Matrix.cpp revision f57776b2d195f0937906eb88b777bb55ccc36967
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 32/////////////////////////////////////////////////////////////////////////////// 33// Defines 34/////////////////////////////////////////////////////////////////////////////// 35 36static const float EPSILON = 0.0000001f; 37 38/////////////////////////////////////////////////////////////////////////////// 39// Matrix 40/////////////////////////////////////////////////////////////////////////////// 41 42const Matrix4& Matrix4::identity() { 43 static Matrix4 sIdentity; 44 return sIdentity; 45} 46 47void Matrix4::loadIdentity() { 48 data[kScaleX] = 1.0f; 49 data[kSkewY] = 0.0f; 50 data[2] = 0.0f; 51 data[kPerspective0] = 0.0f; 52 53 data[kSkewX] = 0.0f; 54 data[kScaleY] = 1.0f; 55 data[6] = 0.0f; 56 data[kPerspective1] = 0.0f; 57 58 data[8] = 0.0f; 59 data[9] = 0.0f; 60 data[kScaleZ] = 1.0f; 61 data[11] = 0.0f; 62 63 data[kTranslateX] = 0.0f; 64 data[kTranslateY] = 0.0f; 65 data[kTranslateZ] = 0.0f; 66 data[kPerspective2] = 1.0f; 67 68 mType = kTypeIdentity | kTypeRectToRect; 69} 70 71static bool isZero(float f) { 72 return fabs(f) <= EPSILON; 73} 74 75uint8_t Matrix4::getType() const { 76 if (mType & kTypeUnknown) { 77 mType = kTypeIdentity; 78 79 if (data[kPerspective0] != 0.0f || data[kPerspective1] != 0.0f || 80 data[kPerspective2] != 1.0f) { 81 mType |= kTypePerspective; 82 } 83 84 if (data[kTranslateX] != 0.0f || data[kTranslateY] != 0.0f) { 85 mType |= kTypeTranslate; 86 } 87 88 float m00 = data[kScaleX]; 89 float m01 = data[kSkewX]; 90 float m10 = data[kSkewY]; 91 float m11 = data[kScaleY]; 92 float m32 = data[kTranslateZ]; 93 94 if (m01 != 0.0f || m10 != 0.0f || m32 != 0.0f) { 95 mType |= kTypeAffine; 96 } 97 98 if (m00 != 1.0f || m11 != 1.0f) { 99 mType |= kTypeScale; 100 } 101 102 // The following section determines whether the matrix will preserve 103 // rectangles. For instance, a rectangle transformed by a pure 104 // translation matrix will result in a rectangle. A rectangle 105 // transformed by a 45 degrees rotation matrix is not a rectangle. 106 // If the matrix has a perspective component then we already know 107 // it doesn't preserve rectangles. 108 if (!(mType & kTypePerspective)) { 109 if ((isZero(m00) && isZero(m11) && !isZero(m01) && !isZero(m10)) || 110 (isZero(m01) && isZero(m10) && !isZero(m00) && !isZero(m11))) { 111 mType |= kTypeRectToRect; 112 } 113 } 114 } 115 return mType; 116} 117 118uint8_t Matrix4::getGeometryType() const { 119 return getType() & sGeometryMask; 120} 121 122bool Matrix4::rectToRect() const { 123 return getType() & kTypeRectToRect; 124} 125 126bool Matrix4::positiveScale() const { 127 return (data[kScaleX] > 0.0f && data[kScaleY] > 0.0f); 128} 129 130bool Matrix4::changesBounds() const { 131 return getType() & (kTypeScale | kTypeAffine | kTypePerspective); 132} 133 134bool Matrix4::isPureTranslate() const { 135 // NOTE: temporary hack to workaround ignoreTransform behavior with Z values 136 // TODO: separate this into isPure2dTranslate vs isPure3dTranslate 137 return