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() 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
64bool Matrix4::isPureTranslate() const {
65    return mSimpleMatrix && data[kScaleX] == 1.0f && data[kScaleY] == 1.0f;
66}
67
68bool Matrix4::isSimple() const {
69    return mSimpleMatrix;
70}
71
72bool Matrix4::isIdentity() const {
73    return mIsIdentity;
74}
75
76bool Matrix4::isPerspective() const {
77    return data[kPerspective0] != 0.0f || data[kPerspective1] != 0.0f ||
78            data[kPerspective2] != 1.0f;
79}
80
81void 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
88void Matrix4::load(const Matrix4& v) {
89    memcpy(data, v.data, sizeof(data));
90    mSimpleMatrix = v.mSimpleMatrix;
91    mIsIdentity = v.mIsIdentity;
92}
93
94void 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
115void 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
131void 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
165void Matrix4::copyTo(float* v) const {
166    memcpy(v, data, sizeof(data));
167}
168
169float Matrix4::getTranslateX() {
170    return data[kTranslateX];
171}
172
173float Matrix4::getTranslateY() {
174    return data[kTranslateY];
175}
176
177void Matrix4::multiply(float v) {
178    for (int i = 0; i < 16; i++) {
179        data[i] *= v;
180    }
181    mIsIdentity = false;
182}
183
184void 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
194void 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
204void 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
223void 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
264void 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
289void 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
304void 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
320void 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
378void 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