mutter/cogl/cogl-matrix-mesa.c
Robert Bragg d1434d1c33 math: Adds an experimental quaternion API
This adds an experimental quaternion utility API. It's not yet fully
documented but it's complete enough that people can start to experiment
with using it. It adds the following functions:

    cogl_quaternion_init_identity
    cogl_quaternion_init
    cogl_quaternion_init_from_angle_vector
    cogl_quaternion_init_from_array
    cogl_quaternion_init_from_x_rotation
    cogl_quaternion_init_from_y_rotation
    cogl_quaternion_init_from_z_rotation
    cogl_quaternion_equal
    cogl_quaternion_copy
    cogl_quaternion_free
    cogl_quaternion_get_rotation_angle
    cogl_quaternion_get_rotation_axis
    cogl_quaternion_normalize
    cogl_quaternion_dot_product
    cogl_quaternion_invert
    cogl_quaternion_multiply
    cogl_quaternion_pow
    cogl_quaternion_slerp
    cogl_quaternion_nlerp
    cogl_quaternion_squad
    cogl_get_static_identity_quaternion
    cogl_get_static_zero_quaternion

Since it's experimental API you'll need to define
COGL_ENABLE_EXPERIMENTAL_API before including cogl.h.
2011-05-16 14:11:47 +01:00

1739 lines
50 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, see <http://www.gnu.org/licenses/>.
*
*
*/
/*
* 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: cogl-matrix-mesa.c
* Matrix operations.
*
* note
* -# 4x4 transformation matrices are stored in memory in column major order.
* -# Points/vertices are to be thought of as column vectors.
* -# Transformation of a point p by a matrix M is: p' = M * p
*/
/*
* Changes compared to the original code from Mesa:
*
* - 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)
*/
#include "cogl-matrix-mesa.h"
#include "cogl-quaternion-private.h"
#include <string.h>
#include <math.h>
#define DEG2RAD (G_PI/180.0)
/* Dot product of two 2-element vectors */
#define DOT2(A,B) ( (A)[0]*(B)[0] + (A)[1]*(B)[1] )
/* Dot product of two 3-element vectors */
#define DOT3(A,B) ( (A)[0]*(B)[0] + (A)[1]*(B)[1] + (A)[2]*(B)[2] )
#define CROSS3(N, U, V) \
do { \
(N)[0] = (U)[1]*(V)[2] - (U)[2]*(V)[1]; \
(N)[1] = (U)[2]*(V)[0] - (U)[0]*(V)[2]; \
(N)[2] = (U)[0]*(V)[1] - (U)[1]*(V)[0]; \
} while (0)
#define SUB_3V(DST, SRCA, SRCB) \
do { \
(DST)[0] = (SRCA)[0] - (SRCB)[0]; \
(DST)[1] = (SRCA)[1] - (SRCB)[1]; \
(DST)[2] = (SRCA)[2] - (SRCB)[2]; \
} while (0)
#define LEN_SQUARED_3FV( V ) ((V)[0]*(V)[0]+(V)[1]*(V)[1]+(V)[2]*(V)[2])
/*
* \defgroup MatFlags MAT_FLAG_XXX-flags
*
* Bitmasks to indicate different kinds of 4x4 matrices in CoglMatrix::flags
*/
/*@{*/
#define MAT_FLAG_IDENTITY 0 /*< is an identity matrix flag.
* (Not actually used - the identity
* matrix is identified by the absense
* of all other flags.)
*/
#define MAT_FLAG_GENERAL 0x1 /*< is a general matrix flag */
#define MAT_FLAG_ROTATION 0x2 /*< is a rotation matrix flag */
#define MAT_FLAG_TRANSLATION 0x4 /*< is a translation matrix flag */
#define MAT_FLAG_UNIFORM_SCALE 0x8 /*< is an uniform scaling matrix flag */
#define MAT_FLAG_GENERAL_SCALE 0x10 /*< is a general scaling matrix flag */
#define MAT_FLAG_GENERAL_3D 0x20 /*< general 3D matrix flag */
#define MAT_FLAG_PERSPECTIVE 0x40 /*< is a perspective proj matrix flag */
#define MAT_FLAG_SINGULAR 0x80 /*< is a singular matrix flag */
#define MAT_DIRTY_TYPE 0x100 /*< matrix type is dirty */
#define MAT_DIRTY_FLAGS 0x200 /*< matrix flags are dirty */
#define MAT_DIRTY_INVERSE 0x400 /*< matrix inverse is dirty */
/* angle preserving matrix flags mask */
#define MAT_FLAGS_ANGLE_PRESERVING (MAT_FLAG_ROTATION | \
MAT_FLAG_TRANSLATION | \
MAT_FLAG_UNIFORM_SCALE)
/* geometry related matrix flags mask */
#define MAT_FLAGS_GEOMETRY (MAT_FLAG_GENERAL | \
MAT_FLAG_ROTATION | \
MAT_FLAG_TRANSLATION | \
MAT_FLAG_UNIFORM_SCALE | \
MAT_FLAG_GENERAL_SCALE | \
MAT_FLAG_GENERAL_3D | \
MAT_FLAG_PERSPECTIVE | \
MAT_FLAG_SINGULAR)
/* length preserving matrix flags mask */
#define MAT_FLAGS_LENGTH_PRESERVING (MAT_FLAG_ROTATION | \
MAT_FLAG_TRANSLATION)
/* 3D (non-perspective) matrix flags mask */
#define MAT_FLAGS_3D (MAT_FLAG_ROTATION | \
MAT_FLAG_TRANSLATION | \
MAT_FLAG_UNIFORM_SCALE | \
MAT_FLAG_GENERAL_SCALE | \
MAT_FLAG_GENERAL_3D)
/* dirty matrix flags mask */
#define MAT_DIRTY_ALL (MAT_DIRTY_TYPE | \
MAT_DIRTY_FLAGS | \
MAT_DIRTY_INVERSE)
/*@}*/
/*
* Test geometry related matrix flags.
*
* \param mat a pointer to a CoglMatrix structure.
* \param a flags mask.
*
* \returns non-zero if all geometry related matrix flags are contained within
* the mask, or zero otherwise.
*/
#define TEST_MAT_FLAGS(mat, a) \
((MAT_FLAGS_GEOMETRY & (~(a)) & ((mat)->flags) ) == 0)
/*
* Names of the corresponding CoglMatrixType values.
*/
static const char *types[] = {
"COGL_MATRIX_TYPE_GENERAL",
"COGL_MATRIX_TYPE_IDENTITY",
"COGL_MATRIX_TYPE_3D_NO_ROT",
"COGL_MATRIX_TYPE_PERSPECTIVE",
"COGL_MATRIX_TYPE_2D",
"COGL_MATRIX_TYPE_2D_NO_ROT",
"COGL_MATRIX_TYPE_3D"
};
/*
* Identity matrix.
*/
static float identity[16] = {
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
};
/**********************************************************************/
/* \name Matrix multiplication */
/*@{*/
#define A(row,col) a[(col<<2)+row]
#define B(row,col) b[(col<<2)+row]
#define R(row,col) result[(col<<2)+row]
/*
* Perform a full 4x4 matrix multiplication.
*
* \param a matrix.
* \param b matrix.
* \param product will receive the product of \p a and \p b.
*
* \warning Is assumed that \p product != \p b. \p product == \p a is allowed.