getGeometryType() <= kTypeTranslate && (data[kTranslateZ] == 0.0f); 138} 139 140bool Matrix4::isSimple() const { 141 return getGeometryType() <= (kTypeScale | kTypeTranslate) && (data[kTranslateZ] == 0.0f); 142} 143 144bool Matrix4::isIdentity() const { 145 return getGeometryType() == kTypeIdentity; 146} 147 148bool Matrix4::isPerspective() const { 149 return getType() & kTypePerspective; 150} 151 152void Matrix4::load(const float* v) { 153 memcpy(data, v, sizeof(data)); 154 mType = kTypeUnknown; 155} 156 157void Matrix4::load(const Matrix4& v) { 158 memcpy(data, v.data, sizeof(data)); 159 mType = v.getType(); 160} 161 162void Matrix4::load(const SkMatrix& v) { 163 memset(data, 0, sizeof(data)); 164 165 data[kScaleX] = v[SkMatrix::kMScaleX]; 166 data[kSkewX] = v[SkMatrix::kMSkewX]; 167 data[kTranslateX] = v[SkMatrix::kMTransX]; 168 169 data[kSkewY] = v[SkMatrix::kMSkewY]; 170 data[kScaleY] = v[SkMatrix::kMScaleY]; 171 data[kTranslateY] = v[SkMatrix::kMTransY]; 172 173 data[kPerspective0] = v[SkMatrix::kMPersp0]; 174 data[kPerspective1] = v[SkMatrix::kMPersp1]; 175 data[kPerspective2] = v[SkMatrix::kMPersp2]; 176 177 data[kScaleZ] = 1.0f; 178 179 // NOTE: The flags are compatible between SkMatrix and this class. 180 // However, SkMatrix::getType() does not return the flag 181 // kRectStaysRect. The return value is masked with 0xF 182 // so we need the extra rectStaysRect() check 183 mType = v.getType(); 184 if (v.rectStaysRect()) { 185 mType |= kTypeRectToRect; 186 } 187} 188 189void Matrix4::copyTo(SkMatrix& v) const { 190 v.reset(); 191 192 v.set(SkMatrix::kMScaleX, data[kScaleX]); 193 v.set(SkMatrix::kMSkewX, data[kSkewX]); 194 v.set(SkMatrix::kMTransX, data[kTranslateX]); 195 196 v.set(SkMatrix::kMSkewY, data[kSkewY]); 197 v.set(SkMatrix::kMScaleY, data[kScaleY]); 198 v.set(SkMatrix::kMTransY, data[kTranslateY]); 199 200 v.set(SkMatrix::kMPersp0, data[kPerspective0]); 201 v.set(SkMatrix::kMPersp1, data[kPerspective1]); 202 v.set(SkMatrix::kMPersp2, data[kPerspective2]); 203} 204 205void Matrix4::loadInverse(const Matrix4& v) { 206 double scale = 1.0 / 207 (v.data[kScaleX] * ((double) v.data[kScaleY] * v.data[kPerspective2] - 208 (double) v.data[kTranslateY] * v.data[kPerspective1]) + 209 v.data[kSkewX] * ((double) v.data[kTranslateY] * v.data[kPerspective0] - 210 (double) v.data[kSkewY] * v.data[kPerspective2]) + 211 v.data[kTranslateX] * ((double) v.data[kSkewY] * v.data[kPerspective1] - 212 (double) v.data[kScaleY] * v.data[kPerspective0])); 213 214 data[kScaleX] = (v.data[kScaleY] * v.data[kPerspective2] - 215 v.data[kTranslateY] * v.data[kPerspective1]) * scale; 216 data[kSkewX] = (v.data[kTranslateX] * v.data[kPerspective1] - 217 v.data[kSkewX] * v.data[kPerspective2]) * scale; 218 data[kTranslateX] = (v.data[kSkewX] * v.data[kTranslateY] - 219 v.data[kTranslateX] * v.data[kScaleY]) * scale; 220 221 data[kSkewY] = (v.data[kTranslateY] * v.data[kPerspective0] - 222 v.data[kSkewY] * v.data[kPerspective2]) * scale; 223 data[kScaleY] = (v.data[kScaleX] * v.data[kPerspective2] - 224 v.data[kTranslateX] * v.data[kPerspective0]) * scale; 225 