Matrix.cpp revision 0ba681bce12d522c5575dfccb5a6ca12f0fba746
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 "Matrix.h"
28
29namespace android {
30namespace uirenderer {
31
32void Matrix4::loadIdentity() {
33    data[kScaleX]       = 1.0f;
34    data[kSkewY]        = 0.0f;
35    data[2]             = 0.0f;
36    data[kPerspective0] = 0.0f;
37
38    data[kSkewX]        = 0.0f;
39    data[kScaleY]       = 1.0f;
40    data[6]             = 0.0f;
41    data[kPerspective1] = 0.0f;
42
43    data[8]             = 0.0f;
44    data[9]             = 0.0f;
45    data[kScaleZ]       = 1.0f;
46    data[11]            = 0.0f;
47
48    data[kTranslateX]   = 0.0f;
49    data[kTranslateY]   = 0.0f;
50    data[kTranslateZ]   = 0.0f;
51    data[kPerspective2] = 1.0f;
52
53    mSimpleMatrix = true;
54}
55
56void Matrix4::load(const float* v) {
57    memcpy(data, v, sizeof(data));
58    mSimpleMatrix = false;
59}
60
61void Matrix4::load(const Matrix4& v) {
62    memcpy(data, v.data, sizeof(data));
63    mSimpleMatrix = v.mSimpleMatrix;
64}
65
66void Matrix4::load(const SkMatrix& v) {
67    memset(data, 0, sizeof(data));
68
69    data[kScaleX]     = v[SkMatrix::kMScaleX];
70    data[kSkewX]      = v[SkMatrix::kMSkewX];
71    data[kTranslateX] = v[SkMatrix::kMTransX];
72
73    data[kSkewY]      = v[SkMatrix::kMSkewY];
74    data[kScaleY]     = v[SkMatrix::kMScaleY];
75    data[kTranslateY] = v[SkMatrix::kMTransY];
76
77    data[kPerspective0]  = v[SkMatrix::kMPersp0];
78    data[kPerspective1]  = v[SkMatrix::kMPersp1];
79    data[kPerspective2]  = v[SkMatrix::kMPersp2];
80
81    data[kScaleZ] = 1.0f;
82
83    mSimpleMatrix = (v.getType() <= SkMatrix::kScale_Mask);
84}
85
86void Matrix4::copyTo(SkMatrix& v) const {
87    v.reset();
88
89    v.set(SkMatrix::kMScaleX, data[kScaleX]);
90    v.set(SkMatrix::kMSkewX,  data[kSkewX]);
91    v.set(SkMatrix::kMTransX, data[kTranslateX]);
92
93    v.set(SkMatrix::kMSkewY,  data[kSkewY]);
94    v.set(SkMatrix::kMScaleY, data[kScaleY]);
95    v.set(SkMatrix::kMTransY, data[kTranslateY]);
96
97    v.set(SkMatrix::kMPersp0, data[kPerspective0]);
98    v.set(SkMatrix::kMPersp1, data[kPerspective1]);
99    v.set(SkMatrix::kMPersp2, data[kPerspective2]);
100}
101
102void Matrix4::loadInverse(const Matrix4& v) {
103    double scale = 1.0 /
104            (v.data[kScaleX] * ((double) v.data[kScaleY]  * v.data[kPerspective2] -
105                    (double) v.data[kTranslateY] * v.data[kPerspective1]) +
106             v.data[kSkewX] * ((double) v.data[kTranslateY] * v.data[kPerspective0] -
107                     (double) v.data[kSkewY] * v.data[kPerspective2]) +
108             v.data[kTranslateX] * ((double) v.data[kSkewY] * v.data[kPerspective1] -
109                     (double) v.data[kScaleY] * v.data[kPerspective0]));
110
111    data[kScaleX] = (v.data[kScaleY] * v.data[kPerspective2] -
112            v.data[kTranslateY] * v.data[kPerspective1])  * scale;
113    data[kSkewX] = (v.data[kTranslateX] * v.data[kPerspective1] -
114            v.data[kSkewX]  * v.data[kPerspective2]) * scale;
115    data[kTranslateX] = (v.data[kSkewX] * v.data[kTranslateY] -
116            v.data[kTranslateX] * v.data[kScaleY])  * scale;
