| # |
| # 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: |