*
* \note KW: 4*16 = 64 multiplications
*
* \author This \c matmul was contributed by Thomas Malik
*/
static void
matrix_multiply4x4 (float *result, const float *a, const float *b)
{
int i;
for (i = 0; i < 4; i++)
{
const float ai0 = A(i,0), ai1=A(i,1), ai2=A(i,2), ai3=A(i,3);
R(i,0) = ai0 * B(0,0) + ai1 * B(1,0) + ai2 * B(2,0) + ai3 * B(3,0);
R(i,1) = ai0 * B(0,1) + ai1 * B(1,1) + ai2 * B(2,1) + ai3 * B(3,1);
R(i,2) = ai0 * B(0,2) + ai1 * B(1,2) + ai2 * B(2,2) + ai3 * B(3,2);
R(i,3) = ai0 * B(0,3) + ai1 * B(1,3) + ai2 * B(2,3) + ai3 * B(3,3);
}
}
/*
* Multiply two matrices known to occupy only the top three rows, such
* as typical model matrices, and orthogonal matrices.
*
* \param a matrix.
* \param b matrix.
* \param product will receive the product of \p a and \p b.
*/
static void
matrix_multiply3x4 (float *result, const float *a, const float *b)
{
int i;
for (i = 0; i < 3; i++)
{
const float ai0 = A(i,0), ai1 = A(i,1), ai2 = A(i,2), ai3 = A(i,3);
R(i,0) = ai0 * B(0,0) + ai1 * B(1,0) + ai2 * B(2,0);
R(i,1) = ai0 * B(0,1) + ai1 * B(1,1) + ai2 * B(2,1);
R(i,2) = ai0 * B(0,2) + ai1 * B(1,2) + ai2 * B(2,2);
R(i,3) = ai0 * B(0,3) + ai1 * B(1,3) + ai2 * B(2,3) + ai3;
}
R(3,0) = 0;
R(3,1) = 0;
R(3,2) = 0;
R(3,3) = 1;
}
#undef A
#undef B
#undef R
/*
* Multiply a matrix by an array of floats with known properties.
*
* \param mat pointer to a CoglMatrix structure containing the left multiplication
* matrix, and that will receive the product result.
* \param m right multiplication matrix array.
* \param flags flags of the matrix \p m.
*
* Joins both flags and marks the type and inverse as dirty. Calls
* matrix_multiply3x4() if both matrices are 3D, or matrix_multiply4x4()
* otherwise.
*/
static void
matrix_multiply_array_with_flags (CoglMatrix *result,
const float *array,
unsigned int flags)
{
result->flags |= (flags | MAT_DIRTY_TYPE | MAT_DIRTY_INVERSE);
if (TEST_MAT_FLAGS (result, MAT_FLAGS_3D))
matrix_multiply3x4 ((float *)result, (float *)result, array);
else
matrix_multiply4x4 ((float *)result, (float *)result, array);
}
/*
* Matrix multiplication.
*
* \param dest destination matrix.
* \param a left matrix.
* \param b right matrix.
*
* Joins both flags and marks the type and inverse as dirty. Calls
* matrix_multiply3x4() if both matrices are 3D, or matrix_multiply4x4()
* otherwise.
*/
void
_math_matrix_multiply (CoglMatrix *result,
const CoglMatrix *a,
const CoglMatrix *b)
{
result->flags = (a->flags |
b->flags |
MAT_DIRTY_TYPE |
MAT_DIRTY_INVERSE);
if (TEST_MAT_FLAGS(result, MAT_FLAGS_3D))
matrix_multiply3x4 ((float *)result, (float *)a, (float *)b);
else
matrix_multiply4x4 ((float *)result, (float *)a, (float *)b);
}
/*
* Matrix multiplication.
*
* \param dest left and destination matrix.
* \param m right matrix array.
*
* Marks the matrix flags with general flag, and type and inverse dirty flags.
* Calls matrix_multiply4x4() for the multiplication.
*/
void
_math_matrix_multiply_array (CoglMatrix *result, const float *array)
{
result->flags |= (MAT_FLAG_GENERAL |
MAT_DIRTY_TYPE |
MAT_DIRTY_INVERSE |
MAT_DIRTY_FLAGS);
matrix_multiply4x4 ((float *)result, (float *)result, (float *)array);
}
/*@}*/
/**********************************************************************/
/* \name Matrix output */
/*@{*/
/*
* Print a matrix array.
*
* \param m matrix array.
*
* Called by _math_matrix_print() to print a matrix or its inverse.
*/
static void
print_matrix_floats (const float m[16])
{
int i;
for (i = 0;i < 4; i++)
g_print ("\t%f %f %f %f\n", m[i], m[4+i], m[8+i], m[12+i] );
}
/*
* Dumps the contents of a CoglMatrix structure.
*
* \param m pointer to the CoglMatrix structure.
*/
void
_math_matrix_print (const CoglMatrix *matrix)
{
g_print ("Matrix type: %s, flags: %x\n",
types[matrix->type], (int)matrix->flags);
print_matrix_floats ((float *)matrix);
g_print ("Inverse: \n");
if (!(matrix->flags & MAT_DIRTY_INVERSE))
{
float prod[16];
print_matrix_floats (matrix->inv);
matrix_multiply4x4 (prod, (float *)matrix, matrix->inv);
g_print ("Mat * Inverse:\n");
print_matrix_floats (prod);
}
else
g_print (" - not available\n");
}
/*@}*/
/*
* References an element of 4x4 matrix.
*
* \param m matrix array.
* \param c column of the desired element.
* \param r row of the desired element.
*
* \return value of the desired element.
*
* Calculate the linear storage index of the element and references it.
*/
#define MAT(m,r,c) (m)[(c)*4+(r)]
/**********************************************************************/
/* \name Matrix inversion */
/*@{*/
/*
* Swaps the values of two floating pointer variables.
*
* Used by invert_matrix_general() to swap the row pointers.
*/
#define SWAP_ROWS(a, b) { float *_tmp = a; (a)=(b); (b)=_tmp; }
/*
* Compute inverse of 4x4 transformation matrix.
*
* \param mat pointer to a CoglMatrix structure. The matrix inverse will be
* stored in the CoglMatrix::inv attribute.
*
* \return TRUE for success, FALSE for failure (\p singular matrix).
*
* \author
* Code contributed by Jacques Leroy jle@star.be
*
* Calculates the inverse matrix by performing the gaussian matrix reduction
* with partial pivoting followed by back/substitution with the loops manually
* unrolled.
