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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() const58 bool Matrix4::changesBounds() const {
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() const64 bool Matrix4::isPureTranslate() const {
65     return mSimpleMatrix && data[kScaleX] == 1.0f && data[kScaleY] == 1.0f;
66 }
67 
isSimple() const68 bool Matrix4::isSimple() const {
69     return mSimpleMatrix;
70 }
71 
isIdentity() const72 bool Matrix4::isIdentity() const {
73     return mIsIdentity;
74 }
75 
isPerspective() const76 bool Matrix4::isPerspective() const {
77     return data[kPerspective0] != 0.0f || data[kPerspective1] != 0.0f ||
78             data[kPerspective2] != 1.0f;
79 }
80 
load(const float * v)81 void Matrix4::load(const float* v) {
82     memcpy(data, v, sizeof(data));
83     // TODO: Do something smarter here
84     mSimpleMatrix = false;
85     mIsIdentity = false;
86 }
87 
load(const Matrix4 & v)88 void Matrix4::load(const Matrix4& v) {
89     memcpy(data, v.data, sizeof(data));
90     mSimpleMatrix = v.mSimpleMatrix;
91     mIsIdentity = v.mIsIdentity;
92 }
93 
load(const SkMatrix & v)94 void Matrix4::load(const SkMatrix& v) {
95     memset(data, 0, sizeof(data));
96 
97     data[kScaleX]     = v[SkMatrix::kMScaleX];
98     data[kSkewX]      = v[SkMatrix::kMSkewX];
99     data[kTranslateX] = v[SkMatrix::kMTransX];
100 
101     data[kSkewY]      = v[SkMatrix::kMSkewY];
102     data[kScaleY]     = v[SkMatrix::kMScaleY];
103     data[kTranslateY] = v[SkMatrix::kMTransY];
104 
105     data[kPerspective0]  = v[SkMatrix::kMPersp0];
106     data[kPerspective1]  = v[SkMatrix::kMPersp1];
107     data[kPerspective2]  = v[SkMatrix::kMPersp2];
108 
109     data[kScaleZ] = 1.0f;
110 
111     mSimpleMatrix = (v.getType() <= (SkMatrix::kScale_Mask | SkMatrix::kTranslate_Mask));
112     mIsIdentity = v.isIdentity();
113 }
114 
copyTo(SkMatrix & v) const115 void Matrix4::copyTo(SkMatrix& v) const {
116     v.reset();
117 
118     v.set(SkMatrix::kMScaleX, data[kScaleX]);
119     v.set(SkMatrix::kMSkewX,  data[kSkewX]);
120     v.set(SkMatrix::kMTransX, data[kTranslateX]);
121 
122     v.set(SkMatrix::kMSkewY,  data[kSkewY]);
123     v.set(SkMatrix::kMScaleY, data[kScaleY]);
124     v.set(SkMatrix::kMTransY, data[kTranslateY]);
125 
126     v.set(SkMatrix::kMPersp0, data[kPerspective0]);
127     v.set(SkMatrix::kMPersp1, data[kPerspective1]);
128     v.set(SkMatrix::kMPersp2, data[kPerspective2]);
129 }
130 
loadInverse(const Matrix4 & v)131 void Matrix4::loadInverse(const Matrix4& v) {
132     double scale = 1.0 /
133             (v.data[kScaleX] * ((double) v.data[kScaleY]  * v.data[kPerspective2] -
134                     (double) v.data[kTranslateY] * v.data[kPerspective1]) +
135              v.data[kSkewX] * ((double) v.data[kTranslateY] * v.data[kPerspective0] -
136                      (double) v.data[kSkewY] * v.data[kPerspective2]) +
137              v.data[kTranslateX] * ((double) v.data[kSkewY] * v.data[kPerspective1] -
138                      (double) v.data[kScaleY] * v.data[kPerspective0]));
139 
140     data[kScaleX] = (v.data[kScaleY] * v.data[kPerspective2] -
141             v.data[kTranslateY] * v.data[kPerspective1])  * scale;
142     data[kSkewX] = (v.data[kTranslateX] * v.data[kPerspective1] -
143             v.data[kSkewX]  * v.data[kPerspective2]) * scale;
144     data[kTranslateX] = (v.data[kSkewX] * v.data[kTranslateY] -
145             v.data[kTranslateX] * v.data[kScaleY])  * scale;
146 
147     data[kSkewY] = (v.data[kTranslateY] * v.data[kPerspective0] -
148             v.data[kSkewY]  * v.data[kPerspective2]) * scale;
149     data[kScaleY] = (v.data[kScaleX] * v.data[kPerspective2] -
150             v.data[kTranslateX] * v.data[kPerspective0])  * scale;
151     data[kTranslateY] = (v.data[kTranslateX] * v.data[kSkewY] -
