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OpenXR - Get rid of ovrMatrix4f structure
This commit is contained in:
parent
3e0b598da1
commit
637bb57bc6
5 changed files with 136 additions and 311 deletions
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@ -9,6 +9,8 @@
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#endif
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#include "Common/GPU/Vulkan/VulkanContext.h"
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#include "Common/Math/lin/matrix4x4.h"
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#include "Core/HLE/sceDisplay.h"
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#include "Core/Config.h"
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#include "Core/KeyMap.h"
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@ -584,15 +586,13 @@ void UpdateVRProjection(float* projMatrix, float* leftEye, float* rightEye) {
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float* dst[] = {leftEye, rightEye};
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VRMatrix enums[] = {VR_PROJECTION_MATRIX_LEFT_EYE, VR_PROJECTION_MATRIX_RIGHT_EYE};
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for (int index = 0; index < 2; index++) {
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ovrMatrix4f hmdProjection = VR_GetMatrix(enums[index]);
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for (int i = 0; i < 4; i++) {
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for (int j = 0; j < 4; j++) {
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if ((hmdProjection.M[i][j] > 0) != (projMatrix[i * 4 + j] > 0)) {
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hmdProjection.M[i][j] *= -1.0f;
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}
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float* hmdProjection = VR_GetMatrix(enums[index]);
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for (int i = 0; i < 16; i++) {
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if ((hmdProjection[i] > 0) != (projMatrix[i] > 0)) {
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hmdProjection[i] *= -1.0f;
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}
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}
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memcpy(dst[index], hmdProjection.M, 16 * sizeof(float));
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memcpy(dst[index], hmdProjection, 16 * sizeof(float));
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}
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}
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@ -602,14 +602,15 @@ void UpdateVRView(float* leftEye, float* rightEye) {
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for (int index = 0; index < 2; index++) {
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// Get view matrix from the game
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ovrMatrix4f gameView;
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memcpy(gameView.M, dst[index], 16 * sizeof(float));
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Lin::Matrix4x4 gameView = {};
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memcpy(gameView.m, dst[index], 16 * sizeof(float));
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// Get view matrix from the headset
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ovrMatrix4f hmdView = VR_GetMatrix(enums[index]);
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Lin::Matrix4x4 hmdView = {};
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memcpy(hmdView.m, VR_GetMatrix(enums[index]), 16 * sizeof(float));
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// Combine the matrices
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ovrMatrix4f renderView = ovrMatrix4f_Multiply(&hmdView, &gameView);
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memcpy(dst[index], renderView.M, 16 * sizeof(float));
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Lin::Matrix4x4 renderView = hmdView * gameView;
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memcpy(dst[index], renderView.m, 16 * sizeof(float));
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}
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}
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@ -1,6 +1,7 @@
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#define _USE_MATH_DEFINES
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#include <cmath>
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#include <cstring>
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#include "VRMath.h"
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@ -15,240 +16,21 @@ float ToRadians(float deg) {
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/*
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================================================================================
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ovrMatrix4f
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================================================================================
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*/
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float ovrMatrix4f_Minor(const ovrMatrix4f* m, int r0, int r1, int r2, int c0, int c1, int c2) {
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return m->M[r0][c0] * (m->M[r1][c1] * m->M[r2][c2] - m->M[r2][c1] * m->M[r1][c2]) -
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m->M[r0][c1] * (m->M[r1][c0] * m->M[r2][c2] - m->M[r2][c0] * m->M[r1][c2]) +
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m->M[r0][c2] * (m->M[r1][c0] * m->M[r2][c1] - m->M[r2][c0] * m->M[r1][c1]);
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}
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ovrMatrix4f ovrMatrix4f_CreateFromQuaternion(const XrQuaternionf* q) {
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const float ww = q->w * q->w;
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const float xx = q->x * q->x;
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const float yy = q->y * q->y;
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const float zz = q->z * q->z;
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ovrMatrix4f out;
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out.M[0][0] = ww + xx - yy - zz;
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out.M[0][1] = 2 * (q->x * q->y - q->w * q->z);
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out.M[0][2] = 2 * (q->x * q->z + q->w * q->y);
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out.M[0][3] = 0;
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out.M[1][0] = 2 * (q->x * q->y + q->w * q->z);
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out.M[1][1] = ww - xx + yy - zz;
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out.M[1][2] = 2 * (q->y * q->z - q->w * q->x);
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out.M[1][3] = 0;
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out.M[2][0] = 2 * (q->x * q->z - q->w * q->y);
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out.M[2][1] = 2 * (q->y * q->z + q->w * q->x);
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out.M[2][2] = ww - xx - yy + zz;
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out.M[2][3] = 0;
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out.M[3][0] = 0;
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out.M[3][1] = 0;
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out.M[3][2] = 0;
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out.M[3][3] = 1;
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return out;
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}
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ovrMatrix4f ovrMatrix4f_CreateProjectionFov(
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const float angleLeft,
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const float angleRight,
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const float angleUp,
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const float angleDown,
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const float nearZ,
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const float farZ) {
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const float tanAngleLeft = tanf(angleLeft);
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const float tanAngleRight = tanf(angleRight);
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const float tanAngleDown = tanf(angleDown);
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const float tanAngleUp = tanf(angleUp);
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const float tanAngleWidth = tanAngleRight - tanAngleLeft;
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// Set to tanAngleDown - tanAngleUp for a clip space with positive Y
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// down (Vulkan). Set to tanAngleUp - tanAngleDown for a clip space with
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// positive Y up (OpenGL / D3D / Metal).
