rust-webvr 0.19.0

Safe rust API that provides a way to interact with Virtual Reality headsets and integration with vendor specific SDKs like OpenVR and Oculus. The API is inspired on the easy to use WebVR API but adapted to Rust design patterns
Documentation
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#![cfg(feature = "googlevr")]
use {VRDisplay, VRDisplayData, VRDisplayCapabilities, VRFramebuffer, VRFramebufferAttributes,
    VREvent, VRDisplayEvent, VREyeParameters, VRFrameData, VRLayer, VRViewport, VRGamepadPtr};
use super::service::GoogleVRService;
use super::gamepad::{GoogleVRGamepad, GoogleVRGamepadPtr};
use rust_webvr_api::utils;
#[cfg(target_os="android")]
use rust_webvr_api::jni_utils::JNIScope;
use gl;
use gvr_sys as gvr;
use gvr_sys::gvr_feature::*;
use gvr_sys::gvr_color_format_type::*;
use gvr_sys::gvr_depth_stencil_format_type::*;
use std::ffi::CStr;
use std::sync::Arc;
use std::cell::RefCell;
use std::ptr;
use std::mem;
use std::sync::Mutex;

pub type GoogleVRDisplayPtr = Arc<RefCell<GoogleVRDisplay>>;

// 50ms is a good estimate recommended by the GVR Team.
// It takes in account the time between frame submission (without vsync) and 
// when the rendered image is sent to the physical pixels on the display.
const PREDICTION_OFFSET_NANOS: i64 = 50000000; // 50ms

pub struct GoogleVRDisplay {
    service: *const GoogleVRService,
    gamepad: Option<GoogleVRGamepadPtr>,
    ctx: *mut gvr::gvr_context,
    viewport_list: *mut gvr::gvr_buffer_viewport_list,
    left_eye_vp: *mut gvr::gvr_buffer_viewport,
    right_eye_vp: *mut gvr::gvr_buffer_viewport,
    render_size: gvr::gvr_sizei,
    swap_chain: *mut gvr::gvr_swap_chain,
    frame: *mut gvr::gvr_frame,
    frame_bound: bool,
    synced_head_matrix: gvr::gvr_mat4f,
    fbo_id: u32,
    fbo_texture: u32,
    display_id: u32,
    presenting: bool,
    paused: bool,
    new_events_hint: bool,
    pending_events: Mutex<Vec<VREvent>>,
    processed_events: Mutex<Vec<VREvent>>,
    attributes: VRFramebufferAttributes,
}

unsafe impl Send for GoogleVRDisplay {}
unsafe impl Sync for GoogleVRDisplay {}

impl VRDisplay for GoogleVRDisplay {

    fn id(&self) -> u32 {
        self.display_id
    }

    fn data(&self) -> VRDisplayData {
        let mut data = VRDisplayData::default();

        let (vendor, model) = unsafe {
            (to_string(gvr::gvr_get_viewer_vendor(self.ctx)), to_string(gvr::gvr_get_viewer_model(self.ctx)))
        };
        if vendor.is_empty() {
            data.display_name = model;
        } else {
            data.display_name = format!("{} {}", vendor, model);
        }
        data.display_id = self.display_id;
        data.connected = true;
    
        self.fetch_capabilities(&mut data.capabilities);
        unsafe {
            self.fetch_eye_parameters(&mut data.left_eye_parameters, &mut data.right_eye_parameters);
        }
        data.stage_parameters = None;

        data
    }

    fn fetch_gamepads(&mut self) -> Result<Vec<VRGamepadPtr>,String> {
        Ok(self.gamepad.clone().map(|d| d as VRGamepadPtr).into_iter().collect())
    }

    fn immediate_frame_data(&self, near: f64, far: f64) -> VRFrameData {
        let mut data = VRFrameData::default();
        unsafe {
            let time = gvr::gvr_get_time_point_now();
            let head_matrix = self.fetch_head_matrix(&time);
            self.fetch_frame_data(&mut data, &head_matrix, near as f32, far as f32);
        };
        
