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
30namespace android {
31namespace uirenderer {
32
33void 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
58bool Matrix4::changesBounds() {
59    return !(ALMOST_EQUAL(data[0], 1.0f) && ALMOST_EQUAL(data[1], 0.0f) &&
60             ALMOST_EQUAL(data[2], 0.0f) && ALMOST_EQUAL(data[4], 0.0f) &&
61             ALMOST_EQUAL(data[5], 1.0f) && ALMOST_EQUAL(data[6], 0.0f) &&
62             ALMOST_EQUAL(data[8], 0.0f) && ALMOST_EQUAL(data[9], 0.0f) &&
63             ALMOST_EQUAL(data[10], 1.0f));
64}
65
66bool Matrix4::isPureTranslate() {
67    return mSimpleMatrix &&
68            ALMOST_EQUAL(data[kScaleX], 1.0f) && ALMOST_EQUAL(data[kScaleY], 1.0f);
69}
70
71bool Matrix4::isSimple() {
72    return mSimpleMatrix;
73}
74
75bool Matrix4::isIdentity() {
76    return mIsIdentity;
77}
78
79void Matrix4::load(const float* v) {
80    memcpy(data, v, sizeof(data));
81    // TODO: Do something smarter here
82    mSimpleMatrix = false;
83    mIsIdentity = false;
84}
85
86void Matrix4::load(const Matrix4& v) {
87    memcpy(data, v.data, sizeof(data));
88    mSimpleMatrix = v.mSimpleMatrix;
89    mIsIdentity = v.mIsIdentity;
90}
91
92void Matrix4::load(const SkMatrix& v) {
93    memset(data, 0, sizeof(data));
94
95    data[kScaleX]     = v[SkMatrix::kMScaleX];
96    data[kSkewX]      = v[SkMatrix::kMSkewX];
97    data[kTranslateX] = v[SkMatrix::kMTransX];
98
99    data[kSkewY]      = v[SkMatrix::kMSkewY];
100    data[kScaleY]     = v[SkMatrix::kMScaleY];
101    data[kTranslateY] = v[SkMatrix::kMTransY];
102
103    data[kPerspective0]  = v[SkMatrix::kMPersp0];
104    data[kPerspective1]  = v[SkMatrix::kMPersp1];
105    data[kPerspective2]  = v[SkMatrix::kMPersp2];
106
107    data[kScaleZ] = 1.0f;
108
109    mSimpleMatrix = (v.getType() <= (SkMatrix::kScale_Mask | SkMatrix::kTranslate_Mask));
110    mIsIdentity = v.isIdentity();
111}
112
113void Matrix4::copyTo(SkMatrix& v) const {
114    v.reset();
115
116    v.set(SkMatrix::kMScaleX, data[kScaleX]);
117    v.set(SkMatrix::kMSkewX,  data[kSkewX]);
118    v.set(SkMatrix::kMTransX, data[kTranslateX]);
119
120    v.set(SkMatrix::kMSkewY,  data[kSkewY]);
121    v.set(SkMatrix::kMScaleY, data[kScaleY]);
122    v.set(SkMatrix::kMTransY, data[kTranslateY]);
123
124    v.set(SkMatrix::kMPersp0, data[kPerspective0]);
125    v.set(SkMatrix::kMPersp1, data[kPerspective1]);
126    v.set(SkMatrix::kMPersp2, data[kPerspective2]);
127}
128
129void Matrix4::loadInverse(const Matrix4& v) {
130    double scale = 1.0 /
131            (v.data[kScaleX] * ((double) v.data[kScaleY]  * v.data[kPerspective2] -
132                    (double) v.data[kTranslateY] * v.data[kPerspective1]) +
133             v.data[kSkewX] * ((double) v.data[kTranslateY] * v.data[kPerspective0] -
134                     (double) v.data[kSkewY] * v.data[kPerspective2]) +
135             v.data[kTranslateX] * ((double) v.data[kSkewY] * v.data[kPerspective1] -
136                     (double) v.data[kScaleY] * v.data[kPerspective0]));
137
138    data[kScaleX] = (v.data[kScaleY] * v.data[kPerspective2] -
139            v.data[kTranslateY] * v.data[kPerspective1])  * scale;
140    data[kSkewX] = (v.data[kTranslateX] * v.data[kPerspective1] -
141            v.data[kSkewX]  * v.data[kPerspective2]) * scale;
142    data[kTranslateX] = (v.data[kSkewX] * v.data[kTranslateY] -
143            v.data[kTranslateX] * v.data[kScaleY])  * scale;
144
145    data[kSkewY] = (v.data[kTranslateY] * v.data[kPerspective0] -
146            v.data[kSkewY]  * v.data[kPerspective2]) * scale;
147    data[kScaleY] = (v.data[kScaleX] * v.data[kPerspective2] -