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const float tanAngleHeight = tanAngleUp - tanAngleDown;
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// Set to nearZ for a [-1,1] Z clip space (OpenGL / OpenGL ES).
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// Set to zero for a [0,1] Z clip space (Vulkan / D3D / Metal).
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const float offsetZ = nearZ;
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ovrMatrix4f result;
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if (farZ <= nearZ) {
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// place the far plane at infinity
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result.M[0][0] = 2 / tanAngleWidth;
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result.M[0][1] = 0;
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result.M[0][2] = (tanAngleRight + tanAngleLeft) / tanAngleWidth;
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result.M[0][3] = 0;
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result.M[1][0] = 0;
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result.M[1][1] = 2 / tanAngleHeight;
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result.M[1][2] = (tanAngleUp + tanAngleDown) / tanAngleHeight;
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result.M[1][3] = 0;
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result.M[2][0] = 0;
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result.M[2][1] = 0;
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result.M[2][2] = -1;
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result.M[2][3] = -(nearZ + offsetZ);
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result.M[3][0] = 0;
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result.M[3][1] = 0;
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result.M[3][2] = -1;
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result.M[3][3] = 0;
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} else {
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// normal projection
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result.M[0][0] = 2 / tanAngleWidth;
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result.M[0][1] = 0;
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result.M[0][2] = (tanAngleRight + tanAngleLeft) / tanAngleWidth;
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result.M[0][3] = 0;
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result.M[1][0] = 0;
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result.M[1][1] = 2 / tanAngleHeight;
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result.M[1][2] = (tanAngleUp + tanAngleDown) / tanAngleHeight;
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result.M[1][3] = 0;
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result.M[2][0] = 0;
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result.M[2][1] = 0;
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result.M[2][2] = -(farZ + offsetZ) / (farZ - nearZ);
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result.M[2][3] = -(farZ * (nearZ + offsetZ)) / (farZ - nearZ);
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result.M[3][0] = 0;
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result.M[3][1] = 0;
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result.M[3][2] = -1;
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result.M[3][3] = 0;
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}
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return result;
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}
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ovrMatrix4f ovrMatrix4f_CreateRotation(const float radiansX, const float radiansY, const float radiansZ) {
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const float sinX = sinf(radiansX);
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const float cosX = cosf(radiansX);
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const ovrMatrix4f rotationX = {
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{{1, 0, 0, 0}, {0, cosX, -sinX, 0}, {0, sinX, cosX, 0}, {0, 0, 0, 1}}};
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const float sinY = sinf(radiansY);
