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diff --git a/libs/hwui/Matrix.cpp b/libs/hwui/Matrix.cpp
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+/*
+ * Copyright (C) 2010 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#define LOG_TAG "OpenGLRenderer"
+
+#include <math.h>
+#include <stdlib.h>
+#include <string.h>
+
+#include <utils/Log.h>
+
+#include <SkMatrix.h>
+
+#include "Matrix.h"
+
+namespace android {
+namespace uirenderer {
+
+void Matrix4::loadIdentity() {
+ data[kScaleX] = 1.0f;
+ data[kSkewY] = 0.0f;
+ data[2] = 0.0f;
+ data[kPerspective0] = 0.0f;
+
+ data[kSkewX] = 0.0f;
+ data[kScaleY] = 1.0f;
+ data[6] = 0.0f;
+ data[kPerspective1] = 0.0f;
+
+ data[8] = 0.0f;
+ data[9] = 0.0f;
+ data[kScaleZ] = 1.0f;
+ data[11] = 0.0f;
+
+ data[kTranslateX] = 0.0f;
+ data[kTranslateY] = 0.0f;
+ data[kTranslateZ] = 0.0f;
+ data[kPerspective2] = 1.0f;
+
+ mSimpleMatrix = true;
+}
+
+#define EPSILON 0.00001f
+#define almost(u, v) (fabs((u) - (v)) < EPSILON)
+
+bool Matrix4::changesBounds() {
+ return !(almost(data[0], 1.0f) && almost(data[1], 0.0f) && almost(data[2], 0.0f) &&
+ almost(data[4], 0.0f) && almost(data[5], 1.0f) && almost(data[6], 0.0f) &&
+ almost(data[8], 0.0f) && almost(data[9], 0.0f) && almost(data[10], 1.0f));
+}
+
+void Matrix4::load(const float* v) {
+ memcpy(data, v, sizeof(data));
+ mSimpleMatrix = false;
+}
+
+void Matrix4::load(const Matrix4& v) {
+ memcpy(data, v.data, sizeof(data));
+ mSimpleMatrix = v.mSimpleMatrix;
+}
+
+void Matrix4::load(const SkMatrix& v) {
+ memset(data, 0, sizeof(data));
+
+ data[kScaleX] = v[SkMatrix::kMScaleX];
+ data[kSkewX] = v[SkMatrix::kMSkewX];
+ data[kTranslateX] = v[SkMatrix::kMTransX];
+
+ data[kSkewY] = v[SkMatrix::kMSkewY];
+ data[kScaleY] = v[SkMatrix::kMScaleY];
+ data[kTranslateY] = v[SkMatrix::kMTransY];
+
+ data[kPerspective0] = v[SkMatrix::kMPersp0];
+ data[kPerspective1] = v[SkMatrix::kMPersp1];
+ data[kPerspective2] = v[SkMatrix::kMPersp2];
+
+ data[kScaleZ] = 1.0f;
+
+ mSimpleMatrix = (v.getType() <= SkMatrix::kScale_Mask);
+}
+
+void Matrix4::copyTo(SkMatrix& v) const {
+ v.reset();
+
+ v.set(SkMatrix::kMScaleX, data[kScaleX]);
+ v.set(SkMatrix::kMSkewX, data[kSkewX]);
+ v.set(SkMatrix::kMTransX, data[kTranslateX]);
+
+ v.set(SkMatrix::kMSkewY, data[kSkewY]);
+ v.set(SkMatrix::kMScaleY, data[kScaleY]);
+ v.set(SkMatrix::kMTransY, data[kTranslateY]);
+
+ v.set(SkMatrix::kMPersp0, data[kPerspective0]);
+ v.set(SkMatrix::kMPersp1, data[kPerspective1]);
+ v.set(SkMatrix::kMPersp2, data[kPerspective2]);
+}
+
+void Matrix4::loadInverse(const Matrix4& v) {
+ double scale = 1.0 /
+ (v.data[kScaleX] * ((double) v.data[kScaleY] * v.data[kPerspective2] -
+ (double) v.data[kTranslateY] * v.data[kPerspective1]) +
+ v.data[kSkewX] * ((double) v.data[kTranslateY] * v.data[kPerspective0] -
+ (double) v.data[kSkewY] * v.data[kPerspective2]) +
