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1 /*
2  * Copyright (C) 2010 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *      http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16 
17 #define LOG_TAG "OpenGLRenderer"
18 
19 #include <math.h>
20 #include <stdlib.h>
21 #include <string.h>
22 
23 #include <utils/Log.h>
24 
25 #include <SkMatrix.h>
26 
27 #include "utils/Compare.h"
28 #include "Matrix.h"
29 
30 namespace android {
31 namespace uirenderer {
32 
loadIdentity()33 void Matrix4::loadIdentity() {
34     data[kScaleX]       = 1.0f;
35     data[kSkewY]        = 0.0f;
36     data[2]             = 0.0f;
37     data[kPerspective0] = 0.0f;
38 
39     data[kSkewX]        = 0.0f;
40     data[kScaleY]       = 1.0f;
41     data[6]             = 0.0f;
42     data[kPerspective1] = 0.0f;
43 
44     data[8]             = 0.0f;
45     data[9]             = 0.0f;
46     data[kScaleZ]       = 1.0f;
47     data[11]            = 0.0f;
48 
49     data[kTranslateX]   = 0.0f;
50     data[kTranslateY]   = 0.0f;
51     data[kTranslateZ]   = 0.0f;
52     data[kPerspective2] = 1.0f;
53 
54     mIsIdentity = true;
55     mSimpleMatrix = true;
56 }
57 
changesBounds()58 bool Matrix4::changesBounds() {
59     return !(data[0] == 1.0f && data[1] == 0.0f && data[2] == 0.0f && data[4] == 0.0f &&
60              data[5] == 1.0f && data[6] == 0.0f && data[8] == 0.0f && data[9] == 0.0f &&
61              data[10] == 1.0f);
62 }
63 
isPureTranslate()64 bool Matrix4::isPureTranslate() {
65     return mSimpleMatrix && data[kScaleX] == 1.0f && data[kScaleY] == 1.0f;
66 }
67 
isSimple()68 bool Matrix4::isSimple() {
69     return mSimpleMatrix;
70 }
71 
isIdentity()72 bool Matrix4::isIdentity() {
73     return mIsIdentity;
74 }
75 
load(const float * v)76 void Matrix4::load(const float* v) {
77     memcpy(data, v, sizeof(data));
78     // TODO: Do something smarter here
79     mSimpleMatrix = false;
80     mIsIdentity = false;
81 }
82 
load(const Matrix4 & v)83 void Matrix4::load(const Matrix4& v) {
84     memcpy(data, v.data, sizeof(data));
85     mSimpleMatrix = v.mSimpleMatrix;
86     mIsIdentity = v.mIsIdentity;
87 }
88 
load(const SkMatrix & v)89 void Matrix4::load(const SkMatrix& v) {
90     memset(data, 0, sizeof(data));
91 
92     data[kScaleX]     = v[SkMatrix::kMScaleX];
93     data[kSkewX]      = v[SkMatrix::kMSkewX];
94     data[kTranslateX] = v[SkMatrix::kMTransX];
95 
96     data[kSkewY]      = v[SkMatrix::kMSkewY];
97     data[kScaleY]     = v[SkMatrix::kMScaleY];
98     data[kTranslateY] = v[SkMatrix::kMTransY];
99 
100     data[kPerspective0]  = v[SkMatrix::kMPersp0];
101     data[kPerspective1]  = v[SkMatrix::kMPersp1];
102     data[kPerspective2]  = v[SkMatrix::kMPersp2];
103 
104     data[kScaleZ] = 1.0f;
105 
106     mSimpleMatrix = (v.getType() <= (SkMatrix::kScale_Mask | SkMatrix::kTranslate_Mask));
107     mIsIdentity = v.isIdentity();
108 }
109 
copyTo(SkMatrix & v) const110 void Matrix4::copyTo(SkMatrix& v) const {
111     v.reset();
112 
113     v.set(SkMatrix::kMScaleX, data[kScaleX]);
114     v.set(SkMatrix::kMSkewX,  data[kSkewX]);
115     v.set(SkMatrix::kMTransX, data[kTranslateX]);
