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+/*
+ * Copyright (C) 2016 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.
+ */
+
+// Don't edit this file! It is auto-generated by frameworks/rs/api/generate.sh.
+
+/*
+ * rs_matrix.rsh: Matrix Functions
+ *
+ * These functions let you manipulate square matrices of rank 2x2, 3x3, and 4x4.
+ * They are particularly useful for graphical transformations and are compatible
+ * with OpenGL.
+ *
+ * We use a zero-based index for rows and columns. E.g. the last element of a
+ * rs_matrix4x4 is found at (3, 3).
+ *
+ * RenderScript uses column-major matrices and column-based vectors. Transforming
+ * a vector is done by postmultiplying the vector, e.g. (matrix * vector),
+ * as provided by rsMatrixMultiply().
+ *
+ * To create a transformation matrix that performs two transformations at once,
+ * multiply the two source matrices, with the first transformation as the right
+ * argument. E.g. to create a transformation matrix that applies the
+ * transformation s1 followed by s2, call rsMatrixLoadMultiply(&combined, &s2, &s1).
+ * This derives from s2 * (s1 * v), which is (s2 * s1) * v.
+ *
+ * We have two style of functions to create transformation matrices:
+ * rsMatrixLoadTransformation and rsMatrixTransformation. The former
+ * style simply stores the transformation matrix in the first argument. The latter
+ * modifies a pre-existing transformation matrix so that the new transformation
+ * happens first. E.g. if you call rsMatrixTranslate() on a matrix that already
+ * does a scaling, the resulting matrix when applied to a vector will first do the
+ * translation then the scaling.
+ */
+
+#ifndef RENDERSCRIPT_RS_MATRIX_RSH
+#define RENDERSCRIPT_RS_MATRIX_RSH
+
+#include "rs_vector_math.rsh"
+
+/*
+ * rsExtractFrustumPlanes: Compute frustum planes
+ *
+ * Computes 6 frustum planes from the view projection matrix
+ *
+ * Parameters:
+ * viewProj: Matrix to extract planes from.
+ * left: Left plane.
+ * right: Right plane.
+ * top: Top plane.
+ * bottom: Bottom plane.
+ * near: Near plane.
+ * far: Far plane.
+ */
+#if !defined(RS_VERSION) || (RS_VERSION <= 23)
+static inline void __attribute__((overloadable))
+ rsExtractFrustumPlanes(const rs_matrix4x4* viewProj, float4* left, float4* right, float4* top,
+ float4* bottom, float4* near, float4* far) {
+ // x y z w = a b c d in the plane equation
+ left->x = viewProj->m[3] + viewProj->m[0];
+ left->y = viewProj->m[7] + viewProj->m[4];
+ left->z = viewProj->m[11] + viewProj->m[8];
+ left->w = viewProj->m[15] + viewProj->m[12];
+
+ right->x = viewProj->m[3] - viewProj->m[0];
+ right->y = viewProj->m[7] - viewProj->m[4];
+ right->z = viewProj->m[11] - viewProj->m[8];
+ right->w = viewProj->m[15] - viewProj->m[12];
+
+ top->x = viewProj->m[3] - viewProj->m[1];
+ top->y = viewProj->m[7] - viewProj->m[5];
+ top->z = viewProj->m[11] - viewProj->m[9];
+ top->w = viewProj->m[15] - viewProj->m[13];
+
+ bottom->x = viewProj->m[3] + viewProj->m[1];
+ bottom->y = viewProj->m[7] + viewProj->m[5];
+ bottom->z = viewProj->m[11] + viewProj->m[9];
+ bottom->w = viewProj->m[15] + viewProj->m[13];
+
+ near->x = viewProj->m[3] + viewProj->m[2];
+ near->y = viewProj->m[7] + viewProj->m[6];
+ near->z = viewProj->m[11] + viewProj->m[10];
+ near->w = viewProj->m[15] + viewProj->m[14];
+
+ far->x = viewProj->m[3] - viewProj->m[2];
+ far->y = viewProj->m[7] - viewProj->m[6];
+ far->z = viewProj->m[11] - viewProj->m[10];
+ far->w = viewProj->m[15] - viewProj->m[14];
+
+ float len = length(left->xyz);
+ *left /= len;
+ len = length(right->xyz);
+ *right /= len;
+ len = length(top->xyz);
+ *top /= len;
+ len = length(bottom->xyz);
+ *bottom /= len;
+ len = length(near->xyz);
+ *near /= len;
+ len = length(far->xyz);
+ *far /= len;
+}
+#endif
+
+#if (defined(RS_VERSION) && (RS_VERSION >= 24))
+extern void __attribute__((overloadable))
+ rsExtractFrustumPlanes(const rs_matrix4x4* viewProj, float4* left, float4* righ, float4* top,
+ float4* bottom, float4* near, float4* far);
+#endif
+
+/*
+ * rsIsSphereInFrustum: Checks if a sphere is within the frustum planes
+ *
+ * Returns true if the sphere is within the 6 frustum planes.
