summaryrefslogtreecommitdiff
path: root/rsMatrix4x4.cpp
diff options
context:
space:
mode:
authorJason Sams <rjsams@android.com>2011-04-20 15:09:01 -0700
committerJason Sams <rjsams@android.com>2011-04-20 15:09:01 -0700
commit87fe59a2f4d4c74539bfa0bff5f9a7e320e99415 (patch)
tree34d774d54f75657d949e034858149dba4e3368ff /rsMatrix4x4.cpp
parenteed1b156ca3e439f3d178ce99a4fa736527b15f9 (diff)
downloadrs-87fe59a2f4d4c74539bfa0bff5f9a7e320e99415.tar.gz
Create runtime stubs for compute driver.
Change-Id: I8e0250a642844a2ad3ff6efc38e385445b7da032
Diffstat (limited to 'rsMatrix4x4.cpp')
-rw-r--r--rsMatrix4x4.cpp307
1 files changed, 307 insertions, 0 deletions
diff --git a/rsMatrix4x4.cpp b/rsMatrix4x4.cpp
new file mode 100644
index 00000000..2d90a98c
--- /dev/null
+++ b/rsMatrix4x4.cpp
@@ -0,0 +1,307 @@
+/*
+ * Copyright (C) 2011 The Android Open Source Project
+ *
+ * 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 "rsMatrix2x2.h"
+#include "rsMatrix3x3.h"
+#include "rsMatrix4x4.h"
+
+#include "stdlib.h"
+#include "string.h"
+#include "math.h"
+
+using namespace android;
+using namespace android::renderscript;
+
+//////////////////////////////////////////////////////////////////////////////
+// Heavy math functions
+//////////////////////////////////////////////////////////////////////////////
+
+
+
+
+
+// Returns true if the matrix was successfully inversed
+bool Matrix4x4::inverse() {
+ rs_matrix4x4 result;
+
+ int i, j;
+ for (i = 0; i < 4; ++i) {
+ for (j = 0; j < 4; ++j) {
+ // computeCofactor for int i, int j
+ int c0 = (i+1) % 4;
+ int c1 = (i+2) % 4;
+ int c2 = (i+3) % 4;
+ int r0 = (j+1) % 4;
+ int r1 = (j+2) % 4;
+ int r2 = (j+3) % 4;
+
+ float minor =
+ (m[c0 + 4*r0] * (m[c1 + 4*r1] * m[c2 + 4*r2] - m[c1 + 4*r2] * m[c2 + 4*r1]))
+ - (m[c0 + 4*r1] * (m[c1 + 4*r0] * m[c2 + 4*r2] - m[c1 + 4*r2] * m[c2 + 4*r0]))
+ + (m[c0 + 4*r2] * (m[c1 + 4*r0] * m[c2 + 4*r1] - m[c1 + 4*r1] * m[c2 + 4*r0]));
+
+ float cofactor = (i+j) & 1 ? -minor : minor;
+
+ result.m[4*i + j] = cofactor;
+ }
+ }
+
+ // Dot product of 0th column of source and 0th row of result
+ float det = m[0]*result.m[0] + m[4]*result.m[1] +
+ m[8]*result.m[2] + m[12]*result.m[3];
+
+ if (fabs(det) < 1e-6) {
+ return false;
+ }
+
+ det = 1.0f / det;
+ for (i = 0; i < 16; ++i) {
+ m[i] = result.m[i] * det;
+ }
+
+ return true;
+}
+
+// Returns true if the matrix was successfully inversed
+bool Matrix4x4::inverseTranspose() {
+ rs_matrix4x4 result;
+
+ int i, j;
+ for (i = 0; i < 4; ++i) {
+ for (j = 0; j < 4; ++j) {
+ // computeCofactor for int i, int j
