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/*
* Copyright 2020 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "include/core/SkM44.h"
#include "include/core/SkMatrix.h"
#include "include/private/SkVx.h"
typedef skvx::Vec<4, float> sk4f;
bool SkM44::operator==(const SkM44& other) const {
if (this == &other) {
return true;
}
sk4f a0 = sk4f::Load(fMat + 0);
sk4f a1 = sk4f::Load(fMat + 4);
sk4f a2 = sk4f::Load(fMat + 8);
sk4f a3 = sk4f::Load(fMat + 12);
sk4f b0 = sk4f::Load(other.fMat + 0);
sk4f b1 = sk4f::Load(other.fMat + 4);
sk4f b2 = sk4f::Load(other.fMat + 8);
sk4f b3 = sk4f::Load(other.fMat + 12);
auto eq = (a0 == b0) & (a1 == b1) & (a2 == b2) & (a3 == b3);
return (eq[0] & eq[1] & eq[2] & eq[3]) == ~0;
}
static void transpose_arrays(SkScalar dst[], const SkScalar src[]) {
dst[0] = src[0]; dst[1] = src[4]; dst[2] = src[8]; dst[3] = src[12];
dst[4] = src[1]; dst[5] = src[5]; dst[6] = src[9]; dst[7] = src[13];
dst[8] = src[2]; dst[9] = src[6]; dst[10] = src[10]; dst[11] = src[14];
dst[12] = src[3]; dst[13] = src[7]; dst[14] = src[11]; dst[15] = src[15];
}
void SkM44::getRowMajor(SkScalar v[]) const {
transpose_arrays(v, fMat);
}
SkM44& SkM44::setConcat(const SkM44& a, const SkM44& b) {
sk4f c0 = sk4f::Load(a.fMat + 0);
sk4f c1 = sk4f::Load(a.fMat + 4);
sk4f c2 = sk4f::Load(a.fMat + 8);
sk4f c3 = sk4f::Load(a.fMat + 12);
auto compute = [&](sk4f r) {
return skvx::mad(c0, r[0], skvx::mad(c1, r[1], skvx::mad(c2, r[2], c3 * r[3])));
};
sk4f m0 = compute(sk4f::Load(b.fMat + 0));
sk4f m1 = compute(sk4f::Load(b.fMat + 4));
sk4f m2 = compute(sk4f::Load(b.fMat + 8));
sk4f m3 = compute(sk4f::Load(b.fMat + 12));
m0.store(fMat + 0);
m1.store(fMat + 4);
m2.store(fMat + 8);
m3.store(fMat + 12);
return *this;
}
SkM44& SkM44::preConcat(const SkMatrix& b) {
sk4f c0 = sk4f::Load(fMat + 0);
sk4f c1 = sk4f::Load(fMat + 4);
sk4f c3 = sk4f::Load(fMat + 12);
auto compute = [&](float r0, float r1, float r3) {
return skvx::mad(c0, r0, skvx::mad(c1, r1, c3 * r3));
};
sk4f m0 = compute(b[0], b[3], b[6]);
sk4f m1 = compute(b[1], b[4], b[7]);
sk4f m3 = compute(b[2], b[5], b[8]);
m0.store(fMat + 0);
m1.store(fMat + 4);
m3.store(fMat + 12);
return *this;
}
SkM44& SkM44::preTranslate(SkScalar x, SkScalar y, SkScalar z) {
sk4f c0 = sk4f::Load(fMat + 0);
sk4f c1 = sk4f::Load(fMat + 4);
sk4f c2 = sk4f::Load(fMat + 8);
sk4f c3 = sk4f::Load(fMat + 12);
// only need to update the last column
skvx::mad(c0, x, skvx::mad(c1, y, skvx::mad(c2, z, c3))).store(fMat + 12);
return *this;
}
SkM44& SkM44::postTranslate(SkScalar x, SkScalar y, SkScalar z) {
sk4f t = { x, y, z, 0 };
skvx::mad(t, fMat[ 3], sk4f::Load(fMat + 0)).store(fMat + 0);
skvx::mad(t, fMat[ 7], sk4f::Load(fMat + 4)).store(fMat + 4);
skvx::mad(t, fMat[11], sk4f::Load(fMat + 8)).store(fMat + 8);
skvx::mad(t, fMat[15], sk4f::Load(fMat + 12)).store(fMat + 12);
return *this;
}
SkM44& SkM44::preScale(SkScalar x, SkScalar y) {
sk4f c0 = sk4f::Load(fMat + 0);
sk4f c1 = sk4f::Load(fMat + 4);
(c0 * x).store(fMat + 0);
(c1 * y).store(fMat + 4);
return *this;
}
SkV4 SkM44::map(float x, float y, float z, float w) const {
sk4f c0 = sk4f::Load(fMat + 0);
sk4f c1 = sk4f::Load(fMat + 4);
sk4f c2 = sk4f::Load(fMat + 8);
sk4f c3 = sk4f::Load(fMat + 12);
SkV4 v;
skvx::mad(c0, x, skvx::mad(c1, y, skvx::mad(c2, z, c3 * w))).store(&v.x);
return v;
}
void SkM44::normalizePerspective() {
// If the bottom row of the matrix is [0, 0, 0, not_one], we will treat the matrix as if it
// is in perspective, even though it stills behaves like its affine. If we divide everything
// by the not_one value, then it will behave the same, but will be treated as affine,
// and therefore faster (e.g. clients can forward-difference calculations).
