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1 /* libs/graphics/effects/SkCamera.cpp
2 **
3 ** Copyright 2006, The Android Open Source Project
4 **
5 ** Licensed under the Apache License, Version 2.0 (the "License");
6 ** you may not use this file except in compliance with the License.
7 ** You may obtain a copy of the License at
8 **
9 **     http://www.apache.org/licenses/LICENSE-2.0
10 **
11 ** Unless required by applicable law or agreed to in writing, software
12 ** distributed under the License is distributed on an "AS IS" BASIS,
13 ** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
14 ** See the License for the specific language governing permissions and
15 ** limitations under the License.
16 */
17 
18 #include "SkCamera.h"
19 
SkScalarDotDiv(int count,const SkScalar a[],int step_a,const SkScalar b[],int step_b,SkScalar denom)20 static SkScalar SkScalarDotDiv(int count, const SkScalar a[], int step_a,
21                                const SkScalar b[], int step_b,
22                                SkScalar denom) {
23 #ifdef SK_SCALAR_IS_FLOAT
24     float prod = 0;
25     for (int i = 0; i < count; i++) {
26         prod += a[0] * b[0];
27         a += step_a;
28         b += step_b;
29     }
30     return prod / denom;
31 #else
32     Sk64    prod, tmp;
33 
34     prod.set(0);
35     for (int i = 0; i < count; i++) {
36         tmp.setMul(a[0], b[0]);
37         prod.add(tmp);
38         a += step_a;
39         b += step_b;
40     }
41     prod.div(denom, Sk64::kRound_DivOption);
42     return prod.get32();
43 #endif
44 }
45 
SkScalarDot(int count,const SkScalar a[],int step_a,const SkScalar b[],int step_b)46 static SkScalar SkScalarDot(int count, const SkScalar a[], int step_a,
47                                        const SkScalar b[], int step_b) {
48 #ifdef SK_SCALAR_IS_FLOAT
49     float prod = 0;
50     for (int i = 0; i < count; i++) {
51         prod += a[0] * b[0];
52         a += step_a;
53         b += step_b;
54     }
55     return prod;
56 #else
57     Sk64    prod, tmp;
58 
59     prod.set(0);
60     for (int i = 0; i < count; i++) {
61         tmp.setMul(a[0], b[0]);
62         prod.add(tmp);
63         a += step_a;
64         b += step_b;
65     }
66     return prod.getFixed();
67 #endif
68 }
69 
70 ///////////////////////////////////////////////////////////////////////////////
71 
normalize(SkUnit3D * unit) const72 SkUnitScalar SkPoint3D::normalize(SkUnit3D* unit) const {
73 #ifdef SK_SCALAR_IS_FLOAT
74     float mag = sk_float_sqrt(fX*fX + fY*fY + fZ*fZ);
75     if (mag) {
76         float scale = 1.0f / mag;
77         unit->fX = fX * scale;
78         unit->fY = fY * scale;
79         unit->fZ = fZ * scale;
80     } else {
81         unit->fX = unit->fY = unit->fZ = 0;
82     }
83 #else
84     Sk64    tmp1, tmp2;
85 
86     tmp1.setMul(fX, fX);
87     tmp2.setMul(fY, fY);
88     tmp1.add(tmp2);
89     tmp2.setMul(fZ, fZ);
90     tmp1.add(tmp2);
91 
92     SkFixed mag = tmp1.getSqrt();
93     if (mag) {