+ int c0 = (i+1) % 4;
+ int c1 = (i+2) % 4;
+ int c2 = (i+3) % 4;
+ int r0 = (j+1) % 4;
+ int r1 = (j+2) % 4;
+ int r2 = (j+3) % 4;
+
+ float minor = (m[c0 + 4*r0] * (m[c1 + 4*r1] * m[c2 + 4*r2] - m[c1 + 4*r2] * m[c2 + 4*r1]))
+ - (m[c0 + 4*r1] * (m[c1 + 4*r0] * m[c2 + 4*r2] - m[c1 + 4*r2] * m[c2 + 4*r0]))
+ + (m[c0 + 4*r2] * (m[c1 + 4*r0] * m[c2 + 4*r1] - m[c1 + 4*r1] * m[c2 + 4*r0]));
+
+ float cofactor = (i+j) & 1 ? -minor : minor;
+
+ result.m[4*j + i] = cofactor;
+ }
+ }
+
+ // Dot product of 0th column of source and 0th column of result
+ float det = m[0]*result.m[0] + m[4]*result.m[4] +
+ m[8]*result.m[8] + m[12]*result.m[12];
+
+ if (fabs(det) < 1e-6) {
+ return false;
+ }
+
+ det = 1.0f / det;
+ for (i = 0; i < 16; ++i) {
+ m[i] = result.m[i] * det;
+ }
+
+ return true;
+}
+
+void Matrix4x4::transpose() {
+ int i, j;
+ float temp;
+ for (i = 0; i < 3; ++i) {
+ for (j = i + 1; j < 4; ++j) {
+ temp = m[i*4 + j];
+ m[i*4 + j] = m[j*4 + i];
+ m[j*4 + i] = temp;
+ }
+ }
+}
+
+
+///////////////////////////////////////////////////////////////////////////////////
+
+void Matrix4x4::loadIdentity() {
+ m[0] = 1.f;
+ m[1] = 0.f;
+ m[2] = 0.f;
+ m[3] = 0.f;
+ m[4] = 0.f;
+ m[5] = 1.f;
+ m[6] = 0.f;
+ m[7] = 0.f;
+ m[8] = 0.f;
+ m[9] = 0.f;
+ m[10] = 1.f;
+ m[11] = 0.f;
+ m[12] = 0.f;
+ m[13] = 0.f;
+ m[14] = 0.f;
+ m[15] = 1.f;
+}
+
+void Matrix4x4::load(const float *v) {
+ memcpy(m, v, sizeof(m));
+}
+
+void Matrix4x4::load(const rs_matrix4x4 *v) {
+ memcpy(m, v->m, sizeof(m));
+}
+
+void Matrix4x4::load(const rs_matrix3x3 *v) {
+ m[0] = v->m[0];
+ m[1] = v->m[1];
+ m[2] = v->m[2];
+ m[3] = 0.f;
+ m[4] = v->m[3];
+ m[5] = v->m[4];
+ m[6] = v->m[5];
+ m[7] = 0.f;
+ m[8] = v->m[6];
+ m[9] = v->m[7];
+ m[10] = v->m[8];
+ m[11] = 0.f;
+ m[12] = 0.f;
+ m[13] = 0.f;
+ m[14] = 0.f;
+ m[15] = 1.f;
+}
+
+void Matrix4x4::load(const rs_matrix2x2 *v) {
+ m[0] = v->m[0];
+ m[1] = v->m[1];
+ m[2] = 0.f;
+ m[3] = 0.f;
+ m[4] = v->m[2];
+ m[5] = v->m[3];
+ m[6] = 0.f;
+ m[7] = 0.f;
+ m[8] = 0.f;
+ m[9] = 0.f;
+ m[10] = 1.f;
+ m[11] = 0.f;
+ m[12] = 0.f;
+ m[13] = 0.f;
+ m[14] = 0.f;
+ m[15] = 1.f;
+}
+
+
+void Matrix4x4::loadRotate(float rot, float x, float y, float z) {
+ float c, s;
+ m[3] = 0;
+ m[7] = 0;
+ m[11]= 0;
+ m[12]= 0;
+ m[13]= 0;
+ m[14]= 0;
+ m[15]= 1;
+ rot *= float(M_PI / 180.0f);
+ c = cosf(rot);
+ s = sinf(rot);
+
+ const float len = x*x + y*y + z*z;
+ if (len != 1) {
+ const float recipLen = 1.f / sqrtf(len);
+ x *= recipLen;
+ y *= recipLen;
+ z *= recipLen;
+ }
+ const float nc = 1.0f - c;