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const float cosY = cosf(radiansY);
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const ovrMatrix4f rotationY = {
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{{cosY, 0, sinY, 0}, {0, 1, 0, 0}, {-sinY, 0, cosY, 0}, {0, 0, 0, 1}}};
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const float sinZ = sinf(radiansZ);
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const float cosZ = cosf(radiansZ);
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const ovrMatrix4f rotationZ = {
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{{cosZ, -sinZ, 0, 0}, {sinZ, cosZ, 0, 0}, {0, 0, 1, 0}, {0, 0, 0, 1}}};
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const ovrMatrix4f rotationXY = ovrMatrix4f_Multiply(&rotationY, &rotationX);
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return ovrMatrix4f_Multiply(&rotationZ, &rotationXY);
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}
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ovrMatrix4f ovrMatrix4f_Inverse(const ovrMatrix4f* m) {
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const float rcpDet = 1.0f /
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(m->M[0][0] * ovrMatrix4f_Minor(m, 1, 2, 3, 1, 2, 3) -
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m->M[0][1] * ovrMatrix4f_Minor(m, 1, 2, 3, 0, 2, 3) +
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m->M[0][2] * ovrMatrix4f_Minor(m, 1, 2, 3, 0, 1, 3) -
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m->M[0][3] * ovrMatrix4f_Minor(m, 1, 2, 3, 0, 1, 2));
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ovrMatrix4f out;
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out.M[0][0] = ovrMatrix4f_Minor(m, 1, 2, 3, 1, 2, 3) * rcpDet;
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out.M[0][1] = -ovrMatrix4f_Minor(m, 0, 2, 3, 1, 2, 3) * rcpDet;
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out.M[0][2] = ovrMatrix4f_Minor(m, 0, 1, 3, 1, 2, 3) * rcpDet;
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out.M[0][3] = -ovrMatrix4f_Minor(m, 0, 1, 2, 1, 2, 3) * rcpDet;
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out.M[1][0] = -ovrMatrix4f_Minor(m, 1, 2, 3, 0, 2, 3) * rcpDet;
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out.M[1][1] = ovrMatrix4f_Minor(m, 0, 2, 3, 0, 2, 3) * rcpDet;
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out.M[1][2] = -ovrMatrix4f_Minor(m, 0, 1, 3, 0, 2, 3) * rcpDet;
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out.M[1][3] = ovrMatrix4f_Minor(m, 0, 1, 2, 0, 2, 3) * rcpDet;
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out.M[2][0] = ovrMatrix4f_Minor(m, 1, 2, 3, 0, 1, 3) * rcpDet;
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out.M[2][1] = -ovrMatrix4f_Minor(m, 0, 2, 3, 0, 1, 3) * rcpDet;
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out.M[2][2] = ovrMatrix4f_Minor(m, 0, 1, 3, 0, 1, 3) * rcpDet;
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out.M[2][3] = -ovrMatrix4f_Minor(m, 0, 1, 2, 0, 1, 3) * rcpDet;
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out.M[3][0] = -ovrMatrix4f_Minor(m, 1, 2, 3, 0, 1, 2) * rcpDet;
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out.M[3][1] = ovrMatrix4f_Minor(m, 0, 2, 3, 0, 1, 2) * rcpDet;
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out.M[3][2] = -ovrMatrix4f_Minor(m, 0, 1, 3, 0, 1, 2) * rcpDet;
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out.M[3][3] = ovrMatrix4f_Minor(m, 0, 1, 2, 0, 1, 2) * rcpDet;
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return out;
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}
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/// Use left-multiplication to accumulate transformations.
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ovrMatrix4f ovrMatrix4f_Multiply(const ovrMatrix4f* a, const ovrMatrix4f* b) {
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ovrMatrix4f out;
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out.M[0][0] = a->M[0][0] * b->M[0][0] + a->M[0][1] * b->M[1][0] + a->M[0][2] * b->M[2][0] +
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a->M[0][3] * b->M[3][0];