94         // what if mag < SK_Fixed1 ??? we will underflow the fixdiv
95         SkFixed scale = SkFixedDiv(SK_Fract1, mag);
96         unit->fX = SkFixedMul(fX, scale);
97         unit->fY = SkFixedMul(fY, scale);
98         unit->fZ = SkFixedMul(fZ, scale);
99     } else {
100         unit->fX = unit->fY = unit->fZ = 0;
101     }
102 #endif
103     return mag;
104 }
105 
Dot(const SkUnit3D & a,const SkUnit3D & b)106 SkUnitScalar SkUnit3D::Dot(const SkUnit3D& a, const SkUnit3D& b) {
107     return  SkUnitScalarMul(a.fX, b.fX) +
108             SkUnitScalarMul(a.fY, b.fY) +
109             SkUnitScalarMul(a.fZ, b.fZ);
110 }
111 
Cross(const SkUnit3D & a,const SkUnit3D & b,SkUnit3D * cross)112 void SkUnit3D::Cross(const SkUnit3D& a, const SkUnit3D& b, SkUnit3D* cross) {
113     SkASSERT(cross);
114 
115     // use x,y,z, in case &a == cross or &b == cross
116 
117     SkScalar x = SkUnitScalarMul(a.fY, b.fZ) - SkUnitScalarMul(a.fZ, b.fY);
118     SkScalar y = SkUnitScalarMul(a.fZ, b.fX) - SkUnitScalarMul(a.fX, b.fY);
119     SkScalar z = SkUnitScalarMul(a.fX, b.fY) - SkUnitScalarMul(a.fY, b.fX);
120 
121     cross->set(x, y, z);
122 }
123 
124 ///////////////////////////////////////////////////////////////////////////////
125 
SkPatch3D()126 SkPatch3D::SkPatch3D() {
127     this->reset();
128 }
129 
reset()130 void SkPatch3D::reset() {
131     fOrigin.set(0, 0, 0);
132     fU.set(SK_Scalar1, 0, 0);
133     fV.set(0, -SK_Scalar1, 0);
134 }
135 
transform(const SkMatrix3D & m,SkPatch3D * dst) const136 void SkPatch3D::transform(const SkMatrix3D& m, SkPatch3D* dst) const {
137     if (dst == NULL) {
138         dst = (SkPatch3D*)this;
139     }
140     m.mapVector(fU, &dst->fU);
141     m.mapVector(fV, &dst->fV);
142     m.mapPoint(fOrigin, &dst->fOrigin);
143 }
144 
dotWith(SkScalar dx,SkScalar dy,SkScalar dz) const145 SkScalar SkPatch3D::dotWith(SkScalar dx, SkScalar dy, SkScalar dz) const {
146     SkScalar cx = SkScalarMul(fU.fY, fV.fZ) - SkScalarMul(fU.fZ, fV.fY);
147     SkScalar cy = SkScalarMul(fU.fZ, fV.fX) - SkScalarMul(fU.fX, fV.fY);
148     SkScalar cz = SkScalarMul(fU.fX, fV.fY) - SkScalarMul(fU.fY, fV.fX);
149 
150     return SkScalarMul(cx, dx) + SkScalarMul(cy, dy) + SkScalarMul(cz, dz);
151 }
152 
153 ///////////////////////////////////////////////////////////////////////////////
154 
reset()155 void SkMatrix3D::reset() {
156     memset(fMat, 0, sizeof(fMat));
157     fMat[0][0] = fMat[1][1] = fMat[2][2] = SK_Scalar1;
158 }
159 
setTranslate(SkScalar x,SkScalar y,SkScalar z)160 void SkMatrix3D::setTranslate(SkScalar x, SkScalar y, SkScalar z) {
161     memset(fMat, 0, sizeof(fMat));
162     fMat[0][0] = x;
163     fMat[1][1] = y;
164     fMat[2][2] = z;
165 }
166 
setRotateX(SkScalar degX)167 void SkMatrix3D::setRotateX(SkScalar degX) {
168     SkScalar    s, c;
169 
170     s = SkScalarSinCos(SkDegreesToRadians(degX), &c);
171     this->setRow(0, SK_Scalar1, 0, 0);
172     this->setRow(1, 0, c, -s);
173     this->setRow(2, 0, s, c);
174 }
175 