        data
    }

    fn synced_frame_data(&self, near: f64, far: f64) -> VRFrameData {
        let mut data = VRFrameData::default();
        self.fetch_frame_data(&mut data, &self.synced_head_matrix, near as f32, far as f32);
        
        data
    }

    fn reset_pose(&mut self) {
        // On the Daydream platform, recentering is handled automatically and should never
        // be triggered programatically by applications. Hybrid apps that support both
        // Only call this function when in Cardboard mode
        unsafe {
            if gvr::gvr_get_viewer_type(self.ctx) == gvr::gvr_viewer_type::GVR_VIEWER_TYPE_CARDBOARD as i32 {
                gvr::gvr_reset_tracking(self.ctx);
            }
        }
    }

    fn sync_poses(&mut self) {
        self.handle_events();
        if !self.presenting {
            self.start_present(None);
        }

        unsafe {
            if !self.frame.is_null() {
                warn!("submit_frame not called");
                // Release acquired frame if the user has not called submit_Frame()
                gvr::gvr_frame_submit(mem::transmute(&self.frame), self.viewport_list, self.synced_head_matrix);
            }

            self.update_recommended_buffer_viewports();
            // Handle resize
            let size = self.recommended_render_size();
            if size.width != self.render_size.width || size.height != self.render_size.height {
                gvr::gvr_swap_chain_resize_buffer(self.swap_chain, 0, size);
                self.render_size = size;
            }

            self.frame = gvr::gvr_swap_chain_acquire_frame(self.swap_chain);
        }

        // Predict head matrix
        let mut time = unsafe { gvr::gvr_get_time_point_now() };
        time.monotonic_system_time_nanos += PREDICTION_OFFSET_NANOS;
        self.synced_head_matrix = self.fetch_head_matrix(&time);
    }

    fn bind_framebuffer(&mut self, _eye_index: u32) {
        // No op
        if self.frame.is_null() {
            warn!("null frame with context");
            return;
        }

        unsafe {
            if self.frame_bound {
                // Required to avoid some warnings from the GVR SDK.
                // It doesn't like binding the same framebuffer multiple times.
                gvr::gvr_frame_unbind(self.frame);
            }
            // gvr_frame_bind_buffer may make the current active texture unit dirty
            let mut active_unit = 0;
            gl::GetIntegerv(gl::ACTIVE_TEXTURE, &mut active_unit);

            // Bind daydream FBO
            gvr::gvr_frame_bind_buffer(self.frame, 0);
            self.frame_bound = true;

            // Restore texture unit
            gl::ActiveTexture(active_unit as u32);
        }
    }

    fn get_framebuffers(&self) -> Vec<VRFramebuffer> {
        if self.attributes.multiview {
            vec![VRFramebuffer {
                    eye_index: 0,
                    attributes: self.attributes,
                    viewport: VRViewport::new(0, 0, self.render_size.width / 2, self.render_size.height)
                }]
        } else {
            vec![VRFramebuffer {
                    eye_index: 0,
                    attributes: self.attributes,
                    viewport: VRViewport::new(0, 0, self.render_size.width / 2, self.render_size.height)
                },
                VRFramebuffer {
                    eye_index: 1,
                    attributes: self.attributes,
                    viewport: VRViewport::new(self.render_size.width / 2, 0, self.render_size.width/2, self.render_size.height)
                }]
        }
    }

    fn render_layer(&mut self, layer: &VRLayer) {
        if self.frame.is_null() {
            warn!("null frame when calling render_layer");
            return;
        }
        debug_assert!(self.fbo_id > 0);

        unsafe {
            // Save current fbo to restore it when the frame is submitted.
            let mut current_fbo = 0;
            gl::GetIntegerv(gl::FRAMEBUFFER_BINDING, &mut current_fbo);

            if self.fbo_texture != layer.texture_id {
                // Attach external texture to the used later in BlitFramebuffer.
                gl::BindFramebuffer(gl::FRAMEBUFFER, self.fbo_id);
                gl::FramebufferTexture2D(gl::FRAMEBUFFER,
                                        gl::COLOR_ATTACHMENT0,
                                        gl::TEXTURE_2D,
                                        layer.texture_id, 0);
                self.fbo_texture = layer.texture_id;
            }

            let texture_size = layer.texture_size.unwrap_or_else(|| {
                (self.render_size.width as u32, self.render_size.height as u32)
            });

