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author | initial.commit <initial.commit@0039d316-1c4b-4281-b951-d872f2087c98> | 2008-07-27 00:09:42 +0000 |
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committer | initial.commit <initial.commit@0039d316-1c4b-4281-b951-d872f2087c98> | 2008-07-27 00:09:42 +0000 |
commit | ae2c20f398933a9e86c387dcc465ec0f71065ffc (patch) | |
tree | de668b1411e2ee0b4e49b6d8f8b68183134ac990 /skia/effects/SkCamera.cpp | |
parent | 09911bf300f1a419907a9412154760efd0b7abc3 (diff) | |
download | chromium_src-ae2c20f398933a9e86c387dcc465ec0f71065ffc.zip chromium_src-ae2c20f398933a9e86c387dcc465ec0f71065ffc.tar.gz chromium_src-ae2c20f398933a9e86c387dcc465ec0f71065ffc.tar.bz2 |
Add skia to the repository.
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@16 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'skia/effects/SkCamera.cpp')
-rw-r--r-- | skia/effects/SkCamera.cpp | 449 |
1 files changed, 449 insertions, 0 deletions
diff --git a/skia/effects/SkCamera.cpp b/skia/effects/SkCamera.cpp new file mode 100644 index 0000000..469b175 --- /dev/null +++ b/skia/effects/SkCamera.cpp @@ -0,0 +1,449 @@ +/* libs/graphics/effects/SkCamera.cpp +** +** Copyright 2006, Google Inc. +** +** Licensed under the Apache License, Version 2.0 (the "License"); +** you may not use this file except in compliance with the License. +** You may obtain a copy of the License at +** +** http://www.apache.org/licenses/LICENSE-2.0 +** +** Unless required by applicable law or agreed to in writing, software +** distributed under the License is distributed on an "AS IS" BASIS, +** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +** See the License for the specific language governing permissions and +** limitations under the License. +*/ + +#include "SkCamera.h" + +static SkScalar SkScalarDotDiv(int count, const SkScalar a[], int step_a, + const SkScalar b[], int step_b, + SkScalar denom) +{ +#ifdef SK_SCALAR_IS_FLOAT + float prod = 0; + for (int i = 0; i < count; i++) + { + prod += a[0] * b[0]; + a += step_a; + b += step_b; + } + return prod / denom; +#else + Sk64 prod, tmp; + + prod.set(0); + for (int i = 0; i < count; i++) + { + tmp.setMul(a[0], b[0]); + prod.add(tmp); + a += step_a; + b += step_b; + } + prod.div(denom, Sk64::kRound_DivOption); + return prod.get32(); +#endif +} + +static SkScalar SkScalarDot(int count, const SkScalar a[], int step_a, + const SkScalar b[], int step_b) +{ +#ifdef SK_SCALAR_IS_FLOAT + float prod = 0; + for (int i = 0; i < count; i++) + { + prod += a[0] * b[0]; + a += step_a; + b += step_b; + } + return prod; +#else + Sk64 prod, tmp; + + prod.set(0); + for (int i = 0; i < count; i++) + { + tmp.setMul(a[0], b[0]); + prod.add(tmp); + a += step_a; + b += step_b; + } + return prod.getFixed(); +#endif +} + +////////////////////////////////////////////////////////////////////////// + +SkUnitScalar SkPoint3D::normalize(SkUnit3D* unit) const +{ +#ifdef SK_SCALAR_IS_FLOAT + float mag = sk_float_sqrt(fX*fX + fY*fY + fZ*fZ); + if (mag) + { + float