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authorChris Craik <ccraik@google.com>2013-10-25 18:30:17 -0700
committerChris Craik <ccraik@google.com>2013-12-12 10:18:23 -0800
commitf57776b2d195f0937906eb88b777bb55ccc36967 (patch)
treef2c160bb0860a6f3d0f883cdf0c520892a1bde24 /libs/hwui/Matrix.cpp
parentc3c4d36df01631883a79163da841ca222497c9d3 (diff)
3d view system!
True 3d transformations are now supported by DisplayLists and the renderer, initially with the translationZ property on view. Renderer operations used directly by DisplayList (formerly, clip/save/restore/saveLayer) are now more simply managed by allocating them temporarily on the handler's allocator, which exists for a single frame. This is much simpler than continuing to expand the pool of pre-allocated DisplayListOps now that more operations are called directly by DisplayList, especially with z ordered drawing. Still TODO: -APIs for camera positioning, shadows -Make Z apis public, and expose through XML -Make invalidation / input 3d aware Change-Id: I95fe6fa03f9b6ddd34a7e0c6ec8dd9fe47c6c6eb
Diffstat (limited to 'libs/hwui/Matrix.cpp')
-rw-r--r--libs/hwui/Matrix.cpp95
1 files changed, 92 insertions, 3 deletions
diff --git a/libs/hwui/Matrix.cpp b/libs/hwui/Matrix.cpp
index ba22071d620b..4f5cd26e94be 100644
--- a/libs/hwui/Matrix.cpp
+++ b/libs/hwui/Matrix.cpp
@@ -89,8 +89,9 @@ uint8_t Matrix4::getType() const {
float m01 = data[kSkewX];
float m10 = data[kSkewY];
float m11 = data[kScaleY];
+ float m32 = data[kTranslateZ];
- if (m01 != 0.0f || m10 != 0.0f) {
+ if (m01 != 0.0f || m10 != 0.0f || m32 != 0.0f) {
mType |= kTypeAffine;
}
@@ -131,11 +132,13 @@ bool Matrix4::changesBounds() const {
}
bool Matrix4::isPureTranslate() const {
- return getGeometryType() <= kTypeTranslate;
+ // NOTE: temporary hack to workaround ignoreTransform behavior with Z values
+ // TODO: separate this into isPure2dTranslate vs isPure3dTranslate
+ return getGeometryType() <= kTypeTranslate && (data[kTranslateZ] == 0.0f);
}
bool Matrix4::isSimple() const {
- return getGeometryType() <= (kTypeScale | kTypeTranslate);
+ return getGeometryType() <= (kTypeScale | kTypeTranslate) && (data[kTranslateZ] == 0.0f);
}
bool Matrix4::isIdentity() const {
@@ -369,6 +372,84 @@ void Matrix4::loadMultiply(const Matrix4& u, const Matrix4& v) {
mType = kTypeUnknown;
}
+// translated from android.opengl.Matrix#frustumM()
+void Matrix4::loadFrustum(float left, float top, float right, float bottom, float near, float far) {
+ float r_width = 1.0f / (right - left);
+ float r_height = 1.0f / (top - bottom);
+ float r_depth = 1.0f / (near - far);
+ float x = 2.0f * (near * r_width);
+ float y = 2.0f * (near * r_height);
+ float A = (right + left) * r_width;
+ float B = (top + bottom) * r_height;
+ float C = (far + near) * r_depth;
+ float D = 2.0f * (far * near * r_depth);
+
+ memset(&data, 0, sizeof(data));
+ mType = kTypeUnknown;
+
+ data[kScaleX] = x;
+ data[kScaleY] = y;
+ data[8] = A;
+ data[9] = B;
+ data[kScaleZ] = C;
+ data[kTranslateZ] = D;
+ data[11] = -1.0f;
+}
+
+// translated from android.opengl.Matrix#setLookAtM()
+void Matrix4::loadLookAt(float eyeX, float eyeY, float eyeZ,
+ float centerX, float centerY, float centerZ,
+ float upX, float upY, float upZ) {
+ float fx = centerX - eyeX;
+ float fy = centerY - eyeY;
+ float fz = centerZ - eyeZ;
+
+ // Normalize f
+ float rlf = 1.0f / sqrt(fx*fx + fy*fy + fz*fz);
+ fx *= rlf;
+ fy *= rlf;
+ fz *= rlf;
+
+ // compute s = f x up (x means "cross product")
+ float sx = fy * upZ - fz * upY;
+ float sy = fz * upX - fx * upZ;
+ float sz = fx * upY - fy * upX;
+
+ // and normalize s
+ float rls = 1.0f / sqrt(sx*sx + sy*sy + sz*sz);
+ sx *= rls;
+ sy *= rls;
+ sz *= rls;
+
+ // compute u = s x f
+ float ux = sy * fz - sz * fy;
+ float uy = sz * fx - sx * fz;
+ float uz = sx * fy - sy * fx;
+
+ mType = kTypeUnknown;
+ data[0] = sx;
+ data[1] = ux;
+ data[2] = -fx;
+ data[3] = 0.0f;
+
+ data[4] = sy;
+ data[5] = uy;
+ data[6] = -fy;
+ data[7] = 0.0f;
+
+ data[8] = sz;
+ data[9] = uz;
+ data[10] = -fz;
+ data[11] = 0.0f;
+
+ data[12] = 0.0f;
+ data[13] = 0.0f;
+ data[14] = 0.0f;
+ data[15] = 1.0f;
+
+ translate(-eyeX, -eyeY, -eyeZ);
+}
+
void Matrix4::loadOrtho(float left, float right, float bottom, float top, float near, float far) {
loadIdentity();
@@ -382,6 +463,14 @@ void Matrix4::loadOrtho(float left, float right, float bottom, float top, float
mType = kTypeTranslate | kTypeScale | kTypeRectToRect;
}
+void Matrix4::mapPoint3d(Vector3& vec) const {
+ //TODO: optimize simple case
+ Vector3 orig(vec);
+ vec.x = orig.x * data[kScaleX] + orig.y * data[kSkewX] + orig.z * data[8] + data[kTranslateX];
+ vec.y = orig.x * data[kSkewY] + orig.y * data[kScaleY] + orig.z * data[9] + data[kTranslateY];
+ vec.z = orig.x * data[2] + orig.y * data[6] + orig.z * data[kScaleZ] + data[kTranslateZ];
+}
+
#define MUL_ADD_STORE(a, b, c) a = (a) * (b) + (c)
void Matrix4::mapPoint(float& x, float& y) const {