| # | |
| # Copyright (C) 2015 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. | |
| # | |
| header: | |
| summary: Matrix Functions | |
| description: | |
| 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. <code>(matrix * vector)</code>, | |
| 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 <code>rsMatrixLoadMultiply(&combined, &s2, &s1)</code>. | |
| This derives from <code>s2 * (s1 * v)</code>, which is <code>(s2 * s1) * v</code>. | |
| We have two style of functions to create transformation matrices: | |
| rsMatrixLoad<i>Transformation</i> and rsMatrix<i>Transformation</i>. 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. | |
| include: | |
| #include "rs_vector_math.rsh" | |
| end: | |
| function: rsExtractFrustumPlanes | |
| version: 9 23 | |
| ret: void | |
| arg: const rs_matrix4x4* viewProj, "Matrix to extract planes from." | |
| arg: float4* left, "Left plane." | |
| arg: float4* right, "Right plane." | |
| arg: float4* top, "Top plane." | |
| arg: float4* bottom, "Bottom plane." | |
| arg: float4* near, "Near plane." | |
| arg: float4* far, "Far plane." | |
| summary: Compute frustum planes | |
| description: | |
| Computes 6 frustum planes from the view projection matrix | |
| inline: | |
| // 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; | |
| test: none | |
| end: | |
| # New version. Same signature but doesn't contain a body. | |
| function: rsExtractFrustumPlanes | |
| version: 24 | |
| ret: void | |
| arg: const rs_matrix4x4* viewProj | |
| arg: float4* left | |
| arg: float4* righ | |
| arg: float4* top | |
| arg: float4* bottom | |
| arg: float4* near | |
| arg: float4* far | |
| test: none | |
| end: | |
| function: rsIsSphereInFrustum | |
| version: 9 23 | |
| attrib: always_inline | |
| ret: bool | |
| arg: float4* sphere, "float4 representing the sphere." | |
| arg: float4* left, "Left plane." | |
| arg: float4* right, "Right plane." | |
| arg: float4* top, "Top plane." | |
| arg: float4* bottom, "Bottom plane." | |
| arg: float4* near, "Near plane." | |
| arg: float4* far, "Far plane." | |
| summary: Checks if a sphere is within the frustum planes | |
| description: | |
| Returns true if the sphere is within the 6 frustum planes. | |
| inline: | |
| 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; | |
| test: none | |
| end: | |
| # New version. Same signature but doesn't contain a body. | |
| function: rsIsSphereInFrustum | |
| version: 24 | |
| ret: bool | |
| arg: float4* sphere | |
| arg: float4* left | |
| arg: float4* right | |
| arg: float4* top | |
| arg: float4* bottom | |
| arg: float4* near | |
| arg: float4* far | |
| test: none | |
| end: | |
| function: rsMatrixGet | |
| t: rs_matrix4x4, rs_matrix3x3, rs_matrix2x2 | |
| ret: float | |
| arg: const #1* m, "Matrix to extract the element from." | |
| arg: uint32_t col, "Zero-based column of the element to be extracted." | |
| arg: uint32_t row, "Zero-based row of the element to extracted." | |
| summary: Get one element | |
| description: | |
| Returns one element of a matrix. | |
| <b>Warning:</b> The order of the column and row parameters may be unexpected. | |
| test: none | |
| end: | |
| function: rsMatrixInverse | |
| ret: bool | |
| arg: rs_matrix4x4* m, "Matrix to invert." | |
| summary: Inverts a matrix in place | |
| description: | |
| Returns true if the matrix was successfully inverted. | |
| test: none | |
| end: | |
| function: rsMatrixInverseTranspose | |
| ret: bool | |
| arg: rs_matrix4x4* m, "Matrix to modify." | |
| summary: Inverts and transpose a matrix in place | |
| description: | |
| The matrix is first inverted then transposed. Returns true if the matrix was | |
| successfully inverted. | |
| test: none | |
| end: | |
| function: rsMatrixLoad | |
| t: rs_matrix4x4, rs_matrix3x3, rs_matrix2x2 | |
| ret: void | |
| arg: #1* destination, "Matrix to set." | |
| arg: const float* array, "Array of values to set the matrix to. These arrays should be 4, 9, or 16 floats long, depending on the matrix size." | |
| summary: Load or copy a matrix | |
| description: | |
| 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 | |
| <code>row 0, column 0</code> should be first, followed by the element at | |
| <code>row 0, column 1</code>, 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: | |
| <table style="max-width:300px"> | |
| <tr><td>m00</td> <td>m01</td> <td>0.0</td> <td>0.0</td></tr> | |
| <tr><td>m10</td> <td>m11</td> <td>0.0</td> <td>0.0</td></tr> | |
| <tr><td>0.0</td> <td>0.0</td> <td>1.0</td> <td>0.0</td></tr> | |
| <tr><td>0.0</td> <td>0.0</td> <td>0.0</td> <td>1.0</td></tr> | |
| </table> | |
| test: none | |
| end: | |
| function: rsMatrixLoad | |
