Add matrix ops to RSH headers.

Change-Id: I7e2843983a12e0155114b4a18813799e4341d26f
This commit is contained in:
Jason Sams
2010-06-24 13:54:11 -07:00
parent 0ebd5690b8
commit fae3f6b415
7 changed files with 499 additions and 300 deletions

View File

@@ -244,7 +244,7 @@ public class FieldPacker {
addU32(v.w);
}
public void addBoolean(Boolean v) {
public void addBoolean(boolean v) {
addI8((byte)(v ? 1 : 0));
}

View File

@@ -4,6 +4,9 @@
#include "../../../../scriptc/rs_math.rsh"
#include "../../../../scriptc/rs_graphics.rsh"
#pragma rs java_package_name(com.android.rs.image)
#define MAX_RADIUS 25
int height;
@@ -32,7 +35,7 @@ static float overInWMinInB;
// Store our coefficients here
static float gaussian[MAX_RADIUS * 2 + 1];
static float colorMat[4][4];
static rs_matrix3x3 colorMat;
static void computeColorMatrix() {
// Saturation
@@ -48,17 +51,15 @@ static void computeColorMatrix() {
float oneMinusS = 1.0f - saturation;
rsMatrixLoadIdentity((rs_matrix4x4 *)colorMat);
colorMat[0][0] = oneMinusS * rWeight + saturation;
colorMat[0][1] = oneMinusS * rWeight;
colorMat[0][2] = oneMinusS * rWeight;
colorMat[1][0] = oneMinusS * gWeight;
colorMat[1][1] = oneMinusS * gWeight + saturation;
colorMat[1][2] = oneMinusS * gWeight;
colorMat[2][0] = oneMinusS * bWeight;
colorMat[2][1] = oneMinusS * bWeight;
colorMat[2][2] = oneMinusS * bWeight + saturation;
rsMatrixSet(&colorMat, 0, 0, oneMinusS * rWeight + saturation);
rsMatrixSet(&colorMat, 0, 1, oneMinusS * rWeight);
rsMatrixSet(&colorMat, 0, 2, oneMinusS * rWeight);
rsMatrixSet(&colorMat, 1, 0, oneMinusS * gWeight);
rsMatrixSet(&colorMat, 1, 1, oneMinusS * gWeight + saturation);
rsMatrixSet(&colorMat, 1, 2, oneMinusS * gWeight);
rsMatrixSet(&colorMat, 2, 0, oneMinusS * bWeight);
rsMatrixSet(&colorMat, 2, 1, oneMinusS * bWeight);
rsMatrixSet(&colorMat, 2, 2, oneMinusS * bWeight + saturation);
inWMinInB = inWhite - inBlack;
outWMinOutB = outWhite - outBlack;
@@ -107,48 +108,10 @@ static void computeGaussianWeights() {
// This needs to be inline
static float4 levelsSaturation(float4 currentPixel) {
#if 0
// Color matrix multiply
float tempX = colorMat[0][0] * currentPixel.x + colorMat[1][0] * currentPixel.y + colorMat[2][0] * currentPixel.z;
float tempY = colorMat[0][1] * currentPixel.x + colorMat[1][1] * currentPixel.y + colorMat[2][1] * currentPixel.z;
float tempZ = colorMat[0][2] * currentPixel.x + colorMat[1][2] * currentPixel.y + colorMat[2][2] * currentPixel.z;
currentPixel.x = tempX;
currentPixel.y = tempY;
currentPixel.z = tempZ;
// Clamp to 0..255
// Inline the code here to avoid funciton calls
currentPixel.x = currentPixel.x > 255.0f ? 255.0f : currentPixel.x;
currentPixel.y = currentPixel.y > 255.0f ? 255.0f : currentPixel.y;
currentPixel.z = currentPixel.z > 255.0f ? 255.0f : currentPixel.z;
currentPixel.x = currentPixel.x <= 0.0f ? 0.1f : currentPixel.x;
currentPixel.y = currentPixel.y <= 0.0f ? 0.1f : currentPixel.y;
currentPixel.z = currentPixel.z <= 0.0f ? 0.1f : currentPixel.z;
currentPixel.x = pow( (currentPixel.x - inBlack) * overInWMinInB, gamma) * outWMinOutB + outBlack;
currentPixel.y = pow( (currentPixel.y - inBlack) * overInWMinInB, gamma) * outWMinOutB + outBlack;
currentPixel.z = pow( (currentPixel.z - inBlack) * overInWMinInB, gamma) * outWMinOutB + outBlack;
currentPixel.x = currentPixel.x > 255.0f ? 255.0f : currentPixel.x;
currentPixel.y = currentPixel.y > 255.0f ? 255.0f : currentPixel.y;
