mutter/clutter/cogl/common/cogl-current-matrix.c
Neil Roberts daa95b561e Rename 'near' and 'far' variables to 'z_near' and 'z_far'
The Windows headers define near and far to be empty so it breaks the
build.
2009-06-04 11:48:51 +01:00

509 lines
12 KiB
C

/*
* 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.
*
* Authors:
* Havoc Pennington <hp@pobox.com> for litl
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl.h"
#include "cogl-context.h"
#include "cogl-internal.h"
#include "cogl-current-matrix.h"
#include "cogl-matrix-stack.h"
#ifdef HAVE_COGL_GLES2
#include "cogl-gles2-wrapper.h"
#define glFrustum(L,R,B,T,N,F) \
cogl_wrap_glFrustumf((GLfloat)L, (GLfloat)R, (GLfloat)B, \
(GLfloat)T, (GLfloat)N, (GLfloat)F)
#elif defined (HAVE_COGL_GLES)
#define glFrustum(L,R,B,T,N,F) \
glFrustumf((GLfloat)L, (GLfloat)R, (GLfloat)B, \
(GLfloat)T, (GLfloat)N, (GLfloat)F)
#define glOrtho glOrthof
#endif
#include <string.h>
#include <math.h>
void
_cogl_set_current_matrix (CoglMatrixMode mode)
{
GLenum gl_mode;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (mode == ctx->matrix_mode)
return;
ctx->matrix_mode = mode;
gl_mode = 0; /* silence compiler warning */
switch (mode)
{
case COGL_MATRIX_MODELVIEW:
gl_mode = GL_MODELVIEW;
break;
case COGL_MATRIX_PROJECTION:
gl_mode = GL_PROJECTION;
break;
case COGL_MATRIX_TEXTURE:
gl_mode = GL_TEXTURE;
break;
}
GE (glMatrixMode (gl_mode));
}
static void
_cogl_get_client_stack (CoglContext *ctx,
CoglMatrixStack **current_stack_p)
{
if (ctx->modelview_stack &&
ctx->matrix_mode == COGL_MATRIX_MODELVIEW)
*current_stack_p = ctx->modelview_stack;
else
*current_stack_p = NULL;
}
#define _COGL_GET_CONTEXT_AND_STACK(contextvar, stackvar, rval) \
CoglMatrixStack *stackvar; \
_COGL_GET_CONTEXT (contextvar, rval); \
_cogl_get_client_stack (contextvar, &stackvar)
void
_cogl_current_matrix_push (void)
{
_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
if (current_stack != NULL)
_cogl_matrix_stack_push (current_stack);
else
GE (glPushMatrix ());
}
void
_cogl_current_matrix_pop (void)
{
_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
if (current_stack != NULL)
_cogl_matrix_stack_pop (current_stack);
else
GE (glPopMatrix ());
}
void
_cogl_current_matrix_identity (void)
{
_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
if (current_stack != NULL)
_cogl_matrix_stack_load_identity (current_stack);
else
GE (glLoadIdentity ());
}
void
_cogl_current_matrix_load (const CoglMatrix *matrix)
{
_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
if (current_stack != NULL)
_cogl_matrix_stack_set (current_stack, matrix);
else
GE (glLoadMatrixf (cogl_matrix_get_array (matrix)));
}
void
_cogl_current_matrix_multiply (const CoglMatrix *matrix)
{
_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
if (current_stack != NULL)
_cogl_matrix_stack_multiply (current_stack, matrix);
else
GE (glMultMatrixf (cogl_matrix_get_array (matrix)));
}
void
_cogl_current_matrix_rotate (float angle,
float x,
float y,
float z)
{
