Matrix.cpp revision 710f46d9d6a5bf9ea1c1833384caf61e1934124f
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
76void Matrix4::load(const float* v) {
77    memcpy(data, v, sizeof(data));
78    // TODO: Do something smarter here
79    mSimpleMatrix = false;
80    mIsIdentity = false;
81}
82
83void Matrix4::load(const Matrix4& v) {
84    memcpy(data, v.data, sizeof(data));
85    mSimpleMatrix = v.mSimpleMatrix;
86    mIsIdentity = v.mIsIdentity;
87}
88
89void Matrix4::load(const SkMatrix& v) {
90    memset(data, 0, sizeof(data));
91
92    data[kScaleX]     = v[SkMatrix::kMScaleX];
93    data[kSkewX]      = v[SkMatrix::kMSkewX];
94    data[kTranslateX] = v[SkMatrix::kMTransX];
95
96    data[kSkewY]      = v[SkMatrix::kMSkewY];
97    data[kScaleY]     = v[SkMatrix::kMScaleY];
98    data[kTranslateY] = v[SkMatrix::kMTransY];
99
100    data[kPerspective0]  = v[SkMatrix::kMPersp0];
101    data[kPerspective1]  = v[SkMatrix::kMPersp1];
102    data[kPerspective2]  = v[SkMatrix::kMPersp2];
103
104    data[kScaleZ] = 1.0f;
105
106    mSimpleMatrix = (v.getType() <= (SkMatrix::kScale_Mask | SkMatrix::kTranslate_Mask));
107    mIsIdentity = v.isIdentity();
108}
109
110void Matrix4::copyTo(SkMatrix& v) const {
111    v.reset();
112
113    v.set(SkMatrix::kMScaleX, data[kScaleX]);
114    v.set(SkMatrix::kMSkewX,  data[kSkewX]);
115    v.set(SkMatrix::kMTransX, data[kTranslateX]);
116
117    v.set(SkMatrix::kMSkewY,  data[kSkewY]);
118    v.set(SkMatrix::kMScaleY, data[kScaleY]);
119    v.set(SkMatrix::kMTransY, data[kTranslateY]);
120
121    v.set(SkMatrix::kMPersp0, data[kPerspective0]);
122    v.set(SkMatrix::kMPersp1, data[kPerspective1]);
123    v.set(SkMatrix::kMPersp2, data[kPerspective2]);
124}
125
126void Matrix4::loadInverse(const Matrix4& v) {
127    double scale = 1.0 /
128            (v.data[kScaleX] * ((double) v.data[kScaleY]  * v.data[kPerspective2] -
129                    (double) v.data[kTranslateY] * v.data[kPerspective1]) +
130             v.data[kSkewX] * ((double) v.data[kTranslateY] * v.data[kPerspective0] -
131                     (double) v.data[kSkewY] * v.data[kPerspective2]) +
132             v.data[kTranslateX] * ((double) v.data[kSkewY] * v.data[kPerspective1] -
133                     (double) v.data[kScaleY] * v.data[kPerspective0]));
134
135    data[kScaleX] = (v.data[kScaleY] * v.data[kPerspective2] -
136            v.data[kTranslateY] * v.data[kPerspective1])  * scale;
137    data[kSkewX] = (v.data[kTranslateX] * v.data[kPerspective1] -
138            v.data[kSkewX]  * v.data[kPerspective2]) * scale;
139    data[kTranslateX] = (v.data[kSkewX] * v.data[kTranslateY] -
140            v.data[kTranslateX] * v.data[kScaleY])  * scale;
141
142    data[kSkewY] = (v.data[kTranslateY] * v.data[kPerspective0] -
143            v.data[kSkewY]  * v.data[kPerspective2]) * scale;
144    data[kScaleY] = (v.data[kScaleX] * v.data[kPerspective2] -
145            v.data[kTranslateX] * v.data[kPerspective0])  * scale;
146    data[kTranslateY] = (v.data[kTranslateX] * v.data[kSkewY] -
147            v.data[kScaleX]  * v.data[kTranslateY]) * scale;
148
149    data[kPerspective0] = (v.data[kSkewY] * v.data[kPerspective1] -
150            v.data[kScaleY] * v.data[kPerspective0]) * scale;
151    data[kPerspective1] = (v.data[kSkewX] * v.data[kPerspective0] -
152            v.data[kScaleX] * v.data[kPerspective1]) * scale;
