Matrix.cpp revision 03750a067e818ca7fbd0f590e2ff6a8fded21e6c
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    mSimpleMatrix = true;
55}
56
57bool Matrix4::changesBounds() {
58    return !(ALMOST_EQUAL(data[0], 1.0f) && ALMOST_EQUAL(data[1], 0.0f) &&
59             ALMOST_EQUAL(data[2], 0.0f) && ALMOST_EQUAL(data[4], 0.0f) &&
60             ALMOST_EQUAL(data[5], 1.0f) && ALMOST_EQUAL(data[6], 0.0f) &&
61             ALMOST_EQUAL(data[8], 0.0f) && ALMOST_EQUAL(data[9], 0.0f) &&
62             ALMOST_EQUAL(data[10], 1.0f));
63}
64
65void Matrix4::load(const float* v) {
66    memcpy(data, v, sizeof(data));
67    mSimpleMatrix = false;
68}
69
70void Matrix4::load(const Matrix4& v) {
71    memcpy(data, v.data, sizeof(data));
72    mSimpleMatrix = v.mSimpleMatrix;
73}
74
75void Matrix4::load(const SkMatrix& v) {
76    memset(data, 0, sizeof(data));
77
78    data[kScaleX]     = v[SkMatrix::kMScaleX];
79    data[kSkewX]      = v[SkMatrix::kMSkewX];
80    data[kTranslateX] = v[SkMatrix::kMTransX];
81
82    data[kSkewY]      = v[SkMatrix::kMSkewY];
83    data[kScaleY]     = v[SkMatrix::kMScaleY];
84    data[kTranslateY] = v[SkMatrix::kMTransY];
85
86    data[kPerspective0]  = v[SkMatrix::kMPersp0];
87    data[kPerspective1]  = v[SkMatrix::kMPersp1];
88    data[kPerspective2]  = v[SkMatrix::kMPersp2];
89
90    data[kScaleZ] = 1.0f;
91
92    mSimpleMatrix = (v.getType() <= (SkMatrix::kScale_Mask | SkMatrix::kTranslate_Mask));
93}
94
95void Matrix4::copyTo(SkMatrix& v) const {
96    v.reset();
97
98    v.set(SkMatrix::kMScaleX, data[kScaleX]);
99    v.set(SkMatrix::kMSkewX,  data[kSkewX]);
100    v.set(SkMatrix::kMTransX, data[kTranslateX]);
101
102    v.set(SkMatrix::kMSkewY,  data[kSkewY]);
103    v.set(SkMatrix::kMScaleY, data[kScaleY]);
104    v.set(SkMatrix::kMTransY, data[kTranslateY]);
105
106    v.set(SkMatrix::kMPersp0, data[kPerspective0]);
107    v.set(SkMatrix::kMPersp1, data[kPerspective1]);
108    v.set(SkMatrix::kMPersp2, data[kPerspective2]);
109}
110
111void Matrix4::loadInverse(const Matrix4& v) {
112    double scale = 1.0 /
113            (v.data[kScaleX] * ((double) v.data[kScaleY]  * v.data[kPerspective2] -
114                    (double) v.data[kTranslateY] * v.data[kPerspective1]) +
115             v.data[kSkewX] * ((double) v.data[kTranslateY] * v.data[kPerspective0] -
116                     (double) v.data[kSkewY] * v.data[kPerspective2]) +
117             v.data[kTranslateX] * ((double) v.data[kSkewY] * v.data[kPerspective1] -
118                     (double) v.data[kScaleY] * v.data[kPerspective0]));
119
120    data[kScaleX] = (v.data[kScaleY] * v.data[kPerspective2] -
121            v.data[kTranslateY] * v.data[kPerspective1])  * scale;
122    data[kSkewX] = (v.data[kTranslateX] * v.data[kPerspective1] -
123            v.data[kSkewX]  * v.data[kPerspective2]) * scale;
124    data[kTranslateX] = (v.data[kSkewX] * v.data[kTranslateY] -
125            v.data[kTranslateX] * v.data[kScaleY])  * scale;
126
127    data[kSkewY] = (v.data[kTranslateY] * v.data[kPerspective0] -
128            v.data[kSkewY]  * v.data[kPerspective2]) * scale;