scale = 1.0f / mag; + unit->fX = fX * scale; + unit->fY = fY * scale; + unit->fZ = fZ * scale; + } +#else + Sk64 tmp1, tmp2; + + tmp1.setMul(fX, fX); + tmp2.setMul(fY, fY); + tmp1.add(tmp2); + tmp2.setMul(fZ, fZ); + tmp1.add(tmp2); + + SkFixed mag = tmp1.getSqrt(); + if (mag) + { + // what if mag < SK_Fixed1 ??? we will underflow the fixdiv + SkFixed scale = SkFixedDiv(SK_Fract1, mag); + unit->fX = SkFixedMul(fX, scale); + unit->fY = SkFixedMul(fY, scale); + unit->fZ = SkFixedMul(fZ, scale); + } +#endif + return mag; +} + +SkUnitScalar SkUnit3D::Dot(const SkUnit3D& a, const SkUnit3D& b) +{ + return SkUnitScalarMul(a.fX, b.fX) + + SkUnitScalarMul(a.fY, b.fY) + + SkUnitScalarMul(a.fZ, b.fZ); +} + +void SkUnit3D::Cross(const SkUnit3D& a, const SkUnit3D& b, SkUnit3D* cross) +{ + SkASSERT(cross); + + // use x,y,z, in case &a == cross or &b == cross + + + SkScalar x = SkUnitScalarMul(a.fY, b.fZ) - SkUnitScalarMul(a.fZ, b.fY); + SkScalar y = SkUnitScalarMul(a.fZ, b.fX) - SkUnitScalarMul(a.fX, b.fY); + SkScalar z = SkUnitScalarMul(a.fX, b.fY) - SkUnitScalarMul(a.fY, b.fX); + + cross->set(x, y, z); +} + +/////////////////////////////////////////////////////////////////////////// + +SkPatch3D::SkPatch3D() +{ + this->reset(); +} + +void SkPatch3D::reset() +{ + fOrigin.set(0, 0, 0); + fU.set(SK_Scalar1, 0, 0); + fV.set(0, -SK_Scalar1, 0); +} + +void SkPatch3D::transform(const SkMatrix3D& m, SkPatch3D* dst) const +{ + if (dst == NULL) + dst = (SkPatch3D*)this; + + m.mapVector(fU, &dst->fU); + m.mapVector(fV, &dst->fV); + m.mapPoint(fOrigin, &dst->fOrigin); +} + +SkScalar SkPatch3D::dotWith(SkScalar dx, SkScalar dy, SkScalar dz) const +{ + SkScalar cx = SkScalarMul(fU.fY, fV.fZ) - SkScalarMul(fU.fZ, fV.fY); + SkScalar cy = SkScalarMul(fU.fZ, fV.fX) - SkScalarMul(fU.fX, fV.fY); + SkScalar cz = SkScalarMul(fU.fX, fV.fY) - SkScalarMul(fU.fY, fV.fX); + + return SkScalarMul(cx, dx) + SkScalarMul(cy, dy) + SkScalarMul(cz, dz); +} + +/////////////////////////////////////////////////////////////////////////// + +void SkMatrix3D::reset() +{ + memset(fMat, 0, sizeof(fMat)); + fMat[0][0] = fMat[1][1] = fMat[2][2] = SK_Scalar1; +} + +void SkMatrix3D::setTranslate(SkScalar x, SkScalar y, SkScalar z) +{ + memset(fMat, 0, sizeof(fMat)); + fMat[0][0] = x; + fMat[1][1] = y; + fMat[2][2] = z; +} + +void SkMatrix3D::setRotateX(SkScalar degX) +{ + SkScalar s, c; + + s = SkScalarSinCos(SkDegreesToRadians(degX), &c); + this->setRow(0, SK_Scalar1, 0, 0); + this->setRow(1, 0, c, -s); + this->setRow(2, 0, s, c); +} + +void SkMatrix3D::setRotateY(SkScalar degY) +{ + SkScalar s, c; + + s = SkScalarSinCos(SkDegreesToRadians(degY), &c); + this->setRow(0, c, 0, -s); + this->setRow(1, 0, SK_Scalar1, 0); + this->setRow(2, s, 0, c); +} + +void SkMatrix3D::setRotateZ(SkScalar degZ) +{ + SkScalar s, c; + + s = SkScalarSinCos(SkDegreesToRadians(degZ), &c); + this->setRow(0, c, -s, 0); + this->setRow(1, s, c, 0); + this->setRow(2, 0, 0, SK_Scalar1); +} + +void SkMatrix3D::preTranslate(SkScalar x, SkScalar y, SkScalar z) +{ + SkScalar