gfx/skia/trunk/src/utils/SkCamera.cpp

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/gfx/skia/trunk/src/utils/SkCamera.cpp	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,373 @@
     1.4 +/*
     1.5 + * Copyright 2006 The Android Open Source Project
     1.6 + *
     1.7 + * Use of this source code is governed by a BSD-style license that can be
     1.8 + * found in the LICENSE file.
     1.9 + */
    1.10 +
    1.11 +#include "SkCamera.h"
    1.12 +
    1.13 +static SkScalar SkScalarDotDiv(int count, const SkScalar a[], int step_a,
    1.14 +                               const SkScalar b[], int step_b,
    1.15 +                               SkScalar denom) {
    1.16 +    SkScalar prod = 0;
    1.17 +    for (int i = 0; i < count; i++) {
    1.18 +        prod += a[0] * b[0];
    1.19 +        a += step_a;
    1.20 +        b += step_b;
    1.21 +    }
    1.22 +    return prod / denom;
    1.23 +}
    1.24 +
    1.25 +static SkScalar SkScalarDot(int count, const SkScalar a[], int step_a,
    1.26 +                                       const SkScalar b[], int step_b) {
    1.27 +    SkScalar prod = 0;
    1.28 +    for (int i = 0; i < count; i++) {
    1.29 +        prod += a[0] * b[0];
    1.30 +        a += step_a;
    1.31 +        b += step_b;
    1.32 +    }
    1.33 +    return prod;
    1.34 +}
    1.35 +
    1.36 +///////////////////////////////////////////////////////////////////////////////
    1.37 +
    1.38 +SkScalar SkPoint3D::normalize(SkUnit3D* unit) const {
    1.39 +    SkScalar mag = SkScalarSqrt(fX*fX + fY*fY + fZ*fZ);
    1.40 +    if (mag) {
    1.41 +        SkScalar scale = SkScalarInvert(mag);
    1.42 +        unit->fX = fX * scale;
    1.43 +        unit->fY = fY * scale;
    1.44 +        unit->fZ = fZ * scale;
    1.45 +    } else {
    1.46 +        unit->fX = unit->fY = unit->fZ = 0;
    1.47 +    }
    1.48 +    return mag;
    1.49 +}
    1.50 +
    1.51 +SkScalar SkUnit3D::Dot(const SkUnit3D& a, const SkUnit3D& b) {
    1.52 +    return a.fX * b.fX + a.fY * b.fY + a.fZ * b.fZ;
    1.53 +}
    1.54 +
    1.55 +void SkUnit3D::Cross(const SkUnit3D& a, const SkUnit3D& b, SkUnit3D* cross) {
    1.56 +    SkASSERT(cross);
    1.57 +
    1.58 +    // use x,y,z, in case &a == cross or &b == cross
    1.59 +
    1.60 +    SkScalar x = a.fY * b.fZ - a.fZ * b.fY;
    1.61 +    SkScalar y = a.fZ * b.fX - a.fX * b.fY;
    1.62 +    SkScalar z = a.fX * b.fY - a.fY * b.fX;
    1.63 +
    1.64 +    cross->set(x, y, z);
    1.65 +}
    1.66 +
    1.67 +///////////////////////////////////////////////////////////////////////////////
    1.68 +
    1.69 +SkPatch3D::SkPatch3D() {
    1.70 +    this->reset();
    1.71 +}
    1.72 +
    1.73 +void SkPatch3D::reset() {
    1.74 +    fOrigin.set(0, 0, 0);
    1.75 +    fU.set(SK_Scalar1, 0, 0);
    1.76 +    fV.set(0, -SK_Scalar1, 0);
    1.77 +}
    1.78 +