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out.M[1][0] = a->M[1][0] * b->M[0][0] + a->M[1][1] * b->M[1][0] + a->M[1][2] * b->M[2][0] +
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a->M[1][3] * b->M[3][0];
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out.M[2][0] = a->M[2][0] * b->M[0][0] + a->M[2][1] * b->M[1][0] + a->M[2][2] * b->M[2][0] +
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a->M[2][3] * b->M[3][0];
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out.M[3][0] = a->M[3][0] * b->M[0][0] + a->M[3][1] * b->M[1][0] + a->M[3][2] * b->M[2][0] +
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a->M[3][3] * b->M[3][0];
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out.M[0][1] = a->M[0][0] * b->M[0][1] + a->M[0][1] * b->M[1][1] + a->M[0][2] * b->M[2][1] +
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a->M[0][3] * b->M[3][1];
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out.M[1][1] = a->M[1][0] * b->M[0][1] + a->M[1][1] * b->M[1][1] + a->M[1][2] * b->M[2][1] +
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a->M[1][3] * b->M[3][1];
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out.M[2][1] = a->M[2][0] * b->M[0][1] + a->M[2][1] * b->M[1][1] + a->M[2][2] * b->M[2][1] +
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a->M[2][3] * b->M[3][1];
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out.M[3][1] = a->M[3][0] * b->M[0][1] + a->M[3][1] * b->M[1][1] + a->M[3][2] * b->M[2][1] +
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a->M[3][3] * b->M[3][1];
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out.M[0][2] = a->M[0][0] * b->M[0][2] + a->M[0][1] * b->M[1][2] + a->M[0][2] * b->M[2][2] +
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a->M[0][3] * b->M[3][2];
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out.M[1][2] = a->M[1][0] * b->M[0][2] + a->M[1][1] * b->M[1][2] + a->M[1][2] * b->M[2][2] +
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a->M[1][3] * b->M[3][2];
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out.M[2][2] = a->M[2][0] * b->M[0][2] + a->M[2][1] * b->M[1][2] + a->M[2][2] * b->M[2][2] +
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a->M[2][3] * b->M[3][2];
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out.M[3][2] = a->M[3][0] * b->M[0][2] + a->M[3][1] * b->M[1][2] + a->M[3][2] * b->M[2][2] +
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a->M[3][3] * b->M[3][2];
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out.M[0][3] = a->M[0][0] * b->M[0][3] + a->M[0][1] * b->M[1][3] + a->M[0][2] * b->M[2][3] +
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a->M[0][3] * b->M[3][3];
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out.M[1][3] = a->M[1][0] * b->M[0][3] + a->M[1][1] * b->M[1][3] + a->M[1][2] * b->M[2][3] +
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a->M[1][3] * b->M[3][3];
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out.M[2][3] = a->M[2][0] * b->M[0][3] + a->M[2][1] * b->M[1][3] + a->M[2][2] * b->M[2][3] +
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a->M[2][3] * b->M[3][3];
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out.M[3][3] = a->M[3][0] * b->M[0][3] + a->M[3][1] * b->M[1][3] + a->M[3][2] * b->M[2][3] +
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a->M[3][3] * b->M[3][3];
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return out;
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}
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XrVector3f ovrMatrix4f_ToEulerAngles(const ovrMatrix4f* m) {
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XrVector4f v1 = {0, 0, -1, 0};
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XrVector4f v2 = {1, 0, 0, 0};
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XrVector4f v3 = {0, 1, 0, 0};
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XrVector4f forwardInVRSpace = XrVector4f_MultiplyMatrix4f(m, &v1);
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XrVector4f rightInVRSpace = XrVector4f_MultiplyMatrix4f(m, &v2);
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XrVector4f upInVRSpace = XrVector4f_MultiplyMatrix4f(m, &v3);
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XrVector3f forward = {-forwardInVRSpace.z, -forwardInVRSpace.x, forwardInVRSpace.y};