setRotateY(SkScalar degY)176 void SkMatrix3D::setRotateY(SkScalar degY) {
177     SkScalar    s, c;
178 
179     s = SkScalarSinCos(SkDegreesToRadians(degY), &c);
180     this->setRow(0, c, 0, -s);
181     this->setRow(1, 0, SK_Scalar1, 0);
182     this->setRow(2, s, 0, c);
183 }
184 
setRotateZ(SkScalar degZ)185 void SkMatrix3D::setRotateZ(SkScalar degZ) {
186     SkScalar    s, c;
187 
188     s = SkScalarSinCos(SkDegreesToRadians(degZ), &c);
189     this->setRow(0, c, -s, 0);
190     this->setRow(1, s, c, 0);
191     this->setRow(2, 0, 0, SK_Scalar1);
192 }
193 
preTranslate(SkScalar x,SkScalar y,SkScalar z)194 void SkMatrix3D::preTranslate(SkScalar x, SkScalar y, SkScalar z) {
195     SkScalar col[3] = { x, y, z};
196 
197     for (int i = 0; i < 3; i++) {
198         fMat[i][3] += SkScalarDot(3, &fMat[i][0], 1, col, 1);
199     }
200 }
201 
preRotateX(SkScalar degX)202 void SkMatrix3D::preRotateX(SkScalar degX) {
203     SkMatrix3D m;
204     m.setRotateX(degX);
205     this->setConcat(*this, m);
206 }
207 
preRotateY(SkScalar degY)208 void SkMatrix3D::preRotateY(SkScalar degY) {
209     SkMatrix3D m;
210     m.setRotateY(degY);
211     this->setConcat(*this, m);
212 }
213 
preRotateZ(SkScalar degZ)214 void SkMatrix3D::preRotateZ(SkScalar degZ) {
215     SkMatrix3D m;
216     m.setRotateZ(degZ);
217     this->setConcat(*this, m);
218 }
219 
setConcat(const SkMatrix3D & a,const SkMatrix3D & b)220 void SkMatrix3D::setConcat(const SkMatrix3D& a, const SkMatrix3D& b) {
221     SkMatrix3D  tmp;
222     SkMatrix3D* c = this;
223 
224     if (this == &a || this == &b) {
225         c = &tmp;
226     }
227     for (int i = 0; i < 3; i++) {
228         for (int j = 0; j < 3; j++) {
229             c->fMat[i][j] = SkScalarDot(3, &a.fMat[i][0], 1, &b.fMat[0][j], 4);
230         }
231         c->fMat[i][3] = SkScalarDot(3, &a.fMat[i][0], 1,
232                                     &b.fMat[0][3], 4) + a.fMat[i][3];
233     }
234 
235     if (c == &tmp) {
236         *this = tmp;
237     }
238 }
239 
mapPoint(const SkPoint3D & src,SkPoint3D * dst) const240 void SkMatrix3D::mapPoint(const SkPoint3D& src, SkPoint3D* dst) const {
241     SkScalar x = SkScalarDot(3, &fMat[0][0], 1, &src.fX, 1) + fMat[0][3];
242     SkScalar y = SkScalarDot(3, &fMat[1][0], 1, &src.fX, 1) + fMat[1][3];
243     SkScalar z = SkScalarDot(3, &fMat[2][0], 1, &src.fX, 1) + fMat[2][3];
244     dst->set(x, y, z);
245 }
246 
mapVector(const SkVector3D & src,SkVector3D * dst) const247 void SkMatrix3D::mapVector(const SkVector3D& src, SkVector3D* dst) const {
248     SkScalar x = SkScalarDot(3, &fMat[0][0], 1, &src.fX, 1);
249     SkScalar y = SkScalarDot(3, &fMat[1][0], 1, &src.fX, 1);
250     SkScalar z = SkScalarDot(3, &fMat[2][0], 1, &src.fX, 1);
251     dst->set(x, y, z);
252 }
253 
254 ///////////////////////////////////////////////////////////////////////////////
255 
SkCamera3D()256 SkCamera3D::SkCamera3D() {
257     this->reset();
258 }
259 
reset()260 void SkCamera3D::reset() {
261     fLocation.set(0, 0, -SkIntToScalar(576));   // 8 inches backward