+ *
+ * Parameters:
+ * sphere: float4 representing the sphere.
+ * left: Left plane.
+ * right: Right plane.
+ * top: Top plane.
+ * bottom: Bottom plane.
+ * near: Near plane.
+ * far: Far plane.
+ */
+#if !defined(RS_VERSION) || (RS_VERSION <= 23)
+static inline bool __attribute__((always_inline, overloadable))
+ rsIsSphereInFrustum(float4* sphere, float4* left, float4* right, float4* top, float4* bottom,
+ float4* near, float4* far) {
+ float distToCenter = dot(left->xyz, sphere->xyz) + left->w;
+ if (distToCenter < -sphere->w) {
+ return false;
+ }
+ distToCenter = dot(right->xyz, sphere->xyz) + right->w;
+ if (distToCenter < -sphere->w) {
+ return false;
+ }
+ distToCenter = dot(top->xyz, sphere->xyz) + top->w;
+ if (distToCenter < -sphere->w) {
+ return false;
+ }
+ distToCenter = dot(bottom->xyz, sphere->xyz) + bottom->w;
+ if (distToCenter < -sphere->w) {
+ return false;
+ }
+ distToCenter = dot(near->xyz, sphere->xyz) + near->w;
+ if (distToCenter < -sphere->w) {
+ return false;
+ }
+ distToCenter = dot(far->xyz, sphere->xyz) + far->w;
+ if (distToCenter < -sphere->w) {
+ return false;
+ }
+ return true;
+}
+#endif
+
+#if (defined(RS_VERSION) && (RS_VERSION >= 24))
+extern bool __attribute__((overloadable))
+ rsIsSphereInFrustum(float4* sphere, float4* left, float4* right, float4* top, float4* bottom,
+ float4* near, float4* far);
+#endif
+
+/*
+ * rsMatrixGet: Get one element
+ *
+ * Returns one element of a matrix.
+ *
+ * Warning: The order of the column and row parameters may be unexpected.
+ *
+ * Parameters:
+ * m: Matrix to extract the element from.
+ * col: Zero-based column of the element to be extracted.
+ * row: Zero-based row of the element to extracted.
+ */
+extern float __attribute__((overloadable))
+ rsMatrixGet(const rs_matrix4x4* m, uint32_t col, uint32_t row);
+
+extern float __attribute__((overloadable))
+ rsMatrixGet(const rs_matrix3x3* m, uint32_t col, uint32_t row);
+
+extern float __attribute__((overloadable))
+ rsMatrixGet(const rs_matrix2x2* m, uint32_t col, uint32_t row);
+
+/*
+ * rsMatrixInverse: Inverts a matrix in place
+ *
+ * Returns true if the matrix was successfully inverted.
+ *
+ * Parameters:
+ * m: Matrix to invert.
+ */
+extern bool __attribute__((overloadable))
+ rsMatrixInverse(rs_matrix4x4* m);
+
+/*
+ * rsMatrixInverseTranspose: Inverts and transpose a matrix in place
+ *
+ * The matrix is first inverted then transposed. Returns true if the matrix was
+ * successfully inverted.