currentPixel.z = currentPixel.z > 255.0f ? 255.0f : currentPixel.z;
currentPixel.x = currentPixel.x <= 0.0f ? 0.1f : currentPixel.x;
currentPixel.y = currentPixel.y <= 0.0f ? 0.1f : currentPixel.y;
currentPixel.z = currentPixel.z <= 0.0f ? 0.1f : currentPixel.z;
#else
float3 temp;
// Color matrix multiply
temp.x = colorMat[0][0] * currentPixel.x + colorMat[1][0] * currentPixel.y + colorMat[2][0] * currentPixel.z;
temp.y = colorMat[0][1] * currentPixel.x + colorMat[1][1] * currentPixel.y + colorMat[2][1] * currentPixel.z;
temp.z = colorMat[0][2] * currentPixel.x + colorMat[1][2] * currentPixel.y + colorMat[2][2] * currentPixel.z;
float3 temp = rsMatrixMultiply(&colorMat, currentPixel.xyz);
temp = (clamp(temp, 0.1f, 255.f) - inBlack) * overInWMinInB;
temp = pow(temp, (float3)gamma);
currentPixel.xyz = clamp(temp * outWMinOutB + outBlack, 0.1f, 255.f);
#endif
return currentPixel;
}
@@ -188,8 +151,10 @@ static void horizontalBlur() {
// Horizontal blur
int w, h, r;
for(h = 0; h < height; h ++) {
for(w = 0; w < width; w ++) {
uchar4 *input = InPixel + h*width;
uchar4 *output = ScratchPixel + h*width;
for(w = 0; w < width; w ++) {
blurredPixel = 0;
for(r = -radius; r <= radius; r ++) {
@@ -202,23 +167,22 @@ static void horizontalBlur() {
if(validW > width - 1) {
validW = width - 1;
}
uchar4 *input = InPixel + h*width + validW;
//int validW = rsClamp(w + r, 0, width - 1);
float weight = gaussian[r + radius];
currentPixel.x = (float)(input->x);
currentPixel.y = (float)(input->y);
currentPixel.z = (float)(input->z);
currentPixel.x = (float)(input[validW].x);
currentPixel.y = (float)(input[validW].y);
currentPixel.z = (float)(input[validW].z);
//currentPixel.w = (float)(input->a);
blurredPixel += currentPixel*weight;
}
uchar4 *output = ScratchPixel + h*width + w;
output->x = (uint8_t)blurredPixel.x;
output->y = (uint8_t)blurredPixel.y;
output->z = (uint8_t)blurredPixel.z;
//output->a = (uint8_t)blurredPixel.w;
output++;
}
}
}
@@ -229,8 +193,9 @@ static void horizontalBlurLevels() {
// Horizontal blur
int w, h, r;
for(h = 0; h < height; h ++) {
for(w = 0; w < width; w ++) {
uchar4 *output = OutPixel + h*width;
for(w = 0; w < width; w ++) {
blurredPixel = 0;
for(r = -radius; r <= radius; r ++) {
@@ -243,6 +208,7 @@ static void horizontalBlurLevels() {
if(validW > width - 1) {
validW = width - 1;
}
//int validW = rsClamp(w + r, 0, width - 1);
uchar4 *input = InPixel + h*width + validW;
@@ -252,16 +218,16 @@ static void horizontalBlurLevels() {
currentPixel.z = (float)(input->z);
//currentPixel.w = (float)(input->a);
blurredPixel += currentPixel*weight;
blurredPixel.xyz += currentPixel.xyz * weight;
}
blurredPixel = levelsSaturation(blurredPixel);
uchar4 *output = ScratchPixel + h*width + w;
output->x = (uint8_t)blurredPixel.x;
output->y = (uint8_t)blurredPixel.y;
output->z = (uint8_t)blurredPixel.z;
//output->a = (uint8_t)blurredPixel.w;
output++;
}
}
}
@@ -272,10 +238,13 @@ static void verticalBlur() {
// Vertical blur
int w, h, r;
for(h = 0; h < height; h ++) {
uchar4 *output = OutPixel + h*width;
for(w = 0; w < width; w ++) {
blurredPixel = 0;
for(r = -radius; r <= radius; r ++) {
#if 1
int validH = h + r;
// Clamp to zero and width
if(validH < 0) {
@@ -292,17 +261,21 @@ static void verticalBlur() {
currentPixel.x = (float)(input->x);
currentPixel.y = (float)(input->y);
currentPixel.z = (float)(input->z);
//currentPixel.w = (float)(input->a);
blurredPixel += currentPixel*weight;
