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1 
2 /*
3  * Copyright 2006 The Android Open Source Project
4  *
5  * Use of this source code is governed by a BSD-style license that can be
6  * found in the LICENSE file.
7  */
8 
9 
10 #include "SkCamera.h"
11 
SkScalarDotDiv(int count,const SkScalar a[],int step_a,const SkScalar b[],int step_b,SkScalar denom)12 static SkScalar SkScalarDotDiv(int count, const SkScalar a[], int step_a,
13                                const SkScalar b[], int step_b,
14                                SkScalar denom) {
15 #ifdef SK_SCALAR_IS_FLOAT
16     float prod = 0;
17     for (int i = 0; i < count; i++) {
18         prod += a[0] * b[0];
19         a += step_a;
20         b += step_b;
21     }
22     return prod / denom;
23 #else
24     Sk64    prod, tmp;
25 
26     prod.set(0);
27     for (int i = 0; i < count; i++) {
28         tmp.setMul(a[0], b[0]);
29         prod.add(tmp);
30         a += step_a;
31         b += step_b;
32     }
33     prod.div(denom, Sk64::kRound_DivOption);
34     return prod.get32();
35 #endif
36 }
37 
SkScalarDot(int count,const SkScalar a[],int step_a,const SkScalar b[],int step_b)38 static SkScalar SkScalarDot(int count, const SkScalar a[], int step_a,
39                                        const SkScalar b[], int step_b) {
40 #ifdef SK_SCALAR_IS_FLOAT
41     float prod = 0;
42     for (int i = 0; i < count; i++) {
43         prod += a[0] * b[0];
44         a += step_a;
45         b += step_b;
46     }
47     return prod;
48 #else
49     Sk64    prod, tmp;
50 
51     prod.set(0);
52     for (int i = 0; i < count; i++) {
53         tmp.setMul(a[0], b[0]);
54         prod.add(tmp);
55         a += step_a;
56         b += step_b;
57     }
58     return prod.getFixed();
59 #endif
60 }
61 
62 ///////////////////////////////////////////////////////////////////////////////
63 
normalize(SkUnit3D * unit) const64 SkUnitScalar SkPoint3D::normalize(SkUnit3D* unit) const {
65 #ifdef SK_SCALAR_IS_FLOAT
66     float mag = sk_float_sqrt(fX*fX + fY*fY + fZ*fZ);
67     if (mag) {
68         float scale = 1.0f / mag;
69         unit->fX = fX * scale;
70         unit->fY = fY * scale;
71         unit->fZ = fZ * scale;
72     } else {
73         unit->fX = unit->fY = unit->fZ = 0;
74     }
75 #else
76     Sk64    tmp1, tmp2;
77 
78     tmp1.setMul(fX, fX);
79     tmp2.setMul(fY, fY);
80     tmp1.add(tmp2);
81     tmp2.setMul(fZ, fZ);
82     tmp1.add(tmp2);
83 
84     SkFixed mag = tmp1.getSqrt();
85     if (mag) {
86         // what if mag < SK_Fixed1 ??? we will underflow the fixdiv
87         SkFixed scale = SkFixedDiv(SK_Fract1, mag);
88         unit->fX = SkFixedMul(fX, scale);
89         unit->fY = SkFixedMul(fY, scale);
90         unit->fZ = SkFixedMul(fZ, scale);
91     } else {
92         unit->fX = unit->fY = unit->fZ = 0;
93     }
94 #endif
95     return mag;
96 }
97 
Dot(const SkUnit3D & a,const SkUnit3D & b)98 SkUnitScalar SkUnit3D::Dot(const SkUnit3D& a, const SkUnit3D& b) {