col[3] = { x, y, z}; + + for (int i = 0; i < 3; i++) + fMat[i][3] += SkScalarDot(3, &fMat[i][0], 1, col, 1); +} + +void SkMatrix3D::preRotateX(SkScalar degX) +{ + SkMatrix3D m; + m.setRotateX(degX); + this->setConcat(*this, m); +} + +void SkMatrix3D::preRotateY(SkScalar degY) +{ + SkMatrix3D m; + m.setRotateY(degY); + this->setConcat(*this, m); +} + +void SkMatrix3D::preRotateZ(SkScalar degZ) +{ + SkMatrix3D m; + m.setRotateZ(degZ); + this->setConcat(*this, m); +} + +void SkMatrix3D::setConcat(const SkMatrix3D& a, const SkMatrix3D& b) +{ + SkMatrix3D tmp; + SkMatrix3D* c = this; + + if (this == &a || this == &b) + c = &tmp; + + for (int i = 0; i < 3; i++) { + for (int j = 0; j < 3; j++) + c->fMat[i][j] = SkScalarDot(3, &a.fMat[i][0], 1, &b.fMat[0][j], 4); + c->fMat[i][3] = SkScalarDot(3, &a.fMat[i][0], 1, &b.fMat[0][3], 4) + a.fMat[i][3]; + } + + if (c == &tmp) + *this = tmp; +} + +void SkMatrix3D::mapPoint(const SkPoint3D& src, SkPoint3D* dst) const +{ + SkScalar x = SkScalarDot(3, &fMat[0][0], 1, &src.fX, 1) + fMat[0][3]; + SkScalar y = SkScalarDot(3, &fMat[1][0], 1, &src.fX, 1) + fMat[1][3]; + SkScalar z = SkScalarDot(3, &fMat[2][0], 1, &src.fX, 1) + fMat[2][3]; + dst->set(x, y, z); +} + +void SkMatrix3D::mapVector(const SkVector3D& src, SkVector3D* dst) const +{ + SkScalar x = SkScalarDot(3, &fMat[0][0], 1, &src.fX, 1); + SkScalar y = SkScalarDot(3, &fMat[1][0], 1, &src.fX, 1); + SkScalar z = SkScalarDot(3, &fMat[2][0], 1, &src.fX, 1); + dst->set(x, y, z); +} + +/////////////////////////////////////////////////////////////////////////// + +SkCamera3D::SkCamera3D() +{ + this->reset(); +} + +void SkCamera3D::reset() +{ + fLocation.set(0, 0, -SkIntToScalar(576)); // 8 inches backward + fAxis.set(0, 0, SK_Scalar1); // forward + fZenith.set(0, -SK_Scalar1, 0); // up + + fObserver.set(0, 0, fLocation.fZ); + + fNeedToUpdate = true; +} + +void SkCamera3D::update() +{ + fNeedToUpdate = true; +} + +void SkCamera3D::doUpdate() const +{ + SkUnit3D axis, zenith, cross; + + fAxis.normalize(&axis); + + { + SkScalar dot = SkUnit3D::Dot(*(const SkUnit3D*)(const void*)&fZenith, axis); + + zenith.fX = fZenith.fX - SkUnitScalarMul(dot, axis.fX); + zenith.fY = fZenith.fY - SkUnitScalarMul(dot, axis.fY); + zenith.fZ = fZenith.fZ - SkUnitScalarMul(dot, axis.fZ); + + (void)((SkPoint3D*)(void*)&zenith)->normalize(&zenith); + } + + SkUnit3D::Cross(axis, zenith, &cross); + + { + SkMatrix* orien = &fOrientation; + SkScalar x = fObserver.fX; + SkScalar y = fObserver.fY; + SkScalar z = fObserver.fZ; + + orien->set(SkMatrix::kMScaleX, SkUnitScalarMul(x, axis.fX) - SkUnitScalarMul(z, cross.fX)); + orien->set(SkMatrix::kMSkewX, SkUnitScalarMul(x, axis.fY) - SkUnitScalarMul(z, cross.fY)); + orien->set(SkMatrix::kMTransX, SkUnitScalarMul(x, axis.fZ) - SkUnitScalarMul(z, cross.fZ)); + orien->set(SkMatrix::kMSkewY, SkUnitScalarMul(y, axis.fX) - SkUnitScalarMul(z, zenith.fX)); + orien->set(SkMatrix::kMScaleY, SkUnitScalarMul(y, axis.fY) - SkUnitScalarMul(z, zenith.fY)); + orien->set(SkMatrix::kMTransY, SkUnitScalarMul(y, axis.fZ) - SkUnitScalarMul(z, zenith.fZ)); + orien->set(SkMatrix::kMPersp0, axis.fX); + orien->set(SkMatrix::kMPersp1, axis.fY); + orien->set(SkMatrix::kMPersp2, axis.fZ); + } +} + +void