Loading libs/hwui/Caches.cpp +1 −17 Original line number Diff line number Diff line Loading @@ -702,9 +702,6 @@ TextureVertex* Caches::getRegionMesh() { /////////////////////////////////////////////////////////////////////////////// void Caches::initTempProperties() { propertyDirtyViewport = false; propertyEnable3d = false; propertyCameraDistance = 1.0f; propertyAmbientShadowStrength = 25; propertySpotShadowStrength = 25; Loading @@ -715,17 +712,7 @@ void Caches::initTempProperties() { void Caches::setTempProperty(const char* name, const char* value) { ALOGD("setting property %s to %s", name, value); if (!strcmp(name, "enable3d")) { propertyEnable3d = !strcmp(value, "true"); propertyDirtyViewport = true; ALOGD("enable3d = %d", propertyEnable3d); return; } else if (!strcmp(name, "cameraDistance")) { propertyCameraDistance = fmin(fmax(atof(value), 0.001), 10); propertyDirtyViewport = true; ALOGD("camera dist multiplier = %.2f", propertyCameraDistance); return; } else if (!strcmp(name, "ambientShadowStrength")) { if (!strcmp(name, "ambientShadowStrength")) { propertyAmbientShadowStrength = atoi(value); ALOGD("ambient shadow strength = 0x%x out of 0xff", propertyAmbientShadowStrength); return; Loading @@ -735,17 +722,14 @@ void Caches::setTempProperty(const char* name, const char* value) { return; } else if (!strcmp(name, "lightPosXScale")) { propertyLightPosXScale = fmin(fmax(atof(value), 0.0), 1.0); propertyDirtyViewport = true; ALOGD("lightPos X Scale = %.2f", propertyLightPosXScale); return; } else if (!strcmp(name, "lightPosYScale")) { propertyLightPosYScale = fmin(fmax(atof(value), 0.0), 1.0); propertyDirtyViewport = true; ALOGD("lightPos Y Scale = %.2f", propertyLightPosXScale); return; } else if (!strcmp(name, "lightPosZScale")) { propertyLightPosZScale = fmin(fmax(atof(value), 0.0), 1.0); propertyDirtyViewport = true; ALOGD("lightPos Z Scale = %.2f", propertyLightPosXScale); return; } Loading libs/hwui/Caches.h +0 −3 Original line number Diff line number Diff line Loading @@ -356,9 +356,6 @@ public: // TEMPORARY properties void initTempProperties(); void setTempProperty(const char* name, const char* value); bool propertyEnable3d; bool propertyDirtyViewport; // flag set when dirtying the viewport float propertyCameraDistance; // These scaling factors range from 0 to 1, to scale the light position // within the bound of (screenwidth, screenheight, max(screenwidth, screenheight)); Loading libs/hwui/DisplayList.cpp +21 −35 Original line number Diff line number Diff line Loading @@ -160,8 +160,8 @@ void DisplayList::updateMatrix() { mPivotY = mPrevHeight / 2.0f; } } const bool perspectiveEnabled = Caches::getInstance().propertyEnable3d; if (!perspectiveEnabled && (mMatrixFlags & ROTATION_3D) == 0) { if ((mMatrixFlags & ROTATION_3D) == 0) { mTransformMatrix->loadTranslate( mPivotX + mTranslationX, mPivotY + mTranslationY, Loading @@ -170,18 +170,6 @@ void DisplayList::updateMatrix() { mTransformMatrix->scale(mScaleX, mScaleY, 1); mTransformMatrix->translate(-mPivotX, -mPivotY); } else { if (perspectiveEnabled) { mTransformMatrix->loadTranslate( mPivotX + mTranslationX, mPivotY + mTranslationY, mTranslationZ); mTransformMatrix->rotate(mRotationX, 1, 0, 0); mTransformMatrix->rotate(mRotationY, 0, 1, 0); mTransformMatrix->rotate(mRotation, 