116 
117     v.set(SkMatrix::kMSkewY,  data[kSkewY]);
118     v.set(SkMatrix::kMScaleY, data[kScaleY]);
119     v.set(SkMatrix::kMTransY, data[kTranslateY]);
120 
121     v.set(SkMatrix::kMPersp0, data[kPerspective0]);
122     v.set(SkMatrix::kMPersp1, data[kPerspective1]);
123     v.set(SkMatrix::kMPersp2, data[kPerspective2]);
124 }
125 
loadInverse(const Matrix4 & v)126 void Matrix4::loadInverse(const Matrix4& v) {
127     double scale = 1.0 /
128             (v.data[kScaleX] * ((double) v.data[kScaleY]  * v.data[kPerspective2] -
129                     (double) v.data[kTranslateY] * v.data[kPerspective1]) +
130              v.data[kSkewX] * ((double) v.data[kTranslateY] * v.data[kPerspective0] -
131                      (double) v.data[kSkewY] * v.data[kPerspective2]) +
132              v.data[kTranslateX] * ((double) v.data[kSkewY] * v.data[kPerspective1] -
133                      (double) v.data[kScaleY] * v.data[kPerspective0]));
134 
135     data[kScaleX] = (v.data[kScaleY] * v.data[kPerspective2] -
136             v.data[kTranslateY] * v.data[kPerspective1])  * scale;
137     data[kSkewX] = (v.data[kTranslateX] * v.data[kPerspective1] -
138             v.data[kSkewX]  * v.data[kPerspective2]) * scale;
139     data[kTranslateX] = (v.data[kSkewX] * v.data[kTranslateY] -
140             v.data[kTranslateX] * v.data[kScaleY])  * scale;
141 
142     data[kSkewY] = (v.data[kTranslateY] * v.data[kPerspective0] -
143             v.data[kSkewY]  * v.data[kPerspective2]) * scale;
144     data[kScaleY] = (v.data[kScaleX] * v.data[kPerspective2] -
145             v.data[kTranslateX] * v.data[kPerspective0])  * scale;
146     data[kTranslateY] = (v.data[kTranslateX] * v.data[kSkewY] -
147             v.data[kScaleX]  * v.data[kTranslateY]) * scale;
148 
149     data[kPerspective0] = (v.data[kSkewY] * v.data[kPerspective1] -
150             v.data[kScaleY] * v.data[kPerspective0]) * scale;
151     data[kPerspective1] = (v.data[kSkewX] * v.data[kPerspective0] -
152             v.data[kScaleX] * v.data[kPerspective1]) * scale;
153     data[kPerspective2] = (v.data[kScaleX] * v.data[kScaleY] -
154             v.data[kSkewX] * v.data[kSkewY]) * scale;
155 
156     mSimpleMatrix = v.mSimpleMatrix;
157     mIsIdentity = v.mIsIdentity;
158 }
159 
copyTo(float * v) const160 void Matrix4::copyTo(float* v) const {
161     memcpy(v, data, sizeof(data));
162 }
163 
getTranslateX()164 float Matrix4::getTranslateX() {
165     return data[kTranslateX];
166 }
167 
getTranslateY()168 float Matrix4::getTranslateY() {
169     return data[kTranslateY];
170 }
171 
multiply(float v)172 void Matrix4::multiply(float v) {
173     for (int i = 0; i < 16; i++) {
174         data[i] *= v;
175     }
176     mIsIdentity = false;
177 }
178 
loadTranslate(float x,float y,float z)179 void Matrix4::loadTranslate(float x, float y, float z) {
180     loadIdentity();
181 
182     data[kTranslateX] = x;
183     data[kTranslateY] = y;
184     data[kTranslateZ] = z;
185 
186     mIsIdentity = false;
187 }
188 
loadScale(float sx,float sy,float sz)189 void Matrix4::loadScale(float sx, float sy, float sz) {
190     loadIdentity();
191 