blurredPixel.xyz += currentPixel.xyz * weight;
#else
int validH = rsClamp(h + r, 0, height - 1);
uchar4 *input = ScratchPixel + validH*width + w;
blurredPixel.xyz += convert_float3(input->xyz) * gaussian[r + radius];
#endif
}
uchar4 *output = OutPixel + h*width + w;
//output->xyz = convert_uchar3(blurredPixel.xyz);
output->x = (uint8_t)blurredPixel.x;
output->y = (uint8_t)blurredPixel.y;
output->z = (uint8_t)blurredPixel.z;
//output->a = (uint8_t)blurredPixel.w;
output++;
}
}
}
@@ -311,12 +284,6 @@ void filter() {
RS_DEBUG(height);
RS_DEBUG(width);
RS_DEBUG(radius);
RS_DEBUG(inBlack);
RS_DEBUG(outBlack);
RS_DEBUG(inWhite);
RS_DEBUG(outWhite);
RS_DEBUG(gamma);
RS_DEBUG(saturation);
computeColorMatrix();

View File

@@ -32,133 +32,6 @@ using namespace android::renderscript;
ScriptC * sc = (ScriptC *) tls->mScript
//////////////////////////////////////////////////////////////////////////////
// Non-Updated code below
//////////////////////////////////////////////////////////////////////////////
typedef struct {
float x;
float y;
float z;
} vec3_t;
typedef struct {
float x;
float y;
float z;
float w;
} vec4_t;
typedef struct {
float x;
float y;
} vec2_t;
//////////////////////////////////////////////////////////////////////////////
// Vec3 routines
//////////////////////////////////////////////////////////////////////////////
static void SC_vec3Norm(vec3_t *v)
{
float len = sqrtf(v->x * v->x + v->y * v->y + v->z * v->z);
len = 1 / len;
v->x *= len;
v->y *= len;
v->z *= len;
}
static float SC_vec3Length(const vec3_t *v)
{
return sqrtf(v->x * v->x + v->y * v->y + v->z * v->z);
}
static void SC_vec3Add(vec3_t *dest, const vec3_t *lhs, const vec3_t *rhs)
{
dest->x = lhs->x + rhs->x;
dest->y = lhs->y + rhs->y;
dest->z = lhs->z + rhs->z;
}
static void SC_vec3Sub(vec3_t *dest, const vec3_t *lhs, const vec3_t *rhs)
{
dest->x = lhs->x - rhs->x;
dest->y = lhs->y - rhs->y;
dest->z = lhs->z - rhs->z;
}
static void SC_vec3Cross(vec3_t *dest, const vec3_t *lhs, const vec3_t *rhs)
{
float x = lhs->y * rhs->z - lhs->z * rhs->y;
float y = lhs->z * rhs->x - lhs->x * rhs->z;
float z = lhs->x * rhs->y - lhs->y * rhs->x;
dest->x = x;
dest->y = y;
dest->z = z;
}
static float SC_vec3Dot(const vec3_t *lhs, const vec3_t *rhs)
{
return lhs->x * rhs->x + lhs->y * rhs->y + lhs->z * rhs->z;
}
static void SC_vec3Scale(vec3_t *lhs, float scale)
{
lhs->x *= scale;
lhs->y *= scale;
lhs->z *= scale;
}
//////////////////////////////////////////////////////////////////////////////
// Vec4 routines
//////////////////////////////////////////////////////////////////////////////
static void SC_vec4Norm(vec4_t *v)
{
float len = sqrtf(v->x * v->x + v->y * v->y + v->z * v->z + v->w * v->w);
len = 1 / len;
v->x *= len;
v->y *= len;
v->z *= len;
v->w *= len;
}
static float SC_vec4Length(const vec4_t *v)
{
return sqrtf(v->x * v->x + v->y * v->y + v->z * v->z + v->w * v->w);
}
static void SC_vec4Add(vec4_t *dest, const vec4_t *lhs, const vec4_t *rhs)
{
dest->x = lhs->x + rhs->x;
dest->y = lhs->y + rhs->y;
dest->z = lhs->z + rhs->z;
dest->w = lhs->w + rhs->w;
}
static void SC_vec4Sub(vec4_t *dest, const vec4_t *lhs, const vec4_t *rhs)
{
dest->x = lhs->x - rhs->x;
dest->y = lhs->y - rhs->y;
dest->z = lhs->z - rhs->z;
dest->w = lhs->w - rhs->w;
}
static float SC_vec4Dot(const vec4_t *lhs, const vec4_t *rhs)
{
return lhs->x * rhs->x + lhs->y * rhs->y + lhs->z * rhs->z + lhs->w * rhs->w;
}
