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      1 /* libs/graphics/effects/SkCamera.cpp
      2 **
      3 ** Copyright 2006, The Android Open Source Project
      4 **
      5 ** Licensed under the Apache License, Version 2.0 (the "License");
      6 ** you may not use this file except in compliance with the License.
      7 ** You may obtain a copy of the License at
      8 **
      9 **     http://www.apache.org/licenses/LICENSE-2.0
     10 **
     11 ** Unless required by applicable law or agreed to in writing, software
     12 ** distributed under the License is distributed on an "AS IS" BASIS,
     13 ** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     14 ** See the License for the specific language governing permissions and
     15 ** limitations under the License.
     16 */
     17 
     18 #include "SkCamera.h"
     19 
     20 static SkScalar SkScalarDotDiv(int count, const SkScalar a[], int step_a,
     21                                const SkScalar b[], int step_b,
     22                                SkScalar denom)
     23 {
     24 #ifdef SK_SCALAR_IS_FLOAT
     25     float prod = 0;
     26     for (int i = 0; i < count; i++)
     27     {
     28         prod += a[0] * b[0];
     29         a += step_a;
     30         b += step_b;
     31     }
     32     return prod / denom;
     33 #else
     34     Sk64    prod, tmp;
     35 
     36     prod.set(0);
     37     for (int i = 0; i < count; i++)
     38     {
     39         tmp.setMul(a[0], b[0]);
     40         prod.add(tmp);
     41         a += step_a;
     42         b += step_b;
     43     }
     44     prod.div(denom, Sk64::kRound_DivOption);
     45     return prod.get32();
     46 #endif
     47 }
     48 
     49 static SkScalar SkScalarDot(int count, const SkScalar a[], int step_a,
     50                                        const SkScalar b[], int step_b)
     51 {
     52 #ifdef SK_SCALAR_IS_FLOAT
     53     float prod = 0;
     54     for (int i = 0; i < count; i++)
     55     {
     56         prod += a[0] * b[0];
     57         a += step_a;
     58         b += step_b;
     59     }
     60     return prod;
     61 #else
     62     Sk64    prod, tmp;
     63 
     64     prod.set(0);
     65     for (int i = 0; i < count; i++)
     66     {
     67         tmp.setMul(a[0], b[0]);
     68         prod.add(tmp);
     69         a += step_a;
     70         b += step_b;
     71     }
     72     return prod.getFixed();
     73 #endif
     74 }
     75 
     76 //////////////////////////////////////////////////////////////////////////
     77 
     78 SkUnitScalar SkPoint3D::normalize(SkUnit3D* unit) const
     79 {
     80 #ifdef SK_SCALAR_IS_FLOAT
     81     float mag = sk_float_sqrt(fX*fX + fY*fY + fZ*fZ);
     82     if (mag)
     83     {
     84         float scale = 1.0f / mag;
     85         unit->fX = fX * scale;
     86         unit->fY = fY * scale;
     87         unit->fZ = fZ * scale;
     88     }
     89 #else
     90     Sk64    tmp1, tmp2;
     91 
     92     tmp1.setMul(fX, fX);
     93     tmp2.setMul(fY, fY);
     94     tmp1.add(tmp2);
     95     tmp2.setMul(fZ, fZ);
     96     tmp1.add(tmp2);
     97 
     98     SkFixed mag = tmp1.getSqrt();
     99     if (mag)
    100     {
    101         // what if mag < SK_Fixed1 ??? we will underflow the fixdiv
    102         SkFixed scale = SkFixedDiv(SK_Fract1, mag);
    103         unit->fX = SkFixedMul(fX, scale);
    104         unit->fY = SkFixedMul(fY, scale);
    105         unit->fZ = SkFixedMul(fZ, scale);
    106     }
    107 #endif
    108     return mag;
    109 }
    110 
    111 SkUnitScalar SkUnit3D::Dot(const SkUnit3D& a, const SkUnit3D& b)
    112 {
    113     return  SkUnitScalarMul(a.fX, b.fX) +
    114             SkUnitScalarMul(a.fY, b.fY) +
