Matrix.cpp revision 181d0a6ccedee03789919d53c46540a8df751896
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
65bool Matrix4::isPureTranslate() {
66    return mSimpleMatrix &&
67            ALMOST_EQUAL(data[kScaleX], 1.0f) && ALMOST_EQUAL(data[kScaleY], 1.0f);
68}
69
70bool Matrix4::isSimple() {
71    return mSimpleMatrix;
72}
73
74void Matrix4::load(const float* v) {
75    memcpy(data, v, sizeof(data));
76    mSimpleMatrix = false;
77}
78
79void Matrix4::load(const Matrix4& v) {
80    memcpy(data, v.data, sizeof(data));
81    mSimpleMatrix = v.mSimpleMatrix;
82}
83
84void Matrix4::load(const SkMatrix& v) {
85    memset(data, 0, sizeof(data));
86
87    data[kScaleX]     = v[SkMatrix::kMScaleX];
88    data[kSkewX]      = v[SkMatrix::kMSkewX];
89    data[kTranslateX] = v[SkMatrix::kMTransX];
90
91    data[kSkewY]      = v[SkMatrix::kMSkewY];
92    data[kScaleY]     = v[SkMatrix::kMScaleY];
93    data[kTranslateY] = v[SkMatrix::kMTransY];
94
95    data[kPerspective0]  = v[SkMatrix::kMPersp0];
96    data[kPerspective1]  = v[SkMatrix::kMPersp1];
97    data[kPerspective2]  = v[SkMatrix::kMPersp2];
98
99    data[kScaleZ] = 1.0f;
100
101    mSimpleMatrix = (v.getType() <= (SkMatrix::kScale_Mask | SkMatrix::kTranslate_Mask));
102}
103
104void Matrix4::copyTo(SkMatrix& v) const {
105    v.reset();
106
107    v.set(SkMatrix::kMScaleX, data[kScaleX]);
108    v.set(SkMatrix::kMSkewX,  data[kSkewX]);
109    v.set(SkMatrix::kMTransX, data[kTranslateX]);
110
111    v.set(SkMatrix::kMSkewY,  data[kSkewY]);
112    v.set(SkMatrix::kMScaleY, data[kScaleY]);
113    v.set(SkMatrix::kMTransY, data[kTranslateY]);
114
115    v.set(SkMatrix::kMPersp0, data[kPerspective0]);
116    v.set(SkMatrix::kMPersp1, data[kPerspective1]);
117    v.set(SkMatrix::kMPersp2, data[kPerspective2]);
118}
119
120void Matrix4::loadInverse(const Matrix4& v) {
121    double scale = 1.0 /
122            (v.data[kScaleX] * ((double) v.data[kScaleY]  * v.data[kPerspective2] -
123                    (double) v.data[kTranslateY] * v.data[kPerspective1]) +
124             v.data[kSkewX] * ((double) v.data[kTranslateY] * v.data[kPerspective0] -
125                     (double) v.data[kSkewY] * v.data[kPerspective2]) +
126             v.data[kTranslateX] * ((double) v.data[kSkewY] * v.data[kPerspective1] -
127                     (double) v.data[kScaleY] * v.data[kPerspective0]));
128
129    data[kScaleX] = (v.data[kScaleY] * v.data[kPerspective2] -
130            v.data[kTranslateY] * v.data[kPerspective1])  * scale;
131    data[kSkewX] = (v.data[kTranslateX] * v.data[kPerspective1] -
132            v.data[kSkewX]  * v.data[kPerspective2]) * scale;
133    data[kTranslateX] = (v.data[kSkewX] * v.data[kTranslateY] -
134            v.data[kTranslateX] * v.data[kScaleY])  * scale;
135
136    data[kSkewY] = (v.data[kTranslateY] * v.data[kPerspective0] -
137            v.data[kSkewY]  * v.data[kPerspective2]) * scale;
138    data[kScaleY] = (v.data[kScaleX] * v.data[kPerspective2] -
139            v.data[kTranslateX] * v.data[kPerspective0])  * scale;
140    data[kTranslateY] = (v.data[kTranslateX] * v.data[kSkewY] -
141            v.data[kScaleX]  * v.data[kTranslateY]) * scale;
142
143    data[kPerspective0] = (v.data[kSkewY] * v.data[kPerspective1] -
144            v.data[kScaleY] * v.data[kPerspective0]) * scale;