static void SC_vec4Scale(vec4_t *lhs, float scale)
{
lhs->x *= scale;
lhs->y *= scale;
lhs->z *= scale;
lhs->w *= scale;
}
//////////////////////////////////////////////////////////////////////////////
// Math routines
//////////////////////////////////////////////////////////////////////////////
@@ -224,41 +97,6 @@ static int SC_randi2(int min, int max)
return (int)SC_randf2(min, max);
}
static int SC_clamp(int amount, int low, int high)
{
return amount < low ? low : (amount > high ? high : amount);
}
static float SC_roundf(float v)
{
return floorf(v + 0.4999999999);
}
static float SC_distf2(float x1, float y1, float x2, float y2)
{
float x = x2 - x1;
float y = y2 - y1;
return sqrtf(x * x + y * y);
}
static float SC_distf3(float x1, float y1, float z1, float x2, float y2, float z2)
{
float x = x2 - x1;
float y = y2 - y1;
float z = z2 - z1;
return sqrtf(x * x + y * y + z * z);
}
static float SC_magf2(float a, float b)
{
return sqrtf(a * a + b * b);
}
static float SC_magf3(float a, float b, float c)
{
return sqrtf(a * a + b * b + c * c);
}
static float SC_frac(float v)
{
int i = (int)floor(v);
@@ -512,24 +350,6 @@ static void SC_debugI32(const char *s, int32_t i) {
LOGE("%s %i 0x%x", s, i, i);
}
static uchar4 SC_convertColorTo8888_f3(float r, float g, float b) {
uchar4 t;
t.f[0] = (uint8_t)(r * 255.f);
t.f[1] = (uint8_t)(g * 255.f);
t.f[2] = (uint8_t)(b * 255.f);
t.f[3] = 0xff;
return t;
}
static uchar4 SC_convertColorTo8888_f4(float r, float g, float b, float a) {
uchar4 t;
t.f[0] = (uint8_t)(r * 255.f);
t.f[1] = (uint8_t)(g * 255.f);
t.f[2] = (uint8_t)(b * 255.f);
t.f[3] = (uint8_t)(a * 255.f);
return t;
}
static uint32_t SC_toClient(void *data, int cmdID, int len, int waitForSpace)
{
GET_TLS();
@@ -640,16 +460,6 @@ static ScriptCState::SymbolTable_t gSyms[] = {
{ "rsAllocationGetDimFaces", (void *)&SC_allocGetDimFaces },
{ "rsGetAllocation", (void *)&SC_getAllocation },
// color
{ "_Z17rsPackColorTo8888fff", (void *)&SC_convertColorTo8888_f3 },
{ "_Z17rsPackColorTo8888ffff", (void *)&SC_convertColorTo8888_f4 },
//extern uchar4 __attribute__((overloadable)) rsPackColorTo8888(float3);
//extern uchar4 __attribute__((overloadable)) rsPackColorTo8888(float4);
//extern float4 rsUnpackColor8888(uchar4);
//extern uchar4 __attribute__((overloadable)) rsPackColorTo565(float r, float g, float b);
//extern uchar4 __attribute__((overloadable)) rsPackColorTo565(float3);
//extern float4 rsUnpackColor565(uchar4);
// Debug
{ "_Z7rsDebugPKcf", (void *)&SC_debugF },
{ "_Z7rsDebugPKcDv2_f", (void *)&SC_debugFv2 },
@@ -703,12 +513,6 @@ static ScriptCState::SymbolTable_t gSyms[] = {
//{ "sinf_fast", (void *)&SC_sinf_fast },
//{ "cosf_fast", (void *)&SC_cosf_fast },
//{ "clamp", (void *)&SC_clamp },
//{ "distf2", (void *)&SC_distf2 },
//{ "distf3", (void *)&SC_distf3 },
//{ "magf2", (void *)&SC_magf2 },
//{ "magf3", (void *)&SC_magf3 },
//{ "mapf", (void *)&SC_mapf },
{ "scriptCall", (void *)&SC_scriptCall },

View File

@@ -48,6 +48,457 @@ static float4 rsUnpackColor8888(uchar4 c)
//extern float4 rsUnpackColor565(uchar4);
/////////////////////////////////////////////////////
// Matrix ops
/////////////////////////////////////////////////////
static void __attribute__((overloadable))
rsMatrixSet(rs_matrix4x4 *m, uint32_t row, uint32_t col, float v) {
m->m[row * 4 + col] = v;
}
static float __attribute__((overloadable))
rsMatrixGet(const rs_matrix4x4 *m, uint32_t row, uint32_t col) {
return m->m[row * 4 + col];