117
118    data[kSkewY] = (v.data[kTranslateY] * v.data[kPerspective0] -
119            v.data[kSkewY]  * v.data[kPerspective2]) * scale;
120    data[kScaleY] = (v.data[kScaleX] * v.data[kPerspective2] -
121            v.data[kTranslateX] * v.data[kPerspective0])  * scale;
122    data[kTranslateY] = (v.data[kTranslateX] * v.data[kSkewY] -
123            v.data[kScaleX]  * v.data[kTranslateY]) * scale;
124
125    data[kPerspective0] = (v.data[kSkewY] * v.data[kPerspective1] -
126            v.data[kScaleY] * v.data[kPerspective0]) * scale;
127    data[kPerspective1] = (v.data[kSkewX] * v.data[kPerspective0] -
128            v.data[kScaleX] * v.data[kPerspective1]) * scale;
129    data[kPerspective2] = (v.data[kScaleX] * v.data[kScaleY] -
130            v.data[kSkewX] * v.data[kSkewY]) * scale;
131
132    mSimpleMatrix = v.mSimpleMatrix;
133}
134
135void Matrix4::copyTo(float* v) const {
136    memcpy(v, data, sizeof(data));
137}
138
139float Matrix4::getTranslateX() {
140    return data[kTranslateX];
141}
142
143float Matrix4::getTranslateY() {
144    return data[kTranslateY];
145}
146
147void Matrix4::loadTranslate(float x, float y, float z) {
148    loadIdentity();
149    data[kTranslateX] = x;
150    data[kTranslateY] = y;
151    data[kTranslateZ] = z;
152}
153
154void Matrix4::loadScale(float sx, float sy, float sz) {
155    loadIdentity();
156    data[kScaleX] = sx;
157    data[kScaleY] = sy;
158    data[kScaleZ] = sz;
159}
160
161void Matrix4::loadRotate(float angle, float x, float y, float z) {
162    data[kPerspective0]  = 0.0f;
163    data[kPerspective1]  = 0.0f;
164    data[11]             = 0.0f;
165    data[kTranslateX]    = 0.0f;
166    data[kTranslateY]    = 0.0f;
167    data[kTranslateZ]    = 0.0f;
168    data[kPerspective2]  = 1.0f;
169
170    angle *= float(M_PI / 180.0f);
171    float c = cosf(angle);
172    float s = sinf(angle);
173
174    const float length = sqrtf(x * x + y * y + z * z);
175    float recipLen = 1.0f / length;
176    x *= recipLen;
177    y *= recipLen;
178    z *= recipLen;
179
180    const float nc = 1.0f - c;
181    const float xy = x * y;
182    const float yz = y * z;
183    const float zx = z * x;
184    const float xs = x * s;
185    const float ys = y * s;
186    const float zs = z * s;
187
188    data[kScaleX] = x * x * nc +  c;
189    data[kSkewX]  =    xy * nc - zs;
190    data[8]       =    zx * nc + ys;
191    data[kSkewY]  =    xy * nc + zs;
192    data[kScaleY] = y * y * nc +  c;
193    data[9]       =    yz * nc - xs;
194    data[2]       =    zx * nc - ys;
195    data[6]       =    yz * nc + xs;
196    data[kScaleZ] = z * z * nc +  c;
197
198    mSimpleMatrix = false;
199}
200
201void Matrix4::loadMultiply(const Matrix4& u, const Matrix4& v) {
202    for (int i = 0 ; i < 4 ; i++) {
203        float x = 0;
204        float y = 0;
205        float z = 0;
206        float w = 0;
207
208        for (int j = 0 ; j < 4 ; j++) {
209            const float e = v.get(i, j);
210            x += u.get(j, 0) * e;
211            y += u.get(j, 1) * e;
212            z += u.get(j, 2) * e;
213            w += u.get(j, 3) * e;
214        }
215
216        set(i, 0, x);
