1b2dd815b4
This adds much more comprehensive support for gobject-introspection based bindings by registering all objects as fundamental types that inherit from CoglObject, and all structs as boxed types. Co-Author: Robert Bragg <robert@linux.intel.com> Reviewed-by: Neil Roberts <neil@linux.intel.com>
822 lines
25 KiB
C
822 lines
25 KiB
C
/*
|
|
* Cogl
|
|
*
|
|
* A Low Level GPU Graphics and Utilities API
|
|
*
|
|
* Copyright (C) 2008,2009 Intel Corporation.
|
|
*
|
|
* 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 THE AUTHORS OR COPYRIGHT HOLDERS
|
|
* 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.
|
|
*
|
|
*
|
|
*
|
|
* Authors:
|
|
* Robert Bragg <robert@linux.intel.com>
|
|
*/
|
|
|
|
#ifndef __COGL_MATRIX_H
|
|
#define __COGL_MATRIX_H
|
|
|
|
#include <cogl/cogl-defines.h>
|
|
|
|
#ifdef COGL_HAS_GTYPE_SUPPORT
|
|
#include <glib-object.h>
|
|
#endif /* COGL_HAS_GTYPE_SUPPORT */
|
|
|
|
#include <cogl/cogl-types.h>
|
|
#include <cogl/cogl-macros.h>
|
|
|
|
#ifdef COGL_ENABLE_EXPERIMENTAL_API
|
|
#include <cogl/cogl-quaternion.h>
|
|
#endif
|
|
#ifdef COGL_HAS_GTYPE_SUPPORT
|
|
#include <glib-object.h>
|
|
#endif
|
|
|
|
COGL_BEGIN_DECLS
|
|
|
|
/**
|
|
* SECTION:cogl-matrix
|
|
* @short_description: Functions for initializing and manipulating 4x4 matrices
|
|
*
|
|
* Matrices are used in Cogl to describe affine model-view transforms, texture
|
|
* transforms, and projective transforms. This exposes a utility API that can
|
|
* be used for direct manipulation of these matrices.
|
|
*/
|
|
|
|
/**
|
|
* CoglMatrix:
|
|
*
|
|
* A CoglMatrix holds a 4x4 transform matrix. This is a single precision,
|
|
* column-major matrix which means it is compatible with what OpenGL expects.
|
|
*
|
|
* A CoglMatrix can represent transforms such as, rotations, scaling,
|
|
* translation, sheering, and linear projections. You can combine these
|
|
* transforms by multiplying multiple matrices in the order you want them
|
|
* applied.
|
|
*
|
|
* The transformation of a vertex (x, y, z, w) by a CoglMatrix is given by:
|
|
*
|
|
* |[
|
|
* x_new = xx * x + xy * y + xz * z + xw * w
|
|
* y_new = yx * x + yy * y + yz * z + yw * w
|
|
* z_new = zx * x + zy * y + zz * z + zw * w
|
|
* w_new = wx * x + wy * y + wz * z + ww * w
|
|
* ]|
|
|
*
|
|
* Where w is normally 1
|
|
*
|
|
* <note>You must consider the members of the CoglMatrix structure read only,
|
|
* and all matrix modifications must be done via the cogl_matrix API. This
|
|
* allows Cogl to annotate the matrices internally. Violation of this will give
|
|
* undefined results. If you need to initialize a matrix with a constant other
|
|
* than the identity matrix you can use cogl_matrix_init_from_array().</note>
|
|
*/
|
|
struct _CoglMatrix
|
|
{
|
|
/* column 0 */
|
|
float xx;
|
|
float yx;
|
|
float zx;
|
|
float wx;
|
|
|
|
/* column 1 */
|
|
float xy;
|
|
float yy;
|
|
float zy;
|
|
float wy;
|
|
|
|
/* column 2 */
|
|
float xz;
|
|
float yz;
|
|
float zz;
|
|
float wz;
|
|
|
|
/* column 3 */
|
|
float xw;
|
|
float yw;
|
|
float zw;
|
|
float ww;
|
|
|
|
/*< private >*/
|
|
|
|
/* Note: we may want to extend this later with private flags
|
|
* and a cache of the inverse transform matrix. */
|
|
float COGL_PRIVATE (inv)[16];
|
|
unsigned long COGL_PRIVATE (type);
|
|
unsigned long COGL_PRIVATE (flags);
|
|
