Chris Craik fca52b7583 Use path intersection instead of saveLayer+mesh to mask projected ripples
bug:14297149

SaveLayer's performance cost is high, and proportional to the surface
being projected onto. Since ripples (even unbounded ones) are now
always projected to the arbitrary background content behind them, this
cost is especially important to avoid.

This removes the last semi-secret, saveLayer from the projected
ripple implementation.

Also fixes the HW test app to correctly demonstrate this projection
masking behavior.

Additionaly, alters PathTessellator to gracefully handle
counter-clockwise paths, and simplifies the work done by
ShadowTessellator to ensure all of its paths are counterclockwise.

Change-Id: Ibe9e12812bd10a774e20b1d444a140c368cbba8c
2015-05-26 17:53:16 -07:00

248 lines
6.3 KiB
C++

/*
* Copyright (C) 2010 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.
*/
#ifndef ANDROID_HWUI_MATRIX_H
#define ANDROID_HWUI_MATRIX_H
#include <SkMatrix.h>
#include <cutils/compiler.h>
#include "Rect.h"
namespace android {
namespace uirenderer {
#define SK_MATRIX_STRING "[%.2f %.2f %.2f] [%.2f %.2f %.2f] [%.2f %.2f %.2f]"
#define SK_MATRIX_ARGS(m) \
(m)->get(0), (m)->get(1), (m)->get(2), \
(m)->get(3), (m)->get(4), (m)->get(5), \
(m)->get(6), (m)->get(7), (m)->get(8)
#define MATRIX_4_STRING "[%.2f %.2f %.2f %.2f] [%.2f %.2f %.2f %.2f]" \
" [%.2f %.2f %.2f %.2f] [%.2f %.2f %.2f %.2f]"
#define MATRIX_4_ARGS(m) \
(m)->data[0], (m)->data[4], (m)->data[8], (m)->data[12], \
(m)->data[1], (m)->data[5], (m)->data[9], (m)->data[13], \
(m)->data[2], (m)->data[6], (m)->data[10], (m)->data[14], \
(m)->data[3], (m)->data[7], (m)->data[11], (m)->data[15] \
///////////////////////////////////////////////////////////////////////////////
// Classes
///////////////////////////////////////////////////////////////////////////////
class ANDROID_API Matrix4 {
public:
float data[16];
enum Entry {
kScaleX = 0,
kSkewY = 1,
kPerspective0 = 3,
kSkewX = 4,
kScaleY = 5,
kPerspective1 = 7,
kScaleZ = 10,
kTranslateX = 12,
kTranslateY = 13,
kTranslateZ = 14,
kPerspective2 = 15
};
// NOTE: The flags from kTypeIdentity to kTypePerspective
// must be kept in sync with the type flags found
// in SkMatrix
enum Type {
kTypeIdentity = 0,
kTypeTranslate = 0x1,
kTypeScale = 0x2,
kTypeAffine = 0x4,
kTypePerspective = 0x8,
kTypeRectToRect = 0x10,
kTypeUnknown = 0x20,
};
static const int sGeometryMask = 0xf;
Matrix4() {
loadIdentity();
}
Matrix4(const float* v) {
load(v);
}
Matrix4(const Matrix4& v) {
load(v);
}
Matrix4(const SkMatrix& v) {
load(v);
}
float operator[](int index) const {
return data[index];
}
float& operator[](int index) {
mType = kTypeUnknown;
return data[index];
}
Matrix4& operator=(const SkMatrix& v) {
load(v);
return *this;
}
friend bool operator==(const Matrix4& a, const Matrix4& b) {
return !memcmp(&a.data[0], &b.data[0], 16 * sizeof(float));
}
friend bool operator!=(const Matrix4& a, const Matrix4& b) {
return !(a == b);
}
void loadIdentity();
void load(const float* v);
void load(const Matrix4& v);
void load(const SkMatrix& v);
void loadInverse(const Matrix4& v);
void loadTranslate(float x, float y, float z);
void loadScale(float sx, float sy, float sz);
void loadSkew(float sx, float sy);
void loadRotate(float angle);
void loadRotate(float angle, float x, float y, float z);
void loadMultiply(const Matrix4& u, const Matrix4& v);
void loadOrtho(float left, float right, float bottom, float top, float near, float far);
uint8_t getType() const;
void multiplyInverse(const Matrix4& v) {
Matrix4 inv;
inv.loadInverse(v);
multiply(inv);
}
void multiply(const Matrix4& v) {
Matrix4 u;
u.loadMultiply(*this, v);
load(u);
}
void multiply(float v);
void translate(float x, float y, float z = 0) {
if ((getType() & sGeometryMask) <= kTypeTranslate) {
data[kTranslateX] += x;
data[kTranslateY] += y;
data[kTranslateZ] += z;
mType |= kTypeUnknown;
} else {
// Doing a translation will only affect the translate bit of the type
// Save the type
uint8_t type = mType;
Matrix4 u;
u.loadTranslate(x, y, z);
multiply(u);
// Restore the type and fix the translate bit
mType = type;
if (data[kTranslateX] != 0.0f || data[kTranslateY] != 0.0f) {
mType |= kTypeTranslate;
} else {
mType &= ~kTypeTranslate;
}
}
}
void scale(float sx, float sy, float sz) {
Matrix4 u;
u.loadScale(sx, sy, sz);
multiply(u);
}
void skew(float sx, float sy) {
Matrix4 u;
u.loadSkew(sx, sy);
multiply(u);
}
void rotate(float angle, float x, float y, float z) {
Matrix4 u;
u.loadRotate(angle, x, y, z);
multiply(u);
}
/**
* If the matrix is identity or translate and/or scale.
*/
bool isSimple() const;
bool isPureTranslate() const;
bool isIdentity() const;
bool isPerspective() const;
bool rectToRect() const;
bool positiveScale() const;
bool changesBounds() const;
void copyTo(float* v) const;
void copyTo(SkMatrix& v) const;
float mapZ(const Vector3& orig) const;
void mapPoint3d(Vector3& vec) const;
void mapPoint(float& x, float& y) const; // 2d only
void mapRect(Rect& r) const; // 2d only
float getTranslateX() const;
float getTranslateY() const;
void decomposeScale(float& sx, float& sy) const;
void dump(const char* label = nullptr) const;
static const Matrix4& identity();
private:
mutable uint8_t mType;
inline float get(int i, int j) const {
return data[i * 4 + j];
}
inline void set(int i, int j, float v) {
data[i * 4 + j] = v;
}
uint8_t getGeometryType() const;
}; // class Matrix4
///////////////////////////////////////////////////////////////////////////////
// Types
///////////////////////////////////////////////////////////////////////////////
typedef Matrix4 mat4;
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_MATRIX_H