Matrix.cpp revision 4bb942083a0d4db746adf95349108dd8ef842e32
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(data[0], 1.0f) && almost(data[1], 0.0f) && almost(data[2], 0.0f) && 59 almost(data[4], 0.0f) && almost(data[5], 1.0f) && almost(data[6], 0.0f) && 60 almost(data[8], 0.0f) && almost(data[9], 0.0f) && almost(data[10], 1.0f)); 61} 62 63void Matrix4::load(const float* v) { 64 memcpy(data, v, sizeof(data)); 65 mSimpleMatrix = false; 66} 67 68void Matrix4::load(const Matrix4& v) { 69 memcpy(data, v.data, sizeof(data)); 70 mSimpleMatrix = v.mSimpleMatrix; 71} 72 73void Matrix4::load(const SkMatrix& v) { 74 memset(data, 0, sizeof(data)); 75 76 data[kScaleX] = v[SkMatrix::kMScaleX]; 77 data[kSkewX] = v[SkMatrix::kMSkewX]; 78 data[kTranslateX] = v[SkMatrix::kMTransX]; 79 80 data[kSkewY] = v[SkMatrix::kMSkewY]; 81 data[kScaleY] = v[SkMatrix::kMScaleY]; 82 data[kTranslateY] = v[SkMatrix::kMTransY]; 83 84 data[kPerspective0] = v[SkMatrix::kMPersp0]; 85 data[kPerspective1] = v[SkMatrix::kMPersp1]; 86 data[kPerspective2] = v[SkMatrix::kMPersp2]; 87 88 data[kScaleZ] = 1.0f; 89 90 mSimpleMatrix = (v.getType() <= SkMatrix::kScale_Mask); 91} 92 93void Matrix4::copyTo(SkMatrix& v) const { 94 v.reset(); 95 96 v.set(SkMatrix::kMScaleX, data[kScaleX]); 97 v.set(SkMatrix::kMSkewX, data[kSkewX]); 98 v.set(SkMatrix::kMTransX, data[kTranslateX]); 99 100 v.set(SkMatrix::kMSkewY, data[kSkewY]); 101 v.set(SkMatrix::kMScaleY, data[kScaleY]); 102 v.set(SkMatrix::kMTransY, data[kTranslateY]); 103 104 v.set(SkMatrix::kMPersp0, data[kPerspective0]); 105 v.set(SkMatrix::kMPersp1, data[kPerspective1]); 106 v.set(SkMatrix::kMPersp2, data[kPerspective2]); 107} 108 109void Matrix4::loadInverse(const Matrix4& v) { 110 double scale = 1.0 / 111 (v.data[kScaleX] * ((double) v.data[kScaleY] * v.data[kPerspective2] - 112 (double) v.data[kTranslateY] * v.data[kPerspective1]) + 113 v.data[kSkewX] * ((double) v.data[kTranslateY] * v.data[kPerspective0] - 114 (double) v.data[kSkewY] * v.data[kPerspective2]) + 115 v.data[kTranslateX] * ((double) v.data[kSkewY] * v.data[kPerspective1] - 116 (double) v.data[kScaleY] * v.data[kPerspective0])); 117 118 data[kScaleX] = (v.data[kScaleY] * v.data[kPerspective2] - 119 v.data[kTranslateY] * v.data[kPerspective1]) * scale; 120 data[kSkewX] = (v.data[kTranslateX] * v.data[kPerspective1] - 121 v.data[kSkewX] * v.data[kPerspective2]) * scale; 122 data[kTranslateX] = (v.data[kSkewX] * v.data[kTranslateY] - 123 v.data[kTranslateX] * v.data[kScaleY]) * scale; 124 125 data[kSkewY] = (v.data[kTranslateY] * v.data[kPerspective0] - 126 v.data[kSkewY] * v.data[kPerspective2]) * scale; 127 data[kScaleY] = (v.data[kScaleX] * v.data[kPerspective2] - 128 v.data[kTranslateX] * v.data[kPerspective0]) * scale; 129 data[kTranslateY] = (v.data[kTranslateX] * v.data[kSkewY] - 130 v.data[kScaleX] * v.data[kTranslateY]) * scale; 131 132 data[kPerspective0] = (v.data[kSkewY] * v.data[kPerspective1] - 133 v.data[kScaleY] * v.data[kPerspective0]) * scale; 134 data[kPerspective1] = (v.data[kSkewX] * v.data[kPerspective0] - 135 v.data[kScaleX] * v.data[kPerspective1]) * scale; 136 data[kPerspective2] = (v.data[kScaleX] * v.data[kScaleY] - 137 v.data[kSkewX] * v.data[kSkewY]) * scale; 138 139 mSimpleMatrix = v.mSimpleMatrix; 140} 141 142void Matrix4::copyTo(float* v) const { 143 memcpy(v, data, sizeof(data)); 144} 145 146float Matrix4::getTranslateX() { 147 return data[kTranslateX]; 148} 149 150float Matrix4::getTranslateY() { 151 return data[kTranslateY]; 152} 153 154void Matrix4::multiply(float v) { 155 for (int i = 0; i < 16; i++) { 156 data[i] *= v; 157 } 158} 159 160void Matrix4::loadTranslate(float x, float y, float z) { 161 loadIdentity(); 162 data[kTranslateX] = x; 163 data[kTranslateY] = y; 164 data[kTranslateZ] = z; 165} 166 167void Matrix4::loadScale(float sx, float sy, float sz) { 168 loadIdentity(); 169 data[kScaleX] = sx; 170 data[kScaleY] = sy; 171 data[kScaleZ] = sz; 172} 173 174void Matrix4::loadRotate(float angle, float x, float y, float z) { 175 data[kPerspective0] = 0.0f; 176 data[kPerspective1] = 0.0f; 177 data[11] = 0.0f; 178 data[kTranslateX] = 