*/
static gboolean
invert_matrix_general (CoglMatrix *matrix)
{
const float *m = (float *)matrix;
float *out = matrix->inv;
float wtmp[4][8];
float m0, m1, m2, m3, s;
float *r0, *r1, *r2, *r3;
r0 = wtmp[0], r1 = wtmp[1], r2 = wtmp[2], r3 = wtmp[3];
r0[0] = MAT (m, 0, 0), r0[1] = MAT (m, 0, 1),
r0[2] = MAT (m, 0, 2), r0[3] = MAT (m, 0, 3),
r0[4] = 1.0, r0[5] = r0[6] = r0[7] = 0.0,
r1[0] = MAT (m, 1, 0), r1[1] = MAT (m, 1, 1),
r1[2] = MAT (m, 1, 2), r1[3] = MAT (m, 1, 3),
r1[5] = 1.0, r1[4] = r1[6] = r1[7] = 0.0,
r2[0] = MAT (m, 2, 0), r2[1] = MAT (m, 2, 1),
r2[2] = MAT (m, 2, 2), r2[3] = MAT (m, 2, 3),
r2[6] = 1.0, r2[4] = r2[5] = r2[7] = 0.0,
r3[0] = MAT (m, 3, 0), r3[1] = MAT (m, 3, 1),
r3[2] = MAT (m, 3, 2), r3[3] = MAT (m, 3, 3),
r3[7] = 1.0, r3[4] = r3[5] = r3[6] = 0.0;
/* choose pivot - or die */
if (fabsf (r3[0]) > fabsf (r2[0]))
SWAP_ROWS (r3, r2);
if (fabsf (r2[0]) > fabsf (r1[0]))
SWAP_ROWS (r2, r1);
if (fabsf (r1[0]) > fabsf (r0[0]))
SWAP_ROWS (r1, r0);
if (0.0 == r0[0])
return FALSE;
/* eliminate first variable */
m1 = r1[0]/r0[0]; m2 = r2[0]/r0[0]; m3 = r3[0]/r0[0];
s = r0[1]; r1[1] -= m1 * s; r2[1] -= m2 * s; r3[1] -= m3 * s;
s = r0[2]; r1[2] -= m1 * s; r2[2] -= m2 * s; r3[2] -= m3 * s;
s = r0[3]; r1[3] -= m1 * s; r2[3] -= m2 * s; r3[3] -= m3 * s;
s = r0[4];
if (s != 0.0) { r1[4] -= m1 * s; r2[4] -= m2 * s; r3[4] -= m3 * s; }
s = r0[5];
if (s != 0.0) { r1[5] -= m1 * s; r2[5] -= m2 * s; r3[5] -= m3 * s; }
s = r0[6];
if (s != 0.0) { r1[6] -= m1 * s; r2[6] -= m2 * s; r3[6] -= m3 * s; }
s = r0[7];
if (s != 0.0) { r1[7] -= m1 * s; r2[7] -= m2 * s; r3[7] -= m3 * s; }
/* choose pivot - or die */
if (fabsf (r3[1]) > fabsf (r2[1]))
SWAP_ROWS (r3, r2);
if (fabsf (r2[1]) > fabsf (r1[1]))
SWAP_ROWS (r2, r1);
if (0.0 == r1[1])
return FALSE;
/* eliminate second variable */
m2 = r2[1] / r1[1]; m3 = r3[1] / r1[1];
r2[2] -= m2 * r1[2]; r3[2] -= m3 * r1[2];
r2[3] -= m2 * r1[3]; r3[3] -= m3 * r1[3];
s = r1[4]; if (0.0 != s) { r2[4] -= m2 * s; r3[4] -= m3 * s; }
s = r1[5]; if (0.0 != s) { r2[5] -= m2 * s; r3[5] -= m3 * s; }
s = r1[6]; if (0.0 != s) { r2[6] -= m2 * s; r3[6] -= m3 * s; }
s = r1[7]; if (0.0 != s) { r2[7] -= m2 * s; r3[7] -= m3 * s; }
/* choose pivot - or die */
if (fabsf (r3[2]) > fabsf (r2[2]))
SWAP_ROWS (r3, r2);
if (0.0 == r2[2])
return FALSE;
/* eliminate third variable */
m3 = r3[2] / r2[2];
r3[3] -= m3 * r2[3], r3[4] -= m3 * r2[4],
r3[5] -= m3 * r2[5], r3[6] -= m3 * r2[6],
r3[7] -= m3 * r2[7];
/* last check */
if (0.0 == r3[3])
return FALSE;
s = 1.0f / r3[3]; /* now back substitute row 3 */
r3[4] *= s; r3[5] *= s; r3[6] *= s; r3[7] *= s;
m2 = r2[3]; /* now back substitute row 2 */
s = 1.0f / r2[2];
r2[4] = s * (r2[4] - r3[4] * m2), r2[5] = s * (r2[5] - r3[5] * m2),
r2[6] = s * (r2[6] - r3[6] * m2), r2[7] = s * (r2[7] - r3[7] * m2);
m1 = r1[3];
r1[4] -= r3[4] * m1, r1[5] -= r3[5] * m1,
r1[6] -= r3[6] * m1, r1[7] -= r3[7] * m1;
m0 = r0[3];
r0[4] -= r3[4] * m0, r0[5] -= r3[5] * m0,
r0[6] -= r3[6] * m0, r0[7] -= r3[7] * m0;
m1 = r1[2]; /* now back substitute row 1 */
s = 1.0f / r1[1];
r1[4] = s * (r1[4] - r2[4] * m1), r1[5] = s * (r1[5] - r2[5] * m1),
r1[6] = s * (r1[6] - r2[6] * m1), r1[7] = s * (r1[7] - r2[7] * m1);
m0 = r0[2];
r0[4] -= r2[4] * m0, r0[5] -= r2[5] * m0,
r0[6] -= r2[6] * m0, r0[7] -= r2[7] * m0;
m0 = r0[1]; /* now back substitute row 0 */
s = 1.0f / r0[0];
r0[4] = s * (r0[4] - r1[4] * m0), r0[5] = s * (r0[5] - r1[5] * m0),
r0[6] = s * (r0[6] - r1[6] * m0), r0[7] = s * (r0[7] - r1[7] * m0);
MAT (out, 0, 0) = r0[4]; MAT (out, 0, 1) = r0[5],
MAT (out, 0, 2) = r0[6]; MAT (out, 0, 3) = r0[7],
MAT (out, 1, 0) = r1[4]; MAT (out, 1, 1) = r1[5],
MAT (out, 1, 2) = r1[6]; MAT (out, 1, 3) = r1[7],
MAT (out, 2, 0) = r2[4]; MAT (out, 2, 1) = r2[5],
MAT (out, 2, 2) = r2[6]; MAT (out, 2, 3) = r2[7],
MAT (out, 3, 0) = r3[4]; MAT (out, 3, 1) = r3[5],
MAT (out, 3, 2) = r3[6]; MAT (out, 3, 3) = r3[7];
return TRUE;
}
#undef SWAP_ROWS
/*
* Compute inverse of a general 3d transformation matrix.
*
* \param mat pointer to a CoglMatrix structure. The matrix inverse will be
* stored in the CoglMatrix::inv attribute.
*
* \return TRUE for success, FALSE for failure (\p singular matrix).
*
* \author Adapted from graphics gems II.
*
* Calculates the inverse of the upper left by first calculating its
* determinant and multiplying it to the symmetric adjust matrix of each
* element. Finally deals with the translation part by transforming the
* original translation vector using by the calculated submatrix inverse.
*/
static gboolean
invert_matrix_3d_general (CoglMatrix *matrix)
{
const float *in = (float *)matrix;
float *out = matrix->inv;
float pos, neg, t;
float det;
/* Calculate the determinant of upper left 3x3 submatrix and
* determine if the matrix is singular.