}
static void __attribute__((overloadable))
rsMatrixSet(rs_matrix3x3 *m, uint32_t row, uint32_t col, float v) {
m->m[row * 3 + col] = v;
}
static float __attribute__((overloadable))
rsMatrixGet(const rs_matrix3x3 *m, uint32_t row, uint32_t col) {
return m->m[row * 3 + col];
}
static void __attribute__((overloadable))
rsMatrixSet(rs_matrix2x2 *m, uint32_t row, uint32_t col, float v) {
m->m[row * 2 + col] = v;
}
static float __attribute__((overloadable))
rsMatrixGet(const rs_matrix2x2 *m, uint32_t row, uint32_t col) {
return m->m[row * 2 + col];
}
static void __attribute__((overloadable))
rsMatrixLoadIdentity(rs_matrix4x4 *m) {
m->m[0] = 1.f;
m->m[1] = 0.f;
m->m[2] = 0.f;
m->m[3] = 0.f;
m->m[4] = 0.f;
m->m[5] = 1.f;
m->m[6] = 0.f;
m->m[7] = 0.f;
m->m[8] = 0.f;
m->m[9] = 0.f;
m->m[10] = 1.f;
m->m[11] = 0.f;
m->m[12] = 0.f;
m->m[13] = 0.f;
m->m[14] = 0.f;
m->m[15] = 1.f;
}
static void __attribute__((overloadable))
rsMatrixLoadIdentity(rs_matrix3x3 *m) {
m->m[0] = 1.f;
m->m[1] = 0.f;
m->m[2] = 0.f;
m->m[3] = 0.f;
m->m[4] = 1.f;
m->m[5] = 0.f;
m->m[6] = 0.f;
m->m[7] = 0.f;
m->m[8] = 1.f;
}
static void __attribute__((overloadable))
rsMatrixLoadIdentity(rs_matrix2x2 *m) {
m->m[0] = 1.f;
m->m[1] = 0.f;
m->m[2] = 0.f;
m->m[3] = 1.f;
}
static void __attribute__((overloadable))
rsMatrixLoad(rs_matrix4x4 *m, const float *v) {
m->m[0] = v[0];
m->m[1] = v[1];
m->m[2] = v[2];
m->m[3] = v[3];
m->m[4] = v[4];
m->m[5] = v[5];
m->m[6] = v[6];
m->m[7] = v[7];
m->m[8] = v[8];
m->m[9] = v[9];
m->m[10] = v[10];
m->m[11] = v[11];
m->m[12] = v[12];
m->m[13] = v[13];
m->m[14] = v[14];
m->m[15] = v[15];
}
static void __attribute__((overloadable))
rsMatrixLoad(rs_matrix3x3 *m, const float *v) {
m->m[0] = v[0];
m->m[1] = v[1];
m->m[2] = v[2];
m->m[3] = v[3];
m->m[4] = v[4];
m->m[5] = v[5];
m->m[6] = v[6];
m->m[7] = v[7];
m->m[8] = v[8];
}
static void __attribute__((overloadable))
rsMatrixLoad(rs_matrix2x2 *m, const float *v) {
m->m[0] = v[0];
m->m[1] = v[1];
m->m[2] = v[2];
m->m[3] = v[3];
}
static void __attribute__((overloadable))
rsMatrixLoad(rs_matrix4x4 *m, const rs_matrix4x4 *v) {
m->m[0] = v->m[0];
m->m[1] = v->m[1];
m->m[2] = v->m[2];
m->m[3] = v->m[3];
m->m[4] = v->m[4];
m->m[5] = v->m[5];
m->m[6] = v->m[6];
m->m[7] = v->m[7];
m->m[8] = v->m[8];
m->m[9] = v->m[9];
m->m[10] = v->m[10];
m->m[11] = v->m[11];
m->m[12] = v->m[12];
m->m[13] = v->m[13];
m->m[14] = v->m[14];
m->m[15] = v->m[15];
}
static void __attribute__((overloadable))
rsMatrixLoad(rs_matrix4x4 *m, const rs_matrix3x3 *v) {
m->m[0] = v->m[0];
m->m[1] = v->m[1];
m->m[2] = v->m[2];
m->m[3] = 0.f;
m->m[4] = v->m[3];
m->m[5] = v->m[4];
m->m[6] = v->m[5];
m->m[7] = 0.f;
m->m[8] = v->m[6];
m->m[9] = v->m[7];
m->m[10] = v->m[8];
m->m[11] = 0.f;
m->m[12] = 0.f;
m->m[13] = 0.f;
m->m[14] = 0.f;
m->m[15] = 1.f;
}
static void __attribute__((overloadable))
rsMatrixLoad(rs_matrix4x4 *m, const rs_matrix2x2 *v) {
m->m[0] = v->m[0];
m->m[1] = v->m[1];
m->m[2] = 0.f;
m->m[3] = 0.f;
m->m[4] = v->m[3];
m->m[5] = v->m[4];
m->m[6] = 0.f;
m->m[7] = 0.f;
m->m[8] = v->m[6];
m->m[9] = v->m[7];
m->m[10] = 1.f;
m->m[11] = 0.f;
m->m[12] = 0.f;
m->m[13] = 0.f;
m->m[14] = 0.f;
m->m[15] = 1.f;
}
static void __attribute__((overloadable))
rsMatrixLoad(rs_matrix3x3 *m, const rs_matrix3x3 *v) {
m->m[0] = v->m[0];
m->m[1] = v->m[1];
m->m[2] = v->m[2];
m->m[3] = v->m[3];
m->m[4] = v->m[4];
m->m[5] = v->m[5];
m->m[6] = v->m[6];
m->m[7] = v->m[7];
