Mike Reed | 27714a0 | 2018-05-30 16:02:48 -0400 | [diff] [blame] | 1 | /* |
| 2 | * Copyright 2018 Google Inc. |
| 3 | * |
| 4 | * Use of this source code is governed by a BSD-style license that can be |
| 5 | * found in the LICENSE file. |
| 6 | */ |
| 7 | |
| 8 | #include "Sk3D.h" |
| 9 | |
| 10 | static void set_col(SkMatrix44* m, int col, const SkPoint3& v) { |
| 11 | m->set(0, col, v.fX); |
| 12 | m->set(1, col, v.fY); |
| 13 | m->set(2, col, v.fZ); |
| 14 | } |
| 15 | |
| 16 | static SkPoint3 cross(const SkPoint3& a, const SkPoint3& b) { |
| 17 | return { |
| 18 | a.fY * b.fZ - a.fZ * b.fY, |
| 19 | a.fZ * b.fX - a.fX * b.fZ, |
| 20 | a.fX * b.fY - a.fY * b.fX, |
| 21 | }; |
| 22 | } |
| 23 | |
| 24 | void Sk3LookAt(SkMatrix44* dst, const SkPoint3& eye, const SkPoint3& center, const SkPoint3& up) { |
| 25 | SkPoint3 f = center - eye; |
| 26 | f.normalize(); |
| 27 | SkPoint3 u = up; |
| 28 | u.normalize(); |
| 29 | SkPoint3 s = cross(f, u); |
| 30 | s.normalize(); |
| 31 | u = cross(s, f); |
| 32 | |
| 33 | dst->setIdentity(); |
| 34 | set_col(dst, 0, s); |
| 35 | set_col(dst, 1, u); |
| 36 | set_col(dst, 2, -f); |
| 37 | set_col(dst, 3, eye); |
| 38 | dst->invert(dst); |
| 39 | } |
| 40 | |
| 41 | bool Sk3Perspective(SkMatrix44* dst, float near, float far, float angle) { |
| 42 | SkASSERT(far > near); |
| 43 | |
| 44 | float denomInv = sk_ieee_float_divide(1, far - near); |
| 45 | float halfAngle = angle * 0.5f; |
| 46 | float cot = sk_float_cos(halfAngle) / sk_float_sin(halfAngle); |
| 47 | |
| 48 | dst->setIdentity(); |
| 49 | dst->set(0, 0, cot); |
| 50 | dst->set(1, 1, cot); |
| 51 | dst->set(2, 2, (far + near) * denomInv); |
| 52 | dst->set(2, 3, 2 * far * near * denomInv); |
| 53 | dst->set(3, 2, -1); |
| 54 | return true; |
| 55 | } |
| 56 | |
| 57 | void Sk3MapPts(SkPoint dst[], const SkMatrix44& m4, const SkPoint3 src[], int count) { |
| 58 | for (int i = 0; i < count; ++i) { |
| 59 | SkVector4 v = m4 * SkVector4{ src[i].fX, src[i].fY, src[i].fZ, 1 }; |
| 60 | // clip v; |
| 61 | dst[i] = { v.fData[0] / v.fData[3], v.fData[1] / v.fData[3] }; |
| 62 | } |
| 63 | } |
| 64 | |