152             v.data[kScaleX]  * v.data[kTranslateY]) * scale;
153 
154     data[kPerspective0] = (v.data[kSkewY] * v.data[kPerspective1] -
155             v.data[kScaleY] * v.data[kPerspective0]) * scale;
156     data[kPerspective1] = (v.data[kSkewX] * v.data[kPerspective0] -
157             v.data[kScaleX] * v.data[kPerspective1]) * scale;
158     data[kPerspective2] = (v.data[kScaleX] * v.data[kScaleY] -
159             v.data[kSkewX] * v.data[kSkewY]) * scale;
160 
161     mSimpleMatrix = v.mSimpleMatrix;
162     mIsIdentity = v.mIsIdentity;
163 }
164 
copyTo(float * v) const165 void Matrix4::copyTo(float* v) const {
166     memcpy(v, data, sizeof(data));
167 }
168 
getTranslateX()169 float Matrix4::getTranslateX() {
170     return data[kTranslateX];
171 }
172 
getTranslateY()173 float Matrix4::getTranslateY() {
174     return data[kTranslateY];
175 }
176 
multiply(float v)177 void Matrix4::multiply(float v) {
178     for (int i = 0; i < 16; i++) {
179         data[i] *= v;
180     }
181     mIsIdentity = false;
182 }
183 
loadTranslate(float x,float y,float z)184 void Matrix4::loadTranslate(float x, float y, float z) {
185     loadIdentity();
186 
187     data[kTranslateX] = x;
188     data[kTranslateY] = y;
189     data[kTranslateZ] = z;
190 
191     mIsIdentity = false;
192 }
193 
loadScale(float sx,float sy,float sz)194 void Matrix4::loadScale(float sx, float sy, float sz) {
195     loadIdentity();
196 
197     data[kScaleX] = sx;
198     data[kScaleY] = sy;
199     data[kScaleZ] = sz;
200 
201     mIsIdentity = false;
202 }
203 
loadSkew(float sx,float sy)204 void Matrix4::loadSkew(float sx, float sy) {
205     loadIdentity();
206 
207     data[kScaleX]       = 1.0f;
208     data[kSkewX]        = sx;
209     data[kTranslateX]   = 0.0f;
210 
211     data[kSkewY]        = sy;
212     data[kScaleY]       = 1.0f;
213     data[kTranslateY]   = 0.0f;
214 
215     data[kPerspective0] = 0.0f;
216     data[kPerspective1] = 0.0f;
217     data[kPerspective2] = 1.0f;
218 
219     mSimpleMatrix = false;
220     mIsIdentity = false;
221 }
222 
loadRotate(float angle,float x,float y,float z)223 void Matrix4::loadRotate(float angle, float x, float y, float z) {
224     data[kPerspective0]  = 0.0f;
225     data[kPerspective1]  = 0.0f;
226     data[11]             = 0.0f;
227     data[kTranslateX]    = 0.0f;
228     data[kTranslateY]    = 0.0f;
229     data[kTranslateZ]    = 0.0f;
230     data[kPerspective2]  = 1.0f;
231 
232     angle *= float(M_PI / 180.0f);
233     float c = cosf(angle);
234     float s = sinf(angle);
235 
236     const float length = sqrtf(x * x + y * y + z * z);
237     float recipLen = 1.0f / length;
238     x *= recipLen;
239     y *= recipLen;
240     z *= recipLen;
241 
242     const float nc = 1.0f - c;
243     const float xy = x * y;
244     const float yz = y * z;
245     const float zx = z * x;
246     const float xs = x * s;
247     const float ys = y * s;
248     const float zs = z * s;
249 
250     data[kScaleX] = x * x * nc +  c;
251     data[kSkewX]  =    xy * nc - zs;
252     data[8]       =    zx * nc + ys;
253     data[kSkewY]  =    xy * nc + zs;
254     data[kScaleY] = y * y * nc +  c;
255     data[9]       =    yz * nc - xs;
256     data[2]       =    zx * nc - ys;
257     data[6]       =    yz * nc + xs;
258     data[kScaleZ] = z * z * nc +  c;
259 
260     mSimpleMatrix = false;
261     mIsIdentity = false;
262 }
263 
loadMultiply(const Matrix4 & u,const Matrix4 & v)264 void Matrix4::loadMultiply(const Matrix4& u, const Matrix4& v) {
265     for (int i = 0 ; i < 4 ; i++) {
266         float x = 0;
267         float y = 0;
268         float z = 0;
269         float w = 0;
270 
271         for (int j = 0 ; j < 4 ; j++) {
272             const float e = v.get(i, j);
273             x += u.get(j, 0) * e;
274             y += u.get(j, 1) * e;
275             z += u.get(j, 2) * e;