0, 0, 1); mTransformMatrix->scale(mScaleX, mScaleY, 1); mTransformMatrix->translate(-mPivotX, -mPivotY); } else { /* TODO: support this old transform approach, based on API level */ if (!mTransformCamera) { mTransformCamera = new Sk3DView(); mTransformMatrix3D = new SkMatrix(); Loading @@ -203,7 +191,6 @@ void DisplayList::updateMatrix() { mTransformMatrix->load(transformMatrix); } } } mMatrixDirty = false; } } Loading Loading @@ -278,8 +265,7 @@ void DisplayList::setViewProperties(OpenGLRenderer& renderer, T& handler, } if (mMatrixFlags != 0) { if (mMatrixFlags == TRANSLATION) { renderer.translate(mTranslationX, mTranslationY, Caches::getInstance().propertyEnable3d ? mTranslationZ : 0.0f); // TODO: necessary? renderer.translate(mTranslationX, mTranslationY); } else { renderer.concatMatrix(*mTransformMatrix); } Loading libs/hwui/Matrix.cpp +0 −78 Original line number Diff line number Diff line Loading @@ -372,84 +372,6 @@ void Matrix4::loadMultiply(const Matrix4& u, const Matrix4& v) { mType = kTypeUnknown; } // translated from android.opengl.Matrix#frustumM() void Matrix4::loadFrustum(float left, float top, float right, float bottom, float near, float far) { float r_width = 1.0f / (right - left); float r_height = 1.0f / (top - bottom); float r_depth = 1.0f / (near - far); float x = 2.0f * (near * r_width); float y = 2.0f * (near * r_height); float A = (right + left) * r_width; float B = (top + bottom) * r_height; float C = (far + near) * r_depth; float D = 2.0f * (far * near * r_depth); memset(&data, 0, sizeof(data)); mType = kTypeUnknown; data[kScaleX] = x; data[kScaleY] = y; data[8] = A; data[9] = B; data[kScaleZ] = C; data[kTranslateZ] = D; data[11] = -1.0f; } // translated from android.opengl.Matrix#setLookAtM() void Matrix4::loadLookAt(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ) { float fx = centerX - eyeX; float fy = centerY - eyeY; float fz = centerZ - eyeZ; // Normalize f float rlf = 1.0f / sqrt(fx*fx + fy*fy + fz*fz); fx *= rlf; fy *= rlf; fz *= rlf; // compute s = f x up (x means "cross product") float sx = fy * upZ - fz * upY; float sy = fz * upX - fx * upZ; float sz = fx * upY - fy * upX; // and normalize s float rls = 1.0f / sqrt(sx*sx + sy*sy + sz*sz); sx *= rls; sy *= rls; sz *= rls; // compute u = s x f float ux = sy * fz - sz * fy; float uy = sz * fx - sx * fz; float uz = sx * fy - sy * fx; mType = kTypeUnknown; data[0] = sx; data[1] = ux; data[2] = -fx; data[3] = 0.0f; data[4] = sy; data[5] = uy; data[6] = -fy; data[7] = 0.0f; data[8] = sz; data[9] = uz; data[10] = -fz; data[11] = 0.0f; data[12] = 0.0f; data[13] = 0.0f; data[14] = 0.0f; data[15] = 1.0f; translate(-eyeX, -eyeY, -eyeZ); } void Matrix4::loadOrtho(float left, float right, float bottom, float top, float near, float far) { loadIdentity(); Loading libs/hwui/Matrix.h +0 −4 Original line number Diff line number Diff line Loading @@ -129,10 +129,6 @@ public: void loadRotate(float angle); void loadRotate(float angle, float x, float y, float z); void loadMultiply(const Matrix4& u, const Matrix4& v); void loadFrustum(float left, float top, float right, float bottom, float near, float far); void loadLookAt(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ); void loadOrtho(float left, float right, float bottom, float top, float near, float far); Loading Loading