    1.79 +void SkPatch3D::transform(const SkMatrix3D& m, SkPatch3D* dst) const {
    1.80 +    if (dst == NULL) {
    1.81 +        dst = (SkPatch3D*)this;
    1.82 +    }
    1.83 +    m.mapVector(fU, &dst->fU);
    1.84 +    m.mapVector(fV, &dst->fV);
    1.85 +    m.mapPoint(fOrigin, &dst->fOrigin);
    1.86 +}
    1.87 +
    1.88 +SkScalar SkPatch3D::dotWith(SkScalar dx, SkScalar dy, SkScalar dz) const {
    1.89 +    SkScalar cx = SkScalarMul(fU.fY, fV.fZ) - SkScalarMul(fU.fZ, fV.fY);
    1.90 +    SkScalar cy = SkScalarMul(fU.fZ, fV.fX) - SkScalarMul(fU.fX, fV.fY);
    1.91 +    SkScalar cz = SkScalarMul(fU.fX, fV.fY) - SkScalarMul(fU.fY, fV.fX);
    1.92 +
    1.93 +    return SkScalarMul(cx, dx) + SkScalarMul(cy, dy) + SkScalarMul(cz, dz);
    1.94 +}
    1.95 +
    1.96 +///////////////////////////////////////////////////////////////////////////////
    1.97 +
    1.98 +void SkMatrix3D::reset() {
    1.99 +    memset(fMat, 0, sizeof(fMat));
   1.100 +    fMat[0][0] = fMat[1][1] = fMat[2][2] = SK_Scalar1;
   1.101 +}
   1.102 +
   1.103 +void SkMatrix3D::setTranslate(SkScalar x, SkScalar y, SkScalar z) {
   1.104 +    memset(fMat, 0, sizeof(fMat));
   1.105 +    fMat[0][0] = x;
   1.106 +    fMat[1][1] = y;
   1.107 +    fMat[2][2] = z;
   1.108 +}
   1.109 +
   1.110 +void SkMatrix3D::setRotateX(SkScalar degX) {
   1.111 +    SkScalar    s, c;
   1.112 +
   1.113 +    s = SkScalarSinCos(SkDegreesToRadians(degX), &c);
   1.114 +    this->setRow(0, SK_Scalar1, 0, 0);
   1.115 +    this->setRow(1, 0, c, -s);
   1.116 +    this->setRow(2, 0, s, c);
   1.117 +}
   1.118 +
   1.119 +void SkMatrix3D::setRotateY(SkScalar degY) {
   1.120 +    SkScalar    s, c;
   1.121 +
   1.122 +    s = SkScalarSinCos(SkDegreesToRadians(degY), &c);
   1.123 +    this->setRow(0, c, 0, -s);
   1.124 +    this->setRow(1, 0, SK_Scalar1, 0);
   1.125 +    this->setRow(2, s, 0, c);
   1.126 +}
   1.127 +
   1.128 +void SkMatrix3D::setRotateZ(SkScalar degZ) {
   1.129 +    SkScalar    s, c;
   1.130 +
   1.131 +    s = SkScalarSinCos(SkDegreesToRadians(degZ), &c);
   1.132 +    this->setRow(0, c, -s, 0);
   1.133 +    this->setRow(1, s, c, 0);
   1.134 +    this->setRow(2, 0, 0, SK_Scalar1);
   1.135 +}
   1.136 +
   1.137 +void SkMatrix3D::preTranslate(SkScalar x, SkScalar y, SkScalar z) {
   1.138 +    SkScalar col[3] = { x, y, z};
   1.139 +
   1.140 +    for (int i = 0; i < 3; i++) {
   1.141 +        fMat[i][3] += SkScalarDot(3, &fMat[i][0], 1, col, 1);
   1.142 +    }
   1.143 +}
   1.144 +
   1.145 +void SkMatrix3D::preRotateX(SkScalar degX) {
   1.146 +    SkMatrix3D m;
   1.147 +    m.setRotateX(degX);
   1.148 +    this->setConcat(*this, m);
   1.149 +}
   1.150 +
   1.151 +void SkMatrix3D::preRotateY(SkScalar degY) {
   1.152 +    SkMatrix3D m;
   1.153 +    m.setRotateY(degY);
   1.154 +    this->setConcat(*this, m);
   1.155 +}
   1.156 +