145    data[kPerspective1] = (v.data[kSkewX] * v.data[kPerspective0] -
146            v.data[kScaleX] * v.data[kPerspective1]) * scale;
147    data[kPerspective2] = (v.data[kScaleX] * v.data[kScaleY] -
148            v.data[kSkewX] * v.data[kSkewY]) * scale;
149
150    mSimpleMatrix = v.mSimpleMatrix;
151}
152
153void Matrix4::copyTo(float* v) const {
154    memcpy(v, data, sizeof(data));
155}
156
157float Matrix4::getTranslateX() {
158    return data[kTranslateX];
159}
160
161float Matrix4::getTranslateY() {
162    return data[kTranslateY];
163}
164
165void Matrix4::multiply(float v) {
166    for (int i = 0; i < 16; i++) {
167        data[i] *= v;
168    }
169}
170
171void Matrix4::loadTranslate(float x, float y, float z) {
172    loadIdentity();
173    data[kTranslateX] = x;
174    data[kTranslateY] = y;
175    data[kTranslateZ] = z;
176}
177
178void Matrix4::loadScale(float sx, float sy, float sz) {
179    loadIdentity();
180    data[kScaleX] = sx;
181    data[kScaleY] = sy;
182    data[kScaleZ] = sz;
183}
184
185void Matrix4::loadSkew(float sx, float sy) {
186    loadIdentity();
187
188    data[kScaleX]       = 1.0f;
189    data[kSkewX]        = sx;
190    data[kTranslateX]   = 0.0f;
191
192    data[kSkewY]        = sy;
193    data[kScaleY]       = 1.0f;
194    data[kTranslateY]   = 0.0f;
195
196    data[kPerspective0] = 0.0f;
197    data[kPerspective1] = 0.0f;
198    data[kPerspective2] = 1.0f;
199
200    mSimpleMatrix = false;
201}
202
203void Matrix4::loadRotate(float angle, float x, float y, float z) {
204    data[kPerspective0]  = 0.0f;
205    data[kPerspective1]  = 0.0f;
206    data[11]             = 0.0f;
207    data[kTranslateX]    = 0.0f;
208    data[kTranslateY]    = 0.0f;
209    data[kTranslateZ]    = 0.0f;
210    data[kPerspective2]  = 1.0f;
211
212    angle *= float(M_PI / 180.0f);
213    float c = cosf(angle);
214    float s = sinf(angle);
215
216    const float length = sqrtf(x * x + y * y + z * z);
217    float recipLen = 1.0f / length;
218    x *= recipLen;
219    y *= recipLen;
220    z *= recipLen;
221
222    const float nc = 1.0f - c;
223    const float xy = x * y;
224    const float yz = y * z;
225    const float zx = z * x;
226    const float xs = x * s;
227    const float ys = y * s;
228    const float zs = z * s;
229
230    data[kScaleX] = x * x * nc +  c;
231    data[kSkewX]  =    xy * nc - zs;
232    data[8]       =    zx * nc + ys;
233    data[kSkewY]  =    xy * nc + zs;
234    data[kScaleY] = y * y * nc +  c;
235    data[9]       =    yz * nc - xs;
236    data[2]       =    zx * nc - ys;
237    data[6]       =    yz * nc + xs;
238    data[kScaleZ] = z * z * nc +  c;
239
240    mSimpleMatrix = false;
241}
242
243void Matrix4::loadMultiply(const Matrix4& u, const Matrix4& v) {
244    for (int i = 0 ; i < 4 ; i++) {
245        float x = 0;
246        float y = 0;
247        float z = 0;
248        float w = 0;
249
250        for (int j = 0 ; j < 4 ; j++) {
251            const float e = v.get(i, j);
252            x += u.get(j, 0) * e;
253            y += u.get(j, 1) * e;
254            z += u.get(j, 2) * e;
255            w += u.get(j, 3) * e;
256        }
257
258        set(i, 0, x);
259        set(i, 1, y);
260        set(i, 2, z);
261        set(i, 3, w);
262    }
263
264    mSimpleMatrix = u.mSimpleMatrix && v.mSimpleMatrix;