libs/hwui/Caches.cpp +1 −17 Original line number Diff line number Diff line Loading @@ -702,9 +702,6 @@ TextureVertex* Caches::getRegionMesh() { /////////////////////////////////////////////////////////////////////////////// void Caches::initTempProperties() { propertyDirtyViewport = false; propertyEnable3d = false; propertyCameraDistance = 1.0f; propertyAmbientShadowStrength = 25; propertySpotShadowStrength = 25; Loading @@ -715,17 +712,7 @@ void Caches::initTempProperties() { void Caches::setTempProperty(const char* name, const char* value) { ALOGD("setting property %s to %s", name, value); if (!strcmp(name, "enable3d")) { propertyEnable3d = !strcmp(value, "true"); propertyDirtyViewport = true; ALOGD("enable3d = %d", propertyEnable3d); return; } else if (!strcmp(name, "cameraDistance")) { propertyCameraDistance = fmin(fmax(atof(value), 0.001), 10); propertyDirtyViewport = true; ALOGD("camera dist multiplier = %.2f", propertyCameraDistance); return; } else if (!strcmp(name, "ambientShadowStrength")) { if (!strcmp(name, "ambientShadowStrength")) { propertyAmbientShadowStrength = atoi(value); ALOGD("ambient shadow strength = 0x%x out of 0xff", propertyAmbientShadowStrength); return; Loading @@ -735,17 +722,14 @@ void Caches::setTempProperty(const char* name, const char* value) { return; } else if (!strcmp(name, "lightPosXScale")) { propertyLightPosXScale = fmin(fmax(atof(value), 0.0), 1.0); propertyDirtyViewport = true; ALOGD("lightPos X Scale = %.2f", propertyLightPosXScale); return; } else if (!strcmp(name, "lightPosYScale")) { propertyLightPosYScale = fmin(fmax(atof(value), 0.0), 1.0); propertyDirtyViewport = true; ALOGD("lightPos Y Scale = %.2f", propertyLightPosXScale); return; } else if (!strcmp(name, "lightPosZScale")) { propertyLightPosZScale = fmin(fmax(atof(value), 0.0), 1.0); propertyDirtyViewport = true; ALOGD("lightPos Z Scale = %.2f", propertyLightPosXScale); return; } Loading
libs/hwui/Caches.h +0 −3 Original line number Diff line number Diff line Loading @@ -356,9 +356,6 @@ public: // TEMPORARY properties void initTempProperties(); void setTempProperty(const char* name, const char* value); bool propertyEnable3d; bool propertyDirtyViewport; // flag set when dirtying the viewport float propertyCameraDistance; // These scaling factors range from 0 to 1, to scale the light position // within the bound of (screenwidth, screenheight, max(screenwidth, screenheight)); Loading
libs/hwui/DisplayList.cpp +21 −35 Original line number Diff line number Diff line Loading @@ -160,8 +160,8 @@ void DisplayList::updateMatrix() { mPivotY = mPrevHeight / 2.0f; } } const bool perspectiveEnabled = Caches::getInstance().propertyEnable3d; if (!perspectiveEnabled && (mMatrixFlags & ROTATION_3D) == 0) { if ((mMatrixFlags & ROTATION_3D) == 0) { mTransformMatrix->loadTranslate( mPivotX + mTranslationX, mPivotY + mTranslationY, Loading @@ -170,18 +170,6 @@ void DisplayList::updateMatrix() { mTransformMatrix->scale(mScaleX, mScaleY, 1); mTransformMatrix->translate(-mPivotX, -mPivotY); } else { if (perspectiveEnabled) { mTransformMatrix->loadTranslate( mPivotX + mTranslationX, mPivotY + mTranslationY, mTranslationZ); mTransformMatrix->rotate(mRotationX, 1, 0, 0); mTransformMatrix->rotate(mRotationY, 0, 1, 0); mTransformMatrix->rotate(mRotation, 