mutter/cogl/cogl-matrix.c
Emmanuele Bassi 72f4ddf532 Remove mentions of the FSF address
Since using addresses that might change is something that finally
the FSF acknowledge as a plausible scenario (after changing address
twice), the license blurb in the source files should use the URI
for getting the license in case the library did not come with it.

Not that URIs cannot possibly change, but at least it's easier to
set up a redirection at the same place.

As a side note: this commit closes the oldes bug in Clutter's bug
report tool.

http://bugzilla.openedhand.com/show_bug.cgi?id=521
2010-03-01 12:56:10 +00:00

349 lines
9.3 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2008,2009 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/>.
*
*
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
*/
#define USE_MESA_MATRIX_API
#include <cogl.h>
#include <cogl-matrix.h>
#include <cogl-matrix-private.h>
#ifdef USE_MESA_MATRIX_API
#include <cogl-matrix-mesa.h>
#endif
#include <glib.h>
#include <math.h>
#include <string.h>
void
_cogl_matrix_print (CoglMatrix *matrix)
{
float *m = (float *)matrix;
int y;
for (y = 0; y < 4; y++)
g_print ("\t%6.4f %6.4f %6.4f %6.4f\n", m[y], m[4+y], m[8+y], m[12+y]);
}
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
_COGL_MATRIX_DEBUG_PRINT (matrix);
}
void
cogl_matrix_multiply (CoglMatrix *result,
const CoglMatrix *a,
const CoglMatrix *b)
{
#ifndef USE_MESA_MATRIX_API
CoglMatrix r;
/* row 0 */
r.xx = a->xx * b->xx + a->xy * b->yx + a->xz * b->zx + a->xw * b->wx;
r.xy = a->xx * b->xy + a->xy * b->yy + a->xz * b->zy + a->xw * b->wy;
r.xz = a->xx * b->xz + a->xy * b->yz + a->xz * b->zz + a->xw * b->wz;
r.xw = a->xx * b->xw + a->xy * b->yw + a->xz * b->zw + a->xw * b->ww;
/* row 1 */
r.yx = a->yx * b->xx + a->yy * b->yx + a->yz * b->zx + a->yw * b->wx;
r.yy = a->yx * b->xy + a->yy * b->yy + a->yz * b->zy + a->yw * b->wy;
r.yz = a->yx * b->xz + a->yy * b->yz + a->yz * b->zz + a->yw * b->wz;
r.yw = a->yx * b->xw + a->yy * b->yw + a->yz * b->zw + a->yw * b->ww;
/* row 2 */
r.zx = a->zx * b->xx + a->zy * b->yx + a->zz * b->zx + a->zw * b->wx;
r.zy = a->zx * b->xy + a->zy * b->yy + a->zz * b->zy + a->zw * b->wy;
r.zz = a->zx * b->xz + a->zy * b->yz + a->zz * b->zz + a->zw * b->wz;
r.zw = a->zx * b->xw + a->zy * b->yw + a->zz * b->zw + a->zw * b->ww;
/* row 3 */
r.wx = a->wx * b->xx + a->wy * b->yx + a->wz * b->zx + a->ww * b->wx;
r.wy = a->wx * b->xy + a->wy * b->yy + a->wz * b->zy + a->ww * b->wy;
r.wz = a->wx * b->xz + a->wy * b->yz + a->wz * b->zz + a->ww * b->wz;
r.ww = a->wx * b->xw + a->wy * b->yw + a->wz * b->zw + a->ww * b->ww;
/* 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, maybe that's better...
*/
*result = r;
#else
_math_matrix_multiply (result, a, b);
#endif
_COGL_MATRIX_DEBUG_PRINT (result);
}
void
cogl_matrix_rotate (CoglMatrix *matrix,
float angle,
float x,
float y,
float z)
{
#ifndef USE_MESA_MATRIX_API
CoglMatrix rotation;
CoglMatrix result;
float c, s;
angle *= G_PI / 180.0f;
c = cosf (angle);
s = sinf (angle);
rotation.xx = x * x * (1.0f - c) + c;
rotation.yx = y * x * (1.0f - c) + z * s;
rotation.zx = x * z * (1.0f - c) - y * s;
rotation.wx = 0.0f;
rotation.xy = x * y * (1.0f - c) - z * s;
rotation.yy = y * y * (1.0f - c) + c;
rotation.zy = y * z * (1.0f - c) + x * s;
rotation.wy = 0.0f;
rotation.xz = x * z * (1.0f - c) + y * s;
rotation.yz = y * z * (1.0f - c) - x * s;
rotation.zz = z * z * (1.0f - c) + c;
rotation.wz = 0.0f;
rotation.xw = 0.0f;
rotation.yw = 0.0f;
rotation.zw = 0.0f;
rotation.ww = 1.0f;
