[cogl-matrix] Import Mesa's matrix manipulation code

This pulls in code from Mesa to improve our matrix manipulation support. It
includes support for calculating the inverse of matrices based on top of a
matrix categorizing system that allows optimizing certain matrix types.
(the main thing we were after) but also adds some optimisations for
rotations.

Changes compared to the original code from Mesa:

- Coding style is consistent with the rest of Cogl
- Instead of allocating matrix->m and matrix->inv using malloc, our public
  CoglMatrix typedef is large enough to directly contain the matrix, its
  inverse, a type and a set of flags.
- Instead of having a _math_matrix_analyse which updates the type, flags and
  inverse, we have _math_matrix_update_inverse which essentially does the
  same thing (internally making use of _math_matrix_update_type_and_flags())
  but with additional guards in place to bail out when the inverse matrix is
  still valid.
- When initializing a matrix with the identity matrix we don't immediately
  initialize the inverse matrix; rather we just set the dirty flag for the
  inverse (since it's likely the user won't request the inverse of the
  identity matrix)
This commit is contained in:
Robert Bragg 2009-10-26 08:23:21 +00:00
parent 8ca17f5262
commit 0a1db7c4d8
5 changed files with 1967 additions and 4 deletions

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@ -122,6 +122,8 @@ libclutter_cogl_la_SOURCES = \
$(srcdir)/cogl-journal.c \
$(srcdir)/cogl-draw-buffer-private.h \
$(srcdir)/cogl-draw-buffer.c \
$(srcdir)/cogl-matrix-mesa.h \
$(srcdir)/cogl-matrix-mesa.c \
$(BUILT_SOURCES) \
$(NULL)