            // BlitFramebuffer: external texture to gvr pixel buffer
            self.bind_framebuffer(0);
            gl::BindFramebuffer(gl::READ_FRAMEBUFFER, self.fbo_id);
            gl::BlitFramebuffer(0, 0, texture_size.0 as i32, texture_size.1 as i32,
                                0, 0, self.render_size.width, self.render_size.height,
                                gl::COLOR_BUFFER_BIT, gl::LINEAR);
            gvr::gvr_frame_unbind(self.frame);
            self.frame_bound = false;
            // Restore bound fbo
            gl::BindFramebuffer(gl::FRAMEBUFFER, current_fbo as u32);

            // set up uvs
            gvr::gvr_buffer_viewport_set_source_uv(self.left_eye_vp, gvr_texture_bounds(&layer.left_bounds));
            gvr::gvr_buffer_viewport_set_source_uv(self.right_eye_vp, gvr_texture_bounds(&layer.right_bounds));
        }
    }

    fn submit_frame(&mut self) {
        if self.frame.is_null() {
            warn!("null frame with context");
            return;
        }

        unsafe {
            if self.frame_bound {
                gvr::gvr_frame_unbind(self.frame);
                self.frame_bound = false;
            }
            // submit frame
            gvr::gvr_frame_submit(mem::transmute(&self.frame), self.viewport_list, self.synced_head_matrix);
        }
    }

    #[cfg(target_os = "android")]
    fn start_present(&mut self, attributes: Option<VRFramebufferAttributes>) {
        if self.presenting {
            return;
        }
        if let Some(attributes) = attributes {
            self.attributes = attributes;
        }
        self.presenting = true;
        unsafe {
            if let Ok(jni_scope) = JNIScope::attach() {
                let jni = jni_scope.jni();
                let env = jni_scope.env;
                let method = jni_scope.get_method((*self.service).java_class, "startPresent", "()V", false);
                (jni.CallVoidMethod)(env, (*self.service).java_object, method);
            }
        }

        if self.swap_chain.is_null() {
            unsafe {
                self.initialize_gl();
                debug_assert!(!self.swap_chain.is_null());
            }
        }
    }

    #[cfg(not(target_os = "android"))]
    fn start_present(&mut self, attributes: Option<VRFramebufferAttributes>) {
        if self.presenting {
            return;
        }
        if let Some(attributes) = attributes {
            self.attributes = attributes;
        }
        self.presenting = true;
        if self.swap_chain.is_null() {
            unsafe {
                self.initialize_gl();
                debug_assert!(!self.swap_chain.is_null());
            }
        }
    }

    // Hint to indicate that we are going to stop sending frames to the device
    #[cfg(target_os = "android")]
    fn stop_present(&mut self) {
        if !self.presenting {
            return;
        }
        self.presenting = false;
        unsafe {
            if let Ok(jni_scope) = JNIScope::attach() {
                let jni = jni_scope.jni();
                let env = jni_scope.env;
                let method = jni_scope.get_method((*self.service).java_class, "stopPresent", "()V", false);
                (jni.CallVoidMethod)(env, (*self.service).java_object, method);
            }
        }
    }

    #[cfg(not(target_os = "android"))]
    fn stop_present(&mut self) {
        self.presenting = false;
    }
}

impl GoogleVRDisplay {
    pub unsafe fn new(service: *const GoogleVRService,
                      ctx: *mut gvr::gvr_context,
                      controller_ctx: *mut gvr::gvr_controller_context) -> Arc<RefCell<GoogleVRDisplay>> {
        let list = gvr::gvr_buffer_viewport_list_create(ctx);

