/** * @file vg_lite_matrix.c * */ /********************* * INCLUDES *********************/ #include "../../lv_conf_internal.h" #if LV_USE_DRAW_VG_LITE && LV_USE_VG_LITE_THORVG #include #include #include "vg_lite.h" /********************* * DEFINES *********************/ #define VG_SW_BLIT_PRECISION_OPT 1 /********************** * TYPEDEFS **********************/ /********************** * STATIC PROTOTYPES **********************/ /********************** * STATIC VARIABLES **********************/ /********************** * MACROS **********************/ /********************** * GLOBAL FUNCTIONS **********************/ vg_lite_error_t vg_lite_identity(vg_lite_matrix_t * matrix) { /* Set identify matrix. */ matrix->m[0][0] = 1.0f; matrix->m[0][1] = 0.0f; matrix->m[0][2] = 0.0f; matrix->m[1][0] = 0.0f; matrix->m[1][1] = 1.0f; matrix->m[1][2] = 0.0f; matrix->m[2][0] = 0.0f; matrix->m[2][1] = 0.0f; matrix->m[2][2] = 1.0f; #if VG_SW_BLIT_PRECISION_OPT matrix->scaleX = 1.0f; matrix->scaleY = 1.0f; matrix->angle = 0.0f; #endif /* VG_SW_BLIT_PRECISION_OPT */ return VG_LITE_SUCCESS; } static void multiply(vg_lite_matrix_t * matrix, vg_lite_matrix_t * mult) { vg_lite_matrix_t temp; int row, column; /* Process all rows. */ for(row = 0; row < 3; row++) { /* Process all columns. */ for(column = 0; column < 3; column++) { /* Compute matrix entry. */ temp.m[row][column] = (matrix->m[row][0] * mult->m[0][column]) + (matrix->m[row][1] * mult->m[1][column]) + (matrix->m[row][2] * mult->m[2][column]); } } /* Copy temporary matrix into result. */ #if VG_SW_BLIT_PRECISION_OPT memcpy(matrix, &temp, sizeof(vg_lite_float_t) * 9); #else memcpy(matrix, &temp, sizeof(temp)); #endif /* VG_SW_BLIT_PRECISION_OPT */ } vg_lite_error_t vg_lite_translate(vg_lite_float_t x, vg_lite_float_t y, vg_lite_matrix_t * matrix) { /* Set translation matrix. */ vg_lite_matrix_t t = { { {1.0f, 0.0f, x}, {0.0f, 1.0f, y}, {0.0f, 0.0f, 1.0f}, }, 0.0f, 0.0f, 0.0f }; /* Multiply with current matrix. */ multiply(matrix, &t); return VG_LITE_SUCCESS; } vg_lite_error_t vg_lite_scale(vg_lite_float_t scale_x, vg_lite_float_t scale_y, vg_lite_matrix_t * matrix) { /* Set scale matrix. */ vg_lite_matrix_t s = { { {scale_x, 0.0f, 0.0f}, {0.0f, scale_y, 0.0f}, {0.0f, 0.0f, 1.0f}, }, 0.0f, 0.0f, 0.0f }; /* Multiply with current matrix. */ multiply(matrix, &s); #if VG_SW_BLIT_PRECISION_OPT matrix->scaleX = matrix->scaleX * scale_x; matrix->scaleY = matrix->scaleY * scale_y; #endif /* VG_SW_BLIT_PRECISION_OPT */ return VG_LITE_SUCCESS; } vg_lite_error_t vg_lite_rotate(vg_lite_float_t degrees, vg_lite_matrix_t * matrix) { /* Convert degrees into radians. */ vg_lite_float_t angle = (degrees / 180.0f) * 3.141592654f; /* Compute cosine and sine values. */ vg_lite_float_t cos_angle = cosf(angle); vg_lite_float_t sin_angle = sinf(angle); /* Set rotation matrix. */ vg_lite_matrix_t r = { { {cos_angle, -sin_angle, 0.0f}, {sin_angle, cos_angle, 0.0f}, {0.0f, 0.0f, 1.0f}, }, 0.0f, 0.0f, 0.0f }; /* Multiply with current matrix. */ multiply(matrix, &r); #if VG_SW_BLIT_PRECISION_OPT matrix->angle = matrix->angle + degrees; if(matrix->angle >= 360) { vg_lite_uint32_t count = (vg_lite_uint32_t)matrix->angle / 360; matrix->angle = matrix->angle - count * 360; } #endif /* VG_SW_BLIT_PRECISION_OPT */ return VG_LITE_SUCCESS; } /********************** * STATIC FUNCTIONS **********************/ #endif /*LV_USE_VG_LITE_THORVG*/