   1.157 +void SkMatrix3D::preRotateZ(SkScalar degZ) {
   1.158 +    SkMatrix3D m;
   1.159 +    m.setRotateZ(degZ);
   1.160 +    this->setConcat(*this, m);
   1.161 +}
   1.162 +
   1.163 +void SkMatrix3D::setConcat(const SkMatrix3D& a, const SkMatrix3D& b) {
   1.164 +    SkMatrix3D  tmp;
   1.165 +    SkMatrix3D* c = this;
   1.166 +
   1.167 +    if (this == &a || this == &b) {
   1.168 +        c = &tmp;
   1.169 +    }
   1.170 +    for (int i = 0; i < 3; i++) {
   1.171 +        for (int j = 0; j < 3; j++) {
   1.172 +            c->fMat[i][j] = SkScalarDot(3, &a.fMat[i][0], 1, &b.fMat[0][j], 4);
   1.173 +        }
   1.174 +        c->fMat[i][3] = SkScalarDot(3, &a.fMat[i][0], 1,
   1.175 +                                    &b.fMat[0][3], 4) + a.fMat[i][3];
   1.176 +    }
   1.177 +
   1.178 +    if (c == &tmp) {
   1.179 +        *this = tmp;
   1.180 +    }
   1.181 +}
   1.182 +
   1.183 +void SkMatrix3D::mapPoint(const SkPoint3D& src, SkPoint3D* dst) const {
   1.184 +    SkScalar x = SkScalarDot(3, &fMat[0][0], 1, &src.fX, 1) + fMat[0][3];
   1.185 +    SkScalar y = SkScalarDot(3, &fMat[1][0], 1, &src.fX, 1) + fMat[1][3];
   1.186 +    SkScalar z = SkScalarDot(3, &fMat[2][0], 1, &src.fX, 1) + fMat[2][3];
   1.187 +    dst->set(x, y, z);
   1.188 +}
   1.189 +
   1.190 +void SkMatrix3D::mapVector(const SkVector3D& src, SkVector3D* dst) const {
   1.191 +    SkScalar x = SkScalarDot(3, &fMat[0][0], 1, &src.fX, 1);
   1.192 +    SkScalar y = SkScalarDot(3, &fMat[1][0], 1, &src.fX, 1);
   1.193 +    SkScalar z = SkScalarDot(3, &fMat[2][0], 1, &src.fX, 1);
   1.194 +    dst->set(x, y, z);
   1.195 +}
   1.196 +
   1.197 +///////////////////////////////////////////////////////////////////////////////
   1.198 +
   1.199 +SkCamera3D::SkCamera3D() {
   1.200 +    this->reset();
   1.201 +}
   1.202 +
   1.203 +void SkCamera3D::reset() {
   1.204 +    fLocation.set(0, 0, -SkIntToScalar(576));   // 8 inches backward
   1.205 +    fAxis.set(0, 0, SK_Scalar1);                // forward
   1.206 +    fZenith.set(0, -SK_Scalar1, 0);             // up
   1.207 +
   1.208 +    fObserver.set(0, 0, fLocation.fZ);
   1.209 +
   1.210 +    fNeedToUpdate = true;
   1.211 +}
   1.212 +
   1.213 +void SkCamera3D::update() {
   1.214 +    fNeedToUpdate = true;
   1.215 +}
   1.216 +
   1.217 +void SkCamera3D::doUpdate() const {
   1.218 +    SkUnit3D    axis, zenith, cross;
   1.219 +
   1.220 +    fAxis.normalize(&axis);
   1.221 +
   1.222 +    {
   1.223 +        SkScalar dot = SkUnit3D::Dot(*SkTCast<const SkUnit3D*>(&fZenith), axis);
   1.224 +
   1.225 +        zenith.fX = fZenith.fX - dot * axis.fX;
   1.226 +        zenith.fY = fZenith.fY - dot * axis.fY;
   1.227 +        zenith.fZ = fZenith.fZ - dot * axis.fZ;
   1.228 +
   1.229 +        SkTCast<SkPoint3D*>(&zenith)->normalize(&zenith);
   1.230 +    }
   1.231 +