99     return  SkUnitScalarMul(a.fX, b.fX) +
100             SkUnitScalarMul(a.fY, b.fY) +
101             SkUnitScalarMul(a.fZ, b.fZ);
102 }
103 
Cross(const SkUnit3D & a,const SkUnit3D & b,SkUnit3D * cross)104 void SkUnit3D::Cross(const SkUnit3D& a, const SkUnit3D& b, SkUnit3D* cross) {
105     SkASSERT(cross);
106 
107     // use x,y,z, in case &a == cross or &b == cross
108 
109     SkScalar x = SkUnitScalarMul(a.fY, b.fZ) - SkUnitScalarMul(a.fZ, b.fY);
110     SkScalar y = SkUnitScalarMul(a.fZ, b.fX) - SkUnitScalarMul(a.fX, b.fY);
111     SkScalar z = SkUnitScalarMul(a.fX, b.fY) - SkUnitScalarMul(a.fY, b.fX);
112 
113     cross->set(x, y, z);
114 }
115 
116 ///////////////////////////////////////////////////////////////////////////////
117 
SkPatch3D()118 SkPatch3D::SkPatch3D() {
119     this->reset();
120 }
121 
reset()122 void SkPatch3D::reset() {
123     fOrigin.set(0, 0, 0);
124     fU.set(SK_Scalar1, 0, 0);
125     fV.set(0, -SK_Scalar1, 0);
126 }
127 
transform(const SkMatrix3D & m,SkPatch3D * dst) const128 void SkPatch3D::transform(const SkMatrix3D& m, SkPatch3D* dst) const {
129     if (dst == NULL) {
130         dst = (SkPatch3D*)this;
131     }
132     m.mapVector(fU, &dst->fU);
133     m.mapVector(fV, &dst->fV);
134     m.mapPoint(fOrigin, &dst->fOrigin);
135 }
136 
dotWith(SkScalar dx,SkScalar dy,SkScalar dz) const137 SkScalar SkPatch3D::dotWith(SkScalar dx, SkScalar dy, SkScalar dz) const {
138     SkScalar cx = SkScalarMul(fU.fY, fV.fZ) - SkScalarMul(fU.fZ, fV.fY);
139     SkScalar cy = SkScalarMul(fU.fZ, fV.fX) - SkScalarMul(fU.fX, fV.fY);
140     SkScalar cz = SkScalarMul(fU.fX, fV.fY) - SkScalarMul(fU.fY, fV.fX);
141 
142     return SkScalarMul(cx, dx) + SkScalarMul(cy, dy) + SkScalarMul(cz, dz);
143 }
144 
145 ///////////////////////////////////////////////////////////////////////////////
146 
reset()147 void SkMatrix3D::reset() {
148     memset(fMat, 0, sizeof(fMat));
149     fMat[0][0] = fMat[1][1] = fMat[2][2] = SK_Scalar1;
150 }
151 
setTranslate(SkScalar x,SkScalar y,SkScalar z)152 void SkMatrix3D::setTranslate(SkScalar x, SkScalar y, SkScalar z) {
153     memset(fMat, 0, sizeof(fMat));
154     fMat[0][0] = x;
155     fMat[1][1] = y;
156     fMat[2][2] = z;
157 }
158 
setRotateX(SkScalar degX)159 void SkMatrix3D::setRotateX(SkScalar degX) {
160     SkScalar    s, c;
161 
162     s = SkScalarSinCos(SkDegreesToRadians(degX), &c);
163     this->setRow(0, SK_Scalar1, 0, 0);
164     this->setRow(1, 0, c, -s);
165     this->setRow(2, 0, s, c);
166 }
167 
setRotateY(SkScalar degY)168 void SkMatrix3D::setRotateY(SkScalar degY) {
169     SkScalar    s, c;
170 
171     s = SkScalarSinCos(SkDegreesToRadians(degY), &c);
172     this->setRow(0, c, 0, -s);
173     this->setRow(1, 0, SK_Scalar1, 0);
174     this->setRow(2, s, 0, c);
175 }
176 
setRotateZ(SkScalar degZ)177 void SkMatrix3D::setRotateZ(SkScalar degZ) {
178     SkScalar    s, c;
179 
180     s = SkScalarSinCos(SkDegreesToRadians(degZ), &c);
