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/*
 * Copyright (c) 2008, 2022, Oracle and/or its affiliates. All rights reserved.
 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
 *
 * This code is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License version 2 only, as
 * published by the Free Software Foundation.  Oracle designates this
 * particular file as subject to the "Classpath" exception as provided
 * by Oracle in the LICENSE file that accompanied this code.
 *
 * This code is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License
 * version 2 for more details (a copy is included in the LICENSE file that
 * accompanied this code).
 *
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 * 2 along with this work; if not, write to the Free Software Foundation,
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 *
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package com.sun.scenario.effect;

import com.sun.scenario.effect.impl.state.PerspectiveTransformState;
import com.sun.javafx.geom.Point2D;
import com.sun.javafx.geom.BaseBounds;
import com.sun.javafx.geom.DirtyRegionContainer;
import com.sun.javafx.geom.DirtyRegionPool;
import com.sun.javafx.geom.RectBounds;
import com.sun.javafx.geom.Rectangle;
import com.sun.javafx.geom.transform.BaseTransform;
import com.sun.scenario.effect.impl.state.RenderState;

public class PerspectiveTransform extends CoreEffect {
    private float tx[][] = new float[3][3];
    private float ulx, uly, urx, ury, lrx, lry, llx, lly;
    private float devcoords[] = new float[8];
    private final PerspectiveTransformState state = new PerspectiveTransformState();

    public PerspectiveTransform() {
        this(DefaultInput);
    }

    public PerspectiveTransform(Effect input) {
        super(input);
        setQuadMapping(0f, 0f, 100f, 0f, 100f, 100f, 0f, 100f);
        updatePeerKey("PerspectiveTransform");
    }

    @Override
    Object getState() {
        return state;
    }

    /**
     * Returns the input for this {@code Effect}.
     *
     * @return the input for this {@code Effect}
     */
    public final Effect getInput() {
        return getInputs().get(0);
    }

    /**
     * Sets the input for this {@code Effect} to a specific
     * {@code Effect} or to the default input if {@code input} is
     * {@code null}.
     *
     * @param input the input for this {@code Effect}
     */
    public void setInput(Effect input) {
        setInput(0, input);
    }