262     fAxis.set(0, 0, SK_Scalar1);                // forward
263     fZenith.set(0, -SK_Scalar1, 0);             // up
264 
265     fObserver.set(0, 0, fLocation.fZ);
266 
267     fNeedToUpdate = true;
268 }
269 
update()270 void SkCamera3D::update() {
271     fNeedToUpdate = true;
272 }
273 
doUpdate() const274 void SkCamera3D::doUpdate() const {
275     SkUnit3D    axis, zenith, cross;
276 
277     fAxis.normalize(&axis);
278 
279     {
280         SkScalar dot = SkUnit3D::Dot(*(const SkUnit3D*)(const void*)&fZenith, axis);
281 
282         zenith.fX = fZenith.fX - SkUnitScalarMul(dot, axis.fX);
283         zenith.fY = fZenith.fY - SkUnitScalarMul(dot, axis.fY);
284         zenith.fZ = fZenith.fZ - SkUnitScalarMul(dot, axis.fZ);
285 
286         (void)((SkPoint3D*)(void*)&zenith)->normalize(&zenith);
287     }
288 
289     SkUnit3D::Cross(axis, zenith, &cross);
290 
291     {
292         SkMatrix* orien = &fOrientation;
293         SkScalar x = fObserver.fX;
294         SkScalar y = fObserver.fY;
295         SkScalar z = fObserver.fZ;
296 
297         orien->set(SkMatrix::kMScaleX, SkUnitScalarMul(x, axis.fX) - SkUnitScalarMul(z, cross.fX));
298         orien->set(SkMatrix::kMSkewX,  SkUnitScalarMul(x, axis.fY) - SkUnitScalarMul(z, cross.fY));
299         orien->set(SkMatrix::kMTransX, SkUnitScalarMul(x, axis.fZ) - SkUnitScalarMul(z, cross.fZ));
300         orien->set(SkMatrix::kMSkewY,  SkUnitScalarMul(y, axis.fX) - SkUnitScalarMul(z, zenith.fX));
301         orien->set(SkMatrix::kMScaleY, SkUnitScalarMul(y, axis.fY) - SkUnitScalarMul(z, zenith.fY));
302         orien->set(SkMatrix::kMTransY, SkUnitScalarMul(y, axis.fZ) - SkUnitScalarMul(z, zenith.fZ));
303         orien->set(SkMatrix::kMPersp0, axis.fX);
304         orien->set(SkMatrix::kMPersp1, axis.fY);
305         orien->set(SkMatrix::kMPersp2, axis.fZ);
306     }
307 }
308 
patchToMatrix(const SkPatch3D & quilt,SkMatrix * matrix) const309 void SkCamera3D::patchToMatrix(const SkPatch3D& quilt, SkMatrix* matrix) const {
310     if (fNeedToUpdate) {
311         this->doUpdate();
312         fNeedToUpdate = false;
313     }
314 
315     const SkScalar* mapPtr = (const SkScalar*)(const void*)&fOrientation;
316     const SkScalar* patchPtr;
317     SkPoint3D       diff;
318     SkScalar        dot;
319 
320     diff.fX = quilt.fOrigin.fX - fLocation.fX;
321     diff.fY = quilt.fOrigin.fY - fLocation.fY;
322     diff.fZ = quilt.fOrigin.fZ - fLocation.fZ;
323 
324     dot = SkUnit3D::Dot(*(const SkUnit3D*)(const void*)&diff,
325                         *(const SkUnit3D*)(((const SkScalar*)(const void*)&fOrientation) + 6));
326 
327     patchPtr = (const SkScalar*)&quilt;
328     matrix->set(SkMatrix::kMScaleX, SkScalarDotDiv(3, patchPtr, 1, mapPtr, 1, dot));
329     matrix->set(SkMatrix::kMSkewY,  SkScalarDotDiv(3, patchPtr, 1, mapPtr+3, 1, dot));
330     matrix->set(SkMatrix::kMPersp0, SkScalarDotDiv(3, patchPtr, 1, mapPtr+6, 1, dot));
331 
332     patchPtr += 3;