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XrVector3f right = {-rightInVRSpace.z, -rightInVRSpace.x, rightInVRSpace.y};
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XrVector3f up = {-upInVRSpace.z, -upInVRSpace.x, upInVRSpace.y};
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XrVector3f forwardNormal = XrVector3f_Normalized(forward);
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XrVector3f rightNormal = XrVector3f_Normalized(right);
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XrVector3f upNormal = XrVector3f_Normalized(up);
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return XrVector3f_GetAnglesFromVectors(forwardNormal, rightNormal, upNormal);
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}
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/*
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================================================================================
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XrPosef
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================================================================================
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*/
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XrPosef XrPosef_Identity() {
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XrPosef r;
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r.orientation.x = 0;
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r.orientation.y = 0;
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r.orientation.z = 0;
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r.orientation.w = 1;
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r.position.x = 0;
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r.position.y = 0;
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r.position.z = 0;
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return r;
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XrPosef r;
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r.orientation.x = 0;
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r.orientation.y = 0;
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r.orientation.z = 0;
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r.orientation.w = 1;
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r.position.x = 0;
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r.position.y = 0;
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r.position.z = 0;
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return r;
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}
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XrPosef XrPosef_Inverse(const XrPosef a) {
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return b;
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}
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XrPosef XrPosef_Multiply(const XrPosef a, const XrPosef b) {
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XrPosef c;
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c.orientation = XrQuaternionf_Multiply(a.orientation, b.orientation);
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c.position = XrPosef_Transform(a, b.position);
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return c;
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}
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XrVector3f XrPosef_Transform(const XrPosef a, const XrVector3f v) {
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XrVector3f r0 = XrQuaternionf_Rotate(a.orientation, v);
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return XrVector3f_Add(r0, a.position);
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}
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/*
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================================================================================
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@ -329,8 +99,56 @@ XrVector3f XrQuaternionf_Rotate(const XrQuaternionf a, const XrVector3f v) {
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}
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||||
XrVector3f XrQuaternionf_ToEulerAngles(const XrQuaternionf q) {
|
||||
ovrMatrix4f m = ovrMatrix4f_CreateFromQuaternion( &q );
