/*
* Copyright (c) 2009 Nokia Corporation and/or its subsidiary(-ies).
* All rights reserved.
* This component and the accompanying materials are made available
* under the terms of "Eclipse Public License v1.0"
* which accompanies this distribution, and is available
* at the URL "http://www.eclipse.org/legal/epl-v10.html".
*
* Initial Contributors:
* Nokia Corporation - initial contribution.
*
* Contributors:
*
* Description:
*
*/
// INCLUDE FILES
#include "HgVgHelper.h"
#include "HgVgDrawBuffer.h"
#include "HgVgImageCreator.h"
#include <e32math.h>
#include <gulicon.h>
#include <fbs.h>
#include <nvg.h>
#include <AknIconHeader.h>
#include <AknIconUtils.h>
const TInt KVertexX(0);
const TInt KVertexY(1);
const TInt KVertexZ(2);
const TInt KNumColorValues(4);
const TInt KNumColorTransformValues(8);
const VGfloat KColorByteToFloatFactor(255.0f);
namespace HgVgHelper
{
static VGImage CreateNonMaskedVgImageL( const CFbsBitmap& aBitmap )
{
TSize size = aBitmap.SizeInPixels();
VGImage image = vgCreateImage(VG_sRGB_565, size.iWidth, size.iHeight,VG_IMAGE_QUALITY_NONANTIALIASED);
if ( image == VG_INVALID_HANDLE )
{
User::Leave(KErrNoMemory);
}
if (aBitmap.DisplayMode() == EColor64K && !aBitmap.IsCompressedInRAM())
{
aBitmap.BeginDataAccess();
TInt stride = aBitmap.DataStride();
TUint8* ptr = (TUint8*)aBitmap.DataAddress();
vgImageSubData (image, ptr, stride, VG_sRGB_565, 0, 0, size.iWidth, size.iHeight );
aBitmap.EndDataAccess();
}
else
{
TSize size = aBitmap.SizeInPixels();
CHgVgDrawBuffer* temp = CHgVgDrawBuffer::NewL(size, EColor64K);
temp->Gc().BitBlt(TPoint(0,0), &aBitmap);
temp->GetDrawBufferToVgImage(size, TPoint(0,0), image,
VG_sRGB_565);
delete temp;
}
return image;
}
static VGImage CreateMaskedVgImageL( CFbsBitmap* aBitmap, CFbsBitmap* aMask )
{
TSize size = aBitmap->SizeInPixels();
CHgVgDrawBuffer* temp = CHgVgDrawBuffer::NewL(size, EColor16MA);
temp->Gc().SetDrawMode(CGraphicsContext::EDrawModeWriteAlpha);
temp->Gc().SetBrushColor(TRgb(0,0,0,0));
temp->Gc().Clear();
temp->Gc().BitBltMasked(TPoint(0,0), aBitmap, size, aMask, EFalse);
VGImage image = vgCreateImage(VG_sRGBA_8888, size.iWidth, size.iHeight,VG_IMAGE_QUALITY_NONANTIALIASED);
temp->GetDrawBufferToVgImage(size, TPoint(0,0), image,
VG_sARGB_8888);
delete temp;
return image;
}
// ---------------------------------------------------------------------------
// HgVgHelper::CreateVgImageFromIconL()
// ---------------------------------------------------------------------------
//
VGImage CreateVgImageFromIconL(const CGulIcon& aIcon)
{
CFbsBitmap* bitmap = aIcon.Bitmap();
User::LeaveIfNull(bitmap);
CFbsBitmap* mask = aIcon.Mask();
// if this is NVG image, rasterize it using
// nvg engine
if (bitmap->ExtendedBitmapType() != KNullUid)
{
return CHgVgImageCreator::InstanceL()->RenderImageFromIconL(bitmap);
}
else
{
// otherwise just blit/copy to vg image.
