/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- * 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 #include "prlink.h" #include "prmem.h" #include "prenv.h" #include "nsString.h" #include "gfxPrefs.h" #include "gfxVR.h" #if defined(XP_WIN) #include "gfxVROculus.h" #endif #if defined(XP_WIN) || defined(XP_MACOSX) || defined(XP_LINUX) #include "gfxVROculus050.h" #endif #include "gfxVRCardboard.h" #include "mozilla/unused.h" #include "mozilla/layers/Compositor.h" #include "mozilla/layers/TextureHost.h" #ifndef M_PI # define M_PI 3.14159265358979323846 #endif using namespace mozilla; using namespace mozilla::gfx; Atomic VRHMDManager::sDeviceBase(0); VRHMDInfo::VRHMDInfo(VRHMDType aType, bool aUseMainThreadOrientation) { MOZ_COUNT_CTOR(VRHMDInfo); mDeviceInfo.mType = aType; mDeviceInfo.mDeviceID = VRHMDManager::AllocateDeviceID(); mDeviceInfo.mUseMainThreadOrientation = aUseMainThreadOrientation; } VRHMDInfo::~VRHMDInfo() { MOZ_COUNT_DTOR(VRHMDInfo); } /* static */ uint32_t VRHMDManager::AllocateDeviceID() { return ++sDeviceBase; } VRHMDRenderingSupport::RenderTargetSet::RenderTargetSet() : currentRenderTarget(0) { } VRHMDRenderingSupport::RenderTargetSet::~RenderTargetSet() { } Matrix4x4 VRFieldOfView::ConstructProjectionMatrix(float zNear, float zFar, bool rightHanded) { 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; }