333     matrix->set(SkMatrix::kMSkewX,  SkScalarDotDiv(3, patchPtr, 1, mapPtr, 1, dot));
334     matrix->set(SkMatrix::kMScaleY, SkScalarDotDiv(3, patchPtr, 1, mapPtr+3, 1, dot));
335     matrix->set(SkMatrix::kMPersp1, SkScalarDotDiv(3, patchPtr, 1, mapPtr+6, 1, dot));
336 
337     patchPtr = (const SkScalar*)(const void*)&diff;
338     matrix->set(SkMatrix::kMTransX, SkScalarDotDiv(3, patchPtr, 1, mapPtr, 1, dot));
339     matrix->set(SkMatrix::kMTransY, SkScalarDotDiv(3, patchPtr, 1, mapPtr+3, 1, dot));
340     matrix->set(SkMatrix::kMPersp2, SK_UnitScalar1);
341 }
342 
343 ///////////////////////////////////////////////////////////////////////////////
344 
Sk3DView()345 Sk3DView::Sk3DView() {
346     fInitialRec.fMatrix.reset();
347     fRec = &fInitialRec;
348 }
349 
~Sk3DView()350 Sk3DView::~Sk3DView() {
351     Rec* rec = fRec;
352     while (rec != &fInitialRec) {
353         Rec* next = rec->fNext;
354         SkDELETE(rec);
355         rec = next;
356     }
357 }
358 
save()359 void Sk3DView::save() {
360     Rec* rec = SkNEW(Rec);
361     rec->fNext = fRec;
362     rec->fMatrix = fRec->fMatrix;
363     fRec = rec;
364 }
365 
restore()366 void Sk3DView::restore() {
367     SkASSERT(fRec != &fInitialRec);
368     Rec* next = fRec->fNext;
369     SkDELETE(fRec);
370     fRec = next;
371 }
372 
373 #ifdef ANDROID
setCameraLocation(SkScalar x,SkScalar y,SkScalar z)374 void Sk3DView::setCameraLocation(SkScalar x, SkScalar y, SkScalar z) {
375     // the camera location is passed in inches, set in pt
376     SkScalar lz = z * SkFloatToScalar(72.0f);
377     fCamera.fLocation.set(x * SkFloatToScalar(72.0f), y * SkFloatToScalar(72.0f), lz);
378     fCamera.fObserver.set(0, 0, lz);
379     fCamera.update();
380 
381 }
382 #endif
383 
translate(SkScalar x,SkScalar y,SkScalar z)384 void Sk3DView::translate(SkScalar x, SkScalar y, SkScalar z) {
385     fRec->fMatrix.preTranslate(x, y, z);
386 }
387 
rotateX(SkScalar deg)388 void Sk3DView::rotateX(SkScalar deg) {
389     fRec->fMatrix.preRotateX(deg);
390 }
391 
rotateY(SkScalar deg)392 void Sk3DView::rotateY(SkScalar deg) {
393     fRec->fMatrix.preRotateY(deg);
394 }
395 
rotateZ(SkScalar deg)396 void Sk3DView::rotateZ(SkScalar deg) {
397     fRec->fMatrix.preRotateZ(deg);
398 }
399 
dotWithNormal(SkScalar x,SkScalar y,SkScalar z) const400 SkScalar Sk3DView::dotWithNormal(SkScalar x, SkScalar y, SkScalar z) const {
401     SkPatch3D   patch;
402     patch.transform(fRec->fMatrix);
403     return patch.dotWith(x, y, z);
404 }
405 
getMatrix(SkMatrix * matrix) const406 void Sk3DView::getMatrix(SkMatrix* matrix) const {
407     if (matrix != NULL) {
408         SkPatch3D   patch;
409         patch.transform(fRec->fMatrix);
410         fCamera.patchToMatrix(patch, matrix);
411     }
412 }
413 
414 #include "SkCanvas.h"
415 
applyToCanvas(SkCanvas * canvas) const416 void Sk3DView::applyToCanvas(SkCanvas* canvas) const {
417     SkMatrix    matrix;
418 
419     this->getMatrix(&matrix);
420     canvas->concat(matrix);
421 }
422 
423