Matrix.cpp revision 807daf7df615b60ce6fc41355aabe3aa353cebab
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_EQUAL(data[0], 1.0f) && ALMOST_EQUAL(data[1], 0.0f) &&
59             ALMOST_EQUAL(data[2], 0.0f) && ALMOST_EQUAL(data[4], 0.0f) &&
60             ALMOST_EQUAL(data[5], 1.0f) && ALMOST_EQUAL(data[6], 0.0f) &&
61             ALMOST_EQUAL(data[8], 0.0f) && ALMOST_EQUAL(data[9], 0.0f) &&
62             ALMOST_EQUAL(data[10], 1.0f));
63}
64
65bool Matrix4::isPureTranslate() {
66    return mSimpleMatrix &&
67            ALMOST_EQUAL(data[kScaleX], 1.0f) && ALMOST_EQUAL(data[kScaleY], 1.0f);
68}
69
70void Matrix4::load(const float* v) {
71    memcpy(data, v, sizeof(data));
72    mSimpleMatrix = false;
73}
74
75void Matrix4::load(const Matrix4& v) {
76    memcpy(data, v.data, sizeof(data));
77    mSimpleMatrix = v.mSimpleMatrix;
78}
79
80void Matrix4::load(const SkMatrix& v) {
81    memset(data, 0, sizeof(data));
82
83    data[kScaleX]     = v[SkMatrix::kMScaleX];
84    data[kSkewX]      = v[SkMatrix::kMSkewX];
85    data[kTranslateX] = v[SkMatrix::kMTransX];
86
87    data[kSkewY]      = v[SkMatrix::kMSkewY];
88    data[kScaleY]     = v[SkMatrix::kMScaleY];
89    data[kTranslateY] = v[SkMatrix::kMTransY];
90
91    data[kPerspective0]  = v[SkMatrix::kMPersp0];
92    data[kPerspective1]  = v[SkMatrix::kMPersp1];
93    data[kPerspective2]  = v[SkMatrix::kMPersp2];
94
95    data[kScaleZ] = 1.0f;
96
97    mSimpleMatrix = (v.getType() <= (SkMatrix::kScale_Mask | SkMatrix::kTranslate_Mask));
98}
99
100void Matrix4::copyTo(SkMatrix& v) const {
101    v.reset();
102
103    v.set(SkMatrix::kMScaleX, data[kScaleX]);
104    v.set(SkMatrix::kMSkewX,  data[kSkewX]);
105    v.set(SkMatrix::kMTransX, data[kTranslateX]);
106
107    v.set(SkMatrix::kMSkewY,  data[kSkewY]);
108    v.set(SkMatrix::kMScaleY, data[kScaleY]);
109    v.set(SkMatrix::kMTransY, data[kTranslateY]);
110
111    v.set(SkMatrix::kMPersp0, data[kPerspective0]);
112    v.set(SkMatrix::kMPersp1, data[kPerspective1]);
113    v.set(SkMatrix::kMPersp2, data[kPerspective2]);
114}
115
116void Matrix4::loadInverse(const Matrix4& v) {
117    double scale = 1.0 /
118            (v.data[kScaleX] * ((double) v.data[kScaleY]  * v.data[kPerspective2] -
119                    (double) v.data[kTranslateY] * v.data[kPerspective1]) +
120             v.data[kSkewX] * ((double) v.data[kTranslateY] * v.data[kPerspective0] -
121                     (double) v.data[kSkewY] * v.data[kPerspective2]) +
122             v.data[kTranslateX] * ((double) v.data[kSkewY] * v.data[kPerspective1] -
123                     (double) v.data[kScaleY] * v.data[kPerspective0]));
124
125    data[kScaleX] = (v.data[kScaleY] * v.data[kPerspective2] -
126            v.data[kTranslateY] * v.data[kPerspective1])  * scale;
127    data[kSkewX] = (v.data[kTranslateX] * v.data[kPerspective1] -
128            v.data[kSkewX]  * v.data[kPerspective2]) * scale;
129    data[kTranslateX] = (v.data[kSkewX] * v.data[kTranslateY] -
130            v.data[kTranslateX] * v.data[kScaleY])  * scale;
131
132    data[kSkewY] = (v.data[kTranslateY] * v.data[kPerspective0] -
133            v.data[kSkewY]  * v.data[kPerspective2]) * scale;
134    data[kScaleY] = (v.data[kScaleX] * v.data[kPerspective2] -
135            v.data[kTranslateX] * v.data[kPerspective0])  * scale;
136    data[kTranslateY] = (v.data[kTranslateX] * v.data[kSkewY] -