217        set(i, 1, y);
218        set(i, 2, z);
219        set(i, 3, w);
220    }
221
222    mSimpleMatrix = u.mSimpleMatrix && v.mSimpleMatrix;
223}
224
225void Matrix4::loadOrtho(float left, float right, float bottom, float top, float near, float far) {
226    loadIdentity();
227    data[kScaleX] = 2.0f / (right - left);
228    data[kScaleY] = 2.0f / (top - bottom);
229    data[kScaleZ] = -2.0f / (far - near);
230    data[kTranslateX] = -(right + left) / (right - left);
231    data[kTranslateY] = -(top + bottom) / (top - bottom);
232    data[kTranslateZ] = -(far + near) / (far - near);
233}
234
235#define MUL_ADD_STORE(a, b, c) a = (a) * (b) + (c)
236
237void Matrix4::mapPoint(float& x, float& y) const {
238    if (mSimpleMatrix) {
239        MUL_ADD_STORE(x, data[kScaleX], data[kTranslateX]);
240        MUL_ADD_STORE(y, data[kScaleY], data[kTranslateY]);
241        return;
242    }
243
244    float dx = x * data[kScaleX] + y * data[kSkewX] + data[kTranslateX];
245    float dy = x * data[kSkewY] + y * data[kScaleY] + data[kTranslateY];
246    float dz = x * data[kPerspective0] + y * data[kPerspective1] + data[kPerspective2];
247    if (dz) dz = 1.0f / dz;
248
249    x = dx * dz;
250    y = dy * dz;
251}
252
253void Matrix4::mapRect(Rect& r) const {
254    if (mSimpleMatrix) {
255        MUL_ADD_STORE(r.left, data[kScaleX], data[kTranslateX]);
256        MUL_ADD_STORE(r.right, data[kScaleX], data[kTranslateX]);
257        MUL_ADD_STORE(r.top, data[kScaleY], data[kTranslateY]);
258        MUL_ADD_STORE(r.bottom, data[kScaleY], data[kTranslateY]);
259        return;
260    }
261
262    float vertices[] = {
263            r.left, r.top,
264            r.right, r.top,
265            r.right, r.bottom,
266            r.left, r.bottom
267    };
268
269    float x, y, z;
270
271    for (int i = 0; i < 8; i+= 2) {
272        float px = vertices[i];
273        float py = vertices[i + 1];
274
275        x = px * data[kScaleX] + py * data[kSkewX] + data[kTranslateX];
276        y = px * data[kSkewY] + py * data[kScaleY] + data[kTranslateY];
277        z = px * data[kPerspective0] + py * data[kPerspective1] + data[kPerspective2];
278        if (z) z = 1.0f / z;
279
280        vertices[i] = x * z;
281        vertices[i + 1] = y * z;
282    }
283
284    r.left = r.right = vertices[0];
285    r.top = r.bottom = vertices[1];
286
287    for (int i = 2; i < 8; i += 2) {
288        x = vertices[i];
289        y = vertices[i + 1];
290
291        if (x < r.left) r.left = x;
292        else if (x > r.right) r.right = x;
293        if (y < r.top) r.top = y;
294        else if (y > r.bottom) r.bottom = y;
295    }
296}
297
298void Matrix4::dump() const {
299    LOGD("Matrix4[simple=%d", mSimpleMatrix);
300    LOGD("  %f %f %f %f", data[kScaleX], data[kSkewX], data[ 8], data[kTranslateX]);
301    LOGD("  %f %f %f %f", data[kSkewY], data[kScaleY], data[ 9], data[kTranslateY]);
302    LOGD("  %f %f %f %f", data[2], data[6], data[kScaleZ], data[kTranslateZ]);
303    LOGD("  %f %f %f %f", data[kPerspective0], data[kPerspective1], data[11], data[kPerspective2]);
304    LOGD("]");
305}
306
307}; // namespace uirenderer
308}; // namespace android
309