265}
266
267void Matrix4::loadOrtho(float left, float right, float bottom, float top, float near, float far) {
268    loadIdentity();
269    data[kScaleX] = 2.0f / (right - left);
270    data[kScaleY] = 2.0f / (top - bottom);
271    data[kScaleZ] = -2.0f / (far - near);
272    data[kTranslateX] = -(right + left) / (right - left);
273    data[kTranslateY] = -(top + bottom) / (top - bottom);
274    data[kTranslateZ] = -(far + near) / (far - near);
275}
276
277#define MUL_ADD_STORE(a, b, c) a = (a) * (b) + (c)
278
279void Matrix4::mapPoint(float& x, float& y) const {
280    if (mSimpleMatrix) {
281        MUL_ADD_STORE(x, data[kScaleX], data[kTranslateX]);
282        MUL_ADD_STORE(y, data[kScaleY], data[kTranslateY]);
283        return;
284    }
285
286    float dx = x * data[kScaleX] + y * data[kSkewX] + data[kTranslateX];
287    float dy = x * data[kSkewY] + y * data[kScaleY] + data[kTranslateY];
288    float dz = x * data[kPerspective0] + y * data[kPerspective1] + data[kPerspective2];
289    if (dz) dz = 1.0f / dz;
290
291    x = dx * dz;
292    y = dy * dz;
293}
294
295void Matrix4::mapRect(Rect& r) const {
296    if (mSimpleMatrix) {
297        MUL_ADD_STORE(r.left, data[kScaleX], data[kTranslateX]);
298        MUL_ADD_STORE(r.right, data[kScaleX], data[kTranslateX]);
299        MUL_ADD_STORE(r.top, data[kScaleY], data[kTranslateY]);
300        MUL_ADD_STORE(r.bottom, data[kScaleY], data[kTranslateY]);
301
302        if (r.left > r.right) {
303            float x = r.left;
304            r.left = r.right;
305            r.right = x;
306        }
307
308        if (r.top > r.bottom) {
309            float y = r.top;
310            r.top = r.bottom;
311            r.bottom = y;
312        }
313
314        return;
315    }
316
317    float vertices[] = {
318        r.left, r.top,
319        r.right, r.top,
320        r.right, r.bottom,
321        r.left, r.bottom
322    };
323
324    float x, y, z;
325
326    for (int i = 0; i < 8; i+= 2) {
327        float px = vertices[i];
328        float py = vertices[i + 1];
329
330        x = px * data[kScaleX] + py * data[kSkewX] + data[kTranslateX];
331        y = px * data[kSkewY] + py * data[kScaleY] + data[kTranslateY];
332        z = px * data[kPerspective0] + py * data[kPerspective1] + data[kPerspective2];
333        if (z) z = 1.0f / z;
334
335        vertices[i] = x * z;
336        vertices[i + 1] = y * z;
337    }
338
339    r.left = r.right = vertices[0];
340    r.top = r.bottom = vertices[1];
341
342    for (int i = 2; i < 8; i += 2) {
343        x = vertices[i];
344        y = vertices[i + 1];
345
346        if (x < r.left) r.left = x;
347        else if (x > r.right) r.right = x;
348        if (y < r.top) r.top = y;
349        else if (y > r.bottom) r.bottom = y;
350    }
351}
352
353void Matrix4::dump() const {
354    LOGD("Matrix4[simple=%d", mSimpleMatrix);
355    LOGD("  %f %f %f %f", data[kScaleX], data[kSkewX], data[8], data[kTranslateX]);
356    LOGD("  %f %f %f %f", data[kSkewY], data[kScaleY], data[9], data[kTranslateY]);
357    LOGD("  %f %f %f %f", data[2], data[6], data[kScaleZ], data[kTranslateZ]);
358    LOGD("  %f %f %f %f", data[kPerspective0], data[kPerspective1], data[11], data[kPerspective2]);
359    LOGD("]");
360}
361
362}; // namespace uirenderer
363}; // namespace android
364