|
||||
return ovrMatrix4f_ToEulerAngles(&m);
|
||||
float M[16];
|
||||
XrQuaternionf_ToMatrix4f( &q, M);
|
||||
|
||||
XrVector4f v1 = {0, 0, -1, 0};
|
||||
XrVector4f v2 = {1, 0, 0, 0};
|
||||
XrVector4f v3 = {0, 1, 0, 0};
|
||||
|
||||
XrVector4f forwardInVRSpace = XrVector4f_MultiplyMatrix4f(M, &v1);
|
||||
XrVector4f rightInVRSpace = XrVector4f_MultiplyMatrix4f(M, &v2);
|
||||
XrVector4f upInVRSpace = XrVector4f_MultiplyMatrix4f(M, &v3);
|
||||
|
||||
XrVector3f forward = {-forwardInVRSpace.z, -forwardInVRSpace.x, forwardInVRSpace.y};
|
||||
XrVector3f right = {-rightInVRSpace.z, -rightInVRSpace.x, rightInVRSpace.y};
|
||||
XrVector3f up = {-upInVRSpace.z, -upInVRSpace.x, upInVRSpace.y};
|
||||
|
||||
XrVector3f forwardNormal = XrVector3f_Normalized(forward);
|
||||
XrVector3f rightNormal = XrVector3f_Normalized(right);
|
||||
XrVector3f upNormal = XrVector3f_Normalized(up);
|
||||
|
||||
return XrVector3f_GetAnglesFromVectors(forwardNormal, rightNormal, upNormal);
|
||||
}
|
||||
|
||||
void XrQuaternionf_ToMatrix4f(const XrQuaternionf* q, float* matrix) {
|
||||
const float ww = q->w * q->w;
|
||||
const float xx = q->x * q->x;
|
||||
const float yy = q->y * q->y;
|
||||
const float zz = q->z * q->z;
|
||||
|
||||
float M[4][4];
|
||||
M[0][0] = ww + xx - yy - zz;
|
||||
M[0][1] = 2 * (q->x * q->y - q->w * q->z);
|
||||
M[0][2] = 2 * (q->x * q->z + q->w * q->y);
|
||||
M[0][3] = 0;
|
||||
|
||||
M[1][0] = 2 * (q->x * q->y + q->w * q->z);
|
||||
M[1][1] = ww - xx + yy - zz;
|
||||
M[1][2] = 2 * (q->y * q->z - q->w * q->x);
|
||||
M[1][3] = 0;
|
||||
|
||||
M[2][0] = 2 * (q->x * q->z - q->w * q->y);
|
||||
M[2][1] = 2 * (q->y * q->z + q->w * q->x);
|
||||
M[2][2] = ww - xx - yy + zz;
|
||||
M[2][3] = 0;
|
||||
|
||||
M[3][0] = 0;
|
||||
M[3][1] = 0;
|
||||
M[3][2] = 0;
|
||||
M[3][3] = 1;
|
||||
|
||||
memcpy(matrix, &M, sizeof(float) * 16);
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -341,22 +159,10 @@ XrVector3f, XrVector4f
|
|||
================================================================================
|
||||
*/
|
||||
|
||||
float XrVector3f_Length(const XrVector3f v) {
|
||||
return sqrtf(XrVector3f_LengthSquared(v));
|
||||
}
|
||||
|
||||
float XrVector3f_LengthSquared(const XrVector3f v) {
|
||||
return v.x * v.x + v.y * v.y + v.z * v.z;;
|
||||
}
|
||||
|
||||
XrVector3f XrVector3f_Add(const XrVector3f u, const XrVector3f v) {
|
||||
XrVector3f w;
|
||||
w.x = u.x + v.x;
|
||||
w.y = u.y + v.y;
|
||||
w.z = u.z + v.z;
|
||||
return w;
|
||||
}
|
||||
|
||||
XrVector3f XrVector3f_GetAnglesFromVectors(const XrVector3f forward, const XrVector3f right, const XrVector3f up) {
|
||||
float sr, sp, sy, cr, cp, cy;
|
||||
|
||||
|
@ -397,7 +203,7 @@ XrVector3f XrVector3f_GetAnglesFromVectors(const XrVector3f forward, const XrVec
|
|||
}
|
||||
|
||||
XrVector3f XrVector3f_Normalized(const XrVector3f v) {
|
||||
float rcpLen = 1.0f / XrVector3f_Length(v);
|
||||
float rcpLen = 1.0f / sqrtf(XrVector3f_LengthSquared(v));
|
||||
return XrVector3f_ScalarMultiply(v, rcpLen);
|
||||
}
|
||||
|
||||
|
@ -409,11 +215,14 @@ XrVector3f XrVector3f_ScalarMultiply(const XrVector3f v, float scale) {
|
|||
return u;
|
||||
}
|
||||
|
||||
XrVector4f XrVector4f_MultiplyMatrix4f(const ovrMatrix4f* a, const XrVector4f* v) {
|
||||
XrVector4f XrVector4f_MultiplyMatrix4f(const float* m, const XrVector4f* v) {
|
||||
float M[4][4];
|
||||
memcpy(&M, m, sizeof(float) * 16);
|
||||
|
||||
XrVector4f out;
|
||||
out.x = a->M[0][0] * v->x + a->M[0][1] * v->y + a->M[0][2] * v->z + a->M[0][3] * v->w;
|
||||
out.y = a->M[1][0] * v->x + a->M[1][1] * v->y + a->M[1][2] * v->z + a->M[1][3] * v->w;
|
||||
out.z = a->M[2][0] * v->x + a->M[2][1] * v->y + a->M[2][2] * v->z + a->M[2][3] * v->w;
|
||||
out.w = a->M[3][0] * v->x + a->M[3][1] * v->y + a->M[3][2] * v->z + a->M[3][3] * v->w;
|
||||
out.x = M[0][0] * v->x + M[0][1] * v->y + M[0][2] * v->z + M[0][3] * v->w;
|
||||
out.y = M[1][0] * v->x + M[1][1] * v->y + M[1][2] * v->z + M[1][3] * v->w;
|
||||
out.z = M[2][0] * v->x + M[2][1] * v->y + M[2][2] * v->z + M[2][3] * v->w;
|
||||
out.w = M[3][0] * v->x + M[3][1] * v->y + M[3][2] * v->z + M[3][3] * v->w;
|
||||
return out;
|
||||
}
|
||||
|
|
|
@ -7,27 +7,12 @@
|
|||
#define EPSILON 0.001f