129    data[kScaleY] = (v.data[kScaleX] * v.data[kPerspective2] -
130            v.data[kTranslateX] * v.data[kPerspective0])  * scale;
131    data[kTranslateY] = (v.data[kTranslateX] * v.data[kSkewY] -
132            v.data[kScaleX]  * v.data[kTranslateY]) * scale;
133
134    data[kPerspective0] = (v.data[kSkewY] * v.data[kPerspective1] -
135            v.data[kScaleY] * v.data[kPerspective0]) * scale;
136    data[kPerspective1] = (v.data[kSkewX] * v.data[kPerspective0] -
137            v.data[kScaleX] * v.data[kPerspective1]) * scale;
138    data[kPerspective2] = (v.data[kScaleX] * v.data[kScaleY] -
139            v.data[kSkewX] * v.data[kSkewY]) * scale;
140
141    mSimpleMatrix = v.mSimpleMatrix;
142}
143
144void Matrix4::copyTo(float* v) const {
145    memcpy(v, data, sizeof(data));
146}
147
148float Matrix4::getTranslateX() {
149    return data[kTranslateX];
150}
151
152float Matrix4::getTranslateY() {
153    return data[kTranslateY];
154}
155
156void Matrix4::multiply(float v) {
157    for (int i = 0; i < 16; i++) {
158        data[i] *= v;
159    }
160}
161
162void Matrix4::loadTranslate(float x, float y, float z) {
163    loadIdentity();
164    data[kTranslateX] = x;
165    data[kTranslateY] = y;
166    data[kTranslateZ] = z;
167}
168
169void Matrix4::loadScale(float sx, float sy, float sz) {
170    loadIdentity();
171    data[kScaleX] = sx;
172    data[kScaleY] = sy;
173    data[kScaleZ] = sz;
174}
175
176void Matrix4::loadRotate(float angle, float x, float y, float z) {
177    data[kPerspective0]  = 0.0f;
178    data[kPerspective1]  = 0.0f;
179    data[11]             = 0.0f;
180    data[kTranslateX]    = 0.0f;
181    data[kTranslateY]    = 0.0f;
182    data[kTranslateZ]    = 0.0f;
183    data[kPerspective2]  = 1.0f;
184
185    angle *= float(M_PI / 180.0f);
186    float c = cosf(angle);
187    float s = sinf(angle);
188
189    const float length = sqrtf(x * x + y * y + z * z);
190    float recipLen = 1.0f / length;
191    x *= recipLen;
192    y *= recipLen;
193    z *= recipLen;
194
195    const float nc = 1.0f - c;
196    const float xy = x * y;
197    const float yz = y * z;
198    const float zx = z * x;
199    const float xs = x * s;
200    const float ys = y * s;
201    const float zs = z * s;
202
203    data[kScaleX] = x * x * nc +  c;
204    data[kSkewX]  =    xy * nc - zs;
205    data[8]       =    zx * nc + ys;
206    data[kSkewY]  =    xy * nc + zs;
207    data[kScaleY] = y * y * nc +  c;
208    data[9]       =    yz * nc - xs;
209    data[2]       =    zx * nc - ys;
210    data[6]       =    yz * nc + xs;
211    data[kScaleZ] = z * z * nc +  c;
212
213    mSimpleMatrix = false;
214}
215
216void Matrix4::loadMultiply(const Matrix4& u, const Matrix4& v) {
217    for (int i = 0 ; i < 4 ; i++) {
218        float x = 0;
219        float y = 0;
220        float z = 0;
221        float w = 0;
222
223        for (int j = 0 ; j < 4 ; j++) {
224            const float e = v.get(i, j);
225            x += u.get(j, 0) * e;
226            y += u.get(j, 1) * e;
227            z += u.get(j, 2) * e;
228            w += u.get(j, 3) * e;
229        }
230
231        set(i, 0, x);
232        set(i, 1, y);