137            v.data[kScaleX]  * v.data[kTranslateY]) * scale;
138
139    data[kPerspective0] = (v.data[kSkewY] * v.data[kPerspective1] -
140            v.data[kScaleY] * v.data[kPerspective0]) * scale;
141    data[kPerspective1] = (v.data[kSkewX] * v.data[kPerspective0] -
142            v.data[kScaleX] * v.data[kPerspective1]) * scale;
143    data[kPerspective2] = (v.data[kScaleX] * v.data[kScaleY] -
144            v.data[kSkewX] * v.data[kSkewY]) * scale;
145
146    mSimpleMatrix = v.mSimpleMatrix;
147}
148
149void Matrix4::copyTo(float* v) const {
150    memcpy(v, data, sizeof(data));
151}
152
153float Matrix4::getTranslateX() {
154    return data[kTranslateX];
155}
156
157float Matrix4::getTranslateY() {
158    return data[kTranslateY];
159}
160
161void Matrix4::multiply(float v) {
162    for (int i = 0; i < 16; i++) {
163        data[i] *= v;
164    }
165}
166
167void Matrix4::loadTranslate(float x, float y, float z) {
168    loadIdentity();
169    data[kTranslateX] = x;
170    data[kTranslateY] = y;
171    data[kTranslateZ] = z;
172}
173
174void Matrix4::loadScale(float sx, float sy, float sz) {
175    loadIdentity();
176    data[kScaleX] = sx;
177    data[kScaleY] = sy;
178    data[kScaleZ] = sz;
179}
180
181void Matrix4::loadSkew(float sx, float sy) {
182    loadIdentity();
183
184    data[kScaleX]       = 1.0f;
185    data[kSkewX]        = sx;
186    data[kTranslateX]   = 0.0f;
187
188    data[kSkewY]        = sy;
189    data[kScaleY]       = 1.0f;
190    data[kTranslateY]   = 0.0f;
191
192    data[kPerspective0] = 0.0f;
193    data[kPerspective1] = 0.0f;
194    data[kPerspective2] = 1.0f;
195
196    mSimpleMatrix = false;
197}
198
199void Matrix4::loadRotate(float angle, float x, float y, float z) {
200    data[kPerspective0]  = 0.0f;
201    data[kPerspective1]  = 0.0f;
202    data[11]             = 0.0f;
203    data[kTranslateX]    = 0.0f;
204    data[kTranslateY]    = 0.0f;
205    data[kTranslateZ]    = 0.0f;
206    data[kPerspective2]  = 1.0f;
207
208    angle *= float(M_PI / 180.0f);
209    float c = cosf(angle);
210    float s = sinf(angle);
211
212    const float length = sqrtf(x * x + y * y + z * z);
213    float recipLen = 1.0f / length;
214    x *= recipLen;
215    y *= recipLen;
216    z *= recipLen;
217
218    const float nc = 1.0f - c;
219    const float xy = x * y;
220    const float yz = y * z;
221    const float zx = z * x;
222    const float xs = x * s;
223    const float ys = y * s;
224    const float zs = z * s;
225
226    data[kScaleX] = x * x * nc +  c;
227    data[kSkewX]  =    xy * nc - zs;
228    data[8]       =    zx * nc + ys;
229    data[kSkewY]  =    xy * nc + zs;
230    data[kScaleY] = y * y * nc +  c;
231    data[9]       =    yz * nc - xs;
232    data[2]       =    zx * nc - ys;
233    data[6]       =    yz * nc + xs;
234    data[kScaleZ] = z * z * nc +  c;
235
236    mSimpleMatrix = false;
237}
238
239void Matrix4::loadMultiply(const Matrix4& u, const Matrix4& v) {
240    for (int i = 0 ; i < 4 ; i++) {
241        float x = 0;
242        float y = 0;
243        float z = 0;
244        float w = 0;
245
246        for (int j = 0 ; j < 4 ; j++) {
247            const float e = v.get(i, j);
248            x += u.get(j, 0) * e;
249            y += u.get(j, 1) * e;
250            z += u.get(j, 2) * e;
251            w += u.get(j, 3) * e;
252        }
253
254        set(i, 0, x);
255        set(i, 1, y);
256        set(i, 2, z);