if (mask)
{
return CreateMaskedVgImageL(bitmap, mask);
}
else
{
return CreateNonMaskedVgImageL(*bitmap);
}
}
}
// ---------------------------------------------------------------------------
// HgVgHelper::Clamp()
// ---------------------------------------------------------------------------
//
VGfloat Clamp(VGfloat value, VGfloat min, VGfloat max)
{
VGfloat result = (value < min) ? min : value;
return (result > max) ? max : result;
}
// ---------------------------------------------------------------------------
// HgVgHelper::Lerp()
// ---------------------------------------------------------------------------
//
VGfloat Lerp(VGfloat start, VGfloat end, VGfloat t)
{
return start * (1.0f - t) + end * t;
}
// ---------------------------------------------------------------------------
// HgVgHelper::Abs()
// ---------------------------------------------------------------------------
//
VGfloat Abs(VGfloat value)
{
return (value < 0) ? -value : value;
}
// ---------------------------------------------------------------------------
// HgVgHelper::CalculateBoudingRect()
// ---------------------------------------------------------------------------
//
void CalculateBoundingRect(TRect& aRect, VGfloat* aPoints, TInt aNumPoints,
const TRect& aWindowRect)
{
TInt height = aWindowRect.Height();
TPoint min((TInt)aPoints[0], height - (TInt)aPoints[1]);
TPoint max((TInt)aPoints[0], height - (TInt)aPoints[1]);
for (TInt i = 0; i < aNumPoints; i++)
{
TPoint temp((TInt)aPoints[i*2+0], height - (TInt)aPoints[i*2+1]);
min.iX = (temp.iX < min.iX) ? temp.iX : min.iX;
max.iX = (temp.iX > max.iX) ? temp.iX : max.iX;
min.iY = (temp.iY < min.iY) ? temp.iY : min.iY;
max.iY = (temp.iY > max.iY) ? temp.iY : max.iY;
}
// Top Left
aRect.iTl = min;
// Bottom Right
aRect.iBr = max;
}
void TVertex::ProjectPoint(VGfloat aScreenWidth, VGfloat aScreenHeight, VGfloat aFov)
{
VGfloat hw = aScreenWidth * 0.5f;
VGfloat hh = aScreenHeight * 0.5f;
VGfloat alpha = aFov / 2.0f;
double tanAlpha;
Math::Tan(tanAlpha, alpha);
VGfloat d = hw / tanAlpha;
iScreenX = (VGfloat)(hw + d * iTx / iTz);
iScreenY = (VGfloat)(hh + d * iTy / iTz);
}
void TVertex::TransformPoint(const TMatrix& aMatrix)
{
iTx = iX * aMatrix.iM[0][0] + iY * aMatrix.iM[1][0] + iZ * aMatrix.iM[2][0] + aMatrix.iM[3][0];
iTy = iX * aMatrix.iM[0][1] + iY * aMatrix.iM[1][1] + iZ * aMatrix.iM[2][1] + aMatrix.iM[3][1];
iTz = iX * aMatrix.iM[0][2] + iY * aMatrix.iM[1][2] + iZ * aMatrix.iM[2][2] + aMatrix.iM[3][2];
}
TMatrix::TMatrix()
{
}
TMatrix::TMatrix(const TMatrix& rhs)
{
(*this) = rhs;
}
TMatrix::~TMatrix()
{
}
TMatrix& TMatrix::operator=(const TMatrix& rhs)
{
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
iM[i][j] = rhs.iM[i][j];
}
}
return *this;
}
void TMatrix::Identity()
{
iM[0][0] = 1.0f;
iM[0][1] = 0.0f;
iM[0][2] = 0.0f;
iM[0][3] = 0.0f;
iM[1][0] = 0.0f;
iM[1][1] = 1.0f;
iM[1][2] = 0.0f;
iM[1][3] = 0.0f;
iM[2][0] = 0.0f;
iM[2][1] = 0.0f;
iM[2][2] = 1.0f;
iM[2][3] = 0.0f;
iM[3][0] = 0.0f;
iM[3][1] = 0.0f;
iM[3][2] = 0.0f;
iM[3][3] = 1.0f;
}
void TMatrix::Multiply(const TMatrix& rhs)
{
VGfloat temp[4][4];
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
temp[i][j] =
iM[i][0] * rhs.iM[0][j] +
iM[i][1] * rhs.iM[1][j] +
iM[i][2] * rhs.iM[2][j] +
iM[i][3] * rhs.iM[3][j];
}
}
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