*/
pos = neg = 0.0;
t = MAT (in,0,0) * MAT (in,1,1) * MAT (in,2,2);
if (t >= 0.0) pos += t; else neg += t;
t = MAT (in,1,0) * MAT (in,2,1) * MAT (in,0,2);
if (t >= 0.0) pos += t; else neg += t;
t = MAT (in,2,0) * MAT (in,0,1) * MAT (in,1,2);
if (t >= 0.0) pos += t; else neg += t;
t = -MAT (in,2,0) * MAT (in,1,1) * MAT (in,0,2);
if (t >= 0.0) pos += t; else neg += t;
t = -MAT (in,1,0) * MAT (in,0,1) * MAT (in,2,2);
if (t >= 0.0) pos += t; else neg += t;
t = -MAT (in,0,0) * MAT (in,2,1) * MAT (in,1,2);
if (t >= 0.0) pos += t; else neg += t;
det = pos + neg;
if (det*det < 1e-25)
return FALSE;
det = 1.0f / det;
MAT (out,0,0) =
( (MAT (in, 1, 1)*MAT (in, 2, 2) - MAT (in, 2, 1)*MAT (in, 1, 2) )*det);
MAT (out,0,1) =
(- (MAT (in, 0, 1)*MAT (in, 2, 2) - MAT (in, 2, 1)*MAT (in, 0, 2) )*det);
MAT (out,0,2) =
( (MAT (in, 0, 1)*MAT (in, 1, 2) - MAT (in, 1, 1)*MAT (in, 0, 2) )*det);
MAT (out,1,0) =
(- (MAT (in,1,0)*MAT (in,2,2) - MAT (in,2,0)*MAT (in,1,2) )*det);
MAT (out,1,1) =
( (MAT (in,0,0)*MAT (in,2,2) - MAT (in,2,0)*MAT (in,0,2) )*det);
MAT (out,1,2) =
(- (MAT (in,0,0)*MAT (in,1,2) - MAT (in,1,0)*MAT (in,0,2) )*det);
MAT (out,2,0) =
( (MAT (in,1,0)*MAT (in,2,1) - MAT (in,2,0)*MAT (in,1,1) )*det);
MAT (out,2,1) =
(- (MAT (in,0,0)*MAT (in,2,1) - MAT (in,2,0)*MAT (in,0,1) )*det);
MAT (out,2,2) =
( (MAT (in,0,0)*MAT (in,1,1) - MAT (in,1,0)*MAT (in,0,1) )*det);
/* Do the translation part */
MAT (out,0,3) = - (MAT (in, 0, 3) * MAT (out, 0, 0) +
MAT (in, 1, 3) * MAT (out, 0, 1) +
MAT (in, 2, 3) * MAT (out, 0, 2) );
MAT (out,1,3) = - (MAT (in, 0, 3) * MAT (out, 1, 0) +
MAT (in, 1, 3) * MAT (out, 1, 1) +
MAT (in, 2, 3) * MAT (out, 1, 2) );
MAT (out,2,3) = - (MAT (in, 0, 3) * MAT (out, 2 ,0) +
MAT (in, 1, 3) * MAT (out, 2, 1) +
MAT (in, 2, 3) * MAT (out, 2, 2) );
return TRUE;
}
/*
* Compute inverse of a 3d transformation matrix.
*
* \param mat pointer to a CoglMatrix structure. The matrix inverse will be
* stored in the CoglMatrix::inv attribute.
*
* \return TRUE for success, FALSE for failure (\p singular matrix).
*
* If the matrix is not an angle preserving matrix then calls
* invert_matrix_3d_general for the actual calculation. Otherwise calculates
* the inverse matrix analyzing and inverting each of the scaling, rotation and
* translation parts.
*/
static gboolean
invert_matrix_3d (CoglMatrix *matrix)
{
const float *in = (float *)matrix;
float *out = matrix->inv;
if (!TEST_MAT_FLAGS(matrix, MAT_FLAGS_ANGLE_PRESERVING))
return invert_matrix_3d_general (matrix);
if (matrix->flags & MAT_FLAG_UNIFORM_SCALE)
{
float scale = (MAT (in, 0, 0) * MAT (in, 0, 0) +
MAT (in, 0, 1) * MAT (in, 0, 1) +
MAT (in, 0, 2) * MAT (in, 0, 2));
if (scale == 0.0)
return FALSE;
scale = 1.0f / scale;
/* Transpose and scale the 3 by 3 upper-left submatrix. */
MAT (out, 0, 0) = scale * MAT (in, 0, 0);
MAT (out, 1, 0) = scale * MAT (in, 0, 1);
MAT (out, 2, 0) = scale * MAT (in, 0, 2);
MAT (out, 0, 1) = scale * MAT (in, 1, 0);
MAT (out, 1, 1) = scale * MAT (in, 1, 1);
MAT (out, 2, 1) = scale * MAT (in, 1, 2);
MAT (out, 0, 2) = scale * MAT (in, 2, 0);
MAT (out, 1, 2) = scale * MAT (in, 2, 1);
MAT (out, 2, 2) = scale * MAT (in, 2, 2);
}
else if (matrix->flags & MAT_FLAG_ROTATION)
{
/* Transpose the 3 by 3 upper-left submatrix. */
MAT (out, 0, 0) = MAT (in, 0, 0);
MAT (out, 1, 0) = MAT (in, 0, 1);
MAT (out, 2, 0) = MAT (in, 0, 2);
MAT (out, 0, 1) = MAT (in, 1, 0);
MAT (out, 1, 1) = MAT (in, 1, 1);
MAT (out, 2, 1) = MAT (in, 1, 2);
MAT (out, 0, 2) = MAT (in, 2, 0);
MAT (out, 1, 2) = MAT (in, 2, 1);
MAT (out, 2, 2) = MAT (in, 2, 2);
}
else
{
/* pure translation */
memcpy (out, identity, 16 * sizeof (float));
MAT (out, 0, 3) = - MAT (in, 0, 3);
MAT (out, 1, 3) = - MAT (in, 1, 3);
MAT (out, 2, 3) = - MAT (in, 2, 3);
return TRUE;
}
if (matrix->flags & MAT_FLAG_TRANSLATION)
{
/* Do the translation part */
MAT (out,0,3) = - (MAT (in, 0, 3) * MAT (out, 0, 0) +
MAT (in, 1, 3) * MAT (out, 0, 1) +
MAT (in, 2, 3) * MAT (out, 0, 2) );
MAT (out,1,3) = - (MAT (in, 0, 3) * MAT (out, 1, 0) +
MAT (in, 1, 3) * MAT (out, 1, 1) +
MAT (in, 2, 3) * MAT (out, 1, 2) );
MAT (out,2,3) = - (MAT (in, 0, 3) * MAT (out, 2, 0) +
MAT (in, 1, 3) * MAT (out, 2, 1) +
MAT (in, 2, 3) * MAT (out, 2, 2) );
}
else
MAT (out, 0, 3) = MAT (out, 1, 3) = MAT (out, 2, 3) = 0.0;
return TRUE;
}
/*
* Compute inverse of an identity transformation matrix.
*
* \param mat pointer to a CoglMatrix structure. The matrix inverse will be
* stored in the CoglMatrix::inv attribute.
*
* \return always TRUE.
*
* Simply copies identity into CoglMatrix::inv.
*/
static gboolean
invert_matrix_identity (CoglMatrix *matrix)
{
memcpy (matrix->inv, identity, 16 * sizeof (float));
return TRUE;
}
/*
* Compute inverse of a no-rotation 3d transformation matrix.
*
* \param mat pointer to a CoglMatrix structure. The matrix inverse will be
* stored in the CoglMatrix::inv attribute.
*
* \return TRUE for success, FALSE for failure (\p singular matrix).
*
* Calculates the
*/
static gboolean
invert_matrix_3d_no_rotation (CoglMatrix *matrix)
{
const float *in = (float *)matrix;
float *out = matrix->inv;
if (MAT (in,0,0) == 0 || MAT (in,1,1) == 0 || MAT (in,2,2) == 0)
return FALSE;
memcpy (out, identity, 16 * sizeof (float));
MAT (out,0,0) = 1.0f / MAT (in,0,0);
MAT (out,1,1) = 1.0f / MAT (in,1,1);
MAT (out,2,2) = 1.0f / MAT (in,2,2);
if (matrix->flags & MAT_FLAG_TRANSLATION)
{
MAT (out,0,3) = - (MAT (in,0,3) * MAT (out,0,0));
MAT (out,1,3) = - (MAT (in,1,3) * MAT (out,1,1));
MAT (out,2,3) = - (MAT (in,2,3) * MAT (out,2,2));
}
return TRUE;
}
/*
* Compute inverse of a no-rotation 2d transformation matrix.
*
* \param mat pointer to a CoglMatrix structure. The matrix inverse will be
* stored in the CoglMatrix::inv attribute.
