vtm/vtm-android/jni/gl/utils.c
Hannes Janetzek 83cd73156a split up
2013-10-09 01:56:08 +02:00

470 lines
12 KiB
C

#include <jni.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <android/log.h>
#include <stdlib.h>
#include <math.h>
#define JNI(X) JNIEXPORT Java_org_oscim_utils_GlUtils_##X
#define COLOR_R(C) (((C >> 16) & 0xff) / 255.0f)
#define COLOR_G(C) (((C >> 8) & 0xff) / 255.0f)
#define COLOR_B(C) (((C >> 0) & 0xff) / 255.0f)
#define COLOR_A(C) (((C >> 24) & 0xff) / 255.0f)
void JNI(setColor)(JNIEnv *env, jclass* clazz, jint location, jint c, jfloat alpha)
{
if (alpha >= 1)
alpha = COLOR_A(c);
else if (alpha < 0)
alpha = 0;
else
alpha *= COLOR_A(c);
if (alpha == 1)
{
glUniform4f((GLint) location,
(GLfloat) COLOR_R(c),
(GLfloat) COLOR_G(c),
(GLfloat) COLOR_B(c),
(GLfloat) alpha);
}
else
{
glUniform4f((GLint) location,
(GLfloat) (COLOR_R(c) * alpha),
(GLfloat) (COLOR_G(c) * alpha),
(GLfloat) (COLOR_B(c) * alpha),
(GLfloat) alpha);
}
}
void JNI(setColorBlend)(JNIEnv *env, jclass* clazz, jint location, jint c1, jint c2, jfloat mix)
{
float a1 = COLOR_A(c1) * (1 - mix);
float a2 = COLOR_A(c2) * mix;
glUniform4f((GLint) location,
(GLfloat) (COLOR_R(c1) * a1 + COLOR_R(c2) * a2),
(GLfloat) (COLOR_G(c1) * a1 + COLOR_G(c2) * a2),
(GLfloat) (COLOR_B(c1) * a1 + COLOR_B(c2) * a2),
(GLfloat) (a1 + a2));
}
#undef JNI
#define JNI(X) JNIEXPORT Java_org_oscim_utils_Matrix4_##X
#define CAST(x) (float *)(uintptr_t) x
#define MAT_SIZE 16 * sizeof(float)
static const float identity[] =
{ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 };
static inline void
multiplyMM(float* r, const float* lhs, const float* rhs);
static inline void
setRotateM(float* rm, int rmOffset, float a, float x, float y, float z);
static inline void
transposeM(float* mTrans, int mTransOffset, float* m, int mOffset);
static inline void
matrix4_proj(float* mat, float* vec);
jlong JNI(alloc)(JNIEnv *env, jclass* clazz)
{
return (long) calloc(16, sizeof(float));
}
jobject JNI(getBuffer)(JNIEnv *env, jclass* clazz,jlong ptr){
return (*env)->NewDirectByteBuffer(env,(char*)(uintptr_t)ptr, 16*sizeof(float));
}
void JNI(delete)(JNIEnv* env, jclass* clazz, jlong ptr)
{
free(CAST(ptr));
}
void JNI(setAsUniform)(JNIEnv* env, jclass* clazz, jlong ptr, jint location)
{
float* m = CAST(ptr);
glUniformMatrix4fv((GLint) location, (GLsizei) 1, (GLboolean) 0, (GLfloat *) m);
}
void JNI(setValueAt)(JNIEnv* env, jclass* clazz, jlong ptr, jint pos, jfloat value)
{
float* m = CAST(ptr);
if (pos > -1 && pos < 16)
m[pos] = value;
}
void JNI(identity)(JNIEnv* env, jclass* clazz, jlong ptr)
{
float* m = CAST(ptr);
memcpy(m, identity, MAT_SIZE);
}
void JNI(setScale)(JNIEnv* env, jclass* clazz, jlong ptr, jfloat sx, jfloat sy, jfloat sz)
{
float* m = CAST(ptr);
memcpy(m, identity, MAT_SIZE);
m[0] = sx;
m[5] = sy;
m[10] = sz;
}
void JNI(setTranslation)(JNIEnv* env, jclass* clazz, jlong ptr, jfloat x, jfloat y, jfloat z)
{
float* m = CAST(ptr);