iM[i][j] = temp[i][j];
}
}
}
void TMatrix::RotationX(VGfloat angle)
{
double sa, ca;
Math::Sin(sa, angle);
Math::Cos(ca, angle);
iM[0][0] = 1.0f;
iM[0][1] = 0.0f;
iM[0][2] = 0.0f;
iM[0][3] = 0.0f;
iM[1][0] = 0.0f;
iM[1][1] = ca;
iM[1][2] = sa;
iM[1][3] = 0.0f;
iM[2][0] = 0.0f;
iM[2][1] = -sa;
iM[2][2] = ca;
iM[2][3] = 0.0f;
iM[3][0] = 0.0f;
iM[3][1] = 0.0f;
iM[3][2] = 0.0f;
iM[3][3] = 1.0f;
}
void TMatrix::RotationY(float angle)
{
double sa, ca;
Math::Sin(sa, angle);
Math::Cos(ca, angle);
iM[0][0] = ca;
iM[0][1] = 0.0f;
iM[0][2] = -sa;
iM[0][3] = 0.0f;
iM[1][0] = 0.0f;
iM[1][1] = 1.0f;
iM[1][2] = 0.0f;
iM[1][3] = 0.0f;
iM[2][0] = sa;
iM[2][1] = 0.0f;
iM[2][2] = ca;
iM[2][3] = 0.0f;
iM[3][0] = 0.0f;
iM[3][1] = 0.0f;
iM[3][2] = 0.0f;
iM[3][3] = 1.0f;
}
void TMatrix::Scale(VGfloat aSx, VGfloat aSy, VGfloat aSz)
{
Identity();
iM[0][0] = aSx;
iM[1][1] = aSy;
iM[2][2] = aSz;
}
void TMatrix::Translation(VGfloat aX, VGfloat aY, VGfloat aZ)
{
Identity();
iM[3][0] = aX;
iM[3][1] = aY;
iM[3][2] = aZ;
}
// ---------------------------------------------------------------------------
// HgVgHelper::ComputeRotationMatrixByY
// ---------------------------------------------------------------------------
//
void ComputeRotationMatrixByY(VGfloat* matrix, VGfloat angle)
{
// Build rotation matrix around Y-axis
double sinrad, cosrad;
Math::Sin (sinrad, angle );
Math::Cos (cosrad, angle );
VGfloat sa = sinrad;
VGfloat ca = cosrad;
VGfloat rotMatrix[] =
{
ca, 0, sa,
0, 1, 0,
sa, 0, -ca
};
// copy to result.
for (int i = 0; i < 9; i++ )
matrix[i] = rotMatrix[i];
}
// ---------------------------------------------------------------------------
// HgVgHelper::MultiplyMatrix()
// ---------------------------------------------------------------------------
//
void MultiplyMatrix(VGfloat* aResult, VGfloat* aA, VGfloat* aB)
{
for (VGint i = 0; i < 3; ++i)
{
for (VGint j = 0; j < 3; ++j)
{
aResult[i*3+j] =
aA[j*3+0] * aB[i*3+0] +
aA[j*3+1] * aB[i*3+1] +
aA[j*3+2] * aB[i*3+2];
}
}
}
// ---------------------------------------------------------------------------
// HgVgHelper::TransformVertex
// ---------------------------------------------------------------------------
//
void TransformVertex(const VGfloat* inVertex, VGfloat* outVertex,
const VGfloat* matrix)
{
VGfloat x = inVertex[KVertexX];
VGfloat y = inVertex[KVertexY];
VGfloat z = inVertex[KVertexZ];
outVertex[KVertexX] = x * matrix[0] + y * matrix[3] + z * matrix[6];
outVertex[KVertexY] = x * matrix[1] + y * matrix[4] + z * matrix[7];
outVertex[KVertexZ] = x * matrix[2] + y * matrix[5] + z * matrix[8];
}
// ---------------------------------------------------------------------------
// HgVgHelper::PerspectiveTransformVertex
// ---------------------------------------------------------------------------
//
void PerspectiveTransformVertex(VGfloat* aInVertex, VGfloat* aOutVertex,
VGfloat aScreenWidth, VGfloat aScreenHeight, VGfloat aFov)
{
/* VGfloat x = inVertex[KVertexX];
VGfloat y = inVertex[KVertexY];
VGfloat z = inVertex[KVertexZ];
outVertex[KVertexX] = screenWidth * 0.5f + fov * x / z;
outVertex[KVertexY] = screenHeight * 0.5f + fov * y / z;
*/
VGfloat hw = aScreenWidth * 0.5f;
VGfloat hh = aScreenHeight * 0.5f;
VGfloat alpha = aFov / 2.0f;
double tanAlpha;
Math::Tan(tanAlpha, alpha);
VGfloat d = hw / tanAlpha;