*
* \return TRUE for success, FALSE for failure (\p singular matrix).
*
* Calculates the inverse matrix by applying the inverse scaling and
* translation to the identity matrix.
*/
static gboolean
invert_matrix_2d_no_rotation (CoglMatrix *matrix)
{
const float *in = (float *)matrix;
float *out = matrix->inv;
if (MAT (in, 0, 0) == 0 || MAT (in, 1, 1) == 0)
return FALSE;
memcpy (out, identity, 16 * sizeof (float));
MAT (out, 0, 0) = 1.0f / MAT (in, 0, 0);
MAT (out, 1, 1) = 1.0f / MAT (in, 1, 1);
if (matrix->flags & MAT_FLAG_TRANSLATION)
{
MAT (out, 0, 3) = - (MAT (in, 0, 3) * MAT (out, 0, 0));
MAT (out, 1, 3) = - (MAT (in, 1, 3) * MAT (out, 1, 1));
}
return TRUE;
}
#if 0
/* broken */
static gboolean
invert_matrix_perspective (CoglMatrix *matrix)
{
const float *in = matrix;
float *out = matrix->inv;
if (MAT (in,2,3) == 0)
return FALSE;
memcpy( out, identity, 16 * sizeof(float) );
MAT (out, 0, 0) = 1.0f / MAT (in, 0, 0);
MAT (out, 1, 1) = 1.0f / MAT (in, 1, 1);
MAT (out, 0, 3) = MAT (in, 0, 2);
MAT (out, 1, 3) = MAT (in, 1, 2);
MAT (out,2,2) = 0;
MAT (out,2,3) = -1;
MAT (out,3,2) = 1.0f / MAT (in,2,3);
MAT (out,3,3) = MAT (in,2,2) * MAT (out,3,2);
return TRUE;
}
#endif
/*
* Matrix inversion function pointer type.
*/
typedef gboolean (*inv_mat_func)(CoglMatrix *matrix);
/*
* Table of the matrix inversion functions according to the matrix type.
*/
static inv_mat_func inv_mat_tab[7] = {
invert_matrix_general,
invert_matrix_identity,
invert_matrix_3d_no_rotation,
#if 0
/* Don't use this function for now - it fails when the projection matrix
* is premultiplied by a translation (ala Chromium's tilesort SPU).
*/
invert_matrix_perspective,
#else
invert_matrix_general,
#endif
invert_matrix_3d, /* lazy! */
invert_matrix_2d_no_rotation,
invert_matrix_3d
};
/*
* Compute inverse of a transformation matrix.
*
* \param mat pointer to a CoglMatrix structure. The matrix inverse will be
* stored in the CoglMatrix::inv attribute.
*
* \return TRUE for success, FALSE for failure (\p singular matrix).
*
* Calls the matrix inversion function in inv_mat_tab corresponding to the
* given matrix type. In case of failure, updates the MAT_FLAG_SINGULAR flag,
* and copies the identity matrix into CoglMatrix::inv.
*/
gboolean
_math_matrix_update_inverse (CoglMatrix *matrix)
{
if (matrix->flags & MAT_DIRTY_FLAGS ||
matrix->flags & MAT_DIRTY_INVERSE)
{
_math_matrix_update_type_and_flags (matrix);
if (inv_mat_tab[matrix->type](matrix))
matrix->flags &= ~MAT_FLAG_SINGULAR;
else
{
matrix->flags |= MAT_FLAG_SINGULAR;
memcpy (matrix->inv, identity, 16 * sizeof (float));
}
matrix->flags &= ~MAT_DIRTY_INVERSE;
}
if (matrix->flags & MAT_FLAG_SINGULAR)
return FALSE;
else
return TRUE;
}
/*@}*/
/**********************************************************************/
/* \name Matrix generation */
/*@{*/
/*
* Generate a 4x4 transformation matrix from glRotate parameters, and
* post-multiply the input matrix by it.
*
* \author
* This function was contributed by Erich Boleyn (erich@uruk.org).
* Optimizations contributed by Rudolf Opalla (rudi@khm.de).
*/
void
_math_matrix_rotate (CoglMatrix *matrix,
float angle,
float x,
float y,
float z)
{
float xx, yy, zz, xy, yz, zx, xs, ys, zs, one_c, s, c;
float m[16];
gboolean optimized;
s = sinf (angle * DEG2RAD);
c = cosf (angle * DEG2RAD);
memcpy (m, identity, 16 * sizeof (float));
optimized = FALSE;
#define M(row,col) m[col*4+row]
if (x == 0.0f)
{
if (y == 0.0f)
{
if (z != 0.0f)
{
optimized = TRUE;
/* rotate only around z-axis */
M (0,0) = c;
M (1,1) = c;
if (z < 0.0f)
{
M (0,1) = s;
M (1,0) = -s;
}
else
{
M (0,1) = -s;
M (1,0) = s;
}
}
}
else if (z == 0.0f)
{
optimized = TRUE;
/* rotate only around y-axis */
M (0,0) = c;
M (2,2) = c;
if (y < 0.0f)
{
M (0,2) = -s;
M (2,0) = s;
}
else
{
M (0,2) = s;
M (2,0) = -s;
}
}
}
else if (y == 0.0f)
{
if (z == 0.0f)
{
optimized = TRUE;
/* rotate only around x-axis */
M (1,1) = c;
M (2,2) = c;
if (x < 0.0f)
{
M (1,2) = s;
M (2,1) = -s;
}
else
{
M (1,2) = -s;
M (2,1) = s;
}
}
}
if (!optimized)
{
const float mag = sqrtf (x * x + y * y + z * z);
if (mag <= 1.0e-4)
{
/* no rotation, leave mat as-is */
return;
}
x /= mag;
y /= mag;
z /= mag;
/*
* Arbitrary axis rotation matrix.
*
* This is composed of 5 matrices, Rz, Ry, T, Ry', Rz', multiplied
* like so: Rz * Ry * T * Ry' * Rz'. T is the final rotation
* (which is about the X-axis), and the two composite transforms
* Ry' * Rz' and Rz * Ry are (respectively) the rotations necessary
* from the arbitrary axis to the X-axis then back. They are
* all elementary rotations.
*
* Rz' is a rotation about the Z-axis, to bring the axis vector
* into the x-z plane. Then Ry' is applied, rotating about the
* Y-axis to bring the axis vector parallel with the X-axis. The
* rotation about the X-axis is then performed. Ry and Rz are
* simply the respective inverse transforms to bring the arbitrary
* axis back to it's original orientation. The first transforms
* Rz' and Ry' are considered inverses, since the data from the
* arbitrary axis gives you info on how to get to it, not how
* to get away from it, and an inverse must be applied.
*
* The basic calculation used is to recognize that the arbitrary
* axis vector (x, y, z), since it is of unit length, actually
* represents the sines and cosines of the angles to rotate the
* X-axis to the same orientation, with theta being the angle about
* Z and phi the angle about Y (in the order described above)
* as follows:
*
* cos ( theta ) = x / sqrt ( 1 - z^2 )
* sin ( theta ) = y / sqrt ( 1 - z^2 )
*
* cos ( phi ) = sqrt ( 1 - z^2 )
* sin ( phi ) = z
*
* Note that cos ( phi ) can further be inserted to the above
* formulas:
*
* cos ( theta ) = x / cos ( phi )
* sin ( theta ) = y / sin ( phi )
*
* ...etc. Because of those relations and the standard trigonometric
* relations, it is pssible to reduce the transforms down to what
* is used below. It may be that any primary axis chosen will give the
* same results (modulo a sign convention) using thie method.
