Пример #1
0
template <class PredictionTrait> OVR::Matrix4f GVRActivity<PredictionTrait>::DrawEyeView(const int eye, const float fovDegrees) {
    const OVR::Matrix4f view = GetEyeView(eye, fovDegrees);

    // Transpose view matrix from oculus to mvp_matrix to rendering correctly with gvrf renderer.
    mvp_matrix = glm::mat4(view.M[0][0], view.M[1][0], view.M[2][0],
            view.M[3][0], view.M[0][1], view.M[1][1], view.M[2][1],
            view.M[3][1], view.M[0][2], view.M[1][2], view.M[2][2],
            view.M[3][2], view.M[0][3], view.M[1][3], view.M[2][3],
            view.M[3][3]);

    SetMVPMatrix(mvp_matrix);

    glm::quat headRotation = PredictionTrait::getPrediction(this, (1 == eye ? 4.0f : 3.5f) / 60.0f);
    cameraRig->setRotation(headRotation);

    JNIEnv* jni = app->GetVrJni();
    jni->CallVoidMethod(javaObject, drawEyeViewMethodId, eye, fovDegrees);

    if (eye == 1) {
        jni->CallVoidMethod(javaObject, afterDrawEyesMethodId);
    }

    glm::mat4 view_matrix = camera->getViewMatrix();
    glm::mat4 projection_matrix = camera->getProjectionMatrix(); //gun
    glm::mat4 vp_matrix = glm::mat4(projection_matrix * view_matrix);

    OVR::Matrix4f view2 = OVR::Matrix4f(vp_matrix[0][0], vp_matrix[1][0],
            vp_matrix[2][0], vp_matrix[3][0], vp_matrix[0][1], vp_matrix[1][1],
            vp_matrix[2][1], vp_matrix[3][1], vp_matrix[0][2], vp_matrix[1][2],
            vp_matrix[2][2], vp_matrix[3][2], vp_matrix[0][3], vp_matrix[1][3],
            vp_matrix[2][3], vp_matrix[3][3]);

    return view2;

}
Пример #2
0
OVR::Matrix4f GVRActivity::DrawEyeView( const int eye, const float fovDegrees )
{
    const OVR::Matrix4f view = GetEyeView( eye, fovDegrees );

	// Transpose view matrix from oculus to mvp_matrix to rendering correctly with gvrf renderer.
    mvp_matrix = glm::mat4(
            view.M[0][0], view.M[1][0], view.M[2][0], view.M[3][0],
            view.M[0][1], view.M[1][1], view.M[2][1], view.M[3][1],
            view.M[0][2], view.M[1][2], view.M[2][2], view.M[3][2],
            view.M[0][3], view.M[1][3], view.M[2][3], view.M[3][3]);

    SetMVPMatrix(mvp_matrix);

    JNIEnv* jni = app->GetVrJni();
    jni->CallVoidMethod( javaObject, drawEyeViewMethodId, eye, fovDegrees );

    if(eye == 1) {
        jni->CallVoidMethod( javaObject, afterDrawEyesMethodId );
    }

    glm::mat4 view_matrix = camera->getViewMatrix();
    glm::mat4 projection_matrix = camera->getProjectionMatrix(); //gun
    glm::mat4 vp_matrix = glm::mat4(projection_matrix * view_matrix);

    OVR::Matrix4f view2 = OVR::Matrix4f(
    		vp_matrix[0][0], vp_matrix[1][0], vp_matrix[2][0], vp_matrix[3][0],
            vp_matrix[0][1], vp_matrix[1][1], vp_matrix[2][1], vp_matrix[3][1],
            vp_matrix[0][2], vp_matrix[1][2], vp_matrix[2][2], vp_matrix[3][2],
            vp_matrix[0][3], vp_matrix[1][3], vp_matrix[2][3], vp_matrix[3][3]);

    return view2;

}
Пример #3
0
template <class R> OVR::Matrix4f GVRActivityT<R>::DrawEyeView(const int eye, const float fovDegrees) {
    const OVR::Matrix4f view = GetEyeView(eye, fovDegrees);

    // Transpose view matrix from oculus to mvp_matrix to rendering correctly with gvrf renderer.
    mvp_matrix = glm::mat4(view.M[0][0], view.M[1][0], view.M[2][0],
            view.M[3][0], view.M[0][1], view.M[1][1], view.M[2][1],
            view.M[3][1], view.M[0][2], view.M[1][2], view.M[2][2],
            view.M[3][2], view.M[0][3], view.M[1][3], view.M[2][3],
            view.M[3][3]);

    SetMVPMatrix(mvp_matrix);

    if (!sensoredSceneUpdated_ && headRotationProvider_.receivingUpdates()) {
        sensoredSceneUpdated_ = updateSensoredScene();
    }
    glm::quat headRotation = headRotationProvider_.getPrediction(*this, (1 == eye ? 4.0f : 3.5f) / 60.0f);
    cameraRig_->getHeadTransform()->set_rotation(headRotation);

    JNIEnv* jni = app->GetVrJni();
    jni->CallVoidMethod(javaObject, drawEyeViewMethodId, eye, fovDegrees);

    if (eye == 1) {
        jni->CallVoidMethod(javaObject, afterDrawEyesMethodId);
    }

    glm::mat4 view_matrix = camera->getViewMatrix();
    glm::mat4 projection_matrix = camera->getProjectionMatrix(); //gun
    glm::mat4 vp_matrix = glm::mat4(projection_matrix * view_matrix);

    OVR::Matrix4f view2 = OVR::Matrix4f(vp_matrix[0][0], vp_matrix[1][0],
            vp_matrix[2][0], vp_matrix[3][0], vp_matrix[0][1], vp_matrix[1][1],
            vp_matrix[2][1], vp_matrix[3][1], vp_matrix[0][2], vp_matrix[1][2],
            vp_matrix[2][2], vp_matrix[3][2], vp_matrix[0][3], vp_matrix[1][3],
            vp_matrix[2][3], vp_matrix[3][3]);

    return view2;

}