m->m[8] = v->m[8];
}
static void __attribute__((overloadable))
rsMatrixLoad(rs_matrix2x2 *m, const rs_matrix2x2 *v) {
m->m[0] = v->m[0];
m->m[1] = v->m[1];
m->m[2] = v->m[2];
m->m[3] = v->m[3];
}
static void __attribute__((overloadable))
rsMatrixLoadRotate(rs_matrix4x4 *m, float rot, float x, float y, float z) {
float c, s;
m->m[3] = 0;
m->m[7] = 0;
m->m[11]= 0;
m->m[12]= 0;
m->m[13]= 0;
m->m[14]= 0;
m->m[15]= 1;
rot *= (float)(M_PI / 180.0f);
c = cos(rot);
s = sin(rot);
const float len = x*x + y*y + z*z;
if (!(len != 1)) {
const float recipLen = 1.f / sqrt(len);
x *= recipLen;
y *= recipLen;
z *= recipLen;
}
const float nc = 1.0f - c;
const float xy = x * y;
const float yz = y * z;
const float zx = z * x;
const float xs = x * s;
const float ys = y * s;
const float zs = z * s;
m->m[ 0] = x*x*nc + c;
m->m[ 4] = xy*nc - zs;
m->m[ 8] = zx*nc + ys;
m->m[ 1] = xy*nc + zs;
m->m[ 5] = y*y*nc + c;
m->m[ 9] = yz*nc - xs;
m->m[ 2] = zx*nc - ys;
m->m[ 6] = yz*nc + xs;
m->m[10] = z*z*nc + c;
}
static void __attribute__((overloadable))
rsMatrixLoadScale(rs_matrix4x4 *m, float x, float y, float z) {
rsMatrixLoadIdentity(m);
m->m[0] = x;
m->m[5] = y;
m->m[10] = z;
}
static void __attribute__((overloadable))
rsMatrixLoadTranslate(rs_matrix4x4 *m, float x, float y, float z) {
rsMatrixLoadIdentity(m);
m->m[12] = x;
m->m[13] = y;
m->m[14] = z;
}
static void __attribute__((overloadable))
rsMatrixLoadMultiply(rs_matrix4x4 *m, const rs_matrix4x4 *lhs, const rs_matrix4x4 *rhs) {
for (int i=0 ; i<4 ; i++) {
float ri0 = 0;
float ri1 = 0;
float ri2 = 0;
float ri3 = 0;
for (int j=0 ; j<4 ; j++) {
const float rhs_ij = rsMatrixGet(rhs, i,j);
ri0 += rsMatrixGet(lhs, j, 0) * rhs_ij;
ri1 += rsMatrixGet(lhs, j, 1) * rhs_ij;
ri2 += rsMatrixGet(lhs, j, 2) * rhs_ij;
ri3 += rsMatrixGet(lhs, j, 3) * rhs_ij;
}
rsMatrixSet(m, i, 0, ri0);
rsMatrixSet(m, i, 1, ri1);
rsMatrixSet(m, i, 2, ri2);
rsMatrixSet(m, i, 3, ri3);
}
}
static void __attribute__((overloadable))
rsMatrixMultiply(rs_matrix4x4 *m, const rs_matrix4x4 *rhs) {
rs_matrix4x4 mt;
rsMatrixLoadMultiply(&mt, m, rhs);
rsMatrixLoad(m, &mt);
}
static void __attribute__((overloadable))
rsMatrixLoadMultiply(rs_matrix3x3 *m, const rs_matrix3x3 *lhs, const rs_matrix3x3 *rhs) {
for (int i=0 ; i<3 ; i++) {
float ri0 = 0;
float ri1 = 0;
float ri2 = 0;
for (int j=0 ; j<3 ; j++) {
const float rhs_ij = rsMatrixGet(rhs, i,j);
ri0 += rsMatrixGet(lhs, j, 0) * rhs_ij;
ri1 += rsMatrixGet(lhs, j, 1) * rhs_ij;
ri2 += rsMatrixGet(lhs, j, 2) * rhs_ij;
}
rsMatrixSet(m, i, 0, ri0);
rsMatrixSet(m, i, 1, ri1);
rsMatrixSet(m, i, 2, ri2);
}
}
static void __attribute__((overloadable))
rsMatrixMultiply(rs_matrix3x3 *m, const rs_matrix3x3 *rhs) {
rs_matrix3x3 mt;
rsMatrixLoadMultiply(&mt, m, rhs);
rsMatrixLoad(m, &mt);
}
static void __attribute__((overloadable))
rsMatrixLoadMultiply(rs_matrix2x2 *m, const rs_matrix2x2 *lhs, const rs_matrix2x2 *rhs) {
for (int i=0 ; i<2 ; i++) {
float ri0 = 0;
float ri1 = 0;
for (int j=0 ; j<2 ; j++) {
const float rhs_ij = rsMatrixGet(rhs, i,j);
ri0 += rsMatrixGet(lhs, j, 0) * rhs_ij;
ri1 += rsMatrixGet(lhs, j, 1) * rhs_ij;
}
rsMatrixSet(m, i, 0, ri0);
rsMatrixSet(m, i, 1, ri1);
}
}
static void __attribute__((overloadable))
rsMatrixMultiply(rs_matrix2x2 *m, const rs_matrix2x2 *rhs) {
rs_matrix2x2 mt;
rsMatrixLoadMultiply(&mt, m, rhs);
rsMatrixLoad(m, &mt);
}
static void __attribute__((overloadable))
rsMatrixRotate(rs_matrix4x4 *m, float rot, float x, float y, float z) {