0, 0, 1); mTransformMatrix->scale(mScaleX, mScaleY, 1); mTransformMatrix->translate(-mPivotX, -mPivotY); } else { /* TODO: support this old transform approach, based on API level */ if (!mTransformCamera) { mTransformCamera = new Sk3DView(); mTransformMatrix3D = new SkMatrix(); Loading @@ -203,7 +191,6 @@ void DisplayList::updateMatrix() { mTransformMatrix->load(transformMatrix); } } } mMatrixDirty = false; } } Loading Loading @@ -278,8 +265,7 @@ void DisplayList::setViewProperties(OpenGLRenderer& renderer, T& handler, } if (mMatrixFlags != 0) { if (mMatrixFlags == TRANSLATION) { renderer.translate(mTranslationX, mTranslationY, Caches::getInstance().propertyEnable3d ? mTranslationZ : 0.0f); // TODO: necessary? renderer.translate(mTranslationX, mTranslationY); } else { renderer.concatMatrix(*mTransformMatrix); } Loading
libs/hwui/Matrix.cpp +0 −78 Original line number Diff line number Diff line Loading @@ -372,84 +372,6 @@ void Matrix4::loadMultiply(const Matrix4& u, const Matrix4& v) { mType = kTypeUnknown; } // translated from android.opengl.Matrix#frustumM() void Matrix4::loadFrustum(float left, float top, float right, float bottom, float near, float far) { float r_width = 1.0f / (right - left); float r_height = 1.0f / (top - bottom); float r_depth = 1.0f / (near - far); float x = 2.0f * (near * r_width); float y = 2.0f * (near * r_height); float A = (right + left) * r_width; float B = (top + bottom) * r_height; float C = (far + near) * r_depth; float D = 2.0f * (far * near * r_depth); memset(&data, 0, sizeof(data)); mType = kTypeUnknown; data[kScaleX] = x; data[kScaleY] = y; data[8] = A; data[9] = B; data[kScaleZ] = C; data[kTranslateZ] = D; data[11] = -1.0f; } // translated from android.opengl.Matrix#setLookAtM() void Matrix4::loadLookAt(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ) { float fx = centerX - eyeX; float fy = centerY - eyeY; float fz = centerZ - eyeZ; // Normalize f float rlf = 1.0f / sqrt(fx*fx + fy*fy + fz*fz); fx *= rlf; fy *= rlf; fz *= rlf; // compute s = f x up (x means "cross product") float sx = fy * upZ - fz * upY; float sy = fz * upX - fx * upZ; float sz = fx * upY - fy * upX; // and normalize s float rls = 1.0f / sqrt(sx*sx + sy*sy + sz*sz); sx *= rls; sy *= rls; sz *= rls; // compute u = s x f float ux = sy * fz - sz * fy; float uy = sz * fx - sx * fz; float uz = sx * fy - sy * fx; mType = kTypeUnknown; data[0] = sx; data[1] = ux; data[2] = -fx; data[3] = 0.0f; data[4] = sy; data[5] = uy; data[6] = -fy; data[7] = 0.0f; data[8] = sz; data[9] = uz; data[10] = -fz; data[11] = 0.0f; data[12] = 0.0f; data[13] = 0.0f; data[14] = 0.0f; data[15] = 1.0f; translate(-eyeX, -eyeY, -eyeZ); } void Matrix4::loadOrtho(float left, float right, float bottom, float top, float near, float far) { loadIdentity(); Loading
libs/hwui/Matrix.h +0 −4 Original line number Diff line number Diff line Loading @@ -129,10 +129,6 @@ public: void loadRotate(float angle); void loadRotate(float angle, float x, float y, float z); void loadMultiply(const Matrix4& u, const Matrix4& v); void loadFrustum(float left, float top, float right, float bottom, float near, float far); void loadLookAt(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ); void loadOrtho(float left, float right, float bottom, float top, float near, float far); Loading