+ v.data[kTranslateX] * ((double) v.data[kSkewY] * v.data[kPerspective1] -
+ (double) v.data[kScaleY] * v.data[kPerspective0]));
+
+ data[kScaleX] = (v.data[kScaleY] * v.data[kPerspective2] -
+ v.data[kTranslateY] * v.data[kPerspective1]) * scale;
+ data[kSkewX] = (v.data[kTranslateX] * v.data[kPerspective1] -
+ v.data[kSkewX] * v.data[kPerspective2]) * scale;
+ data[kTranslateX] = (v.data[kSkewX] * v.data[kTranslateY] -
+ v.data[kTranslateX] * v.data[kScaleY]) * scale;
+
+ data[kSkewY] = (v.data[kTranslateY] * v.data[kPerspective0] -
+ v.data[kSkewY] * v.data[kPerspective2]) * scale;
+ data[kScaleY] = (v.data[kScaleX] * v.data[kPerspective2] -
+ v.data[kTranslateX] * v.data[kPerspective0]) * scale;
+ data[kTranslateY] = (v.data[kTranslateX] * v.data[kSkewY] -
+ v.data[kScaleX] * v.data[kTranslateY]) * scale;
+
+ data[kPerspective0] = (v.data[kSkewY] * v.data[kPerspective1] -
+ v.data[kScaleY] * v.data[kPerspective0]) * scale;
+ data[kPerspective1] = (v.data[kSkewX] * v.data[kPerspective0] -
+ v.data[kScaleX] * v.data[kPerspective1]) * scale;
+ data[kPerspective2] = (v.data[kScaleX] * v.data[kScaleY] -
+ v.data[kSkewX] * v.data[kSkewY]) * scale;
+
+ mSimpleMatrix = v.mSimpleMatrix;
+}
+
+void Matrix4::copyTo(float* v) const {
+ memcpy(v, data, sizeof(data));
+}
+
+float Matrix4::getTranslateX() {
+ return data[kTranslateX];
+}
+
+float Matrix4::getTranslateY() {
+ return data[kTranslateY];
+}
+
+void Matrix4::multiply(float v) {
+ for (int i = 0; i < 16; i++) {
+ data[i] *= v;
+ }
+}
+
+void Matrix4::loadTranslate(float x, float y, float z) {
+ loadIdentity();
+ data[kTranslateX] = x;
+ data[kTranslateY] = y;
+ data[kTranslateZ] = z;
+}
+
+void Matrix4::loadScale(float sx, float sy, float sz) {
+ loadIdentity();
+ data[kScaleX] = sx;
+ data[kScaleY] = sy;
+ data[kScaleZ] = sz;
+}
+
+void Matrix4::loadRotate(float angle, float x, float y, float z) {
+ data[kPerspective0] = 0.0f;
+ data[kPerspective1] = 0.0f;
+ data[11] = 0.0f;
+ data[kTranslateX] = 0.0f;
+ data[kTranslateY] = 0.0f;
+ data[kTranslateZ] = 0.0f;
+ data[kPerspective2] = 1.0f;
+
+ angle *= float(M_PI / 180.0f);
+ float c = cosf(angle);
+ float s = sinf(angle);
+
+ const float length = sqrtf(x * x + y * y + z * z);
+ float recipLen = 1.0f / length;
+ x *= recipLen;
+ y *= recipLen;
+ z *= recipLen;
+
+ const float nc = 1.0f - c;
+ const float xy = x * y;
+ const float yz = y * z;
+ const float zx = z * x;
+ const float xs = x * s;
+ const float ys = y * s;
+ const float zs = z * s;
+
+ data[kScaleX] = x * x * nc + c;
+ data[kSkewX] = xy * nc - zs;
+ data[8] = zx * nc + ys;
+ data[kSkewY] = xy * nc + zs;
+ data[kScaleY] = y * y * nc + c;
+ data[9] = yz * nc - xs;
+ data[2] = zx * nc - ys;
+ data[6] = yz * nc + xs;
+ data[kScaleZ] = z * z * nc + c;
+
+ mSimpleMatrix = false;
+}
+
+void Matrix4::loadMultiply(const Matrix4& u, const Matrix4& v) {
+ for (int i = 0 ; i < 4 ; i++) {
+ float x = 0;