153    data[kPerspective2] = (v.data[kScaleX] * v.data[kScaleY] -
154            v.data[kSkewX] * v.data[kSkewY]) * scale;
155
156    mSimpleMatrix = v.mSimpleMatrix;
157    mIsIdentity = v.mIsIdentity;
158}
159
160void Matrix4::copyTo(float* v) const {
161    memcpy(v, data, sizeof(data));
162}
163
164float Matrix4::getTranslateX() {
165    return data[kTranslateX];
166}
167
168float Matrix4::getTranslateY() {
169    return data[kTranslateY];
170}
171
172void Matrix4::multiply(float v) {
173    for (int i = 0; i < 16; i++) {
174        data[i] *= v;
175    }
176    mIsIdentity = false;
177}
178
179void Matrix4::loadTranslate(float x, float y, float z) {
180    loadIdentity();
181
182    data[kTranslateX] = x;
183    data[kTranslateY] = y;
184    data[kTranslateZ] = z;
185
186    mIsIdentity = false;
187}
188
189void Matrix4::loadScale(float sx, float sy, float sz) {
190    loadIdentity();
191
192    data[kScaleX] = sx;
193    data[kScaleY] = sy;
194    data[kScaleZ] = sz;
195
196    mIsIdentity = false;
197}
198
199void Matrix4::loadSkew(float sx, float sy) {
200    loadIdentity();
201
202    data[kScaleX]       = 1.0f;
203    data[kSkewX]        = sx;
204    data[kTranslateX]   = 0.0f;
205
206    data[kSkewY]        = sy;
207    data[kScaleY]       = 1.0f;
208    data[kTranslateY]   = 0.0f;
209
210    data[kPerspective0] = 0.0f;
211    data[kPerspective1] = 0.0f;
212    data[kPerspective2] = 1.0f;
213
214    mSimpleMatrix = false;
215    mIsIdentity = false;
216}
217
218void Matrix4::loadRotate(float angle, float x, float y, float z) {
219    data[kPerspective0]  = 0.0f;
220    data[kPerspective1]  = 0.0f;
221    data[11]             = 0.0f;
222    data[kTranslateX]    = 0.0f;
223    data[kTranslateY]    = 0.0f;
224    data[kTranslateZ]    = 0.0f;
225    data[kPerspective2]  = 1.0f;
226
227    angle *= float(M_PI / 180.0f);
228    float c = cosf(angle);
229    float s = sinf(angle);
230
231    const float length = sqrtf(x * x + y * y + z * z);
232    float recipLen = 1.0f / length;
233    x *= recipLen;
234    y *= recipLen;
235    z *= recipLen;
236
237    const float nc = 1.0f - c;
238    const float xy = x * y;
239    const float yz = y * z;
240    const float zx = z * x;
241    const float xs = x * s;
242    const float ys = y * s;
243    const float zs = z * s;
244
245    data[kScaleX] = x * x * nc +  c;
246    data[kSkewX]  =    xy * nc - zs;
247    data[8]       =    zx * nc + ys;
248    data[kSkewY]  =    xy * nc + zs;
249    data[kScaleY] = y * y * nc +  c;
250    data[9]       =    yz * nc - xs;
251    data[2]       =    zx * nc - ys;
252    data[6]       =    yz * nc + xs;
253    data[kScaleZ] = z * z * nc +  c;
254
255    mSimpleMatrix = false;
256    mIsIdentity = false;
257}
258
259void Matrix4::loadMultiply(const Matrix4& u, const Matrix4& v) {
260    for (int i = 0 ; i < 4 ; i++) {
261        float x = 0;
262        float y = 0;
263        float z = 0;
264        float w = 0;
265
266        for (int j = 0 ; j < 4 ; j++) {
267            const float e = v.get(i, j);
268            x += u.get(j, 0) * e;
269            y += u.get(j, 1) * e;
270            z += u.get(j, 2) * e;
271            w += u.get(j, 3) * e;
272        }
273
274        set(i, 0, x);
275        set(i, 1, y);
276        set(i, 2, z);
277        set(i, 3, w);
278    }
279
280    mSimpleMatrix = u.mSimpleMatrix && v.mSimpleMatrix;