148            v.data[kTranslateX] * v.data[kPerspective0])  * scale;
149    data[kTranslateY] = (v.data[kTranslateX] * v.data[kSkewY] -
150            v.data[kScaleX]  * v.data[kTranslateY]) * scale;
151
152    data[kPerspective0] = (v.data[kSkewY] * v.data[kPerspective1] -
153            v.data[kScaleY] * v.data[kPerspective0]) * scale;
154    data[kPerspective1] = (v.data[kSkewX] * v.data[kPerspective0] -
155            v.data[kScaleX] * v.data[kPerspective1]) * scale;
156    data[kPerspective2] = (v.data[kScaleX] * v.data[kScaleY] -
157            v.data[kSkewX] * v.data[kSkewY]) * scale;
158
159    mSimpleMatrix = v.mSimpleMatrix;
160    mIsIdentity = v.mIsIdentity;
161}
162
163void Matrix4::copyTo(float* v) const {
164    memcpy(v, data, sizeof(data));
165}
166
167float Matrix4::getTranslateX() {
168    return data[kTranslateX];
169}
170
171float Matrix4::getTranslateY() {
172    return data[kTranslateY];
173}
174
175void Matrix4::multiply(float v) {
176    for (int i = 0; i < 16; i++) {
177        data[i] *= v;
178    }
179    mIsIdentity = false;
180}
181
182void Matrix4::loadTranslate(float x, float y, float z) {
183    loadIdentity();
184
185    data[kTranslateX] = x;
186    data[kTranslateY] = y;
187    data[kTranslateZ] = z;
188
189    mIsIdentity = false;
190}
191
192void Matrix4::loadScale(float sx, float sy, float sz) {
193    loadIdentity();
194
195    data[kScaleX] = sx;
196    data[kScaleY] = sy;
197    data[kScaleZ] = sz;
198
199    mIsIdentity = false;
200}
201
202void Matrix4::loadSkew(float sx, float sy) {
203    loadIdentity();
204
205    data[kScaleX]       = 1.0f;
206    data[kSkewX]        = sx;
207    data[kTranslateX]   = 0.0f;
208
209    data[kSkewY]        = sy;
210    data[kScaleY]       = 1.0f;
211    data[kTranslateY]   = 0.0f;
212
213    data[kPerspective0] = 0.0f;
214    data[kPerspective1] = 0.0f;
215    data[kPerspective2] = 1.0f;
216
217    mSimpleMatrix = false;
218    mIsIdentity = false;
219}
220
221void Matrix4::loadRotate(float angle, float x, float y, float z) {
222    data[kPerspective0]  = 0.0f;
223    data[kPerspective1]  = 0.0f;
224    data[11]             = 0.0f;
225    data[kTranslateX]    = 0.0f;
226    data[kTranslateY]    = 0.0f;
227    data[kTranslateZ]    = 0.0f;
228    data[kPerspective2]  = 1.0f;
229
230    angle *= float(M_PI / 180.0f);
231    float c = cosf(angle);
232    float s = sinf(angle);
233
234    const float length = sqrtf(x * x + y * y + z * z);
235    float recipLen = 1.0f / length;
236    x *= recipLen;
237    y *= recipLen;
238    z *= recipLen;
239
240    const float nc = 1.0f - c;
241    const float xy = x * y;
242    const float yz = y * z;
243    const float zx = z * x;
244    const float xs = x * s;
245    const float ys = y * s;
246    const float zs = z * s;
247
248    data[kScaleX] = x * x * nc +  c;
249    data[kSkewX]  =    xy * nc - zs;
250    data[8]       =    zx * nc + ys;
251    data[kSkewY]  =    xy * nc + zs;
252    data[kScaleY] = y * y * nc +  c;
253    data[9]       =    yz * nc - xs;
254    data[2]       =    zx * nc - ys;
255    data[6]       =    yz * nc + xs;
256    data[kScaleZ] = z * z * nc +  c;
257
258    mSimpleMatrix = false;
259    mIsIdentity = false;
260}
261
262void Matrix4::loadMultiply(const Matrix4& u, const Matrix4& v) {
263    for (int i = 0 ; i < 4 ; i++) {
264        float x = 0;
265        float y = 0;
266        float z = 0;
267        float w = 0;
268
269        for (int j = 0 ; j < 4 ; j++) {
270            const float e = v.get(i, j);
271            x += u.get(j, 0) * e;
272            y += u.get(j, 1) * e;