   1.232 +    SkUnit3D::Cross(axis, zenith, &cross);
   1.233 +
   1.234 +    {
   1.235 +        SkMatrix* orien = &fOrientation;
   1.236 +        SkScalar x = fObserver.fX;
   1.237 +        SkScalar y = fObserver.fY;
   1.238 +        SkScalar z = fObserver.fZ;
   1.239 +
   1.240 +        orien->set(SkMatrix::kMScaleX, x * axis.fX - z * cross.fX);
   1.241 +        orien->set(SkMatrix::kMSkewX,  x * axis.fY - z * cross.fY);
   1.242 +        orien->set(SkMatrix::kMTransX, x * axis.fZ - z * cross.fZ);
   1.243 +        orien->set(SkMatrix::kMSkewY,  y * axis.fX - z * zenith.fX);
   1.244 +        orien->set(SkMatrix::kMScaleY, y * axis.fY - z * zenith.fY);
   1.245 +        orien->set(SkMatrix::kMTransY, y * axis.fZ - z * zenith.fZ);
   1.246 +        orien->set(SkMatrix::kMPersp0, axis.fX);
   1.247 +        orien->set(SkMatrix::kMPersp1, axis.fY);
   1.248 +        orien->set(SkMatrix::kMPersp2, axis.fZ);
   1.249 +    }
   1.250 +}
   1.251 +
   1.252 +void SkCamera3D::patchToMatrix(const SkPatch3D& quilt, SkMatrix* matrix) const {
   1.253 +    if (fNeedToUpdate) {
   1.254 +        this->doUpdate();
   1.255 +        fNeedToUpdate = false;
   1.256 +    }
   1.257 +
   1.258 +    const SkScalar* mapPtr = (const SkScalar*)(const void*)&fOrientation;
   1.259 +    const SkScalar* patchPtr;
   1.260 +    SkPoint3D       diff;
   1.261 +    SkScalar        dot;
   1.262 +
   1.263 +    diff.fX = quilt.fOrigin.fX - fLocation.fX;
   1.264 +    diff.fY = quilt.fOrigin.fY - fLocation.fY;
   1.265 +    diff.fZ = quilt.fOrigin.fZ - fLocation.fZ;
   1.266 +
   1.267 +    dot = SkUnit3D::Dot(*SkTCast<const SkUnit3D*>(&diff),
   1.268 +                        *SkTCast<const SkUnit3D*>(SkTCast<const SkScalar*>(&fOrientation) + 6));
   1.269 +
   1.270 +    patchPtr = (const SkScalar*)&quilt;
   1.271 +    matrix->set(SkMatrix::kMScaleX, SkScalarDotDiv(3, patchPtr, 1, mapPtr, 1, dot));
   1.272 +    matrix->set(SkMatrix::kMSkewY,  SkScalarDotDiv(3, patchPtr, 1, mapPtr+3, 1, dot));
   1.273 +    matrix->set(SkMatrix::kMPersp0, SkScalarDotDiv(3, patchPtr, 1, mapPtr+6, 1, dot));
   1.274 +
   1.275 +    patchPtr += 3;
   1.276 +    matrix->set(SkMatrix::kMSkewX,  SkScalarDotDiv(3, patchPtr, 1, mapPtr, 1, dot));
   1.277 +    matrix->set(SkMatrix::kMScaleY, SkScalarDotDiv(3, patchPtr, 1, mapPtr+3, 1, dot));
   1.278 +    matrix->set(SkMatrix::kMPersp1, SkScalarDotDiv(3, patchPtr, 1, mapPtr+6, 1, dot));
   1.279 +
   1.280 +    patchPtr = (const SkScalar*)(const void*)&diff;
   1.281 +    matrix->set(SkMatrix::kMTransX, SkScalarDotDiv(3, patchPtr, 1, mapPtr, 1, dot));
   1.282 +    matrix->set(SkMatrix::kMTransY, SkScalarDotDiv(3, patchPtr, 1, mapPtr+3, 1, dot));
   1.283 +    matrix->set(SkMatrix::kMPersp2, SK_Scalar1);
   1.284 +}
   1.285 +
   1.286 +///////////////////////////////////////////////////////////////////////////////
   1.287 +