|
||||
#endif
|
||||
|
||||
typedef struct {
|
||||
float M[4][4];
|
||||
} ovrMatrix4f;
|
||||
|
||||
float ToDegrees(float rad);
|
||||
float ToRadians(float deg);
|
||||
|
||||
// ovrMatrix4f
|
||||
float ovrMatrix4f_Minor(const ovrMatrix4f* m, int r0, int r1, int r2, int c0, int c1, int c2);
|
||||
ovrMatrix4f ovrMatrix4f_CreateFromQuaternion(const XrQuaternionf* q);
|
||||
ovrMatrix4f ovrMatrix4f_CreateProjectionFov(const float angleLeft, const float angleRight, const float angleUp, const float angleDown, const float nearZ, const float farZ);
|
||||
ovrMatrix4f ovrMatrix4f_CreateRotation(const float radiansX, const float radiansY, const float radiansZ);
|
||||
ovrMatrix4f ovrMatrix4f_Inverse(const ovrMatrix4f* m);
|
||||
ovrMatrix4f ovrMatrix4f_Multiply(const ovrMatrix4f* a, const ovrMatrix4f* b);
|
||||
XrVector3f ovrMatrix4f_ToEulerAngles(const ovrMatrix4f* m);
|
||||
|
||||
// XrPosef
|
||||
XrPosef XrPosef_Identity();
|
||||
XrPosef XrPosef_Inverse(const XrPosef a);
|
||||
XrPosef XrPosef_Multiply(const XrPosef a, const XrPosef b);
|
||||
XrVector3f XrPosef_Transform(const XrPosef a, const XrVector3f v);
|
||||
|
||||
// XrQuaternionf
|
||||
XrQuaternionf XrQuaternionf_CreateFromVectorAngle(const XrVector3f axis, const float angle);
|
||||
|
@ -35,12 +20,11 @@ XrQuaternionf XrQuaternionf_Inverse(const XrQuaternionf q);
|
|||
XrQuaternionf XrQuaternionf_Multiply(const XrQuaternionf a, const XrQuaternionf b);
|
||||
XrVector3f XrQuaternionf_Rotate(const XrQuaternionf a, const XrVector3f v);
|
||||
XrVector3f XrQuaternionf_ToEulerAngles(const XrQuaternionf q);
|
||||
void XrQuaternionf_ToMatrix4f(const XrQuaternionf* q, float* m);
|
||||
|
||||
// XrVector3f, XrVector4f
|
||||
float XrVector3f_Length(const XrVector3f v);
|
||||
float XrVector3f_LengthSquared(const XrVector3f v);
|
||||
XrVector3f XrVector3f_Add(const XrVector3f u, const XrVector3f v);
|
||||
XrVector3f XrVector3f_GetAnglesFromVectors(const XrVector3f forward, const XrVector3f right, const XrVector3f up);
|
||||
XrVector3f XrVector3f_Normalized(const XrVector3f v);
|
||||
XrVector3f XrVector3f_ScalarMultiply(const XrVector3f v, float scale);
|
||||
XrVector4f XrVector4f_MultiplyMatrix4f(const ovrMatrix4f* a, const XrVector4f* v);
|
||||
XrVector4f XrVector4f_MultiplyMatrix4f(const float* m, const XrVector4f* v);
|
||||
|
|
|
@ -16,7 +16,7 @@ XrPosef invViewTransform[2];
|
|||
XrFrameState frameState = {};
|
||||
bool initialized = false;
|
||||
bool stageSupported = false;
|
||||
ovrMatrix4f vrMatrix[VR_MATRIX_COUNT];
|
||||
float vrMatrix[VR_MATRIX_COUNT][16];
|
||||
int vrConfig[VR_CONFIG_MAX] = {};
|
||||
float vrConfigFloat[VR_CONFIG_FLOAT_MAX] = {};
|
||||
|
||||
|
@ -306,8 +306,35 @@ bool VR_InitFrame( engine_t* engine ) {
|
|||
// Update matrices
|
||||
for (int matrix = 0; matrix < VR_MATRIX_COUNT; matrix++) {
|
||||
if ((matrix == VR_PROJECTION_MATRIX_LEFT_EYE) || (matrix == VR_PROJECTION_MATRIX_RIGHT_EYE)) {
|
||||
float nearPlane = VR_GetConfigFloat(VR_CONFIG_FOV_SCALE) / 200.0f;
|
||||
vrMatrix[matrix] = ovrMatrix4f_CreateProjectionFov(fov.angleLeft, fov.angleRight, fov.angleUp, fov.angleDown, nearPlane, 0.0f );
|
||||
float nearZ = VR_GetConfigFloat(VR_CONFIG_FOV_SCALE) / 200.0f;
|
||||
float tanAngleLeft = tanf(fov.angleLeft);
|
||||
float tanAngleRight = tanf(fov.angleRight);
|
||||
float tanAngleDown = tanf(fov.angleDown);
|
||||
float tanAngleUp = tanf(fov.angleUp);
|
||||
|
||||
float M[4][4];
|
||||
M[0][0] = 2 / (tanAngleRight - tanAngleLeft);
|
||||
M[0][1] = 0;
|
||||
M[0][2] = (tanAngleRight + tanAngleLeft) / (tanAngleRight - tanAngleLeft);
|
||||
M[0][3] = 0;
|
||||
|
||||
M[1][0] = 0;
|
||||
M[1][1] = 2 / (tanAngleUp - tanAngleDown);
|
||||
M[1][2] = (tanAngleUp + tanAngleDown) / (tanAngleUp - tanAngleDown);
|
||||
M[1][3] = 0;
|
||||
|
||||
// place the far plane at infinity
|
||||
M[2][0] = 0;
|
||||
M[2][1] = 0;
|
||||
M[2][2] = -1;
|
||||
M[2][3] = -(nearZ + nearZ);
|
||||
|
||||
M[3][0] = 0;
|
||||
M[3][1] = 0;
|
||||
M[3][2] = -1;
|
||||
M[3][3] = 0;
|
||||
|
||||
memcpy(vrMatrix[matrix], M, sizeof(float) * 16);
|
||||
} else if ((matrix == VR_VIEW_MATRIX_LEFT_EYE) || (matrix == VR_VIEW_MATRIX_RIGHT_EYE)) {
|
||||
bool flatScreen = false;
|
||||
XrPosef invView = invViewTransform[0];