181     this->setRow(0, c, -s, 0);
182     this->setRow(1, s, c, 0);
183     this->setRow(2, 0, 0, SK_Scalar1);
184 }
185 
preTranslate(SkScalar x,SkScalar y,SkScalar z)186 void SkMatrix3D::preTranslate(SkScalar x, SkScalar y, SkScalar z) {
187     SkScalar col[3] = { x, y, z};
188 
189     for (int i = 0; i < 3; i++) {
190         fMat[i][3] += SkScalarDot(3, &fMat[i][0], 1, col, 1);
191     }
192 }
193 
preRotateX(SkScalar degX)194 void SkMatrix3D::preRotateX(SkScalar degX) {
195     SkMatrix3D m;
196     m.setRotateX(degX);
197     this->setConcat(*this, m);
198 }
199 
preRotateY(SkScalar degY)200 void SkMatrix3D::preRotateY(SkScalar degY) {
201     SkMatrix3D m;
202     m.setRotateY(degY);
203     this->setConcat(*this, m);
204 }
205 
preRotateZ(SkScalar degZ)206 void SkMatrix3D::preRotateZ(SkScalar degZ) {
207     SkMatrix3D m;
208     m.setRotateZ(degZ);
209     this->setConcat(*this, m);
210 }
211 
setConcat(const SkMatrix3D & a,const SkMatrix3D & b)212 void SkMatrix3D::setConcat(const SkMatrix3D& a, const SkMatrix3D& b) {
213     SkMatrix3D  tmp;
214     SkMatrix3D* c = this;
215 
216     if (this == &a || this == &b) {
217         c = &tmp;
218     }
219     for (int i = 0; i < 3; i++) {
220         for (int j = 0; j < 3; j++) {
221             c->fMat[i][j] = SkScalarDot(3, &a.fMat[i][0], 1, &b.fMat[0][j], 4);
222         }
223         c->fMat[i][3] = SkScalarDot(3, &a.fMat[i][0], 1,
224                                     &b.fMat[0][3], 4) + a.fMat[i][3];
225     }
226 
227     if (c == &tmp) {
228         *this = tmp;
229     }
230 }
231 
mapPoint(const SkPoint3D & src,SkPoint3D * dst) const232 void SkMatrix3D::mapPoint(const SkPoint3D& src, SkPoint3D* dst) const {
233     SkScalar x = SkScalarDot(3, &fMat[0][0], 1, &src.fX, 1) + fMat[0][3];
234     SkScalar y = SkScalarDot(3, &fMat[1][0], 1, &src.fX, 1) + fMat[1][3];
235     SkScalar z = SkScalarDot(3, &fMat[2][0], 1, &src.fX, 1) + fMat[2][3];
236     dst->set(x, y, z);
237 }
238 
mapVector(const SkVector3D & src,SkVector3D * dst) const239 void SkMatrix3D::mapVector(const SkVector3D& src, SkVector3D* dst) const {
240     SkScalar x = SkScalarDot(3, &fMat[0][0], 1, &src.fX, 1);
241     SkScalar y = SkScalarDot(3, &fMat[1][0], 1, &src.fX, 1);
242     SkScalar z = SkScalarDot(3, &fMat[2][0], 1, &src.fX, 1);
243     dst->set(x, y, z);
244 }
245 
246 ///////////////////////////////////////////////////////////////////////////////
247 
SkCamera3D()248 SkCamera3D::SkCamera3D() {
249     this->reset();
250 }
251 
reset()252 void SkCamera3D::reset() {
253     fLocation.set(0, 0, -SkIntToScalar(576));   // 8 inches backward
254     fAxis.set(0, 0, SK_Scalar1);                // forward
255     fZenith.set(0, -SK_Scalar1, 0);             // up
256 
257     fObserver.set(0, 0, fLocation.fZ);
258 
259     fNeedToUpdate = true;
260 }
261 
update()262 void SkCamera3D::update() {
263     fNeedToUpdate = true;
264 }
265 
doUpdate() const266 void SkCamera3D::doUpdate() const {