*
* Particularly nice is to notice that all divisions that might
* have caused trouble when parallel to certain planes or
* axis go away with care paid to reducing the expressions.
* After checking, it does perform correctly under all cases, since
* in all the cases of division where the denominator would have
* been zero, the numerator would have been zero as well, giving
* the expected result.
*/
xx = x * x;
yy = y * y;
zz = z * z;
xy = x * y;
yz = y * z;
zx = z * x;
xs = x * s;
ys = y * s;
zs = z * s;
one_c = 1.0f - c;
/* We already hold the identity-matrix so we can skip some statements */
M (0,0) = (one_c * xx) + c;
M (0,1) = (one_c * xy) - zs;
M (0,2) = (one_c * zx) + ys;
/* M (0,3) = 0.0f; */
M (1,0) = (one_c * xy) + zs;
M (1,1) = (one_c * yy) + c;
M (1,2) = (one_c * yz) - xs;
/* M (1,3) = 0.0f; */
M (2,0) = (one_c * zx) - ys;
M (2,1) = (one_c * yz) + xs;
M (2,2) = (one_c * zz) + c;
/* M (2,3) = 0.0f; */
/*
M (3,0) = 0.0f;
M (3,1) = 0.0f;
M (3,2) = 0.0f;
M (3,3) = 1.0f;
*/
}
#undef M
matrix_multiply_array_with_flags (matrix, m, MAT_FLAG_ROTATION);
}
/*
* Apply a perspective projection matrix.
*
* \param mat matrix to apply the projection.
* \param left left clipping plane coordinate.
* \param right right clipping plane coordinate.
* \param bottom bottom clipping plane coordinate.
* \param top top clipping plane coordinate.
* \param nearval distance to the near clipping plane.
* \param farval distance to the far clipping plane.
*
* Creates the projection matrix and multiplies it with \p mat, marking the
* MAT_FLAG_PERSPECTIVE flag.
*/
void
_math_matrix_frustum (CoglMatrix *matrix,
float left,
float right,
float bottom,
float top,
float nearval,
float farval)
{
float x, y, a, b, c, d;
float m[16];
x = (2.0f * nearval) / (right - left);
y = (2.0f * nearval) / (top - bottom);
a = (right + left) / (right - left);
b = (top + bottom) / (top - bottom);
c = -(farval + nearval) / ( farval - nearval);
d = -(2.0f * farval * nearval) / (farval - nearval); /* error? */
#define M(row,col) m[col*4+row]
M (0,0) = x; M (0,1) = 0.0f; M (0,2) = a; M (0,3) = 0.0f;
M (1,0) = 0.0f; M (1,1) = y; M (1,2) = b; M (1,3) = 0.0f;
M (2,0) = 0.0f; M (2,1) = 0.0f; M (2,2) = c; M (2,3) = d;
M (3,0) = 0.0f; M (3,1) = 0.0f; M (3,2) = -1.0f; M (3,3) = 0.0f;
#undef M
matrix_multiply_array_with_flags (matrix, m, MAT_FLAG_PERSPECTIVE);
}
/*
* Apply an orthographic projection matrix.
*
* \param mat matrix to apply the projection.
* \param left left clipping plane coordinate.
* \param right right clipping plane coordinate.
* \param bottom bottom clipping plane coordinate.
* \param top top clipping plane coordinate.
* \param nearval distance to the near clipping plane.
* \param farval distance to the far clipping plane.
*
* Creates the projection matrix and multiplies it with \p mat, marking the
* MAT_FLAG_GENERAL_SCALE and MAT_FLAG_TRANSLATION flags.
*/
void
_math_matrix_ortho (CoglMatrix *matrix,
float left,
float right,
float bottom,
float top,
float nearval,
float farval)
{
float m[16];
#define M(row,col) m[col*4+row]
M (0,0) = 2.0f / (right-left);
M (0,1) = 0.0f;
M (0,2) = 0.0f;
M (0,3) = -(right+left) / (right-left);
M (1,0) = 0.0f;
M (1,1) = 2.0f / (top-bottom);
M (1,2) = 0.0f;
M (1,3) = -(top+bottom) / (top-bottom);
M (2,0) = 0.0f;
M (2,1) = 0.0f;
M (2,2) = -2.0f / (farval-nearval);
M (2,3) = -(farval+nearval) / (farval-nearval);
M (3,0) = 0.0f;
M (3,1) = 0.0f;
M (3,2) = 0.0f;
M (3,3) = 1.0f;
#undef M
matrix_multiply_array_with_flags (matrix, m,
(MAT_FLAG_GENERAL_SCALE |
MAT_FLAG_TRANSLATION));
}
/*
* Multiply a matrix with a general scaling matrix.
*
* \param mat matrix.
* \param x x axis scale factor.
* \param y y axis scale factor.
* \param z z axis scale factor.
*
* Multiplies in-place the elements of \p mat by the scale factors. Checks if
* the scales factors are roughly the same, marking the MAT_FLAG_UNIFORM_SCALE
* flag, or MAT_FLAG_GENERAL_SCALE. Marks the MAT_DIRTY_TYPE and
* MAT_DIRTY_INVERSE dirty flags.
*/
void
_math_matrix_scale (CoglMatrix *matrix, float x, float y, float z)
{
float *m = (float *)matrix;
m[0] *= x; m[4] *= y; m[8] *= z;
m[1] *= x; m[5] *= y; m[9] *= z;
m[2] *= x; m[6] *= y; m[10] *= z;
m[3] *= x; m[7] *= y; m[11] *= z;
if (fabsf (x - y) < 1e-8 && fabsf (x - z) < 1e-8)
matrix->flags |= MAT_FLAG_UNIFORM_SCALE;
else
matrix->flags |= MAT_FLAG_GENERAL_SCALE;
matrix->flags |= (MAT_DIRTY_TYPE | MAT_DIRTY_INVERSE);
}
/*
* Multiply a matrix with a translation matrix.
*
* \param mat matrix.
* \param x translation vector x coordinate.
* \param y translation vector y coordinate.
* \param z translation vector z coordinate.
*
* Adds the translation coordinates to the elements of \p mat in-place. Marks
* the MAT_FLAG_TRANSLATION flag, and the MAT_DIRTY_TYPE and MAT_DIRTY_INVERSE
* dirty flags.
*/
void
_math_matrix_translate (CoglMatrix *matrix, float x, float y, float z)
{
float *m = (float *)matrix;
m[12] = m[0] * x + m[4] * y + m[8] * z + m[12];
m[13] = m[1] * x + m[5] * y + m[9] * z + m[13];
m[14] = m[2] * x + m[6] * y + m[10] * z + m[14];
m[15] = m[3] * x + m[7] * y + m[11] * z + m[15];
matrix->flags |= (MAT_FLAG_TRANSLATION |
MAT_DIRTY_TYPE |
MAT_DIRTY_INVERSE);
}
/*
* Set matrix to do viewport and depthrange mapping.
* Transforms Normalized Device Coords to window/Z values.
*/
void
_math_matrix_viewport (CoglMatrix *matrix,
float x, float y,
float width, float height,
float zNear, float zFar, float depthMax)
{
float *m = (float *)matrix;
m[MAT_SX] = width / 2.0f;
m[MAT_TX] = m[MAT_SX] + x;
m[MAT_SY] = height / 2.0f;
m[MAT_TY] = m[MAT_SY] + y;
m[MAT_SZ] = depthMax * ((zFar - zNear) / 2.0f);
m[MAT_TZ] = depthMax * ((zFar - zNear) / 2.0f + zNear);
matrix->flags = MAT_FLAG_GENERAL_SCALE | MAT_FLAG_TRANSLATION;
matrix->type = COGL_MATRIX_TYPE_3D_NO_ROT;
}
/*
* Set a matrix to the identity matrix.