if (fMat[15] != 1 && fMat[15] != 0 && fMat[3] == 0 && fMat[7] == 0 && fMat[11] == 0) {
double inv = 1.0 / fMat[15];
(sk4f::Load(fMat + 0) * inv).store(fMat + 0);
(sk4f::Load(fMat + 4) * inv).store(fMat + 4);
(sk4f::Load(fMat + 8) * inv).store(fMat + 8);
(sk4f::Load(fMat + 12) * inv).store(fMat + 12);
fMat[15] = 1.0f;
}
}
///////////////////////////////////////////////////////////////////////////////
/** We always perform the calculation in doubles, to avoid prematurely losing
precision along the way. This relies on the compiler automatically
promoting our SkScalar values to double (if needed).
*/
bool SkM44::invert(SkM44* inverse) const {
double a00 = fMat[0];
double a01 = fMat[1];
double a02 = fMat[2];
double a03 = fMat[3];
double a10 = fMat[4];
double a11 = fMat[5];
double a12 = fMat[6];
double a13 = fMat[7];
double a20 = fMat[8];
double a21 = fMat[9];
double a22 = fMat[10];
double a23 = fMat[11];
double a30 = fMat[12];
double a31 = fMat[13];
double a32 = fMat[14];
double a33 = fMat[15];
double b00 = a00 * a11 - a01 * a10;
double b01 = a00 * a12 - a02 * a10;
double b02 = a00 * a13 - a03 * a10;
double b03 = a01 * a12 - a02 * a11;
double b04 = a01 * a13 - a03 * a11;
double b05 = a02 * a13 - a03 * a12;
double b06 = a20 * a31 - a21 * a30;
double b07 = a20 * a32 - a22 * a30;
double b08 = a20 * a33 - a23 * a30;
double b09 = a21 * a32 - a22 * a31;
double b10 = a21 * a33 - a23 * a31;
double b11 = a22 * a33 - a23 * a32;
// Calculate the determinant
double det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
double invdet = sk_ieee_double_divide(1.0, det);
// If det is zero, we want to return false. However, we also want to return false if 1/det
// overflows to infinity (i.e. det is denormalized). All of this is subsumed by our final check
// at the bottom (that all 16 scalar matrix entries are finite).