_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
if (current_stack != NULL)
_cogl_matrix_stack_rotate (current_stack, angle, x, y, z);
else
GE (glRotatef (angle, x, y, z));
}
void
_cogl_current_matrix_scale (float x,
float y,
float z)
{
_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
if (current_stack != NULL)
_cogl_matrix_stack_scale (current_stack, x, y, z);
else
GE (glScalef (x, y, z));
}
void
_cogl_current_matrix_translate (float x,
float y,
float z)
{
_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
if (current_stack != NULL)
_cogl_matrix_stack_translate (current_stack, x, y, z);
else
GE (glTranslatef (x, y, z));
}
void
_cogl_current_matrix_frustum (float left,
float right,
float bottom,
float top,
float near_val,
float far_val)
{
_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
if (current_stack != NULL)
_cogl_matrix_stack_frustum (current_stack,
left, right,
top, bottom,
near_val,
far_val);
else
GE (glFrustum (left, right, bottom, top, near_val, far_val));
}
void
_cogl_current_matrix_perspective (float fov_y,
float aspect,
float z_near,
float z_far)
{
_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
if (current_stack != NULL)
_cogl_matrix_stack_perspective (current_stack,
fov_y, aspect, z_near, z_far);
else
{
/* NB: There is no glPerspective() (only gluPerspective()) so we use
* cogl_matrix_perspective: */
CoglMatrix matrix;
_cogl_get_matrix (ctx->matrix_mode, &matrix);
cogl_matrix_perspective (&matrix,
fov_y, aspect, z_near, z_far);
_cogl_current_matrix_load (&matrix);
}
}
void
_cogl_current_matrix_ortho (float left,
float right,
float bottom,
float top,
float near_val,
float far_val)
{
_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
if (current_stack != NULL)
_cogl_matrix_stack_ortho (current_stack,
left, right,
bottom, top,
near_val,
far_val);
else
{
#ifdef HAVE_COGL_GLES2
/* NB: GLES 2 has no glOrtho(): */
CoglMatrix matrix;
_cogl_get_matrix (ctx->matrix_mode, &matrix);
cogl_matrix_ortho (&matrix,
left, right, bottom, top, near_val, far_val);
_cogl_current_matrix_load (&matrix);
#else
GE (glOrtho (left, right, bottom, top, near_val, far_val));
#endif
}
}
void
_cogl_get_matrix (CoglMatrixMode mode,
CoglMatrix *matrix)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (ctx->modelview_stack != NULL &&
mode == COGL_MATRIX_MODELVIEW)
{
_cogl_matrix_stack_get (ctx->modelview_stack, matrix);
}
else
{
GLenum gl_mode;
GLfloat gl_matrix[16];
gl_mode = 0; /* silence compiler warning */
switch (mode)
{
case COGL_MATRIX_MODELVIEW:
gl_mode = GL_MODELVIEW_MATRIX;
break;
case COGL_MATRIX_PROJECTION:
gl_mode = GL_PROJECTION_MATRIX;
break;
case COGL_MATRIX_TEXTURE:
gl_mode = GL_TEXTURE_MATRIX;
break;
}
/* Note: we have a redundant copy happening here. If that turns out to be
* a problem then, since this is internal to Cogl, we could pass the
* CoglMatrix pointer directly to glGetFloatv; the only problem with that
* is that if we later add internal flags to CoglMatrix they will need to
* be initialized seperatly.