memcpy(m, identity, MAT_SIZE);
m[12] = x;
m[13] = y;
m[14] = z;
}
void JNI(setRotation)(JNIEnv* env, jclass* clazz, jlong ptr, jfloat a, jfloat x, jfloat y, jfloat z)
{
float* m = CAST(ptr);
setRotateM(m, 0, a, x, y, z);
}
void JNI(setTransScale)(JNIEnv* env, jclass* clazz, jlong ptr, jfloat tx, jfloat ty, jfloat scale)
{
float* m = CAST(ptr);
memcpy(m, identity, MAT_SIZE);
m[0] = scale;
m[5] = scale;
m[12] = tx;
m[13] = ty;
}
// set matrix from float array
void JNI(set)(JNIEnv* env, jclass* clazz, jlong ptr, jfloatArray obj_mat)
{
float* m = CAST(ptr);
float* mat = (float*) (*env)->GetPrimitiveArrayCritical(env, obj_mat, 0);
memcpy(m, mat, MAT_SIZE);
(*env)->ReleasePrimitiveArrayCritical(env, obj_mat, mat, JNI_ABORT);
}
// get float array from matrix
void JNI(get)(JNIEnv* env, jclass* clazz, jlong ptr, jfloatArray obj_mat)
{
float* m = CAST(ptr);
float* mat = (float*) (*env)->GetPrimitiveArrayCritical(env, obj_mat, 0);
memcpy(mat, m, MAT_SIZE);
(*env)->ReleasePrimitiveArrayCritical(env, obj_mat, mat, 0);
}
void JNI(mul)(JNIEnv* env, jclass* clazz, jlong ptr_a, jlong ptr_b)
{
float* mata = CAST(ptr_a);
float* matb = CAST(ptr_b);
multiplyMM(mata, mata, matb);
}
void JNI(copy)(JNIEnv* env, jclass* clazz, jlong ptr_dst, jlong ptr_src)
{
float* dst = CAST(ptr_dst);
float* src = CAST(ptr_src);
memcpy(dst, src, MAT_SIZE);
}
void JNI(smul)(JNIEnv* env, jclass* clazz, jlong ptr_r, jlong ptr_a, jlong ptr_b)
{
float* matr = CAST(ptr_r);
float* mata = CAST(ptr_a);
float* matb = CAST(ptr_b);
multiplyMM(matr, mata, matb);
}
void JNI(smulrhs)(JNIEnv* env, jclass* clazz, jlong ptr_r, jlong ptr_rhs)
{
float* matr = CAST(ptr_r);
float* mata = alloca(16 * sizeof(float));
float* matb = CAST(ptr_rhs);
memcpy(mata, matr, 16 * sizeof(float));
multiplyMM(matr, mata, matb);
}
void JNI(smullhs)(JNIEnv* env, jclass* clazz, jlong ptr_r, jlong ptr_lhs)
{
float* matr = CAST(ptr_r);
float* mata = CAST(ptr_lhs);
float* matb = alloca(16 * sizeof(float));
memcpy(matb, matr, 16 * sizeof(float));
multiplyMM(matr, mata, matb);
}
void JNI(strans)(JNIEnv* env, jclass* clazz, jlong ptr_r, jlong ptr_a)
{
float* matr = CAST(ptr_r);
float* mata = CAST(ptr_a);
transposeM(matr, 0, mata, 0);
}
void JNI(prj)(JNIEnv* env, jclass* clazz, jlong ptr, jfloatArray obj_vec)
{
float* m = CAST(ptr);
float* vec = (float*) (*env)->GetPrimitiveArrayCritical(env, obj_vec, 0);
matrix4_proj(m, vec);
(*env)->ReleasePrimitiveArrayCritical(env, obj_vec, vec, 0);
}
static float someRandomEpsilon = 1.0f / (1 << 11);
void JNI(addDepthOffset)(JNIEnv* env, jclass* clazz, jlong ptr, jint delta)
{
float* m = CAST(ptr);
// from http://www.mathfor3dgameprogramming.com/code/Listing9.1.cpp
// float n = MapViewPosition.VIEW_NEAR;
// float f = MapViewPosition.VIEW_FAR;
// float pz = 1;
// float epsilon = -2.0f * f * n * delta / ((f + n) * pz * (pz + delta));
m[10] *= 1.0f + someRandomEpsilon * delta;
}
/*
* Copyright 2007, 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.