|
||||
|
@ -340,36 +367,39 @@ bool VR_InitFrame( engine_t* engine ) {
|
|||
invView.orientation = XrQuaternionf_Multiply(roll, XrQuaternionf_Multiply(pitch, yaw));
|
||||
}
|
||||
|
||||
vrMatrix[matrix] = ovrMatrix4f_CreateFromQuaternion(&invView.orientation);
|
||||
float M[16];
|
||||
XrQuaternionf_ToMatrix4f(&invView.orientation, M);
|
||||
memcpy(&M, M, sizeof(float) * 16);
|
||||
|
||||
float scale = VR_GetConfigFloat(VR_CONFIG_6DOF_SCALE);
|
||||
if (!flatScreen && vrConfig[VR_CONFIG_6DOF_ENABLED]) {
|
||||
vrMatrix[matrix].M[0][3] -= hmdposition.x * (vrConfig[VR_CONFIG_MIRROR_AXIS_X] ? -1.0f : 1.0f) * scale;
|
||||
vrMatrix[matrix].M[1][3] -= hmdposition.y * (vrConfig[VR_CONFIG_MIRROR_AXIS_Y] ? -1.0f : 1.0f) * scale;
|
||||
vrMatrix[matrix].M[2][3] -= hmdposition.z * (vrConfig[VR_CONFIG_MIRROR_AXIS_Z] ? -1.0f : 1.0f) * scale;
|
||||
M[12] -= hmdposition.x * (vrConfig[VR_CONFIG_MIRROR_AXIS_X] ? -1.0f : 1.0f) * scale;
|
||||
M[13] -= hmdposition.y * (vrConfig[VR_CONFIG_MIRROR_AXIS_Y] ? -1.0f : 1.0f) * scale;
|
||||
M[14] -= hmdposition.z * (vrConfig[VR_CONFIG_MIRROR_AXIS_Z] ? -1.0f : 1.0f) * scale;
|
||||
}
|
||||
if (fabsf(VR_GetConfigFloat(VR_CONFIG_CAMERA_DISTANCE)) > 0.0f) {
|
||||
XrVector3f forward = {0.0f, 0.0f, VR_GetConfigFloat(VR_CONFIG_CAMERA_DISTANCE) * scale};
|
||||
forward = XrQuaternionf_Rotate(invView.orientation, forward);
|
||||
forward = XrVector3f_ScalarMultiply(forward, vrConfig[VR_CONFIG_MIRROR_AXIS_Z] ? -1.0f : 1.0f);
|
||||
vrMatrix[matrix].M[0][3] += forward.x;
|
||||
vrMatrix[matrix].M[1][3] += forward.y;
|
||||
vrMatrix[matrix].M[2][3] += forward.z;
|
||||
M[12] += forward.x;
|
||||
M[13] += forward.y;
|
||||
M[14] += forward.z;
|
||||
}
|
||||
if (fabsf(VR_GetConfigFloat(VR_CONFIG_CAMERA_HEIGHT)) > 0.0f) {
|
||||
XrVector3f up = {0.0f, -VR_GetConfigFloat(VR_CONFIG_CAMERA_HEIGHT) * scale, 0.0f};
|
||||
up = XrQuaternionf_Rotate(invView.orientation, up);
|
||||
up = XrVector3f_ScalarMultiply(up, vrConfig[VR_CONFIG_MIRROR_AXIS_Y] ? -1.0f : 1.0f);
|
||||
vrMatrix[matrix].M[0][3] += up.x;
|
||||
vrMatrix[matrix].M[1][3] += up.y;
|
||||
vrMatrix[matrix].M[2][3] += up.z;
|
||||
M[12] += up.x;
|
||||
M[13] += up.y;
|
||||
M[14] += up.z;
|
||||
}
|
||||
if (fabsf(VR_GetConfigFloat(VR_CONFIG_CAMERA_SIDE)) > 0.0f) {
|
||||
XrVector3f side = {-VR_GetConfigFloat(VR_CONFIG_CAMERA_SIDE) * scale, 0.0f, 0.0f};
|
||||
side = XrQuaternionf_Rotate(invView.orientation, side);
|
||||
side = XrVector3f_ScalarMultiply(side, vrConfig[VR_CONFIG_MIRROR_AXIS_X] ? -1.0f : 1.0f);
|
||||
vrMatrix[matrix].M[0][3] += side.x;
|
||||
vrMatrix[matrix].M[1][3] += side.y;
|
||||
vrMatrix[matrix].M[2][3] += side.z;
|
||||
M[12] += side.x;
|
||||
M[13] += side.y;
|
||||
M[14] += side.z;
|
||||
}
|
||||
if (vrConfig[VR_CONFIG_HAS_UNIT_SCALE] && (matrix == VR_VIEW_MATRIX_RIGHT_EYE)) {
|
||||
float dx = fabs(invViewTransform[1].position.x - invViewTransform[0].position.x);
|
||||
|
@ -379,10 +409,11 @@ bool VR_InitFrame( engine_t* engine ) {
|
|||
XrVector3f separation = {ipd * scale, 0.0f, 0.0f};
|
||||
separation = XrQuaternionf_Rotate(invView.orientation, separation);
|
||||
separation = XrVector3f_ScalarMultiply(separation, vrConfig[VR_CONFIG_MIRROR_AXIS_Z] ? -1.0f : 1.0f);
|
||||
vrMatrix[matrix].M[0][3] -= separation.x;
|
||||
vrMatrix[matrix].M[1][3] -= separation.y;
|
||||
vrMatrix[matrix].M[2][3] -= separation.z;
|
||||
M[12] -= separation.x;
|
||||
M[13] -= separation.y;
|
||||
M[14] -= separation.z;
|
||||
}
|
||||
memcpy(vrMatrix[matrix], M, sizeof(float) * 16);
|
||||
} else {
|
||||
assert(false);
|
||||
}
|
||||
|
@ -550,6 +581,6 @@ void* VR_BindFramebuffer(engine_t *engine) {
|
|||
return ovrFramebuffer_SetCurrent(&engine->appState.Renderer.FrameBuffer[fboIndex]);
|
||||
}
|
||||
|
||||
ovrMatrix4f VR_GetMatrix( VRMatrix matrix ) {
|
||||
float* VR_GetMatrix( VRMatrix matrix ) {
|
||||
return vrMatrix[matrix];
|
||||
}
|
||||
|
|
|
@ -67,4 +67,4 @@ float VR_GetConfigFloat( VRConfigFloat config );
|
|||
void VR_SetConfigFloat( VRConfigFloat config, float value );
|
||||
|
||||
void* VR_BindFramebuffer(engine_t *engine);
|
||||
ovrMatrix4f VR_GetMatrix( VRMatrix matrix );
|
||||
float* VR_GetMatrix( VRMatrix matrix );
|
||||
|
|
Loading…
Add table
Reference in a new issue