+ *
+ * Parameters:
+ * m: Matrix to modify.
+ */
+extern bool __attribute__((overloadable))
+ rsMatrixInverseTranspose(rs_matrix4x4* m);
+
+/*
+ * rsMatrixLoad: Load or copy a matrix
+ *
+ * Set the elements of a matrix from an array of floats or from another matrix.
+ *
+ * If loading from an array, the floats should be in row-major order, i.e. the element a
+ * row 0, column 0 should be first, followed by the element at
+ * row 0, column 1, etc.
+ *
+ * If loading from a matrix and the source is smaller than the destination, the rest
+ * of the destination is filled with elements of the identity matrix. E.g.
+ * loading a rs_matrix2x2 into a rs_matrix4x4 will give:
+ *
+ * m00 m01 0.0 0.0
+ * m10 m11 0.0 0.0
+ * 0.0 0.0 1.0 0.0
+ * 0.0 0.0 0.0 1.0
+ *
+ *
+ * Parameters:
+ * destination: Matrix to set.
+ * array: Array of values to set the matrix to. These arrays should be 4, 9, or 16 floats long, depending on the matrix size.
+ * source: Source matrix.
+ */
+extern void __attribute__((overloadable))
+ rsMatrixLoad(rs_matrix4x4* destination, const float* array);
+
+extern void __attribute__((overloadable))
+ rsMatrixLoad(rs_matrix3x3* destination, const float* array);
+
+extern void __attribute__((overloadable))
+ rsMatrixLoad(rs_matrix2x2* destination, const float* array);
+
+extern void __attribute__((overloadable))
+ rsMatrixLoad(rs_matrix4x4* destination, const rs_matrix4x4* source);
+
+extern void __attribute__((overloadable))
+ rsMatrixLoad(rs_matrix3x3* destination, const rs_matrix3x3* source);
+
+extern void __attribute__((overloadable))
+ rsMatrixLoad(rs_matrix2x2* destination, const rs_matrix2x2* source);
+
+extern void __attribute__((overloadable))
+ rsMatrixLoad(rs_matrix4x4* destination, const rs_matrix3x3* source);
+
+extern void __attribute__((overloadable))
+ rsMatrixLoad(rs_matrix4x4* destination, const rs_matrix2x2* source);
+
+/*
+ * rsMatrixLoadFrustum: Load a frustum projection matrix
+ *
+ * Constructs a frustum projection matrix, transforming the box identified by
+ * the six clipping planes left, right, bottom, top, near, far.
+ *
+ * To apply this projection to a vector, multiply the vector by the created
+ * matrix using rsMatrixMultiply().
+ *
+ * Parameters:
+ * m: Matrix to set.
+ */
+extern void __attribute__((overloadable))
+ rsMatrixLoadFrustum(rs_matrix4x4* m, float left, float right, float bottom, float top,
+ float near, float far);
+
+/*
+ * rsMatrixLoadIdentity: Load identity matrix
+ *
+ * Set the elements of a matrix to the identity matrix.
+ *
+ * Parameters:
+ * m: Matrix to set.
+ */
+extern void __attribute__((overloadable))
+ rsMatrixLoadIdentity(rs_matrix4x4* m);
+
+extern void __attribute__((overloadable))
+ rsMatrixLoadIdentity(rs_matrix3x3* m);
+
+extern void __attribute__((overloadable))
+ rsMatrixLoadIdentity(rs_matrix2x2* m);
+
+/*
+ * rsMatrixLoadMultiply: Multiply two matrices
+ *
+ * Sets m to the matrix product of lhs * rhs.
+ *
+ * To combine two 4x4 transformaton matrices, multiply the second transformation matrix
+ * by the first transformation matrix. E.g. to create a transformation matrix that applies
+ * the transformation s1 followed by s2, call rsMatrixLoadMultiply(&combined, &s2, &s1).
+ *
+ * Warning: Prior to version 21, storing the result back into right matrix is not supported and
+ * will result in undefined behavior. Use rsMatrixMulitply instead. E.g. instead of doing
+ * rsMatrixLoadMultiply (&m2r, &m2r, &m2l), use rsMatrixMultiply (&m2r, &m2l).
