blob: a3751d734903c4c8816b50a8d5471a615e2960cd [file] [log] [blame]
/*
* 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"
#include "src/core/SkMatrixInvert.h"
#include "src/core/SkMatrixPriv.h"
#include "src/core/SkPathPriv.h"
bool SkM44::operator==(const SkM44& other) const {
if (this == &other) {
return true;
}
auto a0 = skvx::float4::Load(fMat + 0);
auto a1 = skvx::float4::Load(fMat + 4);
auto a2 = skvx::float4::Load(fMat + 8);
auto a3 = skvx::float4::Load(fMat + 12);
auto b0 = skvx::float4::Load(other.fMat + 0);
auto b1 = skvx::float4::Load(other.fMat + 4);
auto b2 = skvx::float4::Load(other.fMat + 8);
auto b3 = skvx::float4::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) {
auto c0 = skvx::float4::Load(a.fMat + 0);
auto c1 = skvx::float4::Load(a.fMat + 4);
auto c2 = skvx::float4::Load(a.fMat + 8);
auto c3 = skvx::float4::Load(a.fMat + 12);
auto compute = [&](skvx::float4 r) {
return c0*r[0] + (c1*r[1] + (c2*r[2] + c3*r[3]));
};
auto m0 = compute(skvx::float4::Load(b.fMat + 0));
auto m1 = compute(skvx::float4::Load(b.fMat + 4));
auto m2 = compute(skvx::float4::Load(b.fMat + 8));
auto m3 = compute(skvx::float4::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) {
auto c0 = skvx::float4::Load(fMat + 0);
auto c1 = skvx::float4::Load(fMat + 4);
auto c3 = skvx::float4::Load(fMat + 12);
auto compute = [&](float r0, float r1, float r3) {
return (c0*r0 + (c1*r1 + c3*r3));
};
auto m0 = compute(b[0], b[3], b[6]);
auto m1 = compute(b[1], b[4], b[7]);
auto 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) {
auto c0 = skvx::float4::Load(fMat + 0);
auto c1 = skvx::float4::Load(fMat + 4);
auto c2 = skvx::float4::Load(fMat + 8);
auto c3 = skvx::float4::Load(fMat + 12);
// only need to update the last column
(c0*x + (c1*y + (c2*z + c3))).store(fMat + 12);
return *this;
}
SkM44& SkM44::postTranslate(SkScalar x, SkScalar y, SkScalar z) {
skvx::float4 t = { x, y, z, 0 };
(t * fMat[ 3] + skvx::float4::Load(fMat + 0)).store(fMat + 0);
(t * fMat[ 7] + skvx::float4::Load(fMat + 4)).store(fMat + 4);
(t * fMat[11] + skvx::float4::Load(fMat + 8)).store(fMat + 8);
(t * fMat[15] + skvx::float4::Load(fMat + 12)).store(fMat + 12);
return *this;
}
SkM44& SkM44::preScale(SkScalar x, SkScalar y) {
auto c0 = skvx::float4::Load(fMat + 0);
auto c1 = skvx::float4::Load(fMat + 4);
(c0 * x).store(fMat + 0);
(c1 * y).store(fMat + 4);
return *this;
}
SkM44& SkM44::preScale(SkScalar x, SkScalar y, SkScalar z) {
auto c0 = skvx::float4::Load(fMat + 0);
auto c1 = skvx::float4::Load(fMat + 4);
auto c2 = skvx::float4::Load(fMat + 8);
(c0 * x).store(fMat + 0);
(c1 * y).store(fMat + 4);
(c2 * z).store(fMat + 8);
return *this;
}
SkV4 SkM44::map(float x, float y, float z, float w) const {
auto c0 = skvx::float4::Load(fMat + 0);
auto c1 = skvx::float4::Load(fMat + 4);
auto c2 = skvx::float4::Load(fMat + 8);
auto c3 = skvx::float4::Load(fMat + 12);
SkV4 v;
(c0*x + (c1*y + (c2*z + c3*w))).store(&v.x);
return v;
}
static SkRect map_rect_affine(const SkRect& src, const float mat[16]) {
// When multiplied against vectors of the form <x,y,x,y>, 'flip' allows a single min()
// to compute both the min and "negated" max between the xy coordinates. Once finished, another
// multiplication produces the original max.
const skvx::float4 flip{1.f, 1.f, -1.f, -1.f};
// Since z = 0 and it's assumed ther's no perspective, only load the upper 2x2 and (tx,ty) in c3
auto c0 = skvx::shuffle<0,1,0,1>(skvx::float2::Load(mat + 0)) * flip;
auto c1 = skvx::shuffle<0,1,0,1>(skvx::float2::Load(mat + 4)) * flip;
auto c3 = skvx::shuffle<0,1,0,1>(skvx::float2::Load(mat + 12));
// Compute the min and max of the four transformed corners pre-translation; then translate once
// at the end.