| t: rs_matrix4x4, rs_matrix3x3, rs_matrix2x2 | |
| ret: void | |
| arg: #1* destination | |
| arg: const #1* source, "Source matrix." | |
| test: none | |
| end: | |
| function: rsMatrixLoad | |
| t: rs_matrix3x3, rs_matrix2x2 | |
| ret: void | |
| arg: rs_matrix4x4* destination | |
| arg: const #1* source | |
| test: none | |
| end: | |
| function: rsMatrixLoadFrustum | |
| ret: void | |
| arg: rs_matrix4x4* m, "Matrix to set." | |
| arg: float left | |
| arg: float right | |
| arg: float bottom | |
| arg: float top | |
| arg: float near | |
| arg: float far | |
| summary: Load a frustum projection matrix | |
| description: | |
| Constructs a frustum projection matrix, transforming the box identified by | |
| the six clipping planes <code>left, right, bottom, top, near, far</code>. | |
| To apply this projection to a vector, multiply the vector by the created | |
| matrix using @rsMatrixMultiply(). | |
| test: none | |
| end: | |
| function: rsMatrixLoadIdentity | |
| t: rs_matrix4x4, rs_matrix3x3, rs_matrix2x2 | |
| ret: void | |
| arg: #1* m, "Matrix to set." | |
| summary: Load identity matrix | |
| description: | |
| Set the elements of a matrix to the identity matrix. | |
| test: none | |
| end: | |
| function: rsMatrixLoadMultiply | |
| t: rs_matrix4x4, rs_matrix3x3, rs_matrix2x2 | |
| ret: void | |
| arg: #1* m, "Matrix to set." | |
| arg: const #1* lhs, "Left matrix of the product." | |
| arg: const #1* rhs, "Right matrix of the product." | |
| summary: Multiply two matrices | |
| description: | |
| Sets m to the matrix product of <code>lhs * rhs</code>. | |
| 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 <code>rsMatrixLoadMultiply(&combined, &s2, &s1)</code>. | |
| <b>Warning:</b> 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. | |
| test: none | |
| end: | |
| function: rsMatrixLoadOrtho | |
| ret: void | |
| arg: rs_matrix4x4* m, "Matrix to set." | |
| arg: float left | |
| arg: float right | |
| arg: float bottom | |
| arg: float top | |
| arg: float near | |
| arg: float far | |
| summary: Load an orthographic projection matrix | |
| description: | |
| Constructs an orthographic projection matrix, transforming the box identified by the | |
| six clipping planes <code>left, right, bottom, top, near, far</code> into a unit cube | |
| with a corner at <code>(-1, -1, -1)</code> and the opposite at <code>(1, 1, 1)</code>. | |
| To apply this projection to a vector, multiply the vector by the created matrix | |
| using @rsMatrixMultiply(). | |
| See https://en.wikipedia.org/wiki/Orthographic_projection . | |
| test: none | |
| end: | |
| function: rsMatrixLoadPerspective | |
| ret: void | |
| arg: rs_matrix4x4* m, "Matrix to set." | |
| arg: float fovy, "Field of view, in degrees along the Y axis." | |
| arg: float aspect, "Ratio of x / y." | |
| arg: float near, "Near clipping plane." | |
| arg: float far, "Far clipping plane." | |
| summary: Load a perspective projection matrix | |
| description: | |
| 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(). | |
| test: none | |
| end: | |
| function: rsMatrixLoadRotate | |
| ret: void | |
| arg: rs_matrix4x4* m, "Matrix to set." | |
| arg: float rot, "How much rotation to do, in degrees." | |
| arg: float x, "X component of the vector that is the axis of rotation." | |
| arg: float y, "Y component of the vector that is the axis of rotation." | |
| arg: float z, "Z component of the vector that is the axis of rotation." | |
| summary: Load a rotation matrix | |
| description: | |
| This function creates a rotation matrix. The axis of rotation is the <code>(x, y, z)</code> vector. | |
| To rotate a vector, multiply the vector by the created matrix using @rsMatrixMultiply(). | |
| See http://en.wikipedia.org/wiki/Rotation_matrix . | |
| test: none | |
| end: | |
| function: rsMatrixLoadScale | |
| ret: void | |
| arg: rs_matrix4x4* m, "Matrix to set." | |
| arg: float x, "Multiple to scale the x components by." | |
| arg: float y, "Multiple to scale the y components by." | |
| arg: float z, "Multiple to scale the z components by." | |
| summary: Load a scaling matrix | |
| description: | |
| 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(). | |
| test: none | |
| end: | |
| function: rsMatrixLoadTranslate | |
| ret: void | |
| arg: rs_matrix4x4* m, "Matrix to set." | |
| arg: float x, "Number to add to each x component." | |
| arg: float y, "Number to add to each y component." | |
| arg: float z, "Number to add to each z component." | |
| summary: Load a translation matrix | |
| description: | |
| 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(). | |
| test: none | |
| end: | |
| function: rsMatrixMultiply | |