   1.288 +Sk3DView::Sk3DView() {
   1.289 +    fInitialRec.fMatrix.reset();
   1.290 +    fRec = &fInitialRec;
   1.291 +}
   1.292 +
   1.293 +Sk3DView::~Sk3DView() {
   1.294 +    Rec* rec = fRec;
   1.295 +    while (rec != &fInitialRec) {
   1.296 +        Rec* next = rec->fNext;
   1.297 +        SkDELETE(rec);
   1.298 +        rec = next;
   1.299 +    }
   1.300 +}
   1.301 +
   1.302 +void Sk3DView::save() {
   1.303 +    Rec* rec = SkNEW(Rec);
   1.304 +    rec->fNext = fRec;
   1.305 +    rec->fMatrix = fRec->fMatrix;
   1.306 +    fRec = rec;
   1.307 +}
   1.308 +
   1.309 +void Sk3DView::restore() {
   1.310 +    SkASSERT(fRec != &fInitialRec);
   1.311 +    Rec* next = fRec->fNext;
   1.312 +    SkDELETE(fRec);
   1.313 +    fRec = next;
   1.314 +}
   1.315 +
   1.316 +#ifdef SK_BUILD_FOR_ANDROID
   1.317 +void Sk3DView::setCameraLocation(SkScalar x, SkScalar y, SkScalar z) {
   1.318 +    // the camera location is passed in inches, set in pt
   1.319 +    SkScalar lz = z * 72.0f;
   1.320 +    fCamera.fLocation.set(x * 72.0f, y * 72.0f, lz);
   1.321 +    fCamera.fObserver.set(0, 0, lz);
   1.322 +    fCamera.update();
   1.323 +
   1.324 +}
   1.325 +
   1.326 +SkScalar Sk3DView::getCameraLocationX() {
   1.327 +    return fCamera.fLocation.fX / 72.0f;
   1.328 +}
   1.329 +
   1.330 +SkScalar Sk3DView::getCameraLocationY() {
   1.331 +    return fCamera.fLocation.fY / 72.0f;
   1.332 +}
   1.333 +
   1.334 +SkScalar Sk3DView::getCameraLocationZ() {
   1.335 +    return fCamera.fLocation.fZ / 72.0f;
   1.336 +}
   1.337 +#endif
   1.338 +
   1.339 +void Sk3DView::translate(SkScalar x, SkScalar y, SkScalar z) {
   1.340 +    fRec->fMatrix.preTranslate(x, y, z);
   1.341 +}
   1.342 +
   1.343 +void Sk3DView::rotateX(SkScalar deg) {
   1.344 +    fRec->fMatrix.preRotateX(deg);
   1.345 +}
   1.346 +
   1.347 +void Sk3DView::rotateY(SkScalar deg) {
   1.348 +    fRec->fMatrix.preRotateY(deg);
   1.349 +}
   1.350 +
   1.351 +void Sk3DView::rotateZ(SkScalar deg) {
   1.352 +    fRec->fMatrix.preRotateZ(deg);
   1.353 +}
   1.354 +
   1.355 +SkScalar Sk3DView::dotWithNormal(SkScalar x, SkScalar y, SkScalar z) const {
   1.356 +    SkPatch3D   patch;
   1.357 +    patch.transform(fRec->fMatrix);
   1.358 +    return patch.dotWith(x, y, z);
   1.359 +}
   1.360 +
   1.361 +void Sk3DView::getMatrix(SkMatrix* matrix) const {
   1.362 +    if (matrix != NULL) {
   1.363 +        SkPatch3D   patch;
   1.364 +        patch.transform(fRec->fMatrix);
   1.365 +        fCamera.patchToMatrix(patch, matrix);
   1.366 +    }
   1.367 +}
   1.368 +
   1.369 +#include "SkCanvas.h"
   1.370 +
   1.371 +void Sk3DView::applyToCanvas(SkCanvas* canvas) const {
   1.372 +    SkMatrix    matrix;
   1.373 +
   1.374 +    this->getMatrix(&matrix);
   1.375 +    canvas->concat(matrix);
   1.376 +}

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