aOutVertex[KVertexX] = (VGfloat)(hw + d * aInVertex[KVertexX] / aInVertex[KVertexZ]);
aOutVertex[KVertexY] = (VGfloat)(hh + d * aInVertex[KVertexY] / aInVertex[KVertexZ]);
}
// ---------------------------------------------------------------------------
// HgVgHelper::DrawAlphaImage()
// ---------------------------------------------------------------------------
//
void DrawImage(VGImage aImage,
const TPoint& aPos, const TRect& aWindowRect, TBool aCentered, TBool aLandscape)
{
vgSeti(VG_MATRIX_MODE, VG_MATRIX_IMAGE_USER_TO_SURFACE);
vgLoadIdentity();
if (aLandscape)
{
vgTranslate(0.0f, 640.0f);
vgRotate(-90.0f);
}
if (!aCentered)
{
vgScale(1, -1);
vgTranslate(aPos.iX, -(aWindowRect.Height() - aPos.iY));
}
else
{
VGint w = vgGetParameteri(aImage, VG_IMAGE_WIDTH);
VGint h = vgGetParameteri(aImage, VG_IMAGE_HEIGHT);
vgTranslate(aPos.iX, (aWindowRect.Height() - aPos.iY));
vgScale(1, -1);
vgTranslate(-(VGfloat)w/2,-(VGfloat)h/2);
}
vgDrawImage(aImage);
}
// ---------------------------------------------------------------------------
// HgVgHelper::DrawImageColorized
// ---------------------------------------------------------------------------
//
void DrawImageColorized(VGImage aImage, const TRgb& aColor,
const TPoint& aPos, const TRect& aWindowRect, TBool aCentered, TBool aLandscape)
{
VGfloat values[] = { 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0 };
values[0] = (VGfloat)aColor.Red() / KColorByteToFloatFactor;
values[1] = (VGfloat)aColor.Green() / KColorByteToFloatFactor;
values[2] = (VGfloat)aColor.Blue() / KColorByteToFloatFactor;
values[3] = (VGfloat)aColor.Alpha() / KColorByteToFloatFactor;
vgSetfv(VG_COLOR_TRANSFORM_VALUES, KNumColorTransformValues, values);
vgSeti(VG_COLOR_TRANSFORM, VG_TRUE);
HgVgHelper::DrawImage(aImage, aPos, aWindowRect, aCentered, aLandscape);
vgSeti(VG_COLOR_TRANSFORM, VG_FALSE);
}
// ---------------------------------------------------------------------------
// HgVgHelper::CreatePath()
// ---------------------------------------------------------------------------
//
VGPath CreatePath(VGuint aNumSegments, const VGubyte* aSegments, const VGfloat* aPoints)
{
VGPath path = vgCreatePath(VG_PATH_FORMAT_STANDARD, VG_PATH_DATATYPE_F,
1.0f, 0.0f, 4, 4, (unsigned int)VG_PATH_CAPABILITY_ALL);
vgAppendPathData(path, aNumSegments, aSegments, aPoints);
return path;
}
// ---------------------------------------------------------------------------
// HgVgHelper::CreateColorPaint()
// ---------------------------------------------------------------------------
//
VGPaint CreateColorPaint(const VGfloat* aColor)
{
VGPaint paint = vgCreatePaint();
vgSetParameteri(paint, VG_PAINT_TYPE,
VG_PAINT_TYPE_COLOR);
vgSetParameterfv(paint, VG_PAINT_COLOR,
KNumColorValues, aColor);
return paint;
}
// ---------------------------------------------------------------------------
// HgVgHelper::CreateColorPaint()
// ---------------------------------------------------------------------------
//
VGPaint CreateColorPaint(const TRgb& aColor)
{
VGfloat values[4];
values[0] = (VGfloat)aColor.Red() / KColorByteToFloatFactor;
values[1] = (VGfloat)aColor.Green() / KColorByteToFloatFactor;
values[2] = (VGfloat)aColor.Blue() / KColorByteToFloatFactor;
values[3] = (VGfloat)aColor.Alpha() / KColorByteToFloatFactor;
return CreateColorPaint(values);
}
}
// End of File