    115             SkUnitScalarMul(a.fZ, b.fZ);
    116 }
    117 
    118 void SkUnit3D::Cross(const SkUnit3D& a, const SkUnit3D& b, SkUnit3D* cross)
    119 {
    120     SkASSERT(cross);
    121 
    122     // use x,y,z, in case &a == cross or &b == cross
    123 
    124 
    125     SkScalar x = SkUnitScalarMul(a.fY, b.fZ) - SkUnitScalarMul(a.fZ, b.fY);
    126     SkScalar y = SkUnitScalarMul(a.fZ, b.fX) - SkUnitScalarMul(a.fX, b.fY);
    127     SkScalar z = SkUnitScalarMul(a.fX, b.fY) - SkUnitScalarMul(a.fY, b.fX);
    128 
    129     cross->set(x, y, z);
    130 }
    131 
    132 ///////////////////////////////////////////////////////////////////////////
    133 
    134 SkPatch3D::SkPatch3D()
    135 {
    136     this->reset();
    137 }
    138 
    139 void SkPatch3D::reset()
    140 {
    141     fOrigin.set(0, 0, 0);
    142     fU.set(SK_Scalar1, 0, 0);
    143     fV.set(0, -SK_Scalar1, 0);
    144 }
    145 
    146 void SkPatch3D::transform(const SkMatrix3D& m, SkPatch3D* dst) const
    147 {
    148     if (dst == NULL)
    149         dst = (SkPatch3D*)this;
    150 
    151     m.mapVector(fU, &dst->fU);
    152     m.mapVector(fV, &dst->fV);
    153     m.mapPoint(fOrigin, &dst->fOrigin);
    154 }
    155 
    156 SkScalar SkPatch3D::dotWith(SkScalar dx, SkScalar dy, SkScalar dz) const
    157 {
    158     SkScalar cx = SkScalarMul(fU.fY, fV.fZ) - SkScalarMul(fU.fZ, fV.fY);
    159     SkScalar cy = SkScalarMul(fU.fZ, fV.fX) - SkScalarMul(fU.fX, fV.fY);
    160     SkScalar cz = SkScalarMul(fU.fX, fV.fY) - SkScalarMul(fU.fY, fV.fX);
    161 
    162     return SkScalarMul(cx, dx) + SkScalarMul(cy, dy) + SkScalarMul(cz, dz);
    163 }
    164 
    165 ///////////////////////////////////////////////////////////////////////////
    166 
    167 void SkMatrix3D::reset()
    168 {
    169     memset(fMat, 0, sizeof(fMat));
    170     fMat[0][0] = fMat[1][1] = fMat[2][2] = SK_Scalar1;
    171 }
    172 
    173 void SkMatrix3D::setTranslate(SkScalar x, SkScalar y, SkScalar z)
    174 {
    175     memset(fMat, 0, sizeof(fMat));
    176     fMat[0][0] = x;
    177     fMat[1][1] = y;
    178     fMat[2][2] = z;
    179 }
    180 
    181 void SkMatrix3D::setRotateX(SkScalar degX)
    182 {
    183     SkScalar    s, c;
    184 
    185     s = SkScalarSinCos(SkDegreesToRadians(degX), &c);
    186     this->setRow(0, SK_Scalar1, 0, 0);
    187     this->setRow(1, 0, c, -s);
    188     this->setRow(2, 0, s, c);
    189 }
    190 
    191 void SkMatrix3D::setRotateY(SkScalar degY)
    192 {
    193     SkScalar    s, c;
    194 
    195     s = SkScalarSinCos(SkDegreesToRadians(degY), &c);
    196     this->setRow(0, c, 0, -s);
    197     this->setRow(1, 0, SK_Scalar1, 0);
    198     this->setRow(2, s, 0, c);
    199 }
    200 
    201 void SkMatrix3D::setRotateZ(SkScalar degZ)
    202 {
    203     SkScalar    s, c;
    204 
    205     s = SkScalarSinCos(SkDegreesToRadians(degZ), &c);
    206     this->setRow(0, c, -s, 0);
    207     this->setRow(1, s, c, 0);
    208     this->setRow(2, 0, 0, SK_Scalar1);
    209 }
    210 
    211 void SkMatrix3D::preTranslate(SkScalar x, SkScalar y, SkScalar z)
    212 {
    213     SkScalar col[3] = { x, y, z};
    214 
    215     for (int i = 0; i < 3; i++)
    216         fMat[i][3] += SkScalarDot(3, &fMat[i][0], 1, col, 1);
    217 }
    218 
    219 void SkMatrix3D::preRotateX(SkScalar degX)
    220 {
    221     SkMatrix3D m;
    222     m.setRotateX(degX);
    223     this->setConcat(*this, m);
    224 }
    225 
    226 void SkMatrix3D::preRotateY(SkScalar degY)
    227 {
    228     SkMatrix3D m;
    229     m.setRotateY(degY);
    230     this->setConcat(*this, m);
    231 }
    232 
    233 void SkMatrix3D::preRotateZ(SkScalar degZ)
    234 {
    235     SkMatrix3D m;
    236     m.setRotateZ(degZ);