+ * rsMatrixLoadMultiply (&m2l, &m2r, &m2l) works as expected.
+ *
+ * Parameters:
+ * m: Matrix to set.
+ * lhs: Left matrix of the product.
+ * rhs: Right matrix of the product.
+ */
+extern void __attribute__((overloadable))
+ rsMatrixLoadMultiply(rs_matrix4x4* m, const rs_matrix4x4* lhs, const rs_matrix4x4* rhs);
+
+extern void __attribute__((overloadable))
+ rsMatrixLoadMultiply(rs_matrix3x3* m, const rs_matrix3x3* lhs, const rs_matrix3x3* rhs);
+
+extern void __attribute__((overloadable))
+ rsMatrixLoadMultiply(rs_matrix2x2* m, const rs_matrix2x2* lhs, const rs_matrix2x2* rhs);
+
+/*
+ * rsMatrixLoadOrtho: Load an orthographic projection matrix
+ *
+ * Constructs an orthographic projection matrix, transforming the box identified by the
+ * six clipping planes left, right, bottom, top, near, far into a unit cube
+ * with a corner at (-1, -1, -1) and the opposite at (1, 1, 1).
+ *
+ * To apply this projection to a vector, multiply the vector by the created matrix
+ * using rsMatrixMultiply().
+ *
+ * See https://en.wikipedia.org/wiki/Orthographic_projection .
+ *
+ * Parameters:
+ * m: Matrix to set.
+ */
+extern void __attribute__((overloadable))
+ rsMatrixLoadOrtho(rs_matrix4x4* m, float left, float right, float bottom, float top, float near,
+ float far);
+
+/*
+ * rsMatrixLoadPerspective: Load a perspective projection matrix
+ *
+ * Constructs a perspective projection matrix, assuming a symmetrical field of view.
+ *
+ * To apply this projection to a vector, multiply the vector by the created matrix
+ * using rsMatrixMultiply().
+ *
+ * Parameters:
+ * m: Matrix to set.
+ * fovy: Field of view, in degrees along the Y axis.
+ * aspect: Ratio of x / y.
+ * near: Near clipping plane.
+ * far: Far clipping plane.
+ */
+extern void __attribute__((overloadable))
+ rsMatrixLoadPerspective(rs_matrix4x4* m, float fovy, float aspect, float near, float far);
+
+/*
+ * rsMatrixLoadRotate: Load a rotation matrix
+ *
+ * This function creates a rotation matrix. The axis of rotation is the (x, y, z) vector.
+ *
+ * To rotate a vector, multiply the vector by the created matrix using rsMatrixMultiply().
+ *
+ * See http://en.wikipedia.org/wiki/Rotation_matrix .
+ *
+ * Parameters:
+ * m: Matrix to set.
+ * rot: How much rotation to do, in degrees.
+ * x: X component of the vector that is the axis of rotation.
+ * y: Y component of the vector that is the axis of rotation.
+ * z: Z component of the vector that is the axis of rotation.
+ */
+extern void __attribute__((overloadable))
+ rsMatrixLoadRotate(rs_matrix4x4* m, float rot, float x, float y, float z);
+
+/*
+ * rsMatrixLoadScale: Load a scaling matrix
+ *
+ * This function creates a scaling matrix, where each component of a vector is multiplied
+ * by a number. This number can be negative.
+ *
+ * To scale a vector, multiply the vector by the created matrix using rsMatrixMultiply().
+ *
+ * Parameters:
+ * m: Matrix to set.
+ * x: Multiple to scale the x components by.
+ * y: Multiple to scale the y components by.
+ * z: Multiple to scale the z components by.
+ */
+extern void __attribute__((overloadable))
+ rsMatrixLoadScale(rs_matrix4x4* m, float x, float y, float z);
+
+/*
+ * rsMatrixLoadTranslate: Load a translation matrix
+ *
+ * This function creates a translation matrix, where a number is added to each element of
+ * a vector.
+ *
+ * To translate a vector, multiply the vector by the created matrix using
+ * rsMatrixMultiply().