data[kTranslateY] = (v.data[kTranslateX] * v.data[kSkewY] - 226 v.data[kScaleX] * v.data[kTranslateY]) * scale; 227 228 data[kPerspective0] = (v.data[kSkewY] * v.data[kPerspective1] - 229 v.data[kScaleY] * v.data[kPerspective0]) * scale; 230 data[kPerspective1] = (v.data[kSkewX] * v.data[kPerspective0] - 231 v.data[kScaleX] * v.data[kPerspective1]) * scale; 232 data[kPerspective2] = (v.data[kScaleX] * v.data[kScaleY] - 233 v.data[kSkewX] * v.data[kSkewY]) * scale; 234 235 mType = kTypeUnknown; 236} 237 238void Matrix4::copyTo(float* v) const { 239 memcpy(v, data, sizeof(data)); 240} 241 242float Matrix4::getTranslateX() const { 243 return data[kTranslateX]; 244} 245 246float Matrix4::getTranslateY() const { 247 return data[kTranslateY]; 248} 249 250void Matrix4::multiply(float v) { 251 for (int i = 0; i < 16; i++) { 252 data[i] *= v; 253 } 254 mType = kTypeUnknown; 255} 256 257void Matrix4::loadTranslate(float x, float y, float z) { 258 loadIdentity(); 259 260 data[kTranslateX] = x; 261 data[kTranslateY] = y; 262 data[kTranslateZ] = z; 263 264 mType = kTypeTranslate | kTypeRectToRect; 265} 266 267void Matrix4::loadScale(float sx, float sy, float sz) { 268 loadIdentity(); 269 270 data[kScaleX] = sx; 271 data[kScaleY] = sy; 272 data[kScaleZ] = sz; 273 274 mType = kTypeScale | kTypeRectToRect; 275} 276 277void Matrix4::loadSkew(float sx, float sy) { 278 loadIdentity(); 279 280 data[kScaleX] = 1.0f; 281 data[kSkewX] = sx; 282 data[kTranslateX] = 0.0f; 283 284 data[kSkewY] = sy; 285 data[kScaleY] = 1.0f; 286 data[kTranslateY] = 0.0f; 287 288 data[kPerspective0] = 0.0f; 289 data[kPerspective1] = 0.0f; 290 data[kPerspective2] = 1.0f; 291 292 mType = kTypeUnknown; 293} 294 295void Matrix4::loadRotate(float angle) { 296 angle *= float(M_PI / 180.0f); 297 float c = cosf(angle); 298 float s = sinf(angle); 299 300 loadIdentity(); 301 302 data[kScaleX] = c; 303 data[kSkewX] = -s; 304 305 data[kSkewY] = s; 306 data[kScaleY] = c; 307 308 mType = kTypeUnknown; 309} 310 311void Matrix4::loadRotate(float angle, float x, float y, float z) { 312 data[kPerspective0] = 0.0f; 313 data[kPerspective1] = 0.0f; 314 data[11] = 0.0f; 315 data[kTranslateX] = 0.0f; 316 data[kTranslateY] = 0.0f; 317 data[kTranslateZ] = 0.0f; 318 data[kPerspective2] = 1.0f; 319 320 angle *= float(M_PI / 180.0f); 321 float c = cosf(angle); 322 float s = sinf(angle); 323 324 const float length = sqrtf(x * x + y * y + z * z); 325 float recipLen = 1.0f / length; 326 x *= recipLen; 327 y *= recipLen; 328 z *= recipLen; 329 330 const float nc = 1.0f - c; 331 const float xy = x * y; 332 const float yz = y * z; 333 const float zx = z * x; 334 const float xs = x * s; 335 const float ys = y * s; 336 const float zs = z * s; 337 338 data[kScaleX] = x * x * nc + c; 339 data[kSkewX] = xy * nc - zs; 340 data[8] = zx * nc + ys; 341 data[kSkewY] = xy * nc + zs; 342 data[kScaleY] = y * y * nc + c; 343 data[9] = yz * nc - xs; 344 data[2] = zx * nc - ys; 345 data[6] = yz * nc + xs; 346 data[kScaleZ] = z * z * nc + c; 347 348 mType = kTypeUnknown; 349} 350 351void Matrix4::loadMultiply(const Matrix4& u, const Matrix4& v) { 352 for (int i = 0 ; i < 4 ; i++) { 353 float x = 0; 354 float y = 0; 355 float z = 0; 356 float w = 0; 357 358 for (int j = 0 ; j < 4 ; j++) { 359 const float e = v.get(i, j); 360 x += u.get(j, 0) * e; 361 y += u.get(j, 1) * e; 362 z += u.get(j, 2) * e; 363 w += u.get(j, 3) * e; 364 } 365 366 set(i, 0, x); 367 set(i, 1, y); 368 set(i, 2, z); 369 set(i, 3, w); 370 } 371 372 mType = kTypeUnknown; 373} 374 375// translated from android.opengl.Matrix#frustumM() 376void Matrix4::loadFrustum(float left, float top, float right, float bottom, float near, float far) { 377 float r_width = 1.0f / (right - left); 378 float r_height = 1.0f / (top - bottom); 379 float r_depth = 1.0f / (near - far); 380 float x = 2.0f * (near * r_width); 381 float y = 2.0f * (near * r_height); 382 float A = (right + left) * r_width; 383 float B = (top + bottom) * r_height; 384 float C = (far + near) * r_depth; 385 float D = 2.0f * (far * near * r_depth); 386 387 memset(&data, 0, sizeof(data)); 388 mType = kTypeUnknown; 389 390 data[kScaleX] = x; 391 data[kScaleY] = y; 392 data[8] = A; 393 data[9] = B; 394 data[kScaleZ] = C; 395 data[kTranslateZ] = D; 396 data[11] = -1.0f; 397} 398 399// translated from android.opengl.Matrix#setLookAtM() 400void Matrix4::loadLookAt(float eyeX, float eyeY, float eyeZ, 401 float centerX, float centerY, float centerZ, 402 float upX, float upY, float upZ) { 403 float fx = centerX - eyeX; 404 float fy = centerY - eyeY; 405 float fz = centerZ - eyeZ; 406 407 // Normalize f 408 float rlf = 1.0f / sqrt(fx*fx + fy*fy + fz*fz); 409 fx *= rlf; 410 fy *= rlf; 411 fz *= rlf; 412 413 // compute s = f x up (x means "cross product") 414 float sx = fy * upZ - fz * upY; 415 float sy = fz * upX - fx * upZ; 416 float sz = fx * upY - fy * upX; 417 418 // and normalize s 419 float rls = 1.0f / sqrt(sx*sx + sy*sy + sz*sz); 420 sx *= rls; 421 sy *= rls; 422 sz *= rls; 423 424 // compute u = s x f 425 float ux = sy * fz - sz * fy; 426 float uy = sz * fx - sx * fz; 427 float uz = sx * fy - sy * fx; 428 429 mType = kTypeUnknown; 430 data[0] = sx; 431 data[1] = ux; 432 data[2] = -fx; 433 data[3] = 0.0f; 434 435 data[4] = sy; 436 data[5] = uy; 437 data[6] = -fy; 438 data[7] = 0.0f; 439 440 data[8] = sz; 441 data[9] = uz; 442 data[10] = -fz; 443 data[11] = 0.0f; 444 445 data[12] = 0.0f; 446 data[13] = 0.0f; 447 data[14] = 0.0f; 448 data[15] = 1.0f; 449 450 translate(-eyeX, -eyeY, -eyeZ); 451} 452 453void Matrix4::loadOrtho(float left, float right, float bottom, float top, float near, float far) { 454 loadIdentity(); 455 456 data[kScaleX] = 2.0f / (right - left); 457 data[kScaleY] = 2.0f / (top - bottom); 458 data[kScaleZ] = -2.0f / (far - near); 459 data[kTranslateX] = -(right + left) / (right - left); 460 data[kTranslateY] = -(top + bottom) / (top - bottom); 461 data[kTranslateZ] = -(far + near) / (far - near); 462 463 mType = kTypeTranslate | kTypeScale | kTypeRectToRect; 464} 465 466void Matrix4::mapPoint3d(Vector3& vec) const { 467 //TODO: optimize simple case 468 Vector3 orig(vec); 469 vec.x = orig.x * data[kScaleX] + orig.y * data[kSkewX] + orig.z * data[8] + data[kTranslateX]; 