+ float y = 0;
+ float z = 0;
+ float w = 0;
+
+ for (int j = 0 ; j < 4 ; j++) {
+ const float e = v.get(i, j);
+ x += u.get(j, 0) * e;
+ y += u.get(j, 1) * e;
+ z += u.get(j, 2) * e;
+ w += u.get(j, 3) * e;
+ }
+
+ set(i, 0, x);
+ set(i, 1, y);
+ set(i, 2, z);
+ set(i, 3, w);
+ }
+
+ mSimpleMatrix = u.mSimpleMatrix && v.mSimpleMatrix;
+}
+
+void Matrix4::loadOrtho(float left, float right, float bottom, float top, float near, float far) {
+ loadIdentity();
+ data[kScaleX] = 2.0f / (right - left);
+ data[kScaleY] = 2.0f / (top - bottom);
+ data[kScaleZ] = -2.0f / (far - near);
+ data[kTranslateX] = -(right + left) / (right - left);
+ data[kTranslateY] = -(top + bottom) / (top - bottom);
+ data[kTranslateZ] = -(far + near) / (far - near);
+}
+
+#define MUL_ADD_STORE(a, b, c) a = (a) * (b) + (c)
+
+void Matrix4::mapPoint(float& x, float& y) const {
+ if (mSimpleMatrix) {
+ MUL_ADD_STORE(x, data[kScaleX], data[kTranslateX]);
+ MUL_ADD_STORE(y, data[kScaleY], data[kTranslateY]);
+ return;
+ }
+
+ float dx = x * data[kScaleX] + y * data[kSkewX] + data[kTranslateX];
+ float dy = x * data[kSkewY] + y * data[kScaleY] + data[kTranslateY];
+ float dz = x * data[kPerspective0] + y * data[kPerspective1] + data[kPerspective2];
+ if (dz) dz = 1.0f / dz;
+
+ x = dx * dz;
+ y = dy * dz;
+}
+
+void Matrix4::mapRect(Rect& r) const {
+ if (mSimpleMatrix) {
+ MUL_ADD_STORE(r.left, data[kScaleX], data[kTranslateX]);
+ MUL_ADD_STORE(r.right, data[kScaleX], data[kTranslateX]);
+ MUL_ADD_STORE(r.top, data[kScaleY], data[kTranslateY]);
+ MUL_ADD_STORE(r.bottom, data[kScaleY], data[kTranslateY]);
+ return;
+ }
+
+ float vertices[] = {
+ r.left, r.top,
+ r.right, r.top,
+ r.right, r.bottom,
+ r.left, r.bottom
+ };
+
+ float x, y, z;
+
+ for (int i = 0; i < 8; i+= 2) {
+ float px = vertices[i];
+ float py = vertices[i + 1];
+
+ x = px * data[kScaleX] + py * data[kSkewX] + data[kTranslateX];
+ y = px * data[kSkewY] + py * data[kScaleY] + data[kTranslateY];
+ z = px * data[kPerspective0] + py * data[kPerspective1] + data[kPerspective2];
+ if (z) z = 1.0f / z;
+
+ vertices[i] = x * z;
+ vertices[i + 1] = y * z;
+ }
+
+ r.left = r.right = vertices[0];
+ r.top = r.bottom = vertices[1];
+
+ for (int i = 2; i < 8; i += 2) {
+ x = vertices[i];
+ y = vertices[i + 1];
+
+ if (x < r.left) r.left = x;
+ else if (x > r.right) r.right = x;
+ if (y < r.top) r.top = y;
+ else if (y > r.bottom) r.bottom = y;
+ }
+}
+
+void Matrix4::dump() const {
+ LOGD("Matrix4[simple=%d", mSimpleMatrix);
+ LOGD(" %f %f %f %f", data[kScaleX], data[kSkewX], data[8], data[kTranslateX]);
+ LOGD(" %f %f %f %f", data[kSkewY], data[kScaleY], data[9], data[kTranslateY]);
+ LOGD(" %f %f %f %f", data[2], data[6], data[kScaleZ], data[kTranslateZ]);
+ LOGD(" %f %f %f %f", data[kPerspective0], data[kPerspective1], data[11], data[kPerspective2]);
+ LOGD("]");
+}
+
+}; // namespace uirenderer
+}; // namespace android