/*
* 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 "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;
mIsIdentity = true;
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;
}
bool Matrix4::isIdentity() {
return mIsIdentity;
}
void Matrix4::load(const float* v) {
memcpy(data, v, sizeof(data));
// TODO: Do something smarter here
mSimpleMatrix = false;
mIsIdentity = false;
}
void Matrix4::load(const Matrix4& v) {
memcpy(data, v.data, sizeof(data));
mSimpleMatrix = v.mSimpleMatrix;
mIsIdentity = v.mIsIdentity;
}
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));
mIsIdentity = v.isIdentity();
}
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;
mIsIdentity = v.mIsIdentity;
}
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;
}
mIsIdentity = false;
}
void Matrix4::loadTranslate(float x, float y, float z) {
loadIdentity();
data[kTranslateX] = x;
data[kTranslateY] = y;
data[kTranslateZ] = z;
mIsIdentity = false;
}
void Matrix4::loadScale(float sx, float sy, float sz) {
loadIdentity();
data[kScaleX] = sx;
data[kScaleY] = sy;
data[kScaleZ] = sz;
mIsIdentity = false;
}
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;
mIsIdentity = 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;
mIsIdentity = 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;
mIsIdentity = false;
}
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);
mIsIdentity = false;
}
#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