    /**
     * Sets the transform to map the unit square to the indicated
     * quadrilateral coordinates.
     * The resulting perspective transform will perform the following
     * coordinate mappings:
     * 
     *     T(0, 0) = (ulx, uly)
     *     T(0, 1) = (urx, ury)
     *     T(1, 1) = (lrx, lry)
     *     T(1, 0) = (llx, lly)
     * 
* Note that the upper left corner of the unit square {@code (0, 0)} * is mapped to the coordinates specified by {@code (ulx, uly)} and * so on around the unit square in a clockwise direction. * * @param ulx The X coordinate to which {@code (0, 0)} is mapped. * @param uly The Y coordinate to which {@code (0, 0)} is mapped. * @param urx The X coordinate to which {@code (1, 0)} is mapped. * @param ury The Y coordinate to which {@code (1, 0)} is mapped. * @param lrx The X coordinate to which {@code (1, 1)} is mapped. * @param lry The Y coordinate to which {@code (1, 1)} is mapped. * @param llx The X coordinate to which {@code (0, 1)} is mapped. * @param lly The Y coordinate to which {@code (0, 1)} is mapped. */ private void setUnitQuadMapping(float ulx, float uly, float urx, float ury, float lrx, float lry, float llx, float lly) { float dx3 = ulx - urx + lrx - llx; float dy3 = uly - ury + lry - lly; tx[2][2] = 1.0F; if ((dx3 == 0.0F) && (dy3 == 0.0F)) { // TODO: use tolerance (RT-27402) tx[0][0] = urx - ulx; tx[0][1] = lrx - urx; tx[0][2] = ulx; tx[1][0] = ury - uly; tx[1][1] = lry - ury; tx[1][2] = uly; tx[2][0] = 0.0F; tx[2][1] = 0.0F; } else { float dx1 = urx - lrx; float dy1 = ury - lry; float dx2 = llx - lrx; float dy2 = lly - lry; float invdet = 1.0F/(dx1*dy2 - dx2*dy1); tx[2][0] = (dx3*dy2 - dx2*dy3)*invdet; tx[2][1] = (dx1*dy3 - dx3*dy1)*invdet; tx[0][0] = urx - ulx + tx[2][0]*urx; tx[0][1] = llx - ulx + tx[2][1]*llx; tx[0][2] = ulx; tx[1][0] = ury - uly + tx[2][0]*ury; tx[1][1] = lly - uly + tx[2][1]*lly; tx[1][2] = uly; } state.updateTx(tx); } public final void setQuadMapping(float ulx, float uly, float urx, float ury, float lrx, float lry, float llx, float lly) { this.ulx = ulx; this.uly = uly; this.urx = urx; this.ury = ury; this.lrx = lrx; this.lry = lry; this.llx = llx; this.lly = lly; } @Override public RectBounds getBounds(BaseTransform transform, Effect defaultInput) { setupDevCoords(transform); float minx, miny, maxx, maxy; minx = maxx = devcoords[0]; miny = maxy = devcoords[1]; for (int i = 2; i < devcoords.length; i += 2) { if (minx > devcoords[i]) minx = devcoords[i]; else if (maxx < devcoords[i]) maxx = devcoords[i]; if (miny > devcoords[i+1]) miny = devcoords[i+1]; else if (maxy < devcoords[i+1]) maxy = devcoords[i+1]; } return new RectBounds(minx, miny, maxx, maxy); } private void setupDevCoords(BaseTransform transform) { devcoords[0] = ulx; devcoords[1] = uly; devcoords[2] = urx; devcoords[3] = ury; devcoords[4] = lrx; devcoords[5] = lry; devcoords[6] = llx; devcoords[7] = lly; transform.transform(devcoords, 0, devcoords, 0, 4); } @Override public ImageData filter(FilterContext fctx, BaseTransform transform, Rectangle outputClip, Object renderHelper, Effect defaultInput) { setupTransforms(transform); RenderState rstate = getRenderState(fctx, transform, outputClip, renderHelper, defaultInput); Effect input = getDefaultedInput(0, defaultInput); Rectangle inputClip = rstate.getInputClip(0, outputClip); ImageData inputData = input.filter(fctx, BaseTransform.IDENTITY_TRANSFORM, inputClip, null, defaultInput); if (!inputData.validate(fctx)) { inputData.unref(); return new ImageData(fctx, null, inputData.getUntransformedBounds()); } ImageData ret = filterImageDatas(fctx, transform, outputClip, rstate, inputData); inputData.unref(); return ret; } @Override public Rectangle getResultBounds(BaseTransform transform, Rectangle outputClip, ImageData... inputDatas) { Rectangle ob = new Rectangle(getBounds(transform, null)); ob.intersectWith(outputClip); return ob; } @Override public Point2D transform(Point2D p, Effect defaultInput) { setupTransforms(BaseTransform.IDENTITY_TRANSFORM); Effect input = getDefaultedInput(0, defaultInput); p = input.transform(p, defaultInput); BaseBounds b = input.getBounds(BaseTransform.IDENTITY_TRANSFORM, defaultInput); float sx = (p.x - b.getMinX()) / b.getWidth(); float sy = (p.y - b.getMinY()) / b.getHeight(); float dx = tx[0][0] * sx + tx[0][1] * sy + tx[0][2]; float dy = tx[1][0] * sx + tx[1][1] * sy + tx[1][2]; float dw = tx[2][0] * sx + tx[2][1] * sy + tx[2][2]; p = new Point2D(dx / dw, dy / dw); return p; } @Override public Point2D untransform(Point2D p, Effect defaultInput) { setupTransforms(BaseTransform.IDENTITY_TRANSFORM); Effect input = getDefaultedInput(0, defaultInput); float dx = p.x; float dy = p.y; float itx[][] = state.getITX(); float sx = itx[0][0] * dx + itx[0][1] * dy + itx[0][2]; float sy = itx[1][0] * dx + itx[1][1] * dy + itx[1][2]; float sw = itx[2][0] * dx + itx[2][1] * dy + itx[2][2]; BaseBounds b = input.getBounds(BaseTransform.IDENTITY_TRANSFORM, defaultInput); p = new Point2D(b.getMinX() + (sx / sw) * b.getWidth(), b.getMinY() + (sy / sw) * b.getHeight()); p = getDefaultedInput(0, defaultInput).untransform(p, defaultInput); return p; } private void setupTransforms(BaseTransform transform) { setupDevCoords(transform); setUnitQuadMapping(devcoords[0], devcoords[1], devcoords[2], devcoords[3], devcoords[4], devcoords[5], devcoords[6], devcoords[7]); } @Override public RenderState getRenderState(FilterContext fctx, BaseTransform transform, Rectangle outputClip, Object renderHelper, Effect defaultInput) { // RT-27402 // TODO: We could inverse map the output bounds through the perspective // transform to see what portions of the input contribute to the result, // but until we implement such a process we will just use the stock // object that specifies no clipping of the inputs. return RenderState.UnclippedUserSpaceRenderState; } @Override public boolean reducesOpaquePixels() { return true; } @Override public DirtyRegionContainer getDirtyRegions(Effect defaultInput, DirtyRegionPool regionPool) { DirtyRegionContainer drc = regionPool.checkOut(); //RT-28197 - Dirty regions could be computed in more efficient way drc.deriveWithNewRegion(getBounds(BaseTransform.IDENTITY_TRANSFORM, defaultInput)); return drc; } }




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