auto minMax = c3 + flip * min(min(c0 * src.fLeft + c1 * src.fTop,
c0 * src.fRight + c1 * src.fTop),
min(c0 * src.fLeft + c1 * src.fBottom,
c0 * src.fRight + c1 * src.fBottom));
// minMax holds (min x, min y, max x, max y) so can be copied into an SkRect expecting l,t,r,b
SkRect r;
minMax.store(&r);
return r;
}
static SkRect map_rect_perspective(const SkRect& src, const float mat[16]) {
// Like map_rect_affine, z = 0 so we can skip the 3rd column, but we do need to compute w's
// for each corner of the src rect.
auto c0 = skvx::float4::Load(mat + 0);
auto c1 = skvx::float4::Load(mat + 4);
auto c3 = skvx::float4::Load(mat + 12);
// Unlike map_rect_affine, we do not defer the 4th column since we may need to homogeneous
// coordinates to clip against the w=0 plane
auto tl = c0 * src.fLeft + c1 * src.fTop + c3;
auto tr = c0 * src.fRight + c1 * src.fTop + c3;
auto bl = c0 * src.fLeft + c1 * src.fBottom + c3;
auto br = c0 * src.fRight + c1 * src.fBottom + c3;
// After clipping to w>0 and projecting to 2d, 'project' employs the same negation trick to
// compute min and max at the same time.
const skvx::float4 flip{1.f, 1.f, -1.f, -1.f};
auto project = [&flip](const skvx::float4& p0, const skvx::float4& p1, const skvx::float4& p2) {
float w0 = p0[3];
if (w0 >= SkPathPriv::kW0PlaneDistance) {
// Unclipped, just divide by w
return flip * skvx::shuffle<0,1,0,1>(p0) / w0;
} else {
auto clip = [&](const skvx::float4& p) {
float w = p[3];
if (w >= SkPathPriv::kW0PlaneDistance) {
float t = (SkPathPriv::kW0PlaneDistance - w0) / (w - w0);
auto c = (t * skvx::shuffle<0,1>(p) + (1.f - t) * skvx::shuffle<0,1>(p0)) /
SkPathPriv::kW0PlaneDistance;
return flip * skvx::shuffle<0,1,0,1>(c);
} else {
return skvx::float4(SK_ScalarInfinity);
}
};
// Clip both edges leaving p0, and return the min/max of the two clipped points
// (since clip returns infinity when both p0 and 2nd vertex have w<0, it'll
// automatically be ignored).
return min(clip(p1), clip(p2));
}
};
// Project all 4 corners, and pass in their adjacent vertices for clipping if it has w < 0,
// then accumulate the min and max xy's.
auto minMax = flip * min(min(project(tl, tr, bl), project(tr, br, tl)),
min(project(br, bl, tr), project(bl, tl, br)));
SkRect r;
minMax.store(&r);
return r;
}
SkRect SkMatrixPriv::MapRect(const SkM44& m, const SkRect& src) {
const bool hasPerspective =
m.fMat[3] != 0 || m.fMat[7] != 0 || m.fMat[11] != 0 || m.fMat[15] != 1;
if (hasPerspective) {
return map_rect_perspective(src, m.fMat);
} else {
return map_rect_affine(src, m.fMat);
}
}
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];
(skvx::float4::Load(fMat + 0) * inv).store(fMat + 0);
(skvx::float4::Load(fMat + 4) * inv).store(fMat + 4);
(skvx::float4::Load(fMat + 8) * inv).store(fMat + 8);
(skvx::float4::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 {
SkScalar tmp[16];
if (SkInvert4x4Matrix(fMat, tmp) == 0.0f) {
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 {
SkDebugf("|%g %g %g %g|\n"
"|%g %g %g %g|\n"
"|%g %g %g %g|\n"
"|%g %g %g %g|\n",
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]);
}
///////////////////////////////////////////////////////////////////////////////
SkM44 SkM44::RectToRect(const SkRect& src, const SkRect& dst) {
if (src.isEmpty()) {
return SkM44();
} else if (dst.isEmpty()) {
return SkM44::Scale(0.f, 0.f, 0.f);
}
float sx = dst.width() / src.width();
float sy = dst.height() / src.height();
float tx = dst.fLeft - sx * src.fLeft;
float ty = dst.fTop - sy * src.fTop;
return SkM44{sx, 0.f, 0.f, tx,
0.f, sy, 0.f, ty,
0.f, 0.f, 1.f, 0.f,
0.f, 0.f, 0.f, 1.f};
}
static SkV3 normalize(SkV3 v) {
const auto vlen = v.length();
return SkScalarNearlyZero(vlen) ? v : v * (1.0f / vlen);
}
static SkV4 v4(SkV3 v, SkScalar w) { return {v.x, v.y, v.z, w}; }
SkM44 SkM44::LookAt(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 SkM44::Perspective(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;
}