233        set(i, 2, z);
234        set(i, 3, w);
235    }
236
237    mSimpleMatrix = u.mSimpleMatrix && v.mSimpleMatrix;
238}
239
240void Matrix4::loadOrtho(float left, float right, float bottom, float top, float near, float far) {
241    loadIdentity();
242    data[kScaleX] = 2.0f / (right - left);
243    data[kScaleY] = 2.0f / (top - bottom);
244    data[kScaleZ] = -2.0f / (far - near);
245    data[kTranslateX] = -(right + left) / (right - left);
246    data[kTranslateY] = -(top + bottom) / (top - bottom);
247    data[kTranslateZ] = -(far + near) / (far - near);
248}
249
250#define MUL_ADD_STORE(a, b, c) a = (a) * (b) + (c)
251
252void Matrix4::mapPoint(float& x, float& y) const {
253    if (mSimpleMatrix) {
254        MUL_ADD_STORE(x, data[kScaleX], data[kTranslateX]);
255        MUL_ADD_STORE(y, data[kScaleY], data[kTranslateY]);
256        return;
257    }
258
259    float dx = x * data[kScaleX] + y * data[kSkewX] + data[kTranslateX];
260    float dy = x * data[kSkewY] + y * data[kScaleY] + data[kTranslateY];
261    float dz = x * data[kPerspective0] + y * data[kPerspective1] + data[kPerspective2];
262    if (dz) dz = 1.0f / dz;
263
264    x = dx * dz;
265    y = dy * dz;
266}
267
268void Matrix4::mapRect(Rect& r) const {
269    if (mSimpleMatrix) {
270        MUL_ADD_STORE(r.left, data[kScaleX], data[kTranslateX]);
271        MUL_ADD_STORE(r.right, data[kScaleX], data[kTranslateX]);
272        MUL_ADD_STORE(r.top, data[kScaleY], data[kTranslateY]);
273        MUL_ADD_STORE(r.bottom, data[kScaleY], data[kTranslateY]);
274        return;
275    }
276
277    float vertices[] = {
278        r.left, r.top,
279        r.right, r.top,
280        r.right, r.bottom,
281        r.left, r.bottom
282    };
283
284    float x, y, z;
285
286    for (int i = 0; i < 8; i+= 2) {
287        float px = vertices[i];
288        float py = vertices[i + 1];
289
290        x = px * data[kScaleX] + py * data[kSkewX] + data[kTranslateX];
291        y = px * data[kSkewY] + py * data[kScaleY] + data[kTranslateY];
292        z = px * data[kPerspective0] + py * data[kPerspective1] + data[kPerspective2];
293        if (z) z = 1.0f / z;
294
295        vertices[i] = x * z;
296        vertices[i + 1] = y * z;
297    }
298
299    r.left = r.right = vertices[0];
300    r.top = r.bottom = vertices[1];
301
302    for (int i = 2; i < 8; i += 2) {
303        x = vertices[i];
304        y = vertices[i + 1];
305
306        if (x < r.left) r.left = x;
307        else if (x > r.right) r.right = x;
308        if (y < r.top) r.top = y;
309        else if (y > r.bottom) r.bottom = y;
310    }
311}
312
313void Matrix4::dump() const {
314    LOGD("Matrix4[simple=%d", mSimpleMatrix);
315    LOGD("  %f %f %f %f", data[kScaleX], data[kSkewX], data[8], data[kTranslateX]);
316    LOGD("  %f %f %f %f", data[kSkewY], data[kScaleY], data[9], data[kTranslateY]);
317    LOGD("  %f %f %f %f", data[2], data[6], data[kScaleZ], data[kTranslateZ]);
318    LOGD("  %f %f %f %f", data[kPerspective0], data[kPerspective1], data[11], data[kPerspective2]);
319    LOGD("]");
320}
321
322}; // namespace uirenderer
323}; // namespace android
324