*
* \param mat matrix.
*
* Copies ::identity into \p CoglMatrix::m, and into CoglMatrix::inv if
* not NULL. Sets the matrix type to identity, resets the flags. It
* doesn't initialize the inverse matrix, it just marks it dirty.
*/
void
_math_matrix_init_identity (CoglMatrix *matrix)
{
memcpy (matrix, identity, 16 * sizeof (float));
matrix->type = COGL_MATRIX_TYPE_IDENTITY;
matrix->flags = MAT_DIRTY_INVERSE;
}
/*@}*/
/**********************************************************************/
/* \name Matrix analysis */
/*@{*/
#define ZERO(x) (1<<x)
#define ONE(x) (1<<(x+16))
#define MASK_NO_TRX (ZERO(12) | ZERO(13) | ZERO(14))
#define MASK_NO_2D_SCALE ( ONE(0) | ONE(5))
#define MASK_IDENTITY ( ONE(0) | ZERO(4) | ZERO(8) | ZERO(12) |\
ZERO(1) | ONE(5) | ZERO(9) | ZERO(13) |\
ZERO(2) | ZERO(6) | ONE(10) | ZERO(14) |\
ZERO(3) | ZERO(7) | ZERO(11) | ONE(15) )
#define MASK_2D_NO_ROT ( ZERO(4) | ZERO(8) | \
ZERO(1) | ZERO(9) | \
ZERO(2) | ZERO(6) | ONE(10) | ZERO(14) |\
ZERO(3) | ZERO(7) | ZERO(11) | ONE(15) )
#define MASK_2D ( ZERO(8) | \
ZERO(9) | \
ZERO(2) | ZERO(6) | ONE(10) | ZERO(14) |\
ZERO(3) | ZERO(7) | ZERO(11) | ONE(15) )
#define MASK_3D_NO_ROT ( ZERO(4) | ZERO(8) | \
ZERO(1) | ZERO(9) | \
ZERO(2) | ZERO(6) | \
ZERO(3) | ZERO(7) | ZERO(11) | ONE(15) )
#define MASK_3D ( \
\
\
ZERO(3) | ZERO(7) | ZERO(11) | ONE(15) )
#define MASK_PERSPECTIVE ( ZERO(4) | ZERO(12) |\
ZERO(1) | ZERO(13) |\
ZERO(2) | ZERO(6) | \
ZERO(3) | ZERO(7) | ZERO(15) )
#define SQ(x) ((x)*(x))
/*
* Determine type and flags from scratch.
*
* \param mat matrix.
*
* This is expensive enough to only want to do it once.
*/
static void
analyse_from_scratch (CoglMatrix *matrix)
{
const float *m = (float *)matrix;
unsigned int mask = 0;
unsigned int i;
for (i = 0 ; i < 16 ; i++)
{
if (m[i] == 0.0) mask |= (1<<i);
}
if (m[0] == 1.0f) mask |= (1<<16);
if (m[5] == 1.0f) mask |= (1<<21);
if (m[10] == 1.0f) mask |= (1<<26);
if (m[15] == 1.0f) mask |= (1<<31);
matrix->flags &= ~MAT_FLAGS_GEOMETRY;
/* Check for translation - no-one really cares
*/
if ((mask & MASK_NO_TRX) != MASK_NO_TRX)
matrix->flags |= MAT_FLAG_TRANSLATION;
/* Do the real work
*/
if (mask == (unsigned int) MASK_IDENTITY)
matrix->type = COGL_MATRIX_TYPE_IDENTITY;
else if ((mask & MASK_2D_NO_ROT) == (unsigned int) MASK_2D_NO_ROT)
{
matrix->type = COGL_MATRIX_TYPE_2D_NO_ROT;
if ((mask & MASK_NO_2D_SCALE) != MASK_NO_2D_SCALE)
matrix->flags |= MAT_FLAG_GENERAL_SCALE;
}
else if ((mask & MASK_2D) == (unsigned int) MASK_2D)
{
float mm = DOT2 (m, m);
float m4m4 = DOT2 (m+4,m+4);
float mm4 = DOT2 (m,m+4);
matrix->type = COGL_MATRIX_TYPE_2D;
/* Check for scale */
if (SQ (mm-1) > SQ (1e-6) ||
SQ (m4m4-1) > SQ (1e-6))
matrix->flags |= MAT_FLAG_GENERAL_SCALE;
/* Check for rotation */
if (SQ (mm4) > SQ (1e-6))
matrix->flags |= MAT_FLAG_GENERAL_3D;
else
matrix->flags |= MAT_FLAG_ROTATION;
}
else if ((mask & MASK_3D_NO_ROT) == (unsigned int) MASK_3D_NO_ROT)
{
matrix->type = COGL_MATRIX_TYPE_3D_NO_ROT;
/* Check for scale */
if (SQ (m[0]-m[5]) < SQ (1e-6) &&
SQ (m[0]-m[10]) < SQ (1e-6))
{
if (SQ (m[0]-1.0) > SQ (1e-6))
matrix->flags |= MAT_FLAG_UNIFORM_SCALE;
}
else
matrix->flags |= MAT_FLAG_GENERAL_SCALE;
}
else if ((mask & MASK_3D) == (unsigned int) MASK_3D)
{
float c1 = DOT3 (m,m);
float c2 = DOT3 (m+4,m+4);
float c3 = DOT3 (m+8,m+8);
float d1 = DOT3 (m, m+4);
float cp[3];
matrix->type = COGL_MATRIX_TYPE_3D;
/* Check for scale */
if (SQ (c1-c2) < SQ (1e-6) && SQ (c1-c3) < SQ (1e-6))
{
if (SQ (c1-1.0) > SQ (1e-6))
matrix->flags |= MAT_FLAG_UNIFORM_SCALE;
/* else no scale at all */
}
else
matrix->flags |= MAT_FLAG_GENERAL_SCALE;
/* Check for rotation */
if (SQ (d1) < SQ (1e-6))
{
CROSS3 ( cp, m, m+4);
SUB_3V ( cp, cp, (m+8));
if (LEN_SQUARED_3FV(cp) < SQ(1e-6))
matrix->flags |= MAT_FLAG_ROTATION;
else
matrix->flags |= MAT_FLAG_GENERAL_3D;
}
else
matrix->flags |= MAT_FLAG_GENERAL_3D; /* shear, etc */
}
else if ((mask & MASK_PERSPECTIVE) == MASK_PERSPECTIVE && m[11]==-1.0f)
{
matrix->type = COGL_MATRIX_TYPE_PERSPECTIVE;
matrix->flags |= MAT_FLAG_GENERAL;
}
else
{
matrix->type = COGL_MATRIX_TYPE_GENERAL;
matrix->flags |= MAT_FLAG_GENERAL;
}
}
/*
* Analyze a matrix given that its flags are accurate.
*
* This is the more common operation, hopefully.