470 vec.y = orig.x * data[kSkewY] + orig.y * data[kScaleY] + orig.z * data[9] + data[kTranslateY]; 471 vec.z = orig.x * data[2] + orig.y * data[6] + orig.z * data[kScaleZ] + data[kTranslateZ]; 472} 473 474#define MUL_ADD_STORE(a, b, c) a = (a) * (b) + (c) 475 476void Matrix4::mapPoint(float& x, float& y) const { 477 if (isSimple()) { 478 MUL_ADD_STORE(x, data[kScaleX], data[kTranslateX]); 479 MUL_ADD_STORE(y, data[kScaleY], data[kTranslateY]); 480 return; 481 } 482 483 float dx = x * data[kScaleX] + y * data[kSkewX] + data[kTranslateX]; 484 float dy = x * data[kSkewY] + y * data[kScaleY] + data[kTranslateY]; 485 float dz = x * data[kPerspective0] + y * data[kPerspective1] + data[kPerspective2]; 486 if (dz) dz = 1.0f / dz; 487 488 x = dx * dz; 489 y = dy * dz; 490} 491 492void Matrix4::mapRect(Rect& r) const { 493 if (isSimple()) { 494 MUL_ADD_STORE(r.left, data[kScaleX], data[kTranslateX]); 495 MUL_ADD_STORE(r.right, data[kScaleX], data[kTranslateX]); 496 MUL_ADD_STORE(r.top, data[kScaleY], data[kTranslateY]); 497 MUL_ADD_STORE(r.bottom, data[kScaleY], data[kTranslateY]); 498 499 if (r.left > r.right) { 500 float x = r.left; 501 r.left = r.right; 502 r.right = x; 503 } 504 505 if (r.top > r.bottom) { 506 float y = r.top; 507 r.top = r.bottom; 508 r.bottom = y; 509 } 510 511 return; 512 } 513 514 float vertices[] = { 515 r.left, r.top, 516 r.right, r.top, 517 r.right, r.bottom, 518 r.left, r.bottom 519 }; 520 521 float x, y, z; 522 523 for (int i = 0; i < 8; i+= 2) { 524 float px = vertices[i]; 525 float py = vertices[i + 1]; 526 527 x = px * data[kScaleX] + py * data[kSkewX] + data[kTranslateX]; 528 y = px * data[kSkewY] + py * data[kScaleY] + data[kTranslateY]; 529 z = px * data[kPerspective0] + py * data[kPerspective1] + data[kPerspective2]; 530 if (z) z = 1.0f / z; 531 532 vertices[i] = x * z; 533 vertices[i + 1] = y * z; 534 } 535 536 r.left = r.right = vertices[0]; 537 r.top = r.bottom = vertices[1]; 538 539 for (int i = 2; i < 8; i += 2) { 540 x = vertices[i]; 541 y = vertices[i + 1]; 542 543 if (x < r.left) r.left = x; 544 else if (x > r.right) r.right = x; 545 if (y < r.top) r.top = y; 546 else if (y > r.bottom) r.bottom = y; 547 } 548} 549 550void Matrix4::decomposeScale(float& sx, float& sy) const { 551 float len; 552 len = data[mat4::kScaleX] * data[mat4::kScaleX] + data[mat4::kSkewX] * data[mat4::kSkewX]; 553 sx = copysignf(sqrtf(len), data[mat4::kScaleX]); 554 len = data[mat4::kScaleY] * data[mat4::kScaleY] + data[mat4::kSkewY] * data[mat4::kSkewY]; 555 sy = copysignf(sqrtf(len), data[mat4::kScaleY]); 556} 557 558void Matrix4::dump() const { 559 ALOGD("Matrix4[simple=%d, type=0x%x", isSimple(), getType()); 560 ALOGD(" %f %f %f %f", data[kScaleX], data[kSkewX], data[8], data[kTranslateX]); 561 ALOGD(" %f %f %f %f", data[kSkewY], data[kScaleY], data[9], data[kTranslateY]); 562 ALOGD(" %f %f %f %f", data[2], data[6], data[kScaleZ], data[kTranslateZ]); 563 ALOGD(" %f %f %f %f", data[kPerspective0], data[kPerspective1], data[11], data[kPerspective2]); 564 ALOGD("]"); 565} 566 567}; // namespace uirenderer 568}; // namespace android 569