1698
cogl/cogl-matrix-mesa.c Normal file

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226
cogl/cogl-matrix-mesa.h Normal file
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@ -0,0 +1,226 @@
/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2009 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library 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
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
/*
* Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/**
* \file math/m_matrix.h
* Defines basic structures for matrix-handling.
*/
#ifndef _M_MATRIX_H
#define _M_MATRIX_H
#include <cogl-matrix.h>
#include <glib.h>
/**
* \name Symbolic names to some of the entries in the matrix
*
* These are handy for the viewport mapping, which is expressed as a matrix.
*/
/*@{*/
#define MAT_SX 0
#define MAT_SY 5
#define MAT_SZ 10
#define MAT_TX 12
#define MAT_TY 13
#define MAT_TZ 14
/*@}*/
/**
* Different kinds of 4x4 transformation matrices.
* We use these to select specific optimized vertex transformation routines.
*/
enum CoglMatrixType {
COGL_MATRIX_TYPE_GENERAL, /**< general 4x4 matrix */
COGL_MATRIX_TYPE_IDENTITY, /**< identity matrix */
COGL_MATRIX_TYPE_3D_NO_ROT, /**< orthogonal projection and others... */
COGL_MATRIX_TYPE_PERSPECTIVE, /**< perspective projection matrix */
COGL_MATRIX_TYPE_2D, /**< 2-D transformation */
COGL_MATRIX_TYPE_2D_NO_ROT, /**< 2-D scale & translate only */
COGL_MATRIX_TYPE_3D /**< 3-D transformation */
} ;
#if 0
/**
* Matrix type to represent 4x4 transformation matrices.
*/
typedef struct {
float *m; /**< 16 matrix elements (16-byte aligned) */
float *inv; /**< optional 16-element inverse (16-byte aligned) */
unsigned int flags; /**< possible values determined by (of \link
* MatFlags MAT_FLAG_* flags\endlink)
*/
enum CoglMatrixType type;
} CoglMatrix;
#endif
void
_math_matrix_multiply (CoglMatrix *result,
const CoglMatrix *a,
const CoglMatrix *b);
void
_math_matrix_multiply_array (CoglMatrix *result, const float *b);
void
_math_matrix_init_from_array (CoglMatrix *matrix, const float *array);
void
_math_matrix_translate (CoglMatrix *matrix, float x, float y, float z);
void
_math_matrix_rotate (CoglMatrix *matrix, float angle,
float x, float y, float z);
void
_math_matrix_scale (CoglMatrix *matrix, float x, float y, float z);
void
_math_matrix_ortho (CoglMatrix *matrix,
float left, float right,
float bottom, float top,
float nearval, float farval);
void
_math_matrix_frustum (CoglMatrix *matrix,
float left, float right,
float bottom, float top,
float nearval, float farval);
void
_math_matrix_viewport (CoglMatrix *matrix,
int x, int y, int width, int height,
float z_near, float z_far, float depth_max);
void
_math_matrix_init_identity (CoglMatrix *matrix);
gboolean
_math_matrix_update_inverse (CoglMatrix *matrix);
void
_math_matrix_update_type_and_flags (CoglMatrix *matrix);
void
_math_matrix_print (const CoglMatrix *matrix);
gboolean
_math_matrix_is_length_preserving (const CoglMatrix *matrix);
gboolean
_math_matrix_has_rotation (const CoglMatrix *matrix);
gboolean
_math_matrix_is_general_scale (const CoglMatrix *matrix);
gboolean
_math_matrix_is_dirty (const CoglMatrix *matrix);
/**
* \name Related functions that don't actually operate on CoglMatrix structs
*/
/*@{*/
void
_math_transposef ( float to[16], const float from[16]);
void
_math_transposed (double to[16], const double from[16]);
void
_math_transposefd (float to[16], const double from[16]);
/*
* Transform a point (column vector) by a matrix: Q = M * P
*/
#define TRANSFORM_POINT( Q, M, P ) \
Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12] * P[3]; \
Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13] * P[3]; \
Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14] * P[3]; \
Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15] * P[3];
#define TRANSFORM_POINT3( Q, M, P ) \
Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12]; \
Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13]; \
Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14]; \
Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15];
/*
* Transform a normal (row vector) by a matrix: [NX NY NZ] = N * MAT
*/
#define TRANSFORM_NORMAL( TO, N, MAT ) \
do { \
TO[0] = N[0] * MAT[0] + N[1] * MAT[1] + N[2] * MAT[2]; \
TO[1] = N[0] * MAT[4] + N[1] * MAT[5] + N[2] * MAT[6]; \
TO[2] = N[0] * MAT[8] + N[1] * MAT[9] + N[2] * MAT[10]; \
} while (0)
/**
* Transform a direction by a matrix.
*/
#define TRANSFORM_DIRECTION( TO, DIR, MAT ) \
do { \
TO[0] = DIR[0] * MAT[0] + DIR[1] * MAT[4] + DIR[2] * MAT[8]; \
TO[1] = DIR[0] * MAT[1] + DIR[1] * MAT[5] + DIR[2] * MAT[9]; \
TO[2] = DIR[0] * MAT[2] + DIR[1] * MAT[6] + DIR[2] * MAT[10];\
} while (0)
void
_mesa_transform_vector (float u[4], const float v[4], const float m[16]);
/*@}*/
#endif