0.0f; 179 data[kTranslateY] = 0.0f; 180 data[kTranslateZ] = 0.0f; 181 data[kPerspective2] = 1.0f; 182 183 angle *= float(M_PI / 180.0f); 184 float c = cosf(angle); 185 float s = sinf(angle); 186 187 const float length = sqrtf(x * x + y * y + z * z); 188 float recipLen = 1.0f / length; 189 x *= recipLen; 190 y *= recipLen; 191 z *= recipLen; 192 193 const float nc = 1.0f - c; 194 const float xy = x * y; 195 const float yz = y * z; 196 const float zx = z * x; 197 const float xs = x * s; 198 const float ys = y * s; 199 const float zs = z * s; 200 201 data[kScaleX] = x * x * nc + c; 202 data[kSkewX] = xy * nc - zs; 203 data[8] = zx * nc + ys; 204 data[kSkewY] = xy * nc + zs; 205 data[kScaleY] = y * y * nc + c; 206 data[9] = yz * nc - xs; 207 data[2] = zx * nc - ys; 208 data[6] = yz * nc + xs; 209 data[kScaleZ] = z * z * nc + c; 210 211 mSimpleMatrix = false; 212} 213 214void Matrix4::loadMultiply(const Matrix4& u, const Matrix4& v) { 215 for (int i = 0 ; i < 4 ; i++) { 216 float x = 0; 217 float y = 0; 218 float z = 0; 219 float w = 0; 220 221 for (int j = 0 ; j < 4 ; j++) { 222 const float e = v.get(i, j); 223 x += u.get(j, 0) * e; 224 y += u.get(j, 1) * e; 225 z += u.get(j, 2) * e; 226 w += u.get(j, 3) * e; 227 } 228 229 set(i, 0, x); 230 set(i, 1, y); 231 set(i, 2, z); 232 set(i, 3, w); 233 } 234 235 mSimpleMatrix = u.mSimpleMatrix && v.mSimpleMatrix; 236} 237 238void Matrix4::loadOrtho(float left, float right, float bottom, float top, float near, float far) { 239 loadIdentity(); 240 data[kScaleX] = 2.0f / (right - left); 241 data[kScaleY] = 2.0f / (top - bottom); 242 data[kScaleZ] = -2.0f / (far - near); 243 data[kTranslateX] = -(right + left) / (right - left); 244 data[kTranslateY] = -(top + bottom) / (top - bottom); 245 data[kTranslateZ] = -(far + near) / (far - near); 246} 247 248#define MUL_ADD_STORE(a, b, c) a = (a) * (b) + (c) 249 250void Matrix4::mapPoint(float& x, float& y) const { 251 if (mSimpleMatrix) { 252 MUL_ADD_STORE(x, data[kScaleX], data[kTranslateX]); 253 MUL_ADD_STORE(y, data[kScaleY], data[kTranslateY]); 254 return; 255 } 256 257 float dx = x * data[kScaleX] + y * data[kSkewX] + data[kTranslateX]; 258 float dy = x * data[kSkewY] + y * data[kScaleY] + data[kTranslateY]; 259 float dz = x * data[kPerspective0] + y * data[kPerspective1] + data[kPerspective2]; 260 if (dz) dz = 1.0f / dz; 261 262 x = dx * dz; 263 y = dy * dz; 264} 265 266void Matrix4::mapRect(Rect& r) const { 267 if (mSimpleMatrix) { 268 MUL_ADD_STORE(r.left, data[kScaleX], data[kTranslateX]); 269 MUL_ADD_STORE(r.right, data[kScaleX], data[kTranslateX]); 270 MUL_ADD_STORE(r.top, data[kScaleY], data[kTranslateY]); 271 MUL_ADD_STORE(r.bottom, data[kScaleY], data[kTranslateY]); 272 return; 273 } 274 275 float vertices[] = { 276 r.left, r.top, 277 r.right, r.top, 278 r.right, r.bottom, 279 r.left, r.bottom 280 }; 281 282 float x, y, z; 283 284 for (int i = 0; i < 8; i+= 2) { 285 float px = vertices[i]; 286 float py = vertices[i + 1]; 287 288 x = px * data[kScaleX] + py * data[kSkewX] + data[kTranslateX]; 289 y = px * data[kSkewY] + py * data[kScaleY] + data[kTranslateY]; 290 z = px * data[kPerspective0] + py * data[kPerspective1] + data[kPerspective2]; 291 if (z) z = 1.0f / z; 292 293 vertices[i] = x * z; 294 vertices[i + 1] = y * z; 295 } 296 297 r.left = r.right = vertices[0]; 298 r.top = r.bottom = vertices[1]; 299 300 for (int i = 2; i < 8; i += 2) { 301 x = vertices[i]; 302 y = vertices[i + 1]; 303 304 if (x < r.left) r.left = x; 305 else if (x > r.right) r.right = x; 306 if (y < r.top) r.top = y; 307 else if (y > r.bottom) r.bottom = y; 308 } 309} 310 311void Matrix4::dump() const { 312 LOGD("Matrix4[simple=%d", mSimpleMatrix); 313 LOGD(" %f %f %f %f", data[kScaleX], data[kSkewX], data[8], data[kTranslateX]); 314 LOGD(" %f %f %f %f", data[kSkewY], data[kScaleY], data[9], data[kTranslateY]); 315 LOGD(" %f %f %f %f", data[2], data[6], data[kScaleZ], data[kTranslateZ]); 316 LOGD(" %f %f %f %f", data[kPerspective0], data[kPerspective1], data[11], data[kPerspective2]); 317 LOGD("]"); 318} 319 320}; // namespace uirenderer 321}; // namespace android 322