    237     this->setConcat(*this, m);
    238 }
    239 
    240 void SkMatrix3D::setConcat(const SkMatrix3D& a, const SkMatrix3D& b)
    241 {
    242     SkMatrix3D  tmp;
    243     SkMatrix3D* c = this;
    244 
    245     if (this == &a || this == &b)
    246         c = &tmp;
    247 
    248     for (int i = 0; i < 3; i++) {
    249         for (int j = 0; j < 3; j++)
    250             c->fMat[i][j] = SkScalarDot(3, &a.fMat[i][0], 1, &b.fMat[0][j], 4);
    251         c->fMat[i][3] = SkScalarDot(3, &a.fMat[i][0], 1, &b.fMat[0][3], 4) + a.fMat[i][3];
    252     }
    253 
    254     if (c == &tmp)
    255         *this = tmp;
    256 }
    257 
    258 void SkMatrix3D::mapPoint(const SkPoint3D& src, SkPoint3D* dst) const
    259 {
    260     SkScalar x = SkScalarDot(3, &fMat[0][0], 1, &src.fX, 1) + fMat[0][3];
    261     SkScalar y = SkScalarDot(3, &fMat[1][0], 1, &src.fX, 1) + fMat[1][3];
    262     SkScalar z = SkScalarDot(3, &fMat[2][0], 1, &src.fX, 1) + fMat[2][3];
    263     dst->set(x, y, z);
    264 }
    265 
    266 void SkMatrix3D::mapVector(const SkVector3D& src, SkVector3D* dst) const
    267 {
    268     SkScalar x = SkScalarDot(3, &fMat[0][0], 1, &src.fX, 1);
    269     SkScalar y = SkScalarDot(3, &fMat[1][0], 1, &src.fX, 1);
    270     SkScalar z = SkScalarDot(3, &fMat[2][0], 1, &src.fX, 1);
    271     dst->set(x, y, z);
    272 }
    273 
    274 ///////////////////////////////////////////////////////////////////////////
    275 
    276 SkCamera3D::SkCamera3D()
    277 {
    278     this->reset();
    279 }
    280 
    281 void SkCamera3D::reset()
    282 {
    283     fLocation.set(0, 0, -SkIntToScalar(576));   // 8 inches backward
    284     fAxis.set(0, 0, SK_Scalar1);                // forward
    285     fZenith.set(0, -SK_Scalar1, 0);             // up
    286 
    287     fObserver.set(0, 0, fLocation.fZ);
    288 
    289     fNeedToUpdate = true;
    290 }
    291 
    292 void SkCamera3D::update()
    293 {
    294     fNeedToUpdate = true;
    295 }
    296 
    297 void SkCamera3D::doUpdate() const
    298 {
    299     SkUnit3D    axis, zenith, cross;
    300 
    301     fAxis.normalize(&axis);
    302 
    303     {
    304         SkScalar dot = SkUnit3D::Dot(*(const SkUnit3D*)(const void*)&fZenith, axis);
    305 
    306         zenith.fX = fZenith.fX - SkUnitScalarMul(dot, axis.fX);
    307         zenith.fY = fZenith.fY - SkUnitScalarMul(dot, axis.fY);
    308         zenith.fZ = fZenith.fZ - SkUnitScalarMul(dot, axis.fZ);
    309 
    310         (void)((SkPoint3D*)(void*)&zenith)->normalize(&zenith);
    311     }
    312 
    313     SkUnit3D::Cross(axis, zenith, &cross);
    314 
    315     {
    316         SkMatrix* orien = &fOrientation;
    317         SkScalar x = fObserver.fX;
    318         SkScalar y = fObserver.fY;
    319         SkScalar z = fObserver.fZ;
    320 
    321         orien->set(SkMatrix::kMScaleX, SkUnitScalarMul(x, axis.fX) - SkUnitScalarMul(z, cross.fX));
    322         orien->set(SkMatrix::kMSkewX,  SkUnitScalarMul(x, axis.fY) - SkUnitScalarMul(z, cross.fY));
    323         orien->set(SkMatrix::kMTransX, SkUnitScalarMul(x, axis.fZ) - SkUnitScalarMul(z, cross.fZ));
    324         orien->set(SkMatrix::kMSkewY,  SkUnitScalarMul(y, axis.fX) - SkUnitScalarMul(z, zenith.fX));
    325         orien->set(SkMatrix::kMScaleY, SkUnitScalarMul(y, axis.fY) - SkUnitScalarMul(z, zenith.fY));
    326         orien->set(SkMatrix::kMTransY, SkUnitScalarMul(y, axis.fZ) - SkUnitScalarMul(z, zenith.fZ));
    327         orien->set(SkMatrix::kMPersp0, axis.fX);
    328         orien->set(SkMatrix::kMPersp1, axis.fY);
    329         orien->set(SkMatrix::kMPersp2, axis.fZ);
    330     }
    331 }
    332 
    333 void SkCamera3D::patchToMatrix(const SkPatch3D& quilt, SkMatrix* matrix) const