+ const float xy = x * y;
+ const float yz = y * z;
+ const float zx = z * x;
+ const float xs = x * s;
+ const float ys = y * s;
+ const float zs = z * s;
+ m[ 0] = x*x*nc + c;
+ m[ 4] = xy*nc - zs;
+ m[ 8] = zx*nc + ys;
+ m[ 1] = xy*nc + zs;
+ m[ 5] = y*y*nc + c;
+ m[ 9] = yz*nc - xs;
+ m[ 2] = zx*nc - ys;
+ m[ 6] = yz*nc + xs;
+ m[10] = z*z*nc + c;
+}
+
+void Matrix4x4::loadScale(float x, float y, float z) {
+ loadIdentity();
+ set(0, 0, x);
+ set(1, 1, y);
+ set(2, 2, z);
+}
+
+void Matrix4x4::loadTranslate(float x, float y, float z) {
+ loadIdentity();
+ m[12] = x;
+ m[13] = y;
+ m[14] = z;
+}
+
+void Matrix4x4::loadMultiply(const rs_matrix4x4 *lhs, const rs_matrix4x4 *rhs) {
+ for (int i=0 ; i<4 ; i++) {
+ float ri0 = 0;
+ float ri1 = 0;
+ float ri2 = 0;
+ float ri3 = 0;
+ for (int j=0 ; j<4 ; j++) {
+ const float rhs_ij = ((const Matrix4x4 *)rhs)->get(i,j);
+ ri0 += ((const Matrix4x4 *)lhs)->get(j,0) * rhs_ij;
+ ri1 += ((const Matrix4x4 *)lhs)->get(j,1) * rhs_ij;
+ ri2 += ((const Matrix4x4 *)lhs)->get(j,2) * rhs_ij;
+ ri3 += ((const Matrix4x4 *)lhs)->get(j,3) * rhs_ij;
+ }
+ set(i,0, ri0);
+ set(i,1, ri1);
+ set(i,2, ri2);
+ set(i,3, ri3);
+ }
+}
+
+void Matrix4x4::loadOrtho(float left, float right, float bottom, float top, float near, float far) {
+ loadIdentity();
+ m[0] = 2.f / (right - left);
+ m[5] = 2.f / (top - bottom);
+ m[10]= -2.f / (far - near);
+ m[12]= -(right + left) / (right - left);
+ m[13]= -(top + bottom) / (top - bottom);
+ m[14]= -(far + near) / (far - near);
+}
+
+void Matrix4x4::loadFrustum(float left, float right, float bottom, float top, float near, float far) {
+ loadIdentity();
+ m[0] = 2.f * near / (right - left);
+ m[5] = 2.f * near / (top - bottom);
+ m[8] = (right + left) / (right - left);
+ m[9] = (top + bottom) / (top - bottom);
+ m[10]= -(far + near) / (far - near);
+ m[11]= -1.f;
+ m[14]= -2.f * far * near / (far - near);
+ m[15]= 0.f;
+}
+
+void Matrix4x4::loadPerspective(float fovy, float aspect, float near, float far) {
+ float top = near * tan((float) (fovy * M_PI / 360.0f));
+ float bottom = -top;
+ float left = bottom * aspect;
+ float right = top * aspect;
+ loadFrustum(left, right, bottom, top, near, far);
+}
+
+void Matrix4x4::vectorMultiply(float *out, const float *in) const {
+ out[0] = (m[0] * in[0]) + (m[4] * in[1]) + (m[8] * in[2]) + m[12];
+ out[1] = (m[1] * in[0]) + (m[5] * in[1]) + (m[9] * in[2]) + m[13];
+ out[2] = (m[2] * in[0]) + (m[6] * in[1]) + (m[10] * in[2]) + m[14];
+ out[3] = (m[3] * in[0]) + (m[7] * in[1]) + (m[11] * in[2]) + m[15];
+}