*/
// from android/platform_frameworks_base/blob/master/core/jni/android/opengl/util.cpp
#define I(_i, _j) ((_j)+ 4*(_i))
static inline void
multiplyMM(float* r, const float* lhs, const float* rhs)
{
for (int i = 0; i < 4; i++)
{
register const float rhs_i0 = rhs[I(i,0)];
register float ri0 = lhs[I(0,0)] * rhs_i0;
register float ri1 = lhs[I(0,1)] * rhs_i0;
register float ri2 = lhs[I(0,2)] * rhs_i0;
register float ri3 = lhs[I(0,3)] * rhs_i0;
for (int j = 1; j < 4; j++)
{
register const float rhs_ij = rhs[I(i,j)];
ri0 += lhs[I(j,0)] * rhs_ij;
ri1 += lhs[I(j,1)] * rhs_ij;
ri2 += lhs[I(j,2)] * rhs_ij;
ri3 += lhs[I(j,3)] * rhs_ij;
}
r[I(i,0)] = ri0;
r[I(i,1)] = ri1;
r[I(i,2)] = ri2;
r[I(i,3)] = ri3;
}
}
//static inline
//void
//mx4transform(float x, float y, float z, float w, const float* pM, float* pDest)
//{
// pDest[0] = pM[0 + 4 * 0] * x + pM[0 + 4 * 1] * y + pM[0 + 4 * 2] * z + pM[0 + 4 * 3] * w;
// pDest[1] = pM[1 + 4 * 0] * x + pM[1 + 4 * 1] * y + pM[1 + 4 * 2] * z + pM[1 + 4 * 3] * w;
// pDest[2] = pM[2 + 4 * 0] * x + pM[2 + 4 * 1] * y + pM[2 + 4 * 2] * z + pM[2 + 4 * 3] * w;
//
// pDest[3] = pM[3 + 4 * 0] * x + pM[3 + 4 * 1] * y + pM[3 + 4 * 2] * z + pM[3 + 4 * 3] * w;
//}
/**
* Computes the length of a vector
*
* @param x x coordinate of a vector
* @param y y coordinate of a vector
* @param z z coordinate of a vector
* @return the length of a vector
*/
static inline float
length(float x, float y, float z)
{
return (float) sqrt(x * x + y * y + z * z);
}
/**
* Rotates matrix m by angle a (in degrees) around the axis (x, y, z)
* @param rm returns the result
* @param rmOffset index into rm where the result matrix starts
* @param a angle to rotate in degrees
* @param x scale factor x
* @param y scale factor y
* @param z scale factor z
*/
static inline void
setRotateM(float* rm, int rmOffset, float a, float x, float y, float z)
{
rm[rmOffset + 3] = 0;
rm[rmOffset + 7] = 0;
rm[rmOffset + 11] = 0;
rm[rmOffset + 12] = 0;
rm[rmOffset + 13] = 0;
rm[rmOffset + 14] = 0;
rm[rmOffset + 15] = 1;
a *= (float) (M_PI / 180.0f);
float s = (float) sin(a);
float c = (float) cos(a);
if (1.0f == x && 0.0f == y && 0.0f == z)
{
rm[rmOffset + 5] = c;
rm[rmOffset + 10] = c;
rm[rmOffset + 6] = s;
rm[rmOffset + 9] = -s;
rm[rmOffset + 1] = 0;
rm[rmOffset + 2] = 0;
rm[rmOffset + 4] = 0;
rm[rmOffset + 8] = 0;
rm[rmOffset + 0] = 1;
}
else if (0.0f == x && 1.0f == y && 0.0f == z)
{
rm[rmOffset + 0] = c;
rm[rmOffset + 10] = c;
rm[rmOffset + 8] = s;
rm[rmOffset + 2] = -s;
rm[rmOffset + 1] = 0;