*/
static void
analyse_from_flags (CoglMatrix *matrix)
{
const float *m = (float *)matrix;
if (TEST_MAT_FLAGS(matrix, 0))
matrix->type = COGL_MATRIX_TYPE_IDENTITY;
else if (TEST_MAT_FLAGS(matrix, (MAT_FLAG_TRANSLATION |
MAT_FLAG_UNIFORM_SCALE |
MAT_FLAG_GENERAL_SCALE)))
{
if ( m[10] == 1.0f && m[14] == 0.0f )
matrix->type = COGL_MATRIX_TYPE_2D_NO_ROT;
else
matrix->type = COGL_MATRIX_TYPE_3D_NO_ROT;
}
else if (TEST_MAT_FLAGS (matrix, MAT_FLAGS_3D))
{
if ( m[ 8]==0.0f
&& m[ 9]==0.0f
&& m[2]==0.0f && m[6]==0.0f && m[10]==1.0f && m[14]==0.0f)
{
matrix->type = COGL_MATRIX_TYPE_2D;
}
else
matrix->type = COGL_MATRIX_TYPE_3D;
}
else if ( m[4]==0.0f && m[12]==0.0f
&& m[1]==0.0f && m[13]==0.0f
&& m[2]==0.0f && m[6]==0.0f
&& m[3]==0.0f && m[7]==0.0f && m[11]==-1.0f && m[15]==0.0f)
{
matrix->type = COGL_MATRIX_TYPE_PERSPECTIVE;
}
else
matrix->type = COGL_MATRIX_TYPE_GENERAL;
}
/*
* Analyze and update the type and flags of a matrix.
*
* \param mat matrix.
*
* If the matrix type is dirty then calls either analyse_from_scratch() or
* analyse_from_flags() to determine its type, according to whether the flags
* are dirty or not, respectively. If the matrix has an inverse and it's dirty
* then calls matrix_invert(). Finally clears the dirty flags.
*/
void
_math_matrix_update_type_and_flags (CoglMatrix *matrix)
{
if (matrix->flags & MAT_DIRTY_TYPE)
{
if (matrix->flags & MAT_DIRTY_FLAGS)
analyse_from_scratch (matrix);
else
analyse_from_flags (matrix);
}
matrix->flags &= ~(MAT_DIRTY_FLAGS | MAT_DIRTY_TYPE);
}
/*@}*/
/*
* Test if the given matrix preserves vector lengths.
*/
gboolean
_math_matrix_is_length_preserving (const CoglMatrix *m)
{
return TEST_MAT_FLAGS (m, MAT_FLAGS_LENGTH_PRESERVING);
}
/*
* Test if the given matrix does any rotation.
* (or perhaps if the upper-left 3x3 is non-identity)
*/
gboolean
_math_matrix_has_rotation (const CoglMatrix *matrix)
{
if (matrix->flags & (MAT_FLAG_GENERAL |
MAT_FLAG_ROTATION |
MAT_FLAG_GENERAL_3D |
MAT_FLAG_PERSPECTIVE))
return TRUE;
else
return FALSE;
}
gboolean
_math_matrix_is_general_scale (const CoglMatrix *matrix)
{
return (matrix->flags & MAT_FLAG_GENERAL_SCALE) ? TRUE : FALSE;
}
gboolean
_math_matrix_is_dirty (const CoglMatrix *matrix)
{
return (matrix->flags & MAT_DIRTY_ALL) ? TRUE : FALSE;
}
/**********************************************************************/
/* \name Matrix setup */
/*@{*/
/*
* Loads a matrix array into CoglMatrix.
*
* \param m matrix array.
* \param mat matrix.
*
* Copies \p m into CoglMatrix::m and marks the MAT_FLAG_GENERAL and
* MAT_DIRTY_ALL
* flags.
*/
void
_math_matrix_init_from_array (CoglMatrix *matrix, const float *array)
{
memcpy (matrix, array, 16 * sizeof (float));
matrix->flags = (MAT_FLAG_GENERAL | MAT_DIRTY_ALL);
}
/*
*/
void
_math_matrix_init_from_quaternion (CoglMatrix *matrix,
CoglQuaternion *quaternion)
{
float qnorm = _COGL_QUATERNION_NORM (quaternion);
float s = (qnorm > 0.0f) ? (2.0f / qnorm) : 0.0f;
float xs = quaternion->x * s;
float ys = quaternion->y * s;
float zs = quaternion->z * s;
float wx = quaternion->w * xs;
float wy = quaternion->w * ys;
float wz = quaternion->w * zs;
float xx = quaternion->x * xs;
float xy = quaternion->x * ys;
float xz = quaternion->x * zs;
float yy = quaternion->y * ys;
float yz = quaternion->y * zs;
float zz = quaternion->z * zs;
matrix->xx = 1.0f - (yy + zz);
matrix->yx = xy + wz;
matrix->zx = xz - wy;
matrix->xy = xy - wz;
matrix->yy = 1.0f - (xx + zz);
matrix->zy = yz + wx;
matrix->xz = xz + wy;
matrix->yz = yz - wx;
matrix->zz = 1.0f - (xx + yy);
matrix->xw = matrix->yw = matrix->zw = 0.0f;
matrix->wx = matrix->wy = matrix->wz = 0.0f;
matrix->ww = 1.0f;
matrix->flags = (MAT_FLAG_GENERAL | MAT_DIRTY_ALL);
}
/*@}*/
/**********************************************************************/
/* \name Matrix transpose */
/*@{*/
/*
* Transpose a float matrix.
*
* \param to destination array.
* \param from source array.
*/
void
_math_transposef (float to[16], const float from[16])
{
to[0] = from[0];
to[1] = from[4];
to[2] = from[8];
to[3] = from[12];
to[4] = from[1];
to[5] = from[5];
to[6] = from[9];
to[7] = from[13];
to[8] = from[2];
to[9] = from[6];
to[10] = from[10];
to[11] = from[14];
to[12] = from[3];
to[13] = from[7];
to[14] = from[11];
to[15] = from[15];
}
/*
* Transpose a double matrix.
*
* \param to destination array.
* \param from source array.
*/
void
_math_transposed (double to[16], const double from[16])
{
to[0] = from[0];
to[1] = from[4];
to[2] = from[8];
to[3] = from[12];
to[4] = from[1];
to[5] = from[5];
to[6] = from[9];
to[7] = from[13];
to[8] = from[2];
to[9] = from[6];
to[10] = from[10];
to[11] = from[14];
to[12] = from[3];
to[13] = from[7];
to[14] = from[11];
to[15] = from[15];
}
/*
* Transpose a double matrix and convert to float.
*
* \param to destination array.
* \param from source array.
*/
void
_math_transposefd (float to[16], const double from[16])
{
to[0] = (float)from[0];
to[1] = (float)from[4];
to[2] = (float)from[8];
to[3] = (float)from[12];
to[4] = (float)from[1];
to[5] = (float)from[5];
to[6] = (float)from[9];
to[7] = (float)from[13];
to[8] = (float)from[2];
to[9] = (float)from[6];
to[10] = (float)from[10];
to[11] = (float)from[14];
to[12] = (float)from[3];
to[13] = (float)from[7];
to[14] = (float)from[11];
to[15] = (float)from[15];
}
/*@}*/
/*
* Transform a 4-element row vector (1x4 matrix) by a 4x4 matrix. This
* function is used for transforming clipping plane equations and spotlight
* directions.
* Mathematically, u = v * m.
* Input: v - input vector
* m - transformation matrix
* Output: u - transformed vector
*/
void
_mesa_transform_vector (float u[4], const float v[4], const float m[16])
{
const float v0 = v[0], v1 = v[1], v2 = v[2], v3 = v[3];
#define M(row,col) m[row + col*4]
u[0] = v0 * M (0,0) + v1 * M (1,0) + v2 * M (2,0) + v3 * M (3,0);
u[1] = v0 * M (0,1) + v1 * M (1,1) + v2 * M (2,1) + v3 * M (3,1);
u[2] = v0 * M (0,2) + v1 * M (1,2) + v2 * M (2,2) + v3 * M (3,2);
u[3] = v0 * M (0,3) + v1 * M (1,3) + v2 * M (2,3) + v3 * M (3,3);
#undef M
}