/* * 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 #include #include #include #include #include "utils/Compare.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; } bool Matrix4::changesBounds() { return !(ALMOST_EQUAL(data[0], 1.0f) && ALMOST_EQUAL(data[1], 0.0f) && ALMOST_EQUAL(data[2], 0.0f) && ALMOST_EQUAL(data[4], 0.0f) && ALMOST_EQUAL(data[5], 1.0f) && ALMOST_EQUAL(data[6], 0.0f) && ALMOST_EQUAL(data[8], 0.0f) && ALMOST_EQUAL(data[9], 0.0f) && ALMOST_EQUAL(data[10], 1.0f)); } bool Matrix4::isPureTranslate() { return mSimpleMatrix && ALMOST_EQUAL(data[kScaleX], 1.0f) && ALMOST_EQUAL(data[kScaleY], 1.0f); } bool Matrix4::isSimple() { return mSimpleMatrix; } 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 | SkMatrix::kTranslate_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::loadSkew(float sx, float sy) { loadIdentity(); data[kScaleX] = 1.0f; data[kSkewX] = sx; data[kTranslateX] = 0.0f; data[kSkewY] = sy; data[kScaleY] = 1.0f; data[kTranslateY] = 0.0f; data[kPerspective0] = 0.0f; data[kPerspective1] = 0.0f; data[kPerspective2] = 1.0f; mSimpleMatrix = false; } 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]); if (r.left > r.right) { float x = r.left; r.left = r.right; r.right = x; } if (r.top > r.bottom) { float y = r.top; r.top = r.bottom; r.bottom = y; } 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