276             w += u.get(j, 3) * e;
277         }
278 
279         set(i, 0, x);
280         set(i, 1, y);
281         set(i, 2, z);
282         set(i, 3, w);
283     }
284 
285     mSimpleMatrix = u.mSimpleMatrix && v.mSimpleMatrix;
286     mIsIdentity = false;
287 }
288 
loadOrtho(float left,float right,float bottom,float top,float near,float far)289 void Matrix4::loadOrtho(float left, float right, float bottom, float top, float near, float far) {
290     loadIdentity();
291 
292     data[kScaleX] = 2.0f / (right - left);
293     data[kScaleY] = 2.0f / (top - bottom);
294     data[kScaleZ] = -2.0f / (far - near);
295     data[kTranslateX] = -(right + left) / (right - left);
296     data[kTranslateY] = -(top + bottom) / (top - bottom);
297     data[kTranslateZ] = -(far + near) / (far - near);
298 
299     mIsIdentity = false;
300 }
301 
302 #define MUL_ADD_STORE(a, b, c) a = (a) * (b) + (c)
303 
mapPoint(float & x,float & y) const304 void Matrix4::mapPoint(float& x, float& y) const {
305     if (mSimpleMatrix) {
306         MUL_ADD_STORE(x, data[kScaleX], data[kTranslateX]);
307         MUL_ADD_STORE(y, data[kScaleY], data[kTranslateY]);
308         return;
309     }
310 
311     float dx = x * data[kScaleX] + y * data[kSkewX] + data[kTranslateX];
312     float dy = x * data[kSkewY] + y * data[kScaleY] + data[kTranslateY];
313     float dz = x * data[kPerspective0] + y * data[kPerspective1] + data[kPerspective2];
314     if (dz) dz = 1.0f / dz;
315 
316     x = dx * dz;
317     y = dy * dz;
318 }
319 
mapRect(Rect & r) const320 void Matrix4::mapRect(Rect& r) const {
321     if (mSimpleMatrix) {
322         MUL_ADD_STORE(r.left, data[kScaleX], data[kTranslateX]);
323         MUL_ADD_STORE(r.right, data[kScaleX], data[kTranslateX]);
324         MUL_ADD_STORE(r.top, data[kScaleY], data[kTranslateY]);
325         MUL_ADD_STORE(r.bottom, data[kScaleY], data[kTranslateY]);
326 
327         if (r.left > r.right) {
328             float x = r.left;
329             r.left = r.right;
330             r.right = x;
331         }
332 
333         if (r.top > r.bottom) {
334             float y = r.top;
335             r.top = r.bottom;
336             r.bottom = y;
337         }
338 
339         return;
340     }
341 
342     float vertices[] = {
343         r.left, r.top,
344         r.right, r.top,
345         r.right, r.bottom,
346         r.left, r.bottom
347     };
348 
349     float x, y, z;
350 
351     for (int i = 0; i < 8; i+= 2) {
352         float px = vertices[i];
353         float py = vertices[i + 1];
354 
355         x = px * data[kScaleX] + py * data[kSkewX] + data[kTranslateX];
356         y = px * data[kSkewY] + py * data[kScaleY] + data[kTranslateY];
357         z = px * data[kPerspective0] + py * data[kPerspective1] + data[kPerspective2];
358         if (z) z = 1.0f / z;
359 
360         vertices[i] = x * z;
361         vertices[i + 1] = y * z;
362     }
363 
364     r.left = r.right = vertices[0];
365     r.top = r.bottom = vertices[1];
366 
367     for (int i = 2; i < 8; i += 2) {
368         x = vertices[i];
369         y = vertices[i + 1];
370 
371         if (x < r.left) r.left = x;
372         else if (x > r.right) r.right = x;
373         if (y < r.top) r.top = y;
374         else if (y > r.bottom) r.bottom = y;
375     }
376 }
377 
dump() const378 void Matrix4::dump() const {
379     ALOGD("Matrix4[simple=%d", mSimpleMatrix);
380     ALOGD("  %f %f %f %f", data[kScaleX], data[kSkewX], data[8], data[kTranslateX]);
381     ALOGD("  %f %f %f %f", data[kSkewY], data[kScaleY], data[9], data[kTranslateY]);
382     ALOGD("  %f %f %f %f", data[2], data[6], data[kScaleZ], data[kTranslateZ]);
383     ALOGD("  %f %f %f %f", data[kPerspective0], data[kPerspective1], data[11], data[kPerspective2]);
384     ALOGD("]");
385 }
386 
387 }; // namespace uirenderer
388 }; // namespace android
389