192     data[kScaleX] = sx;
193     data[kScaleY] = sy;
194     data[kScaleZ] = sz;
195 
196     mIsIdentity = false;
197 }
198 
loadSkew(float sx,float sy)199 void Matrix4::loadSkew(float sx, float sy) {
200     loadIdentity();
201 
202     data[kScaleX]       = 1.0f;
203     data[kSkewX]        = sx;
204     data[kTranslateX]   = 0.0f;
205 
206     data[kSkewY]        = sy;
207     data[kScaleY]       = 1.0f;
208     data[kTranslateY]   = 0.0f;
209 
210     data[kPerspective0] = 0.0f;
211     data[kPerspective1] = 0.0f;
212     data[kPerspective2] = 1.0f;
213 
214     mSimpleMatrix = false;
215     mIsIdentity = false;
216 }
217 
loadRotate(float angle,float x,float y,float z)218 void Matrix4::loadRotate(float angle, float x, float y, float z) {
219     data[kPerspective0]  = 0.0f;
220     data[kPerspective1]  = 0.0f;
221     data[11]             = 0.0f;
222     data[kTranslateX]    = 0.0f;
223     data[kTranslateY]    = 0.0f;
224     data[kTranslateZ]    = 0.0f;
225     data[kPerspective2]  = 1.0f;
226 
227     angle *= float(M_PI / 180.0f);
228     float c = cosf(angle);
229     float s = sinf(angle);
230 
231     const float length = sqrtf(x * x + y * y + z * z);
232     float recipLen = 1.0f / length;
233     x *= recipLen;
234     y *= recipLen;
235     z *= recipLen;
236 
237     const float nc = 1.0f - c;
238     const float xy = x * y;
239     const float yz = y * z;
240     const float zx = z * x;
241     const float xs = x * s;
242     const float ys = y * s;
243     const float zs = z * s;
244 
245     data[kScaleX] = x * x * nc +  c;
246     data[kSkewX]  =    xy * nc - zs;
247     data[8]       =    zx * nc + ys;
248     data[kSkewY]  =    xy * nc + zs;
249     data[kScaleY] = y * y * nc +  c;
250     data[9]       =    yz * nc - xs;
251     data[2]       =    zx * nc - ys;
252     data[6]       =    yz * nc + xs;
253     data[kScaleZ] = z * z * nc +  c;
254 
255     mSimpleMatrix = false;
256     mIsIdentity = false;
257 }
258 
loadMultiply(const Matrix4 & u,const Matrix4 & v)259 void Matrix4::loadMultiply(const Matrix4& u, const Matrix4& v) {
260     for (int i = 0 ; i < 4 ; i++) {
261         float x = 0;
262         float y = 0;
263         float z = 0;
264         float w = 0;
265 
266         for (int j = 0 ; j < 4 ; j++) {
267             const float e = v.get(i, j);
268             x += u.get(j, 0) * e;
269             y += u.get(j, 1) * e;
270             z += u.get(j, 2) * e;
271             w += u.get(j, 3) * e;
272         }
273 
274         set(i, 0, x);
275         set(i, 1, y);
276         set(i, 2, z);
277         set(i, 3, w);
278     }
279 
280     mSimpleMatrix = u.mSimpleMatrix && v.mSimpleMatrix;
281     mIsIdentity = false;
282 }
283 
loadOrtho(float left,float right,float bottom,float top,float near,float far)284 void Matrix4::loadOrtho(float left, float right, float bottom, float top, float near, float far) {
285     loadIdentity();
286 
287     data[kScaleX] = 2.0f / (right - left);
288     data[kScaleY] = 2.0f / (top - bottom);
289     data[kScaleZ] = -2.0f / (far - near);
290     data[kTranslateX] = -(right + left) / (right - left);