rm[rmOffset + 4] = 0;
rm[rmOffset + 6] = 0;
rm[rmOffset + 9] = 0;
rm[rmOffset + 5] = 1;
}
else if (0.0f == x && 0.0f == y && 1.0f == z)
{
rm[rmOffset + 0] = c;
rm[rmOffset + 5] = c;
rm[rmOffset + 1] = s;
rm[rmOffset + 4] = -s;
rm[rmOffset + 2] = 0;
rm[rmOffset + 6] = 0;
rm[rmOffset + 8] = 0;
rm[rmOffset + 9] = 0;
rm[rmOffset + 10] = 1;
}
else
{
float len = length(x, y, z);
if (1.0f != len)
{
float recipLen = 1.0f / len;
x *= recipLen;
y *= recipLen;
z *= recipLen;
}
float nc = 1.0f - c;
float xy = x * y;
float yz = y * z;
float zx = z * x;
float xs = x * s;
float ys = y * s;
float zs = z * s;
rm[rmOffset + 0] = x * x * nc + c;
rm[rmOffset + 4] = xy * nc - zs;
rm[rmOffset + 8] = zx * nc + ys;
rm[rmOffset + 1] = xy * nc + zs;
rm[rmOffset + 5] = y * y * nc + c;
rm[rmOffset + 9] = yz * nc - xs;
rm[rmOffset + 2] = zx * nc - ys;
rm[rmOffset + 6] = yz * nc + xs;
rm[rmOffset + 10] = z * z * nc + c;
}
}
/**
* Transposes a 4 x 4 matrix.
*
* @param mTrans the array that holds the output inverted matrix
* @param mTransOffset an offset into mInv where the inverted matrix is
* stored.
* @param m the input array
* @param mOffset an offset into m where the matrix is stored.
*/
static inline void
transposeM(float* mTrans, int mTransOffset, float* m, int mOffset)
{
for (int i = 0; i < 4; i++)
{
int mBase = i * 4 + mOffset;
mTrans[i + mTransOffset] = m[mBase];
mTrans[i + 4 + mTransOffset] = m[mBase + 1];
mTrans[i + 8 + mTransOffset] = m[mBase + 2];
mTrans[i + 12 + mTransOffset] = m[mBase + 3];
}
}
/*******************************************************************************
* Copyright 2011 See libgdx AUTHORS file.
*
* 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.
******************************************************************************/
// from /gdx/src/com/badlogic/gdx/math/Matrix4.java
#define M00 0
#define M01 4
#define M02 8
#define M03 12
#define M10 1
#define M11 5
#define M12 9
#define M13 13
#define M20 2
#define M21 6
#define M22 10
#define M23 14
#define M30 3
#define M31 7
#define M32 11
#define M33 15
static inline void
matrix4_proj(float* mat, float* vec)
{
float inv_w = 1.0f / (vec[0] * mat[M30] + vec[1] * mat[M31] + vec[2] * mat[M32] + mat[M33]);
float x = (vec[0] * mat[M00] + vec[1] * mat[M01] + vec[2] * mat[M02] + mat[M03]) * inv_w;
float y = (vec[0] * mat[M10] + vec[1] * mat[M11] + vec[2] * mat[M12] + mat[M13]) * inv_w;
float z = (vec[0] * mat[M20] + vec[1] * mat[M21] + vec[2] * mat[M22] + mat[M23]) * inv_w;
vec[0] = x;
vec[1] = y;
vec[2] = z;
}