        // gvr_refresh_viewer_profile must be called before getting recommended bufer viewports.
        gvr::gvr_refresh_viewer_profile(ctx);

        // Gets the recommended buffer viewport configuration, populating a previously
        // allocated gvr_buffer_viewport_list object. The updated values include the
        // per-eye recommended viewport and field of view for the target.
        gvr::gvr_get_recommended_buffer_viewports(ctx, list);

        // Create viewport buffers for both eyes.
        let left_eye_vp = gvr::gvr_buffer_viewport_create(ctx);
        gvr::gvr_buffer_viewport_list_get_item(list, gvr::gvr_eye::GVR_LEFT_EYE as usize, left_eye_vp);
        let right_eye_vp = gvr::gvr_buffer_viewport_create(ctx);
        gvr::gvr_buffer_viewport_list_get_item(list, gvr::gvr_eye::GVR_RIGHT_EYE as usize, right_eye_vp);

        let display_id = utils::new_id();
        let gamepad = GoogleVRGamepad::new(ctx, controller_ctx, display_id).ok();

        if gamepad.is_none() {
            warn!("No googlevr gamepad found");
        }

        Arc::new(RefCell::new(GoogleVRDisplay {
            service: service,
            ctx: ctx,
            viewport_list: list,
            left_eye_vp: left_eye_vp,
            right_eye_vp: right_eye_vp,
            render_size: gvr::gvr_sizei {
                width: 0,
                height: 0,
            },
            swap_chain: ptr::null_mut(),
            frame: ptr::null_mut(),
            frame_bound: false,
            synced_head_matrix: gvr_identity_matrix(),
            fbo_id: 0,
            fbo_texture: 0,
            display_id,
            presenting: false,
            paused: false,
            new_events_hint: false,
            pending_events: Mutex::new(Vec::new()),
            processed_events: Mutex::new(Vec::new()),
            attributes: Default::default(),
            gamepad
        }))
    }

    pub fn gamepad(&self) -> Option<&GoogleVRGamepadPtr> {
        self.gamepad.as_ref()
    }

    unsafe fn initialize_gl(&mut self) {
        // Note: In some scenarios gvr_initialize_gl crashes if gvr_refresh_viewer_profile call isn't called before.
        gvr::gvr_refresh_viewer_profile(self.ctx);
        // Initializes gvr necessary GL-related objects.
        gvr::gvr_initialize_gl(self.ctx);

        // GVR_FEATURE_MULTIVIEW must be checked after gvr_initialize_gl is called or the function will crash. 
        if self.attributes.multiview && !gvr::gvr_is_feature_supported(self.ctx, GVR_FEATURE_MULTIVIEW as i32) {
            self.attributes.multiview = false;
            warn!("Multiview not supported. Fallback to standar framebuffer.")
        }

        // Create a framebuffer required to attach and
        // blit the external texture into the main gvr pixel buffer.
        gl::GenFramebuffers(1, &mut self.fbo_id);

        // Initialize gvr swap chain
        let spec = gvr::gvr_buffer_spec_create(self.ctx);
        self.render_size = self.recommended_render_size();

        if self.attributes.multiview {
            // Multiview requires half size because the buffer is a texture array with 2 half width layers.
            gvr::gvr_buffer_spec_set_multiview_layers(spec, 2);
            gvr::gvr_buffer_spec_set_size(spec, gvr::gvr_sizei {
                width: self.render_size.width / 2,
                height: self.render_size.height
            });
        } else {
            gvr::gvr_buffer_spec_set_size(spec, self.render_size);
        }

        if self.attributes.multisampling {
            gvr::gvr_buffer_spec_set_samples(spec, 2);
        } else {
            gvr::gvr_buffer_spec_set_samples(spec, 0);
        }
        gvr::gvr_buffer_spec_set_color_format(spec, GVR_COLOR_FORMAT_RGBA_8888 as i32);