267     SkUnit3D    axis, zenith, cross;
268 
269     fAxis.normalize(&axis);
270 
271     {
272         SkScalar dot = SkUnit3D::Dot(*SkTCast<const SkUnit3D*>(&fZenith), axis);
273 
274         zenith.fX = fZenith.fX - SkUnitScalarMul(dot, axis.fX);
275         zenith.fY = fZenith.fY - SkUnitScalarMul(dot, axis.fY);
276         zenith.fZ = fZenith.fZ - SkUnitScalarMul(dot, axis.fZ);
277 
278         SkTCast<SkPoint3D*>(&zenith)->normalize(&zenith);
279     }
280 
281     SkUnit3D::Cross(axis, zenith, &cross);
282 
283     {
284         SkMatrix* orien = &fOrientation;
285         SkScalar x = fObserver.fX;
286         SkScalar y = fObserver.fY;
287         SkScalar z = fObserver.fZ;
288 
289         orien->set(SkMatrix::kMScaleX, SkUnitScalarMul(x, axis.fX) - SkUnitScalarMul(z, cross.fX));
290         orien->set(SkMatrix::kMSkewX,  SkUnitScalarMul(x, axis.fY) - SkUnitScalarMul(z, cross.fY));
291         orien->set(SkMatrix::kMTransX, SkUnitScalarMul(x, axis.fZ) - SkUnitScalarMul(z, cross.fZ));
292         orien->set(SkMatrix::kMSkewY,  SkUnitScalarMul(y, axis.fX) - SkUnitScalarMul(z, zenith.fX));
293         orien->set(SkMatrix::kMScaleY, SkUnitScalarMul(y, axis.fY) - SkUnitScalarMul(z, zenith.fY));
294         orien->set(SkMatrix::kMTransY, SkUnitScalarMul(y, axis.fZ) - SkUnitScalarMul(z, zenith.fZ));
295         orien->set(SkMatrix::kMPersp0, axis.fX);
296         orien->set(SkMatrix::kMPersp1, axis.fY);
297         orien->set(SkMatrix::kMPersp2, axis.fZ);
298     }
299 }
300 
patchToMatrix(const SkPatch3D & quilt,SkMatrix * matrix) const301 void SkCamera3D::patchToMatrix(const SkPatch3D& quilt, SkMatrix* matrix) const {
302     if (fNeedToUpdate) {
303         this->doUpdate();
304         fNeedToUpdate = false;
305     }
306 
307     const SkScalar* mapPtr = (const SkScalar*)(const void*)&fOrientation;
308     const SkScalar* patchPtr;
309     SkPoint3D       diff;
310     SkScalar        dot;
311 
312     diff.fX = quilt.fOrigin.fX - fLocation.fX;
313     diff.fY = quilt.fOrigin.fY - fLocation.fY;
314     diff.fZ = quilt.fOrigin.fZ - fLocation.fZ;
315 
316     dot = SkUnit3D::Dot(*SkTCast<const SkUnit3D*>(&diff),
317                         *SkTCast<const SkUnit3D*>(SkTCast<const SkScalar*>(&fOrientation) + 6));
318 
319     patchPtr = (const SkScalar*)&quilt;
320     matrix->set(SkMatrix::kMScaleX, SkScalarDotDiv(3, patchPtr, 1, mapPtr, 1, dot));
321     matrix->set(SkMatrix::kMSkewY,  SkScalarDotDiv(3, patchPtr, 1, mapPtr+3, 1, dot));
322     matrix->set(SkMatrix::kMPersp0, SkScalarDotDiv(3, patchPtr, 1, mapPtr+6, 1, dot));
323 
324     patchPtr += 3;
325     matrix->set(SkMatrix::kMSkewX,  SkScalarDotDiv(3, patchPtr, 1, mapPtr, 1, dot));
326     matrix->set(SkMatrix::kMScaleY, SkScalarDotDiv(3, patchPtr, 1, mapPtr+3, 1, dot));
327     matrix->set(SkMatrix::kMPersp1, SkScalarDotDiv(3, patchPtr, 1, mapPtr+6, 1, dot));
328 
329     patchPtr = (const SkScalar*)(const void*)&diff;