+ *
+ * Parameters:
+ * m: Matrix to set.
+ * x: Number to add to each x component.
+ * y: Number to add to each y component.
+ * z: Number to add to each z component.
+ */
+extern void __attribute__((overloadable))
+ rsMatrixLoadTranslate(rs_matrix4x4* m, float x, float y, float z);
+
+/*
+ * rsMatrixMultiply: Multiply a matrix by a vector or another matrix
+ *
+ * For the matrix by matrix variant, sets m to the matrix product m * rhs.
+ *
+ * When combining two 4x4 transformation matrices using this function, the resulting
+ * matrix will correspond to performing the rhs transformation first followed by
+ * the original m transformation.
+ *
+ * For the matrix by vector variant, returns the post-multiplication of the vector
+ * by the matrix, ie. m * in.
+ *
+ * When multiplying a float3 to a rs_matrix4x4, the vector is expanded with (1).
+ *
+ * When multiplying a float2 to a rs_matrix4x4, the vector is expanded with (0, 1).
+ *
+ * When multiplying a float2 to a rs_matrix3x3, the vector is expanded with (0).
+ *
+ * Starting with API 14, this function takes a const matrix as the first argument.
+ *
+ * Parameters:
+ * m: Left matrix of the product and the matrix to be set.
+ * rhs: Right matrix of the product.
+ */
+extern void __attribute__((overloadable))
+ rsMatrixMultiply(rs_matrix4x4* m, const rs_matrix4x4* rhs);
+
+extern void __attribute__((overloadable))
+ rsMatrixMultiply(rs_matrix3x3* m, const rs_matrix3x3* rhs);
+
+extern void __attribute__((overloadable))
+ rsMatrixMultiply(rs_matrix2x2* m, const rs_matrix2x2* rhs);
+
+#if !defined(RS_VERSION) || (RS_VERSION <= 13)
+extern float4 __attribute__((overloadable))
+ rsMatrixMultiply(rs_matrix4x4* m, float4 in);
+#endif
+
+#if !defined(RS_VERSION) || (RS_VERSION <= 13)
+extern float4 __attribute__((overloadable))
+ rsMatrixMultiply(rs_matrix4x4* m, float3 in);
+#endif
+
+#if !defined(RS_VERSION) || (RS_VERSION <= 13)
+extern float4 __attribute__((overloadable))
+ rsMatrixMultiply(rs_matrix4x4* m, float2 in);
+#endif
+
+#if !defined(RS_VERSION) || (RS_VERSION <= 13)
+extern float3 __attribute__((overloadable))
+ rsMatrixMultiply(rs_matrix3x3* m, float3 in);
+#endif
+
+#if !defined(RS_VERSION) || (RS_VERSION <= 13)
+extern float3 __attribute__((overloadable))
+ rsMatrixMultiply(rs_matrix3x3* m, float2 in);
+#endif
+
+#if !defined(RS_VERSION) || (RS_VERSION <= 13)
+extern float2 __attribute__((overloadable))
+ rsMatrixMultiply(rs_matrix2x2* m, float2 in);
+#endif
+
+#if (defined(RS_VERSION) && (RS_VERSION >= 14))
+extern float4 __attribute__((overloadable))
+ rsMatrixMultiply(const rs_matrix4x4* m, float4 in);
+#endif
+
+#if (defined(RS_VERSION) && (RS_VERSION >= 14))
+extern float4 __attribute__((overloadable))
+ rsMatrixMultiply(const rs_matrix4x4* m, float3 in);
+#endif
+
+#if (defined(RS_VERSION) && (RS_VERSION >= 14))
+extern float4 __attribute__((overloadable))
+ rsMatrixMultiply(const rs_matrix4x4* m, float2 in);
+#endif
+
+#if (defined(RS_VERSION) && (RS_VERSION >= 14))
+extern float3 __attribute__((overloadable))
+ rsMatrixMultiply(const rs_matrix3x3* m, float3 in);
+#endif
+
+#if (defined(RS_VERSION) && (RS_VERSION >= 14))
+extern float3 __attribute__((overloadable))
+ rsMatrixMultiply(const rs_matrix3x3* m, float2 in);
+#endif
+
+#if (defined(RS_VERSION) && (RS_VERSION >= 14))
+extern float2 __attribute__((overloadable))
+ rsMatrixMultiply(const rs_matrix2x2* m, float2 in);
+#endif
+
+/*
+ * rsMatrixRotate: Apply a rotation to a transformation matrix
+ *
+ * Multiply the matrix m with a rotation matrix.