rs_matrix4x4 m1;
rsMatrixLoadRotate(&m1, rot, x, y, z);
rsMatrixMultiply(m, &m1);
}
static void __attribute__((overloadable))
rsMatrixScale(rs_matrix4x4 *m, float x, float y, float z) {
rs_matrix4x4 m1;
rsMatrixLoadScale(&m1, x, y, z);
rsMatrixMultiply(m, &m1);
}
static void __attribute__((overloadable))
rsMatrixTranslate(rs_matrix4x4 *m, float x, float y, float z) {
rs_matrix4x4 m1;
rsMatrixLoadTranslate(&m1, x, y, z);
rsMatrixMultiply(m, &m1);
}
static void __attribute__((overloadable))
rsMatrixLoadOrtho(rs_matrix4x4 *m, float left, float right, float bottom, float top, float near, float far) {
rsMatrixLoadIdentity(m);
m->m[0] = 2.f / (right - left);
m->m[5] = 2.f / (top - bottom);
m->m[10]= -2.f / (far - near);
m->m[12]= -(right + left) / (right - left);
m->m[13]= -(top + bottom) / (top - bottom);
m->m[14]= -(far + near) / (far - near);
}
static void __attribute__((overloadable))
rsMatrixLoadFrustum(rs_matrix4x4 *m, float left, float right, float bottom, float top, float near, float far) {
rsMatrixLoadIdentity(m);
m->m[0] = 2.f * near / (right - left);
m->m[5] = 2.f * near / (top - bottom);
m->m[8] = (right + left) / (right - left);
m->m[9] = (top + bottom) / (top - bottom);
m->m[10]= -(far + near) / (far - near);
m->m[11]= -1.f;
m->m[14]= -2.f * far * near / (far - near);
m->m[15]= 0.f;
}
static float4 __attribute__((overloadable))
rsMatrixMultiply(rs_matrix4x4 *m, float4 in) {
float4 ret;
ret.x = (m->m[0] * in.x) + (m->m[4] * in.y) + (m->m[8] * in.z) + (m->m[12] * in.w);
ret.y = (m->m[1] * in.x) + (m->m[5] * in.y) + (m->m[9] * in.z) + (m->m[13] * in.w);
ret.z = (m->m[2] * in.x) + (m->m[6] * in.y) + (m->m[10] * in.z) + (m->m[14] * in.w);
ret.w = (m->m[3] * in.x) + (m->m[7] * in.y) + (m->m[11] * in.z) + (m->m[15] * in.w);
return ret;
}
static float4 __attribute__((overloadable))
rsMatrixMultiply(rs_matrix4x4 *m, float3 in) {
float4 ret;
ret.x = (m->m[0] * in.x) + (m->m[4] * in.y) + (m->m[8] * in.z) + m->m[12];
ret.y = (m->m[1] * in.x) + (m->m[5] * in.y) + (m->m[9] * in.z) + m->m[13];
ret.z = (m->m[2] * in.x) + (m->m[6] * in.y) + (m->m[10] * in.z) + m->m[14];
ret.w = (m->m[3] * in.x) + (m->m[7] * in.y) + (m->m[11] * in.z) + m->m[15];
return ret;
}
static float4 __attribute__((overloadable))
rsMatrixMultiply(rs_matrix4x4 *m, float2 in) {
float4 ret;
ret.x = (m->m[0] * in.x) + (m->m[4] * in.y) + m->m[12];
ret.y = (m->m[1] * in.x) + (m->m[5] * in.y) + m->m[13];
ret.z = (m->m[2] * in.x) + (m->m[6] * in.y) + m->m[14];
ret.w = (m->m[3] * in.x) + (m->m[7] * in.y) + m->m[15];
return ret;
}
static float3 __attribute__((overloadable))
rsMatrixMultiply(rs_matrix3x3 *m, float3 in) {
float3 ret;
ret.x = (m->m[0] * in.x) + (m->m[3] * in.y) + (m->m[6] * in.z);
ret.y = (m->m[1] * in.x) + (m->m[4] * in.y) + (m->m[7] * in.z);
ret.z = (m->m[2] * in.x) + (m->m[5] * in.y) + (m->m[8] * in.z);
return ret;
}
static float3 __attribute__((overloadable))
rsMatrixMultiply(rs_matrix3x3 *m, float2 in) {
float3 ret;
ret.x = (m->m[0] * in.x) + (m->m[3] * in.y);
ret.y = (m->m[1] * in.x) + (m->m[4] * in.y);
ret.z = (m->m[2] * in.x) + (m->m[5] * in.y);
return ret;
}
static float2 __attribute__((overloadable))
rsMatrixMultiply(rs_matrix2x2 *m, float2 in) {
float2 ret;
ret.x = (m->m[0] * in.x) + (m->m[2] * in.y);
ret.y = (m->m[1] * in.x) + (m->m[3] * in.y);
return ret;
}
/////////////////////////////////////////////////////
// int ops
/////////////////////////////////////////////////////
