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