330     matrix->set(SkMatrix::kMTransX, SkScalarDotDiv(3, patchPtr, 1, mapPtr, 1, dot));
331     matrix->set(SkMatrix::kMTransY, SkScalarDotDiv(3, patchPtr, 1, mapPtr+3, 1, dot));
332     matrix->set(SkMatrix::kMPersp2, SK_UnitScalar1);
333 }
334 
335 ///////////////////////////////////////////////////////////////////////////////
336 
Sk3DView()337 Sk3DView::Sk3DView() {
338     fInitialRec.fMatrix.reset();
339     fRec = &fInitialRec;
340 }
341 
~Sk3DView()342 Sk3DView::~Sk3DView() {
343     Rec* rec = fRec;
344     while (rec != &fInitialRec) {
345         Rec* next = rec->fNext;
346         SkDELETE(rec);
347         rec = next;
348     }
349 }
350 
save()351 void Sk3DView::save() {
352     Rec* rec = SkNEW(Rec);
353     rec->fNext = fRec;
354     rec->fMatrix = fRec->fMatrix;
355     fRec = rec;
356 }
357 
restore()358 void Sk3DView::restore() {
359     SkASSERT(fRec != &fInitialRec);
360     Rec* next = fRec->fNext;
361     SkDELETE(fRec);
362     fRec = next;
363 }
364 
365 #ifdef SK_BUILD_FOR_ANDROID
setCameraLocation(SkScalar x,SkScalar y,SkScalar z)366 void Sk3DView::setCameraLocation(SkScalar x, SkScalar y, SkScalar z) {
367     // the camera location is passed in inches, set in pt
368     SkScalar lz = z * 72.0f;
369     fCamera.fLocation.set(x * 72.0f, y * 72.0f, lz);
370     fCamera.fObserver.set(0, 0, lz);
371     fCamera.update();
372 
373 }
374 
getCameraLocationX()375 SkScalar Sk3DView::getCameraLocationX() {
376     return fCamera.fLocation.fX / 72.0f;
377 }
378 
getCameraLocationY()379 SkScalar Sk3DView::getCameraLocationY() {
380     return fCamera.fLocation.fY / 72.0f;
381 }
382 
getCameraLocationZ()383 SkScalar Sk3DView::getCameraLocationZ() {
384     return fCamera.fLocation.fZ / 72.0f;
385 }
386 #endif
387 
translate(SkScalar x,SkScalar y,SkScalar z)388 void Sk3DView::translate(SkScalar x, SkScalar y, SkScalar z) {
389     fRec->fMatrix.preTranslate(x, y, z);
390 }
391 
rotateX(SkScalar deg)392 void Sk3DView::rotateX(SkScalar deg) {
393     fRec->fMatrix.preRotateX(deg);
394 }
395 
rotateY(SkScalar deg)396 void Sk3DView::rotateY(SkScalar deg) {
397     fRec->fMatrix.preRotateY(deg);
398 }
399 
rotateZ(SkScalar deg)400 void Sk3DView::rotateZ(SkScalar deg) {
401     fRec->fMatrix.preRotateZ(deg);
402 }
403 
dotWithNormal(SkScalar x,SkScalar y,SkScalar z) const404 SkScalar Sk3DView::dotWithNormal(SkScalar x, SkScalar y, SkScalar z) const {
405     SkPatch3D   patch;
406     patch.transform(fRec->fMatrix);
407     return patch.dotWith(x, y, z);
408 }
409 
getMatrix(SkMatrix * matrix) const410 void Sk3DView::getMatrix(SkMatrix* matrix) const {
411     if (matrix != NULL) {
412         SkPatch3D   patch;
413         patch.transform(fRec->fMatrix);
414         fCamera.patchToMatrix(patch, matrix);
415     }
416 }
417 
418 #include "SkCanvas.h"
419 
applyToCanvas(SkCanvas * canvas) const420 void Sk3DView::applyToCanvas(SkCanvas* canvas) const {
421     SkMatrix    matrix;
422 
423     this->getMatrix(&matrix);
424     canvas->concat(matrix);
425 }
426