    334 {
    335     if (fNeedToUpdate)
    336     {
    337         this->doUpdate();
    338         fNeedToUpdate = false;
    339     }
    340 
    341     const SkScalar* mapPtr = (const SkScalar*)(const void*)&fOrientation;
    342     const SkScalar* patchPtr;
    343     SkPoint3D       diff;
    344     SkScalar        dot;
    345 
    346     diff.fX = quilt.fOrigin.fX - fLocation.fX;
    347     diff.fY = quilt.fOrigin.fY - fLocation.fY;
    348     diff.fZ = quilt.fOrigin.fZ - fLocation.fZ;
    349 
    350     dot = SkUnit3D::Dot(*(const SkUnit3D*)(const void*)&diff,
    351                         *(const SkUnit3D*)(((const SkScalar*)(const void*)&fOrientation) + 6));
    352 
    353     patchPtr = (const SkScalar*)&quilt;
    354     matrix->set(SkMatrix::kMScaleX, SkScalarDotDiv(3, patchPtr, 1, mapPtr, 1, dot));
    355     matrix->set(SkMatrix::kMSkewY,  SkScalarDotDiv(3, patchPtr, 1, mapPtr+3, 1, dot));
    356     matrix->set(SkMatrix::kMPersp0, SkScalarDotDiv(3, patchPtr, 1, mapPtr+6, 1, dot));
    357 
    358     patchPtr += 3;
    359     matrix->set(SkMatrix::kMSkewX,  SkScalarDotDiv(3, patchPtr, 1, mapPtr, 1, dot));
    360     matrix->set(SkMatrix::kMScaleY, SkScalarDotDiv(3, patchPtr, 1, mapPtr+3, 1, dot));
    361     matrix->set(SkMatrix::kMPersp1, SkScalarDotDiv(3, patchPtr, 1, mapPtr+6, 1, dot));
    362 
    363     patchPtr = (const SkScalar*)(const void*)&diff;
    364     matrix->set(SkMatrix::kMTransX, SkScalarDotDiv(3, patchPtr, 1, mapPtr, 1, dot));
    365     matrix->set(SkMatrix::kMTransY, SkScalarDotDiv(3, patchPtr, 1, mapPtr+3, 1, dot));
    366     matrix->set(SkMatrix::kMPersp2, SK_UnitScalar1);
    367 }
    368 
    369 ///////////////////////////////////////////////////////////////////////////////////////////////////
    370 
    371 Sk3DView::Sk3DView()
    372 {
    373     fInitialRec.fMatrix.reset();
    374     fRec = &fInitialRec;
    375 }
    376 
    377 Sk3DView::~Sk3DView()
    378 {
    379     Rec* rec = fRec;
    380     while (rec != &fInitialRec) {
    381         Rec* next = rec->fNext;
    382         SkDELETE(rec);
    383         rec = next;
    384     }
    385 }
    386 
    387 void Sk3DView::save()
    388 {
    389     Rec* rec = SkNEW(Rec);
    390     rec->fNext = fRec;
    391     rec->fMatrix = fRec->fMatrix;
    392     fRec = rec;
    393 }
    394 
    395 void Sk3DView::restore()
    396 {
    397     SkASSERT(fRec != &fInitialRec);
    398     Rec* next = fRec->fNext;
    399     SkDELETE(fRec);
    400     fRec = next;
    401 }
    402 
    403 void Sk3DView::translate(SkScalar x, SkScalar y, SkScalar z)
    404 {
    405     fRec->fMatrix.preTranslate(x, y, z);
    406 }
    407 
    408 void Sk3DView::rotateX(SkScalar deg)
    409 {
    410     fRec->fMatrix.preRotateX(deg);
    411 }
    412 
    413 void Sk3DView::rotateY(SkScalar deg)
    414 {
    415     fRec->fMatrix.preRotateY(deg);
    416 }
    417 
    418 void Sk3DView::rotateZ(SkScalar deg)
    419 {
    420     fRec->fMatrix.preRotateZ(deg);
    421 }
    422 
    423 SkScalar Sk3DView::dotWithNormal(SkScalar x, SkScalar y, SkScalar z) const
    424 {
    425     SkPatch3D   patch;
    426     patch.transform(fRec->fMatrix);
    427     return patch.dotWith(x, y, z);
    428 }
    429 
    430 void Sk3DView::getMatrix(SkMatrix* matrix) const
    431 {
    432     if (matrix != NULL)
    433     {
    434         SkPatch3D   patch;
    435         patch.transform(fRec->fMatrix);
    436         fCamera.patchToMatrix(patch, matrix);
    437     }
    438 }
    439 
    440 #include "SkCanvas.h"
    441 
    442 void Sk3DView::applyToCanvas(SkCanvas* canvas) const
    443 {
    444     SkMatrix    matrix;
    445 
    446     this->getMatrix(&matrix);
    447     canvas->concat(matrix);
    448 }
    449 
    450