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@ -24,8 +24,13 @@
* Robert Bragg <robert@linux.intel.com>
*/
#define USE_MESA_MATRIX_API
#include <cogl.h>
#include <cogl-matrix.h>
#ifdef USE_MESA_MATRIX_API
#include <cogl-matrix-mesa.h>
#endif
#include <glib.h>
#include <math.h>
@ -34,10 +39,14 @@
void
cogl_matrix_init_identity (CoglMatrix *matrix)
{
#ifndef USE_MESA_MATRIX_API
matrix->xx = 1; matrix->xy = 0; matrix->xz = 0; matrix->xw = 0;
matrix->yx = 0; matrix->yy = 1; matrix->yz = 0; matrix->yw = 0;
matrix->zx = 0; matrix->zy = 0; matrix->zz = 1; matrix->zw = 0;
matrix->wx = 0; matrix->wy = 0; matrix->wz = 0; matrix->ww = 1;
#else
_math_matrix_init_identity (matrix);
#endif
}
void
@ -45,6 +54,7 @@ cogl_matrix_multiply (CoglMatrix *result,
const CoglMatrix *a,
const CoglMatrix *b)
{
#ifndef USE_MESA_MATRIX_API
CoglMatrix r;
/* row 0 */
@ -73,10 +83,13 @@ cogl_matrix_multiply (CoglMatrix *result,
/* The idea was that having this unrolled; it might be easier for the
* compiler to vectorize, but that's probably not true. Mesa does it
* using a single for (i=0; i<4; i++) approach, may that's better...
* using a single for (i=0; i<4; i++) approach, maybe that's better...
*/
*result = r;
#else
_math_matrix_multiply (result, a, b);
#endif
}
void
@ -86,6 +99,7 @@ cogl_matrix_rotate (CoglMatrix *matrix,
float y,
float z)
{
#ifndef USE_MESA_MATRIX_API
CoglMatrix rotation;
CoglMatrix result;
float c, s;
@ -116,6 +130,9 @@ cogl_matrix_rotate (CoglMatrix *matrix,
cogl_matrix_multiply (&result, matrix, &rotation);
*matrix = result;
#else
_math_matrix_rotate (matrix, angle, x, y, z);
#endif
}
void
@ -124,10 +141,14 @@ cogl_matrix_translate (CoglMatrix *matrix,
float y,
float z)
{
#ifndef USE_MESA_MATRIX_API
matrix->xw = matrix->xx * x + matrix->xy * y + matrix->xz * z + matrix->xw;
matrix->yw = matrix->yx * x + matrix->yy * y + matrix->yz * z + matrix->yw;
matrix->zw = matrix->zx * x + matrix->zy * y + matrix->zz * z + matrix->zw;
matrix->ww = matrix->wx * x + matrix->wy * y + matrix->wz * z + matrix->ww;
#else
_math_matrix_translate (matrix, x, y, z);
#endif
}
void
@ -136,10 +157,14 @@ cogl_matrix_scale (CoglMatrix *matrix,
float sy,
float sz)
{
#ifndef USE_MESA_MATRIX_API
matrix->xx *= sx; matrix->xy *= sy; matrix->xz *= sz;
matrix->yx *= sx; matrix->yy *= sy; matrix->yz *= sz;
matrix->zx *= sx; matrix->zy *= sy; matrix->zz *= sz;
matrix->wx *= sx; matrix->wy *= sy; matrix->wz *= sz;
#else
_math_matrix_scale (matrix, sx, sy, sz);
#endif
}
#if 0
@ -163,6 +188,7 @@ cogl_matrix_frustum (CoglMatrix *matrix,
float z_near,
float z_far)
{
#ifndef USE_MESA_MATRIX_API
float x, y, a, b, c, d;
CoglMatrix frustum;
@ -194,6 +220,9 @@ cogl_matrix_frustum (CoglMatrix *matrix,
frustum.ww = 0.0f;
cogl_matrix_multiply (matrix, matrix, &frustum);
#else
_math_matrix_frustum (matrix, left, right, bottom, top, z_near, z_far);
#endif
}
void
@ -223,6 +252,7 @@ cogl_matrix_ortho (CoglMatrix *matrix,
float near_val,
float far_val)
{
#ifndef USE_MESA_MATRIX_API
CoglMatrix ortho;
/* column 0 */
@ -250,12 +280,19 @@ cogl_matrix_ortho (CoglMatrix *matrix,
ortho.ww = 1.0;
cogl_matrix_multiply (matrix, matrix, &ortho);
#else
_math_matrix_ortho (matrix, left, right, bottom, top, near_val, far_val);
#endif
}
void
cogl_matrix_init_from_array (CoglMatrix *matrix, const float *array)
{
#ifndef USE_MESA_MATRIX_API
memcpy (matrix, array, sizeof (float) * 16);
#else
_math_matrix_init_from_array (matrix, array);
#endif
}
const float *

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@ -101,9 +101,9 @@ struct _CoglMatrix
/* Note: we may want to extend this later with private flags
* and a cache of the inverse transform matrix. */
float _padding0[16];
gulong _padding1;
gulong _padding2;
float inv[16];
gulong type;
gulong flags;
gulong _padding3;
};