Matrix.cpp revision a3dc55f83ab583e0a66b893c71b849afa046770a
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 76bool Matrix4::isPerspective() const { 77 return data[kPerspective0] != 0.0f || data[kPerspective1] != 0.0f || 78 data[kPerspective2] != 1.0f; 79} 80 81void Matrix4::load(const float* v) { 82 memcpy(data, v, sizeof(data)); 83 // TODO: Do something smarter here 84 mSimpleMatrix = false; 85 mIsIdentity = false; 86} 87 88void Matrix4::load(const Matrix4& v) { 89 memcpy(data, v.data, sizeof(data)); 90 mSimpleMatrix = v.mSimpleMatrix; 91 mIsIdentity = v.mIsIdentity; 92} 93 94void Matrix4::load(const SkMatrix& v) { 95 memset(data, 0, sizeof(data)); 96 97 data[kScaleX] = v[SkMatrix::kMScaleX]; 98 data[kSkewX] = v[SkMatrix::kMSkewX]; 99 data[kTranslateX] = v[SkMatrix::kMTransX]; 100 101 data[kSkewY] = v[SkMatrix::kMSkewY]; 102 data[kScaleY] = v[SkMatrix::kMScaleY]; 103 data[kTranslateY] = v[SkMatrix::kMTransY]; 104 105 data[kPerspective0] = v[SkMatrix::kMPersp0]; 106 data[kPerspective1] = v[SkMatrix::kMPersp1]; 107 data[kPerspective2] = v[SkMatrix::kMPersp2]; 108 109 data[kScaleZ] = 1.0f; 110 111 mSimpleMatrix = (v.getType() <= (SkMatrix::kScale_Mask | SkMatrix::kTranslate_Mask)); 112 mIsIdentity = v.isIdentity(); 113} 114 115void Matrix4::copyTo(SkMatrix& v) const { 116 v.reset(); 117 118 v.set(SkMatrix::kMScaleX, data[kScaleX]); 119 v.set(SkMatrix::kMSkewX, data[kSkewX]); 120 v.set(SkMatrix::kMTransX, data[kTranslateX]); 121 122 v.set(SkMatrix::kMSkewY, data[kSkewY]); 123 v.set(SkMatrix::kMScaleY, data[kScaleY]); 124 v.set(SkMatrix::kMTransY, data[kTranslateY]); 125 126 v.set(SkMatrix::kMPersp0, data[kPerspective0]); 127 v.set(SkMatrix::kMPersp1, data[kPerspective1]); 128 v.set(SkMatrix::kMPersp2, data[kPerspective2]); 129} 130 131void Matrix4::loadInverse(const Matrix4& v) { 132 double scale = 1.0 / 133 (v.data[kScaleX] * ((double) v.data[kScaleY] * v.data[kPerspective2] - 134 (double) v.data[kTranslateY] * v.data[kPerspective1]) + 135 v.data[kSkewX] * ((double) v.data[kTranslateY] * v.data[kPerspective0] - 136 (double) v.data[kSkewY] * v.data[kPerspective2]) + 137 v.data[kTranslateX] * ((double) v.data[kSkewY] * v.data[kPerspective1] - 138 (double) v.data[kScaleY] * v.data[kPerspective0])); 139 140 data[kScaleX] = (v.data[kScaleY] * v.data[kPerspective2] - 141 v.data[kTranslateY] * v.data[kPerspective1]) * scale; 142 data[kSkewX] = (v.data[kTranslateX] * v.data[kPerspective1] - 143 v.data[kSkewX] * v.data[kPerspective2]) * scale; 144 data[kTranslateX] = (v.data[kSkewX] * v.data[kTranslateY] - 145 v.data[kTranslateX] * v.data[kScaleY]) * scale; 146 147 data[kSkewY] = (v.data[kTranslateY] * v.data[kPerspective0] - 148 v.data[kSkewY] * v.data[kPerspective2]) * scale; 149 data[kScaleY] = (v.data[kScaleX] * v.data[kPerspective2] - 150 v.data[kTranslateX] * v.data[kPerspective0]) * scale; 151 data[kTranslateY] = (v.data[kTranslateX] * v.data[kSkewY] - 152 v.data[kScaleX] * v.data[kTranslateY]) * scale; 153 154 data[kPerspective0] = (v.data[kSkewY] * v.data[kPerspective1] - 155 