+ *
+ * This function modifies a transformation matrix to first do a rotation. The axis of
+ * rotation is the (x, y, z) vector.
+ *
+ * To apply this combined transformation to a vector, multiply the vector by the created
+ * matrix using rsMatrixMultiply().
+ *
+ * Parameters:
+ * m: Matrix to modify.
+ * rot: How much rotation to do, in degrees.
+ * x: X component of the vector that is the axis of rotation.
+ * y: Y component of the vector that is the axis of rotation.
+ * z: Z component of the vector that is the axis of rotation.
+ */
+extern void __attribute__((overloadable))
+ rsMatrixRotate(rs_matrix4x4* m, float rot, float x, float y, float z);
+
+/*
+ * rsMatrixScale: Apply a scaling to a transformation matrix
+ *
+ * Multiply the matrix m with a scaling matrix.
+ *
+ * This function modifies a transformation matrix to first do a scaling. When scaling,
+ * each component of a vector is multiplied by a number. This number can be negative.
+ *
+ * To apply this combined transformation to a vector, multiply the vector by the created
+ * matrix using rsMatrixMultiply().
+ *
+ * Parameters:
+ * m: Matrix to modify.
+ * x: Multiple to scale the x components by.
+ * y: Multiple to scale the y components by.
+ * z: Multiple to scale the z components by.
+ */
+extern void __attribute__((overloadable))
+ rsMatrixScale(rs_matrix4x4* m, float x, float y, float z);
+
+/*
+ * rsMatrixSet: Set one element
+ *
+ * Set an element of a matrix.
+ *
+ * Warning: The order of the column and row parameters may be unexpected.
+ *
+ * Parameters:
+ * m: Matrix that will be modified.
+ * col: Zero-based column of the element to be set.
+ * row: Zero-based row of the element to be set.
+ * v: Value to set.
+ */
+extern void __attribute__((overloadable))
+ rsMatrixSet(rs_matrix4x4* m, uint32_t col, uint32_t row, float v);
+
+extern void __attribute__((overloadable))
+ rsMatrixSet(rs_matrix3x3* m, uint32_t col, uint32_t row, float v);
+
+extern void __attribute__((overloadable))
+ rsMatrixSet(rs_matrix2x2* m, uint32_t col, uint32_t row, float v);
+
+/*
+ * rsMatrixTranslate: Apply a translation to a transformation matrix
+ *
+ * Multiply the matrix m with a translation matrix.
+ *
+ * This function modifies a transformation matrix to first do a translation. When
+ * translating, a number is added to each component of a vector.
+ *
+ * To apply this combined transformation to a vector, multiply the vector by the
+ * created matrix using rsMatrixMultiply().
+ *
+ * Parameters:
+ * m: Matrix to modify.
+ * x: Number to add to each x component.
+ * y: Number to add to each y component.
+ * z: Number to add to each z component.
+ */
+extern void __attribute__((overloadable))
+ rsMatrixTranslate(rs_matrix4x4* m, float x, float y, float z);
+
+/*
+ * rsMatrixTranspose: Transpose a matrix place
+ *
+ * Transpose the matrix m in place.
+ *
+ * Parameters:
+ * m: Matrix to transpose.
+ */
+extern void __attribute__((overloadable))
+ rsMatrixTranspose(rs_matrix4x4* m);
+
+extern void __attribute__((overloadable))
+ rsMatrixTranspose(rs_matrix3x3* m);
+
+extern void __attribute__((overloadable))
+ rsMatrixTranspose(rs_matrix2x2* m);
+
+#endif // RENDERSCRIPT_RS_MATRIX_RSH