? -1.0 : 1.0;
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float pxscale = 2.0f / (leftTan + rightTan);
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float pxoffset = (leftTan - rightTan) * pxscale * 0.5;
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float pyscale = 2.0f / (upTan + downTan);
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float pyoffset = (upTan - downTan) * pyscale * 0.5;
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Matrix4x4 mobj;
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float *m = &mobj._11;
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m[0*4+0] = pxscale;
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m[2*4+0] = pxoffset * handednessScale;
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m[1*4+1] = pyscale;
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m[2*4+1] = -pyoffset * handednessScale;
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m[2*4+2] = zFar / (zNear - zFar) * -handednessScale;
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m[3*4+2] = (zFar * zNear) / (zNear - zFar);
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m[2*4+3] = handednessScale;
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m[3*4+3] = 0.0f;
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return mobj;
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}
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