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 !(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 64bool Matrix4::isPureTranslate() { 65 return mSimpleMatrix && data[kScaleX] == 1.0f && data[kScaleY] == 1.0f; 66} 67 68bool Matrix4::isSimple() { 69 return mSimpleMatrix; 70} 71 72bool Matrix4::isIdentity() { 73 return mIsIdentity; 74} 75 76void 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 83void Matrix4::load(const Matrix4& v) { 84 memcpy(data, v.data, sizeof(data)); 85 mSimpleMatrix = v.mSimpleMatrix; 86 mIsIdentity = v.mIsIdentity; 87} 88 89void 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 110void 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 126void 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 160void Matrix4::copyTo(float* v) const { 161 memcpy(v, data, sizeof(data)); 162} 163 164float Matrix4::getTranslateX() { 165 return data[kTranslateX]; 166} 167 168float Matrix4::getTranslateY() { 169 return data[kTranslateY]; 170} 171 172void Matrix4::multiply(float v) { 173 for (int i = 0; i < 16; i++) { 174 data[i] *= v; 175 } 176 mIsIdentity = false; 177} 178 179void 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 189void 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 199void 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 218void 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 259void 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 284void 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 299void 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 315void 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 373void 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