SkCamera3D::patchToMatrix(const SkPatch3D& quilt, SkMatrix* matrix) const +{ + if (fNeedToUpdate) + { + this->doUpdate(); + fNeedToUpdate = false; + } + + const SkScalar* mapPtr = (const SkScalar*)(const void*)&fOrientation; + const SkScalar* patchPtr; + SkPoint3D diff; + SkScalar dot; + + diff.fX = quilt.fOrigin.fX - fLocation.fX; + diff.fY = quilt.fOrigin.fY - fLocation.fY; + diff.fZ = quilt.fOrigin.fZ - fLocation.fZ; + + dot = SkUnit3D::Dot(*(const SkUnit3D*)(const void*)&diff, + *(const SkUnit3D*)(((const SkScalar*)(const void*)&fOrientation) + 6)); + + patchPtr = (const SkScalar*)&quilt; + matrix->set(SkMatrix::kMScaleX, SkScalarDotDiv(3, patchPtr, 1, mapPtr, 1, dot)); + matrix->set(SkMatrix::kMSkewY, SkScalarDotDiv(3, patchPtr, 1, mapPtr+3, 1, dot)); + matrix->set(SkMatrix::kMPersp0, SkScalarDotDiv(3, patchPtr, 1, mapPtr+6, 1, dot)); + + patchPtr += 3; + matrix->set(SkMatrix::kMSkewX, SkScalarDotDiv(3, patchPtr, 1, mapPtr, 1, dot)); + matrix->set(SkMatrix::kMScaleY, SkScalarDotDiv(3, patchPtr, 1, mapPtr+3, 1, dot)); + matrix->set(SkMatrix::kMPersp1, SkScalarDotDiv(3, patchPtr, 1, mapPtr+6, 1, dot)); + + patchPtr = (const SkScalar*)(const void*)&diff; + matrix->set(SkMatrix::kMTransX, SkScalarDotDiv(3, patchPtr, 1, mapPtr, 1, dot)); + matrix->set(SkMatrix::kMTransY, SkScalarDotDiv(3, patchPtr, 1, mapPtr+3, 1, dot)); + matrix->set(SkMatrix::kMPersp2, SK_UnitScalar1); +} + +/////////////////////////////////////////////////////////////////////////////////////////////////// + +Sk3DView::Sk3DView() +{ + fInitialRec.fMatrix.reset(); + fRec = &fInitialRec; +} + +Sk3DView::~Sk3DView() +{ + Rec* rec = fRec; + while (rec != &fInitialRec) { + Rec* next = rec->fNext; + SkDELETE(rec); + rec = next; + } +} + +void Sk3DView::save() +{ + Rec* rec = SkNEW(Rec); + rec->fNext = fRec; + rec->fMatrix = fRec->fMatrix; + fRec = rec; +} + +void Sk3DView::restore() +{ + SkASSERT(fRec != &fInitialRec); + Rec* next = fRec->fNext; + SkDELETE(fRec); + fRec = next; +} + +void Sk3DView::translate(SkScalar x, SkScalar y, SkScalar z) +{ + fRec->fMatrix.preTranslate(x, y, z); +} + +void Sk3DView::rotateX(SkScalar deg) +{ + fRec->fMatrix.preRotateX(deg); +} + +void Sk3DView::rotateY(SkScalar deg) +{ + fRec->fMatrix.preRotateY(deg); +} + +void Sk3DView::rotateZ(SkScalar deg) +{ + fRec->fMatrix.preRotateZ(deg); +} + +SkScalar Sk3DView::dotWithNormal(SkScalar x, SkScalar y, SkScalar z) const +{ + SkPatch3D patch; + patch.transform(fRec->fMatrix); + return patch.dotWith(x, y, z); +} + +void Sk3DView::getMatrix(SkMatrix* matrix) const +{ + if (matrix != NULL) + { + SkPatch3D patch; + patch.transform(fRec->fMatrix); + fCamera.patchToMatrix(patch, matrix); + } +} + +#include "SkCanvas.h" + +void Sk3DView::applyToCanvas(SkCanvas* canvas) const +{ + SkMatrix matrix; + + this->getMatrix(&matrix); + canvas->concat(matrix); +} + |