| t: rs_matrix4x4, rs_matrix3x3, rs_matrix2x2 | |
| ret: void | |
| arg: #1* m, "Left matrix of the product and the matrix to be set." | |
| arg: const #1* rhs, "Right matrix of the product." | |
| summary: Multiply a matrix by a vector or another matrix | |
| description: | |
| For the matrix by matrix variant, sets m to the matrix product <code>m * rhs</code>. | |
| 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. <code>m * in</code>. | |
| 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. | |
| test: none | |
| end: | |
| function: rsMatrixMultiply | |
| version: 9 13 | |
| ret: float4 | |
| arg: rs_matrix4x4* m | |
| arg: float4 in | |
| test: none | |
| end: | |
| function: rsMatrixMultiply | |
| version: 9 13 | |
| ret: float4 | |
| arg: rs_matrix4x4* m | |
| arg: float3 in | |
| test: none | |
| end: | |
| function: rsMatrixMultiply | |
| version: 9 13 | |
| ret: float4 | |
| arg: rs_matrix4x4* m | |
| arg: float2 in | |
| test: none | |
| end: | |
| function: rsMatrixMultiply | |
| version: 9 13 | |
| ret: float3 | |
| arg: rs_matrix3x3* m | |
| arg: float3 in | |
| test: none | |
| end: | |
| function: rsMatrixMultiply | |
| version: 9 13 | |
| ret: float3 | |
| arg: rs_matrix3x3* m | |
| arg: float2 in | |
| test: none | |
| end: | |
| function: rsMatrixMultiply | |
| version: 9 13 | |
| ret: float2 | |
| arg: rs_matrix2x2* m | |
| arg: float2 in | |
| test: none | |
| end: | |
| function: rsMatrixMultiply | |
| version: 14 | |
| ret: float4 | |
| arg: const rs_matrix4x4* m | |
| arg: float4 in | |
| test: none | |
| end: | |
| function: rsMatrixMultiply | |
| version: 14 | |
| ret: float4 | |
| arg: const rs_matrix4x4* m | |
| arg: float3 in | |
| test: none | |
| end: | |
| function: rsMatrixMultiply | |
| version: 14 | |
| ret: float4 | |
| arg: const rs_matrix4x4* m | |
| arg: float2 in | |
| test: none | |
| end: | |
| function: rsMatrixMultiply | |
| version: 14 | |
| ret: float3 | |
| arg: const rs_matrix3x3* m | |
| arg: float3 in | |
| test: none | |
| end: | |
| function: rsMatrixMultiply | |
| version: 14 | |
| ret: float3 | |
| arg: const rs_matrix3x3* m | |
| arg: float2 in | |
| test: none | |
| end: | |
| function: rsMatrixMultiply | |
| version: 14 | |
| ret: float2 | |
| arg: const rs_matrix2x2* m | |
| arg: float2 in | |
| test: none | |
| end: | |
| function: rsMatrixRotate | |
| ret: void | |
| arg: rs_matrix4x4* m, "Matrix to modify." | |
| arg: float rot, "How much rotation to do, in degrees." | |
| arg: float x, "X component of the vector that is the axis of rotation." | |
| arg: float y, "Y component of the vector that is the axis of rotation." | |
| arg: float z, "Z component of the vector that is the axis of rotation." | |
| summary: Apply a rotation to a transformation matrix | |
| description: | |
| 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 <code>(x, y, z)</code> vector. | |
| To apply this combined transformation to a vector, multiply the vector by the created | |
| matrix using @rsMatrixMultiply(). | |
| test: none | |
| end: | |
| function: rsMatrixScale | |
| ret: void | |
| arg: rs_matrix4x4* m, "Matrix to modify." | |
| arg: float x, "Multiple to scale the x components by." | |
| arg: float y, "Multiple to scale the y components by." | |
| arg: float z, "Multiple to scale the z components by." | |
| summary: Apply a scaling to a transformation matrix | |
| description: | |
| 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(). | |
| test: none | |
| end: | |
| function: rsMatrixSet | |
| t: rs_matrix4x4, rs_matrix3x3, rs_matrix2x2 | |
| ret: void | |
| arg: #1* m, "Matrix that will be modified." | |
| arg: uint32_t col, "Zero-based column of the element to be set." | |
| arg: uint32_t row, "Zero-based row of the element to be set." | |
| arg: float v, "Value to set." | |
| summary: Set one element | |
| description: | |
| Set an element of a matrix. | |
| <b>Warning:</b> The order of the column and row parameters may be unexpected. | |
| test: none | |
| end: | |
| function: rsMatrixTranslate | |
| ret: void | |
| arg: rs_matrix4x4* m, "Matrix to modify." | |
| arg: float x, "Number to add to each x component." | |
| arg: float y, "Number to add to each y component." | |
| arg: float z, "Number to add to each z component." | |
| summary: Apply a translation to a transformation matrix | |
| description: | |
| 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(). | |
| test: none | |
| end: | |
| function: rsMatrixTranspose | |
| t: rs_matrix4x4*, rs_matrix3x3*, rs_matrix2x2* | |
| ret: void | |
| arg: #1 m, "Matrix to transpose." | |
| summary: Transpose a matrix place | |
| description: | |
| Transpose the matrix m in place. | |
| test: none | |
| end: |