        if self.attributes.depth {
            gvr::gvr_buffer_spec_set_depth_stencil_format(spec, GVR_DEPTH_STENCIL_FORMAT_DEPTH_16 as i32);
        } else {
            gvr::gvr_buffer_spec_set_depth_stencil_format(spec, GVR_DEPTH_STENCIL_FORMAT_NONE as i32);
        }

        self.swap_chain = gvr::gvr_swap_chain_create(self.ctx, mem::transmute(&spec), 1);
        gvr::gvr_buffer_spec_destroy(mem::transmute(&spec));
    }

    fn fetch_capabilities(&self, capabilities: &mut VRDisplayCapabilities) {
        capabilities.can_present = true;
        capabilities.has_orientation = true;
        capabilities.has_external_display = false;
        capabilities.has_position = false;
    }

    unsafe fn fetch_eye(&self, out: &mut VREyeParameters, eye: gvr::gvr_eye, viewport: *mut gvr::gvr_buffer_viewport) {
        let eye_fov = gvr::gvr_buffer_viewport_get_source_fov(viewport);

        out.field_of_view.up_degrees = eye_fov.top as f64;
        out.field_of_view.right_degrees = eye_fov.right as f64;
        out.field_of_view.down_degrees = eye_fov.bottom as f64;
        out.field_of_view.left_degrees = eye_fov.left as f64;

        let eye_mat = gvr::gvr_get_eye_from_head_matrix(self.ctx, eye as i32);
        out.offset = [-eye_mat.m[0][3], -eye_mat.m[1][3], -eye_mat.m[2][3]];
    }

    fn recommended_render_size(&self) -> gvr::gvr_sizei {
        // GVR SDK states that thee maximum effective render target size can be very large.
        // Most applications need to scale down to compensate.
        // Half pixel sizes are used by scaling each dimension by sqrt(2)/2 ~= 7/10ths.
        let render_target_size = unsafe { gvr::gvr_get_maximum_effective_render_target_size(self.ctx) };
        gvr::gvr_sizei {
            width: (7 * render_target_size.width) / 10,
            height: (7 * render_target_size.height) / 10
        }
    }

    unsafe fn fetch_eye_parameters(&self, left: &mut VREyeParameters, right: &mut VREyeParameters) {
        // Set fov and offset
        self.fetch_eye(left, gvr::gvr_eye::GVR_LEFT_EYE, self.left_eye_vp);
        self.fetch_eye(right, gvr::gvr_eye::GVR_RIGHT_EYE, self.right_eye_vp);

        let render_size = self.recommended_render_size();
        
        left.render_width = render_size.width as u32 / 2;
        left.render_height = render_size.height as u32;
        right.render_width = left.render_width;
        right.render_height = left.render_height;
    }

    fn fetch_head_matrix(&self, next_vsync: &gvr::gvr_clock_time_point) -> gvr::gvr_mat4f {
        unsafe {
            let m = gvr::gvr_get_head_space_from_start_space_rotation(self.ctx, *next_vsync);
            gvr::gvr_apply_neck_model(self.ctx, m, 1.0)
        }
    }

    fn fetch_frame_data(&self,
                        out: &mut VRFrameData,
                        head_mat: &gvr::gvr_mat4f,
                        near: f32,
                        far: f32) {
    
        self.update_recommended_buffer_viewports();

        // Get matrices from gvr.
        let left_eye = unsafe { gvr::gvr_get_eye_from_head_matrix(self.ctx, gvr::gvr_eye::GVR_LEFT_EYE as i32) };
        let right_eye = unsafe { gvr::gvr_get_eye_from_head_matrix(self.ctx, gvr::gvr_eye::GVR_RIGHT_EYE as i32) };

        // Convert gvr matrices to rust slices.
        let head_matrix = gvr_mat4_to_array(&head_mat);
        let mut view_matrix:[f32; 16] = unsafe { mem::uninitialized() };
        utils::inverse_matrix(&head_matrix, &mut view_matrix);

        let left_eye = gvr_mat4_to_array(&left_eye);
        let right_eye = gvr_mat4_to_array(&right_eye);