273            z += u.get(j, 2) * e;
274            w += u.get(j, 3) * e;
275        }
276
277        set(i, 0, x);
278        set(i, 1, y);
279        set(i, 2, z);
280        set(i, 3, w);
281    }
282
283    mSimpleMatrix = u.mSimpleMatrix && v.mSimpleMatrix;
284    mIsIdentity = false;
285}
286
287void Matrix4::loadOrtho(float left, float right, float bottom, float top, float near, float far) {
288    loadIdentity();
289
290    data[kScaleX] = 2.0f / (right - left);
291    data[kScaleY] = 2.0f / (top - bottom);
292    data[kScaleZ] = -2.0f / (far - near);
293    data[kTranslateX] = -(right + left) / (right - left);
294    data[kTranslateY] = -(top + bottom) / (top - bottom);
295    data[kTranslateZ] = -(far + near) / (far - near);
296
297    mIsIdentity = false;
298}
299
300#define MUL_ADD_STORE(a, b, c) a = (a) * (b) + (c)
301
302void Matrix4::mapPoint(float& x, float& y) const {
303    if (mSimpleMatrix) {
304        MUL_ADD_STORE(x, data[kScaleX], data[kTranslateX]);
305        MUL_ADD_STORE(y, data[kScaleY], data[kTranslateY]);
306        return;
307    }
308
309    float dx = x * data[kScaleX] + y * data[kSkewX] + data[kTranslateX];
310    float dy = x * data[kSkewY] + y * data[kScaleY] + data[kTranslateY];
311    float dz = x * data[kPerspective0] + y * data[kPerspective1] + data[kPerspective2];
312    if (dz) dz = 1.0f / dz;
313
314    x = dx * dz;
315    y = dy * dz;
316}
317
318void Matrix4::mapRect(Rect& r) const {
319    if (mSimpleMatrix) {
320        MUL_ADD_STORE(r.left, data[kScaleX], data[kTranslateX]);
321        MUL_ADD_STORE(r.right, data[kScaleX], data[kTranslateX]);
322        MUL_ADD_STORE(r.top, data[kScaleY], data[kTranslateY]);
323        MUL_ADD_STORE(r.bottom, data[kScaleY], data[kTranslateY]);
324
325        if (r.left > r.right) {
326            float x = r.left;
327            r.left = r.right;
328            r.right = x;
329        }
330
331        if (r.top > r.bottom) {
332            float y = r.top;
333            r.top = r.bottom;
334            r.bottom = y;
335        }
336
337        return;
338    }
339
340    float vertices[] = {
341        r.left, r.top,
342        r.right, r.top,
343        r.right, r.bottom,
344        r.left, r.bottom
345    };
346
347    float x, y, z;
348
349    for (int i = 0; i < 8; i+= 2) {
350        float px = vertices[i];
351        float py = vertices[i + 1];
352
353        x = px * data[kScaleX] + py * data[kSkewX] + data[kTranslateX];
354        y = px * data[kSkewY] + py * data[kScaleY] + data[kTranslateY];
355        z = px * data[kPerspective0] + py * data[kPerspective1] + data[kPerspective2];
356        if (z) z = 1.0f / z;
357
358        vertices[i] = x * z;
359        vertices[i + 1] = y * z;
360    }
361
362    r.left = r.right = vertices[0];
363    r.top = r.bottom = vertices[1];
364
365    for (int i = 2; i < 8; i += 2) {
366        x = vertices[i];
367        y = vertices[i + 1];
368
369        if (x < r.left) r.left = x;
370        else if (x > r.right) r.right = x;
371        if (y < r.top) r.top = y;
372        else if (y > r.bottom) r.bottom = y;
373    }
374}
375
376void Matrix4::dump() const {
377    LOGD("Matrix4[simple=%d", mSimpleMatrix);
378    LOGD("  %f %f %f %f", data[kScaleX], data[kSkewX], data[8], data[kTranslateX]);
379    LOGD("  %f %f %f %f", data[kSkewY], data[kScaleY], data[9], data[kTranslateY]);
380    LOGD("  %f %f %f %f", data[2], data[6], data[kScaleZ], data[kTranslateZ]);
381    LOGD("  %f %f %f %f", data[kPerspective0], data[kPerspective1], data[11], data[kPerspective2]);
382    LOGD("]");
383}
384
385}; // namespace uirenderer
386}; // namespace android
387