cogl_matrix_multiply (&result, matrix, &rotation);
*matrix = result;
#else
_math_matrix_rotate (matrix, angle, x, y, z);
#endif
_COGL_MATRIX_DEBUG_PRINT (matrix);
}
void
cogl_matrix_translate (CoglMatrix *matrix,
float x,
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
_COGL_MATRIX_DEBUG_PRINT (matrix);
}
void
cogl_matrix_scale (CoglMatrix *matrix,
float sx,
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
_COGL_MATRIX_DEBUG_PRINT (matrix);
}
void
cogl_matrix_frustum (CoglMatrix *matrix,
float left,
float right,
float bottom,
float top,
float z_near,
float z_far)
{
#ifndef USE_MESA_MATRIX_API
float x, y, a, b, c, d;
CoglMatrix frustum;
x = (2.0f * z_near) / (right - left);
y = (2.0f * z_near) / (top - bottom);
a = (right + left) / (right - left);
b = (top + bottom) / (top - bottom);
c = -(z_far + z_near) / ( z_far - z_near);
d = -(2.0f * z_far* z_near) / (z_far - z_near);
frustum.xx = x;
frustum.yx = 0.0f;
frustum.zx = 0.0f;
frustum.wx = 0.0f;
frustum.xy = 0.0f;
frustum.yy = y;
frustum.zy = 0.0f;
frustum.wy = 0.0f;
frustum.xz = a;
frustum.yz = b;
frustum.zz = c;
frustum.wz = -1.0f;
frustum.xw = 0.0f;
frustum.yw = 0.0f;
frustum.zw = d;
frustum.ww = 0.0f;
cogl_matrix_multiply (matrix, matrix, &frustum);
#else
_math_matrix_frustum (matrix, left, right, bottom, top, z_near, z_far);
#endif
_COGL_MATRIX_DEBUG_PRINT (matrix);
}
void
cogl_matrix_perspective (CoglMatrix *matrix,
float fov_y,
float aspect,
float z_near,
float z_far)
{
float ymax = z_near * tan (fov_y * G_PI / 360.0);
cogl_matrix_frustum (matrix,
-ymax * aspect, /* left */
ymax * aspect, /* right */
-ymax, /* bottom */
ymax, /* top */
z_near,
z_far);
_COGL_MATRIX_DEBUG_PRINT (matrix);
}
void
cogl_matrix_ortho (CoglMatrix *matrix,
float left,
float right,
float bottom,
float top,
float near_val,
float far_val)
{
#ifndef USE_MESA_MATRIX_API
CoglMatrix ortho;
/* column 0 */
ortho.xx = 2.0 / (right - left);
ortho.yx = 0.0;
ortho.zx = 0.0;
ortho.wx = 0.0;
/* column 1 */
ortho.xy = 0.0;
ortho.yy = 2.0 / (top - bottom);
ortho.zy = 0.0;
ortho.wy = 0.0;
/* column 2 */
ortho.xz = 0.0;
ortho.yz = 0.0;
ortho.zz = -2.0 / (far_val - near_val);
ortho.wz = 0.0;
/* column 3 */
ortho.xw = -(right + left) / (right - left);
ortho.yw = -(top + bottom) / (top - bottom);
ortho.zw = -(far_val + near_val) / (far_val - near_val);
ortho.ww = 1.0;
cogl_matrix_multiply (matrix, matrix, &ortho);
#else
_math_matrix_ortho (matrix, left, right, bottom, top, near_val, far_val);
#endif
_COGL_MATRIX_DEBUG_PRINT (matrix);
}
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
_COGL_MATRIX_DEBUG_PRINT (matrix);
}
const float *
cogl_matrix_get_array (const CoglMatrix *matrix)
{
return (float *)matrix;
}
gboolean
cogl_matrix_get_inverse (const CoglMatrix *matrix, CoglMatrix *inverse)
{
#ifndef USE_MESA_MATRIX_API
#warning "cogl_matrix_get_inverse not supported without Mesa matrix API"
cogl_matrix_init_identity (inverse);
return FALSE;
#else
if (_math_matrix_update_inverse ((CoglMatrix *)matrix))
{
cogl_matrix_init_from_array (inverse, matrix->inv);
return TRUE;
}
else
{
cogl_matrix_init_identity (inverse);
return FALSE;
}
#endif
}
void
cogl_matrix_transform_point (const CoglMatrix *matrix,
float *x,
float *y,
float *z,
float *w)
{
float _x = *x, _y = *y, _z = *z, _w = *w;
*x = matrix->xx * _x + matrix->xy * _y + matrix->xz * _z + matrix->xw * _w;
*y = matrix->yx * _x + matrix->yy * _y + matrix->yz * _z + matrix->yw * _w;
*z = matrix->zx * _x + matrix->zy * _y + matrix->zz * _z + matrix->zw * _w;
*w = matrix->wx * _x + matrix->wy * _y + matrix->wz * _z + matrix->ww * _w;
}