*/
GE (glGetFloatv (gl_mode, gl_matrix));
cogl_matrix_init_from_array (matrix, gl_matrix);
}
}
void
_cogl_set_matrix (const CoglMatrix *matrix)
{
_cogl_current_matrix_load (matrix);
}
void
_cogl_current_matrix_state_init (void)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
ctx->matrix_mode = COGL_MATRIX_MODELVIEW;
ctx->modelview_stack = NULL;
if (ctx->indirect)
{
ctx->modelview_stack =
_cogl_matrix_stack_new ();
}
}
void
_cogl_current_matrix_state_destroy (void)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (ctx->modelview_stack)
_cogl_matrix_stack_destroy (ctx->modelview_stack);
}
void
_cogl_current_matrix_state_flush (void)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (ctx->matrix_mode != COGL_MATRIX_MODELVIEW)
{
g_warning ("matrix state must be flushed in MODELVIEW mode");
return;
}
if (ctx->modelview_stack)
{
_cogl_matrix_stack_flush_to_gl (ctx->modelview_stack,
GL_MODELVIEW);
}
}
void
cogl_push_matrix (void)
{
_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
_cogl_current_matrix_push ();
}
void
cogl_pop_matrix (void)
{
_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
_cogl_current_matrix_pop ();
}
void
cogl_scale (float x, float y, float z)
{
_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
_cogl_current_matrix_scale (x, y, z);
}
void
cogl_translate (float x, float y, float z)
{
_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
_cogl_current_matrix_translate (x, y, z);
}
void
cogl_rotate (float angle, float x, float y, float z)
{
_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
_cogl_current_matrix_rotate (angle, x, y, z);
}
void
cogl_perspective (float fov_y,
float aspect,
float z_near,
float z_far)
{
float ymax = z_near * tanf (fov_y * G_PI / 360.0);
cogl_frustum (-ymax * aspect, /* left */
ymax * aspect, /* right */
-ymax, /* bottom */
ymax, /* top */
z_near,
z_far);
}
void
cogl_frustum (float left,
float right,
float bottom,
float top,
float z_near,
float z_far)
{
float c, d;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
_cogl_set_current_matrix (COGL_MATRIX_PROJECTION);
_cogl_current_matrix_identity ();
_cogl_current_matrix_frustum (left,
right,
bottom,
top,
z_near,
z_far);
_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
/* Calculate and store the inverse of the matrix */
memset (ctx->inverse_projection, 0, sizeof (float) * 16);
c = - (z_far + z_near) / (z_far - z_near);
d = - (2 * (z_far * z_near)) / (z_far - z_near);
#define M(row,col) ctx->inverse_projection[col*4+row]
M(0,0) = (right - left) / (2 * z_near);
M(0,3) = (right + left) / (2 * z_near);
M(1,1) = (top - bottom) / (2 * z_near);
M(1,3) = (top + bottom) / (2 * z_near);
M(2,3) = -1.0;
M(3,2) = 1.0 / d;
M(3,3) = c / d;
#undef M
_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
}
void
cogl_ortho (float left,
float right,
float bottom,
float top,
float z_near,
float z_far)
{
CoglMatrix ortho;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
cogl_matrix_init_identity (&ortho);
cogl_matrix_ortho (&ortho, left, right, bottom, top, z_near, z_far);
_cogl_set_current_matrix (COGL_MATRIX_PROJECTION);
_cogl_current_matrix_load (&ortho);
/* Calculate and store the inverse of the matrix */
memset (ctx->inverse_projection, 0, sizeof (float) * 16);
#define M(row,col) ctx->inverse_projection[col*4+row]
M(0,0) = 1.0 / ortho.xx;
M(0,3) = -ortho.xw;
M(1,1) = 1.0 / ortho.yy;
M(1,3) = -ortho.yw;
M(2,2) = 1.0 / ortho.zz;
M(2,3) = -ortho.zw;
M(3,3) = 1.0;
#undef M
}
void
cogl_get_modelview_matrix (CoglMatrix *matrix)
{
_cogl_get_matrix (COGL_MATRIX_MODELVIEW,
matrix);
}
void
cogl_set_modelview_matrix (CoglMatrix *matrix)
{
_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
_cogl_current_matrix_load (matrix);
}
void
cogl_get_projection_matrix (CoglMatrix *matrix)
{
_cogl_get_matrix (COGL_MATRIX_PROJECTION,
matrix);
}
void
cogl_set_projection_matrix (CoglMatrix *matrix)
{
_cogl_set_current_matrix (COGL_MATRIX_PROJECTION);
_cogl_current_matrix_load (matrix);
}