v.data[kScaleY] * v.data[kPerspective0]) * scale; 156 data[kPerspective1] = (v.data[kSkewX] * v.data[kPerspective0] - 157 v.data[kScaleX] * v.data[kPerspective1]) * scale; 158 data[kPerspective2] = (v.data[kScaleX] * v.data[kScaleY] - 159 v.data[kSkewX] * v.data[kSkewY]) * scale; 160 161 mSimpleMatrix = v.mSimpleMatrix; 162 mIsIdentity = v.mIsIdentity; 163} 164 165void Matrix4::copyTo(float* v) const { 166 memcpy(v, data, sizeof(data)); 167} 168 169float Matrix4::getTranslateX() { 170 return data[kTranslateX]; 171} 172 173float Matrix4::getTranslateY() { 174 return data[kTranslateY]; 175} 176 177void Matrix4::multiply(float v) { 178 for (int i = 0; i < 16; i++) { 179 data[i] *= v; 180 } 181 mIsIdentity = false; 182} 183 184void Matrix4::loadTranslate(float x, float y, float z) { 185 loadIdentity(); 186 187 data[kTranslateX] = x; 188 data[kTranslateY] = y; 189 data[kTranslateZ] = z; 190 191 mIsIdentity = false; 192} 193 194void Matrix4::loadScale(float sx, float sy, float sz) { 195 loadIdentity(); 196 197 data[kScaleX] = sx; 198 data[kScaleY] = sy; 199 data[kScaleZ] = sz; 200 201 mIsIdentity = false; 202} 203 204void Matrix4::loadSkew(float sx, float sy) { 205 loadIdentity(); 206 207 data[kScaleX] = 1.0f; 208 data[kSkewX] = sx; 209 data[kTranslateX] = 0.0f; 210 211 data[kSkewY] = sy; 212 data[kScaleY] = 1.0f; 213 data[kTranslateY] = 0.0f; 214 215 data[kPerspective0] = 0.0f; 216 data[kPerspective1] = 0.0f; 217 data[kPerspective2] = 1.0f; 218 219 mSimpleMatrix = false; 220 mIsIdentity = false; 221} 222 223void Matrix4::loadRotate(float angle, float x, float y, float z) { 224 data[kPerspective0] = 0.0f; 225 data[kPerspective1] = 0.0f; 226 data[11] = 0.0f; 227 data[kTranslateX] = 0.0f; 228 data[kTranslateY] = 0.0f; 229 data[kTranslateZ] = 0.0f; 230 data[kPerspective2] = 1.0f; 231 232 angle *= float(M_PI / 180.0f); 233 float c = cosf(angle); 234 float s = sinf(angle); 235 236 const float length = sqrtf(x * x + y * y + z * z); 237 float recipLen = 1.0f / length; 238 x *= recipLen; 239 y *= recipLen; 240 z *= recipLen; 241 242 const float nc = 1.0f - c; 243 const float xy = x * y; 244 const float yz = y * z; 245 const float zx = z * x; 246 const float xs = x * s; 247 const float ys = y * s; 248 const float zs = z * s; 249 250 data[kScaleX] = x * x * nc + c; 251 data[kSkewX] = xy * nc - zs; 252 data[8] = zx * nc + ys; 253 data[kSkewY] = xy * nc + zs; 254 data[kScaleY] = y * y * nc + c; 255 data[9] = yz * nc - xs; 256 data[2] = zx * nc - ys; 257 data[6] = yz * nc + xs; 258 data[kScaleZ] = z * z * nc + c; 259 260 mSimpleMatrix = false; 261 mIsIdentity = false; 262} 263 264void Matrix4::loadMultiply(const Matrix4& u, const Matrix4& v) { 265 for (int i = 0 ; i < 4 ; i++) { 266 float x = 0; 267 float y = 0; 268 float z = 0; 269 float w = 0; 270 271 for (int j = 0 ; j < 4 ; j++) { 272 const float e = v.get(i, j); 273 x += u.get(j, 0) * e; 274 y += u.get(j, 1) * e; 275 z += u.get(j, 2) * e; 276 w += u.get(j, 3) * e; 277 } 278 279 set(i, 0, x); 280 set(i, 1, y); 281 set(i, 2, z); 282 set(i, 3, w); 283 } 284 285 