__inline__ static float __attribute__((overloadable, always_inline)) rsClamp(uint amount, uint low, uint high) {
return amount < low ? low : (amount > high ? high : amount);
}
__inline__ static float __attribute__((overloadable, always_inline)) rsClamp(int amount, int low, int high) {
return amount < low ? low : (amount > high ? high : amount);
}
__inline__ static float __attribute__((overloadable, always_inline)) rsClamp(ushort amount, ushort low, ushort high) {
return amount < low ? low : (amount > high ? high : amount);
}
__inline__ static float __attribute__((overloadable, always_inline)) rsClamp(short amount, short low, short high) {
return amount < low ? low : (amount > high ? high : amount);
}
__inline__ static float __attribute__((overloadable, always_inline)) rsClamp(uchar amount, uchar low, uchar high) {
return amount < low ? low : (amount > high ? high : amount);
}
__inline__ static float __attribute__((overloadable, always_inline)) rsClamp(char amount, char low, char high) {
return amount < low ? low : (amount > high ? high : amount);
}
#endif

View File

@@ -44,18 +44,6 @@ extern int64_t rsElapsedTimeMillis();
extern int rsSendToClient(void *data, int cmdID, int len, int waitForSpace);
extern void rsMatrixLoadIdentity(rs_matrix4x4 *mat);
extern void rsMatrixLoadFloat(rs_matrix4x4 *mat, const float *f);
extern void rsMatrixLoadMat(rs_matrix4x4 *mat, const rs_matrix4x4 *newmat);
extern void rsMatrixLoadRotate(rs_matrix4x4 *mat, float rot, float x, float y, float z);
extern void rsMatrixLoadScale(rs_matrix4x4*mat, float x, float y, float z);
extern void rsMatrixLoadTranslate(rs_matrix4x4 *mat, float x, float y, float z);
extern void rsMatrixLoadMultiply(rs_matrix4x4 *mat, const rs_matrix4x4 *lhs, const rs_matrix4x4 *rhs);
extern void rsMatrixMultiply(rs_matrix4x4 *mat, const rs_matrix4x4 *rhs);
extern void rsMatrixRotate(rs_matrix4x4 *mat, float rot, float x, float y, float z);
extern void rsMatrixScale(rs_matrix4x4 *mat, float x, float y, float z);
extern void rsMatrixTranslate(rs_matrix4x4 *mat, float x, float y, float z);
// Script to Script
extern void __attribute__((overloadable))rsForEach(rs_script, rs_allocation input);
extern void __attribute__((overloadable))rsForEach(rs_script, rs_allocation input, rs_allocation output);
@@ -65,23 +53,3 @@ extern void __attribute__((overloadable))rsForEach(rs_script, rs_allocation inpu
extern void __attribute__((overloadable))rsForEach(rs_script, rs_allocation input, rs_allocation output, int xStart, int yStart, int xEnd, int yEnd);
///////////////////////////////////////////////////////////////////
// non update funcs
/*
extern float3 float3Norm(float3);
extern float float3Length(float3);
extern float3 float3Add(float3 lhs, float3 rhs);
extern float3 float3Sub(float3 lhs, float3 rhs);
extern float3 float3Cross(float3 lhs, float3 rhs);
extern float float3Dot(float3 lhs, float3 rhs);
extern float3 float3Scale(float3 v, float scale);
extern float4 float4Add(float4 lhs, float4 rhs);
extern float4 float4Sub(float4 lhs, float4 rhs);
extern float4 float4Cross(float4 lhs, float4 rhs);
extern float float4Dot(float4 lhs, float4 rhs);
extern float4 float4Scale(float4 v, float scale);
*/

View File

@@ -58,5 +58,14 @@ typedef struct {
float m[16];
} rs_matrix4x4;
typedef struct {
float m[9];
} rs_matrix3x3;
typedef struct {
float m[4];
} rs_matrix2x2;
#define RS_PACKED __attribute__((packed, aligned(4)))