257        set(i, 3, w);
258    }
259
260    mSimpleMatrix = u.mSimpleMatrix && v.mSimpleMatrix;
261}
262
263void Matrix4::loadOrtho(float left, float right, float bottom, float top, float near, float far) {
264    loadIdentity();
265    data[kScaleX] = 2.0f / (right - left);
266    data[kScaleY] = 2.0f / (top - bottom);
267    data[kScaleZ] = -2.0f / (far - near);
268    data[kTranslateX] = -(right + left) / (right - left);
269    data[kTranslateY] = -(top + bottom) / (top - bottom);
270    data[kTranslateZ] = -(far + near) / (far - near);
271}
272
273#define MUL_ADD_STORE(a, b, c) a = (a) * (b) + (c)
274
275void Matrix4::mapPoint(float& x, float& y) const {
276    if (mSimpleMatrix) {
277        MUL_ADD_STORE(x, data[kScaleX], data[kTranslateX]);
278        MUL_ADD_STORE(y, data[kScaleY], data[kTranslateY]);
279        return;
280    }
281
282    float dx = x * data[kScaleX] + y * data[kSkewX] + data[kTranslateX];
283    float dy = x * data[kSkewY] + y * data[kScaleY] + data[kTranslateY];
284    float dz = x * data[kPerspective0] + y * data[kPerspective1] + data[kPerspective2];
285    if (dz) dz = 1.0f / dz;
286
287    x = dx * dz;
288    y = dy * dz;
289}
290
291void Matrix4::mapRect(Rect& r) const {
292    if (mSimpleMatrix) {
293        MUL_ADD_STORE(r.left, data[kScaleX], data[kTranslateX]);
294        MUL_ADD_STORE(r.right, data[kScaleX], data[kTranslateX]);
295        MUL_ADD_STORE(r.top, data[kScaleY], data[kTranslateY]);
296        MUL_ADD_STORE(r.bottom, data[kScaleY], data[kTranslateY]);
297
298        if (r.left > r.right) {
299            float x = r.left;
300            r.left = r.right;
301            r.right = x;
302        }
303
304        if (r.top > r.bottom) {
305            float y = r.top;
306            r.top = r.bottom;
307            r.bottom = y;
308        }
309
310        return;
311    }
312
313    float vertices[] = {
314        r.left, r.top,
315        r.right, r.top,
316        r.right, r.bottom,
317        r.left, r.bottom
318    };
319
320    float x, y, z;
321
322    for (int i = 0; i < 8; i+= 2) {
323        float px = vertices[i];
324        float py = vertices[i + 1];
325
326        x = px * data[kScaleX] + py * data[kSkewX] + data[kTranslateX];
327        y = px * data[kSkewY] + py * data[kScaleY] + data[kTranslateY];
328        z = px * data[kPerspective0] + py * data[kPerspective1] + data[kPerspective2];
329        if (z) z = 1.0f / z;
330
331        vertices[i] = x * z;
332        vertices[i + 1] = y * z;
333    }
334
335    r.left = r.right = vertices[0];
336    r.top = r.bottom = vertices[1];
337
338    for (int i = 2; i < 8; i += 2) {
339        x = vertices[i];
340        y = vertices[i + 1];
341
342        if (x < r.left) r.left = x;
343        else if (x > r.right) r.right = x;
344        if (y < r.top) r.top = y;
345        else if (y > r.bottom) r.bottom = y;
346    }
347}
348
349void Matrix4::dump() const {
350    LOGD("Matrix4[simple=%d", mSimpleMatrix);
351    LOGD("  %f %f %f %f", data[kScaleX], data[kSkewX], data[8], data[kTranslateX]);
352    LOGD("  %f %f %f %f", data[kSkewY], data[kScaleY], data[9], data[kTranslateY]);
353    LOGD("  %f %f %f %f", data[2], data[6], data[kScaleZ], data[kTranslateZ]);
354    LOGD("  %f %f %f %f", data[kPerspective0], data[kPerspective1], data[11], data[kPerspective2]);
355    LOGD("]");
356}
357
358}; // namespace uirenderer
359}; // namespace android
360