b00 *= invdet;
b01 *= invdet;
b02 *= invdet;
b03 *= invdet;
b04 *= invdet;
b05 *= invdet;
b06 *= invdet;
b07 *= invdet;
b08 *= invdet;
b09 *= invdet;
b10 *= invdet;
b11 *= invdet;
SkScalar tmp[16] = {
SkDoubleToScalar(a11 * b11 - a12 * b10 + a13 * b09),
SkDoubleToScalar(a02 * b10 - a01 * b11 - a03 * b09),
SkDoubleToScalar(a31 * b05 - a32 * b04 + a33 * b03),
SkDoubleToScalar(a22 * b04 - a21 * b05 - a23 * b03),
SkDoubleToScalar(a12 * b08 - a10 * b11 - a13 * b07),
SkDoubleToScalar(a00 * b11 - a02 * b08 + a03 * b07),
SkDoubleToScalar(a32 * b02 - a30 * b05 - a33 * b01),
SkDoubleToScalar(a20 * b05 - a22 * b02 + a23 * b01),
SkDoubleToScalar(a10 * b10 - a11 * b08 + a13 * b06),
SkDoubleToScalar(a01 * b08 - a00 * b10 - a03 * b06),
SkDoubleToScalar(a30 * b04 - a31 * b02 + a33 * b00),
SkDoubleToScalar(a21 * b02 - a20 * b04 - a23 * b00),
SkDoubleToScalar(a11 * b07 - a10 * b09 - a12 * b06),
SkDoubleToScalar(a00 * b09 - a01 * b07 + a02 * b06),
SkDoubleToScalar(a31 * b01 - a30 * b03 - a32 * b00),
SkDoubleToScalar(a20 * b03 - a21 * b01 + a22 * b00),
};
if (!SkScalarsAreFinite(tmp, 16)) {
return false;
}
memcpy(inverse->fMat, tmp, sizeof(tmp));
return true;
}
SkM44 SkM44::transpose() const {
SkM44 trans(SkM44::kUninitialized_Constructor);
transpose_arrays(trans.fMat, fMat);
return trans;
}
SkM44& SkM44::setRotateUnitSinCos(SkV3 axis, SkScalar sinAngle, SkScalar cosAngle) {
// Taken from "Essential Mathematics for Games and Interactive Applications"
// James M. Van Verth and Lars M. Bishop -- third edition
SkScalar x = axis.x;
SkScalar y = axis.y;
SkScalar z = axis.z;
SkScalar c = cosAngle;
SkScalar s = sinAngle;
SkScalar t = 1 - c;
*this = { t*x*x + c, t*x*y - s*z, t*x*z + s*y, 0,
t*x*y + s*z, t*y*y + c, t*y*z - s*x, 0,
t*x*z - s*y, t*y*z + s*x, t*z*z + c, 0,
0, 0, 0, 1 };
return *this;
}
SkM44& SkM44::setRotate(SkV3 axis, SkScalar radians) {
SkScalar len = axis.length();
if (len > 0 && SkScalarIsFinite(len)) {
this->setRotateUnit(axis * (SK_Scalar1 / len), radians);
} else {
this->setIdentity();
}
return *this;
}
///////////////////////////////////////////////////////////////////////////////
void SkM44::dump() const {
static const char* format = "|%g %g %g %g|\n"
"|%g %g %g %g|\n"
"|%g %g %g %g|\n"
"|%g %g %g %g|\n";
SkDebugf(format,
fMat[0], fMat[4], fMat[8], fMat[12],
fMat[1], fMat[5], fMat[9], fMat[13],
fMat[2], fMat[6], fMat[10], fMat[14],
fMat[3], fMat[7], fMat[11], fMat[15]);
}
static SkV3 normalize(SkV3 v) { return v * (1.0f / v.length()); }
static SkV4 v4(SkV3 v, SkScalar w) { return {v.x, v.y, v.z, w}; }
SkM44 Sk3LookAt(const SkV3& eye, const SkV3& center, const SkV3& up) {
SkV3 f = normalize(center - eye);
SkV3 u = normalize(up);
SkV3 s = normalize(f.cross(u));
SkM44 m(SkM44::kUninitialized_Constructor);
if (!SkM44::Cols(v4(s, 0), v4(s.cross(f), 0), v4(-f, 0), v4(eye, 1)).invert(&m)) {
m.setIdentity();
}
return m;
}
SkM44 Sk3Perspective(float near, float far, float angle) {
SkASSERT(far > near);
float denomInv = sk_ieee_float_divide(1, far - near);
float halfAngle = angle * 0.5f;
float cot = sk_float_cos(halfAngle) / sk_float_sin(halfAngle);
SkM44 m;
m.setRC(0, 0, cot);
m.setRC(1, 1, cot);
m.setRC(2, 2, (far + near) * denomInv);
m.setRC(2, 3, 2 * far * near * denomInv);
m.setRC(3, 2, -1);
return m;
}