291     data[kTranslateY] = -(top + bottom) / (top - bottom);
292     data[kTranslateZ] = -(far + near) / (far - near);
293 
294     mIsIdentity = false;
295 }
296 
297 #define MUL_ADD_STORE(a, b, c) a = (a) * (b) + (c)
298 
mapPoint(float & x,float & y) const299 void Matrix4::mapPoint(float& x, float& y) const {
300     if (mSimpleMatrix) {
301         MUL_ADD_STORE(x, data[kScaleX], data[kTranslateX]);
302         MUL_ADD_STORE(y, data[kScaleY], data[kTranslateY]);
303         return;
304     }
305 
306     float dx = x * data[kScaleX] + y * data[kSkewX] + data[kTranslateX];
307     float dy = x * data[kSkewY] + y * data[kScaleY] + data[kTranslateY];
308     float dz = x * data[kPerspective0] + y * data[kPerspective1] + data[kPerspective2];
309     if (dz) dz = 1.0f / dz;
310 
311     x = dx * dz;
312     y = dy * dz;
313 }
314 
mapRect(Rect & r) const315 void Matrix4::mapRect(Rect& r) const {
316     if (mSimpleMatrix) {
317         MUL_ADD_STORE(r.left, data[kScaleX], data[kTranslateX]);
318         MUL_ADD_STORE(r.right, data[kScaleX], data[kTranslateX]);
319         MUL_ADD_STORE(r.top, data[kScaleY], data[kTranslateY]);
320         MUL_ADD_STORE(r.bottom, data[kScaleY], data[kTranslateY]);
321 
322         if (r.left > r.right) {
323             float x = r.left;
324             r.left = r.right;
325             r.right = x;
326         }
327 
328         if (r.top > r.bottom) {
329             float y = r.top;
330             r.top = r.bottom;
331             r.bottom = y;
332         }
333 
334         return;
335     }
336 
337     float vertices[] = {
338         r.left, r.top,
339         r.right, r.top,
340         r.right, r.bottom,
341         r.left, r.bottom
342     };
343 
344     float x, y, z;
345 
346     for (int i = 0; i < 8; i+= 2) {
347         float px = vertices[i];
348         float py = vertices[i + 1];
349 
350         x = px * data[kScaleX] + py * data[kSkewX] + data[kTranslateX];
351         y = px * data[kSkewY] + py * data[kScaleY] + data[kTranslateY];
352         z = px * data[kPerspective0] + py * data[kPerspective1] + data[kPerspective2];
353         if (z) z = 1.0f / z;
354 
355         vertices[i] = x * z;
356         vertices[i + 1] = y * z;
357     }
358 
359     r.left = r.right = vertices[0];
360     r.top = r.bottom = vertices[1];
361 
362     for (int i = 2; i < 8; i += 2) {
363         x = vertices[i];
364         y = vertices[i + 1];
365 
366         if (x < r.left) r.left = x;
367         else if (x > r.right) r.right = x;
368         if (y < r.top) r.top = y;
369         else if (y > r.bottom) r.bottom = y;
370     }
371 }
372 
dump() const373 void Matrix4::dump() const {
374     ALOGD("Matrix4[simple=%d", mSimpleMatrix);
375     ALOGD("  %f %f %f %f", data[kScaleX], data[kSkewX], data[8], data[kTranslateX]);
376     ALOGD("  %f %f %f %f", data[kSkewY], data[kScaleY], data[9], data[kTranslateY]);
377     ALOGD("  %f %f %f %f", data[2], data[6], data[kScaleZ], data[kTranslateZ]);
378     ALOGD("  %f %f %f %f", data[kPerspective0], data[kPerspective1], data[11], data[kPerspective2]);
379     ALOGD("]");
380 }
381 
382 }; // namespace uirenderer
383 }; // namespace android
384