        // View matrix must by multiplied by each eye_to_head transformation matrix.
        utils::multiply_matrix(&left_eye, &view_matrix, &mut out.left_view_matrix);
        utils::multiply_matrix(&right_eye, &view_matrix, &mut out.right_view_matrix);

        // Projection matrices
        let left_fov = unsafe { gvr::gvr_buffer_viewport_get_source_fov(self.left_eye_vp) };
        let right_fov = unsafe { gvr::gvr_buffer_viewport_get_source_fov(self.right_eye_vp) };
        out.left_projection_matrix = fov_to_projection_matrix(&left_fov, near, far);
        out.right_projection_matrix = fov_to_projection_matrix(&right_fov, near, far);

        out.pose.orientation = Some(utils::matrix_to_quat(&view_matrix));
        out.pose.position = Some([view_matrix[12], view_matrix[13], view_matrix[14]]);

        // Timestamp
        out.timestamp = utils::timestamp();
    }

    fn update_recommended_buffer_viewports(&self) {
        unsafe {
            gvr::gvr_get_recommended_buffer_viewports(self.ctx, self.viewport_list);
            if self.attributes.multiview {
                // gvr_get_recommended_buffer_viewports function assumes that the client is not 
                // using multiview to render to multiple layers simultaneously.
                // The uv and source layers need to be updated for multiview.
                let fullscreen_uv = gvr_texture_bounds(&[0.0, 0.0, 1.0, 1.0]);
                // Left eye
                gvr::gvr_buffer_viewport_set_source_uv(self.left_eye_vp, fullscreen_uv);
                gvr::gvr_buffer_viewport_set_source_layer(self.left_eye_vp, 0);
                // Right eye
                gvr::gvr_buffer_viewport_set_source_uv(self.right_eye_vp, fullscreen_uv);
                gvr::gvr_buffer_viewport_set_source_layer(self.right_eye_vp, 1);
                // Update viewport list
                gvr::gvr_buffer_viewport_list_set_item(self.viewport_list, 0, self.left_eye_vp);
                gvr::gvr_buffer_viewport_list_set_item(self.viewport_list, 1, self.right_eye_vp);
            }
        }
    }

    // Warning: this function is called from java Main thread
    // Use mutexes to ensure thread safety and process the event in sync with the render loop.
    #[allow(dead_code)]
    pub unsafe fn pause(&mut self) {
        let mut pending = self.pending_events.lock().unwrap();
        pending.push(VRDisplayEvent::Pause(self.display_id).into());

        self.new_events_hint = true;
        if let Some(ref gamepad) = self.gamepad {
            (*gamepad.as_ptr()).pause();
        }
    }

    // Warning: this function is called from java Main thread
    // Use mutexes to ensure thread safety and process the event in sync with the render loop.
    #[allow(dead_code)]
    pub unsafe fn resume(&mut self) {
        let mut pending = self.pending_events.lock().unwrap();
        pending.push(VRDisplayEvent::Resume(self.display_id).into());

        self.new_events_hint = true;
        if let Some(ref gamepad) = self.gamepad {
            (*gamepad.as_ptr()).resume();
        }
    }

    fn handle_events(&mut self) {
        if !self.new_events_hint {
            // Optimization to avoid mutex locks every frame
            // It doesn't matter if events are processed in the next loop iteration
            return;
        }
        
        let mut pending: Vec<VREvent> = {
            let mut pending_events = self.pending_events.lock().unwrap();
            self.new_events_hint = false;
            let res = (*pending_events).drain(..).collect();
            res
        };
        

        for event in &pending {
            match *event {
                VREvent::Display(ref ev) => {
                    self.handle_display_event(&ev);
                },
                _ => {}
            }
        }

        let mut processed = self.processed_events.lock().unwrap();
        processed.extend(pending.drain(..));
    }