mSimpleMatrix = u.mSimpleMatrix && v.mSimpleMatrix; 286 mIsIdentity = false; 287} 288 289void Matrix4::loadOrtho(float left, float right, float bottom, float top, float near, float far) { 290 loadIdentity(); 291 292 data[kScaleX] = 2.0f / (right - left); 293 data[kScaleY] = 2.0f / (top - bottom); 294 data[kScaleZ] = -2.0f / (far - near); 295 data[kTranslateX] = -(right + left) / (right - left); 296 data[kTranslateY] = -(top + bottom) / (top - bottom); 297 data[kTranslateZ] = -(far + near) / (far - near); 298 299 mIsIdentity = false; 300} 301 302#define MUL_ADD_STORE(a, b, c) a = (a) * (b) + (c) 303 304void Matrix4::mapPoint(float& x, float& y) const { 305 if (mSimpleMatrix) { 306 MUL_ADD_STORE(x, data[kScaleX], data[kTranslateX]); 307 MUL_ADD_STORE(y, data[kScaleY], data[kTranslateY]); 308 return; 309 } 310 311 float dx = x * data[kScaleX] + y * data[kSkewX] + data[kTranslateX]; 312 float dy = x * data[kSkewY] + y * data[kScaleY] + data[kTranslateY]; 313 float dz = x * data[kPerspective0] + y * data[kPerspective1] + data[kPerspective2]; 314 if (dz) dz = 1.0f / dz; 315 316 x = dx * dz; 317 y = dy * dz; 318} 319 320void Matrix4::mapRect(Rect& r) const { 321 if (mSimpleMatrix) { 322 MUL_ADD_STORE(r.left, data[kScaleX], data[kTranslateX]); 323 MUL_ADD_STORE(r.right, data[kScaleX], data[kTranslateX]); 324 MUL_ADD_STORE(r.top, data[kScaleY], data[kTranslateY]); 325 MUL_ADD_STORE(r.bottom, data[kScaleY], data[kTranslateY]); 326 327 if (r.left > r.right) { 328 float x = r.left; 329 r.left = r.right; 330 r.right = x; 331 } 332 333 if (r.top > r.bottom) { 334 float y = r.top; 335 r.top = r.bottom; 336 r.bottom = y; 337 } 338 339 return; 340 } 341 342 float vertices[] = { 343 r.left, r.top, 344 r.right, r.top, 345 r.right, r.bottom, 346 r.left, r.bottom 347 }; 348 349 float x, y, z; 350 351 for (int i = 0; i < 8; i+= 2) { 352 float px = vertices[i]; 353 float py = vertices[i + 1]; 354 355 x = px * data[kScaleX] + py * data[kSkewX] + data[kTranslateX]; 356 y = px * data[kSkewY] + py * data[kScaleY] + data[kTranslateY]; 357 z = px * data[kPerspective0] + py * data[kPerspective1] + data[kPerspective2]; 358 if (z) z = 1.0f / z; 359 360 vertices[i] = x * z; 361 vertices[i + 1] = y * z; 362 } 363 364 r.left = r.right = vertices[0]; 365 r.top = r.bottom = vertices[1]; 366 367 for (int i = 2; i < 8; i += 2) { 368 x = vertices[i]; 369 y = vertices[i + 1]; 370 371 if (x < r.left) r.left = x; 372 else if (x > r.right) r.right = x; 373 if (y < r.top) r.top = y; 374 else if (y > r.bottom) r.bottom = y; 375 } 376} 377 378void Matrix4::dump() const { 379 ALOGD("Matrix4[simple=%d", mSimpleMatrix); 380 ALOGD(" %f %f %f %f", data[kScaleX], data[kSkewX], data[8], data[kTranslateX]); 381 ALOGD(" %f %f %f %f", data[kSkewY], data[kScaleY], data[9], data[kTranslateY]); 382 ALOGD(" %f %f %f %f", data[2], data[6], data[kScaleZ], data[kTranslateZ]); 383 ALOGD(" %f %f %f %f", data[kPerspective0], data[kPerspective1], data[11], data[kPerspective2]); 384 ALOGD("]"); 385} 386 387}; // namespace uirenderer 388}; // namespace android 389