281    mIsIdentity = false;
282}
283
284void Matrix4::loadOrtho(float left, float right, float bottom, float top, float near, float far) {
285    loadIdentity();
286
287    data[kScaleX] = 2.0f / (right - left);
288    data[kScaleY] = 2.0f / (top - bottom);
289    data[kScaleZ] = -2.0f / (far - near);
290    data[kTranslateX] = -(right + left) / (right - left);
291    data[kTranslateY] = -(top + bottom) / (top - bottom);
292    data[kTranslateZ] = -(far + near) / (far - near);
293
294    mIsIdentity = false;
295}
296
297#define MUL_ADD_STORE(a, b, c) a = (a) * (b) + (c)
298
299void Matrix4::mapPoint(float& x, float& y) const {
300    if (mSimpleMatrix) {
301        MUL_ADD_STORE(x, data[kScaleX], data[kTranslateX]);
302        MUL_ADD_STORE(y, data[kScaleY], data[kTranslateY]);
303        return;
304    }
305
306    float dx = x * data[kScaleX] + y * data[kSkewX] + data[kTranslateX];
307    float dy = x * data[kSkewY] + y * data[kScaleY] + data[kTranslateY];
308    float dz = x * data[kPerspective0] + y * data[kPerspective1] + data[kPerspective2];
309    if (dz) dz = 1.0f / dz;
310
311    x = dx * dz;
312    y = dy * dz;
313}
314
315void Matrix4::mapRect(Rect& r) const {
316    if (mSimpleMatrix) {
317        MUL_ADD_STORE(r.left, data[kScaleX], data[kTranslateX]);
318        MUL_ADD_STORE(r.right, data[kScaleX], data[kTranslateX]);
319        MUL_ADD_STORE(r.top, data[kScaleY], data[kTranslateY]);
320        MUL_ADD_STORE(r.bottom, data[kScaleY], data[kTranslateY]);
321
322        if (r.left > r.right) {
323            float x = r.left;
324            r.left = r.right;
325            r.right = x;
326        }
327
328        if (r.top > r.bottom) {
329            float y = r.top;
330            r.top = r.bottom;
331            r.bottom = y;
332        }
333
334        return;
335    }
336
337    float vertices[] = {
338        r.left, r.top,
339        r.right, r.top,
340        r.right, r.bottom,
341        r.left, r.bottom
342    };
343
344    float x, y, z;
345
346    for (int i = 0; i < 8; i+= 2) {
347        float px = vertices[i];
348        float py = vertices[i + 1];
349
350        x = px * data[kScaleX] + py * data[kSkewX] + data[kTranslateX];
351        y = px * data[kSkewY] + py * data[kScaleY] + data[kTranslateY];
352        z = px * data[kPerspective0] + py * data[kPerspective1] + data[kPerspective2];
353        if (z) z = 1.0f / z;
354
355        vertices[i] = x * z;
356        vertices[i + 1] = y * z;
357    }
358
359    r.left = r.right = vertices[0];
360    r.top = r.bottom = vertices[1];
361
362    for (int i = 2; i < 8; i += 2) {
363        x = vertices[i];
364        y = vertices[i + 1];
365
366        if (x < r.left) r.left = x;
367        else if (x > r.right) r.right = x;
368        if (y < r.top) r.top = y;
369        else if (y > r.bottom) r.bottom = y;
370    }
371}
372
373void Matrix4::dump() const {
374    ALOGD("Matrix4[simple=%d", mSimpleMatrix);
375    ALOGD("  %f %f %f %f", data[kScaleX], data[kSkewX], data[8], data[kTranslateX]);
376    ALOGD("  %f %f %f %f", data[kSkewY], data[kScaleY], data[9], data[kTranslateY]);
377    ALOGD("  %f %f %f %f", data[2], data[6], data[kScaleZ], data[kTranslateZ]);
378    ALOGD("  %f %f %f %f", data[kPerspective0], data[kPerspective1], data[11], data[kPerspective2]);
379    ALOGD("]");
380}
381
382}; // namespace uirenderer
383}; // namespace android
384