    fn handle_display_event(&mut self, event: &VRDisplayEvent) {
        match *event {
            VRDisplayEvent::Pause(_) => {
                if self.paused {
                    return;
                }
                unsafe {
                    gvr::gvr_pause_tracking(self.ctx);
                }
                self.paused = true;
            },
            VRDisplayEvent::Resume(_) => {
                if !self.paused {
                    return;
                }
                unsafe {
                    gvr::gvr_resume_tracking(self.ctx);
                    // Very important to call refresh after a resume event.
                    // If not called GvrLayout java view shows a black screen
                    gvr::gvr_refresh_viewer_profile(self.ctx);
                }
                self.paused = false;
            }
            _ => {}
        }
    }

    pub fn poll_events(&mut self, out: &mut Vec<VREvent>) {
        self.handle_events();
        let mut processed = self.processed_events.lock().unwrap();
        out.extend(processed.drain(..));
    }
}

impl Drop for GoogleVRDisplay {
    fn drop(&mut self) {
        unsafe {
            if self.fbo_id > 0 {
                gl::DeleteFramebuffers(1, mem::transmute(&self.fbo_id));
            }
            if !self.swap_chain.is_null() {
                gvr::gvr_swap_chain_destroy(mem::transmute(&self.swap_chain));
            }

            gvr::gvr_buffer_viewport_destroy(mem::transmute(&self.left_eye_vp));
            gvr::gvr_buffer_viewport_destroy(mem::transmute(&self.right_eye_vp));
            gvr::gvr_buffer_viewport_list_destroy(mem::transmute(&self.viewport_list));
        }
    }
}

// Helper functions

#[inline]
fn gvr_mat4_to_array(matrix: &gvr::gvr_mat4f) -> [f32; 16] {
    [matrix.m[0][0], matrix.m[0][1], matrix.m[0][2], matrix.m[0][3],
     matrix.m[1][0], matrix.m[1][1], matrix.m[1][2], matrix.m[1][3],
     matrix.m[2][0], matrix.m[2][1], matrix.m[2][2], matrix.m[2][3],
     matrix.m[3][0], matrix.m[3][1], matrix.m[3][2], matrix.m[3][3]]
}

#[inline]
fn fov_to_projection_matrix(fov: &gvr::gvr_rectf, near: f32, far: f32) -> [f32; 16] {
    let left = -fov.left.to_radians().tan() * near;
    let right = fov.right.to_radians().tan() * near;
    let top = fov.top.to_radians().tan() * near;
    let bottom = -fov.bottom.to_radians().tan() * near;
    frustum_matrix(left, right, bottom, top, near, far)
}

fn frustum_matrix(left: f32, right: f32, bottom: f32, top: f32, near: f32, far: f32) -> [f32; 16] {
    let r_width  = 1.0 / (right - left);
    let r_height = 1.0 / (top - bottom);
    let r_depth  = 1.0 / (near - far);
    let x = 2.0 * (near * r_width);
    let y = 2.0 * (near * r_height);
    let a = (right + left) * r_width;
    let b = (top + bottom) * r_height;
    let c = (far + near) * r_depth;
    let d = 2.0 * (far * near * r_depth);

    [x, 0.0, 0.0, 0.0,
     0.0, y, 0.0, 0.0,
     a, b, c, -1.0,
     0.0, 0.0, d, 0.0]
}

#[inline]
fn gvr_identity_matrix() -> gvr::gvr_mat4f {
    gvr::gvr_mat4f {
        m: [[1.0, 0.0, 0.0, 0.0],
            [0.0, 1.0, 0.0, 0.0],
            [0.0, 0.0, 1.0, 0.0],
            [0.0, 0.0, 0.0, 1.0]]
    }
}

#[inline]
fn gvr_texture_bounds(array: &[f32; 4]) -> gvr::gvr_rectf {
    gvr::gvr_rectf {
        left: array[0],
        right: array[0] + array[2],
        bottom: array[1],
        top: array[1] + array[3]
    }
}

fn to_string(ptr: *const ::std::os::raw::c_char) -> String {
    if ptr.is_null() {
        return String::new();
    }
    let result = unsafe { CStr::from_ptr(ptr as *const _) };
    result.to_string_lossy().into()
}