unsigned long COGL_PRIVATE (_padding3);
|
|
};
|
|
COGL_STRUCT_SIZE_ASSERT (CoglMatrix, 128 + sizeof (unsigned long) * 3);
|
|
|
|
|
|
/**
|
|
* cogl_matrix_init_identity:
|
|
* @matrix: A 4x4 transformation matrix
|
|
*
|
|
* Resets matrix to the identity matrix:
|
|
*
|
|
* |[
|
|
* .xx=1; .xy=0; .xz=0; .xw=0;
|
|
* .yx=0; .yy=1; .yz=0; .yw=0;
|
|
* .zx=0; .zy=0; .zz=1; .zw=0;
|
|
* .wx=0; .wy=0; .wz=0; .ww=1;
|
|
* ]|
|
|
*/
|
|
void
|
|
cogl_matrix_init_identity (CoglMatrix *matrix);
|
|
|
|
/**
|
|
* cogl_matrix_init_translation:
|
|
* @matrix: A 4x4 transformation matrix
|
|
* @tx: x coordinate of the translation vector
|
|
* @ty: y coordinate of the translation vector
|
|
* @tz: z coordinate of the translation vector
|
|
*
|
|
* Resets matrix to the (tx, ty, tz) translation matrix:
|
|
*
|
|
* |[
|
|
* .xx=1; .xy=0; .xz=0; .xw=tx;
|
|
* .yx=0; .yy=1; .yz=0; .yw=ty;
|
|
* .zx=0; .zy=0; .zz=1; .zw=tz;
|
|
* .wx=0; .wy=0; .wz=0; .ww=1;
|
|
* ]|
|
|
*
|
|
* Since: 2.0
|
|
*/
|
|
void
|
|
cogl_matrix_init_translation (CoglMatrix *matrix,
|
|
float tx,
|
|
float ty,
|
|
float tz);
|
|
|
|
/**
|
|
* cogl_matrix_multiply:
|
|
* @result: The address of a 4x4 matrix to store the result in
|
|
* @a: A 4x4 transformation matrix
|
|
* @b: A 4x4 transformation matrix
|
|
*
|
|
* Multiplies the two supplied matrices together and stores
|
|
* the resulting matrix inside @result.
|
|
*
|
|
* <note>It is possible to multiply the @a matrix in-place, so
|
|
* @result can be equal to @a but can't be equal to @b.</note>
|
|
*/
|
|
void
|
|
cogl_matrix_multiply (CoglMatrix *result,
|
|
const CoglMatrix *a,
|
|
const CoglMatrix *b);
|
|
|
|
/**
|
|
* cogl_matrix_rotate:
|
|
* @matrix: A 4x4 transformation matrix
|
|
* @angle: The angle you want to rotate in degrees
|
|
* @x: X component of your rotation vector
|
|
* @y: Y component of your rotation vector
|
|
* @z: Z component of your rotation vector
|
|
*
|
|
* Multiplies @matrix with a rotation matrix that applies a rotation
|
|
* of @angle degrees around the specified 3D vector.
|
|
*/
|
|
void
|
|
cogl_matrix_rotate (CoglMatrix *matrix,
|
|
float angle,
|
|
float x,
|
|
float y,
|
|
float z);
|
|
|
|
#ifdef COGL_ENABLE_EXPERIMENTAL_API
|
|
/**
|
|
* cogl_matrix_rotate_quaternion:
|
|
* @matrix: A 4x4 transformation matrix
|
|
* @quaternion: A quaternion describing a rotation
|
|
*
|
|
* Multiplies @matrix with a rotation transformation described by the
|
|
* given #CoglQuaternion.
|
|
*
|
|
* Since: 2.0
|
|
*/
|
|
void
|
|
cogl_matrix_rotate_quaternion (CoglMatrix *matrix,
|
|
const CoglQuaternion *quaternion);
|
|
|
|
/**
|
|
* cogl_matrix_rotate_euler:
|
|
* @matrix: A 4x4 transformation matrix
|
|
* @euler: A euler describing a rotation
|
|
*
|
|
* Multiplies @matrix with a rotation transformation described by the
|
|
* given #CoglEuler.
|
|
*
|
|
* Since: 2.0
|
|
*/
|
|
void
|
|
cogl_matrix_rotate_euler (CoglMatrix *matrix,
|
|
const CoglEuler *euler);
|
|
#endif
|
|
|
|
/**
|
|
* cogl_matrix_translate:
|
|
* @matrix: A 4x4 transformation matrix
|
|
* @x: The X translation you want to apply
|
|
* @y: The Y translation you want to apply
|
|
* @z: The Z translation you want to apply
|
|
*
|
|
* Multiplies @matrix with a transform matrix that translates along
|
|
* the X, Y and Z axis.
|
|
*/
|
|
void
|
|
cogl_matrix_translate (CoglMatrix *matrix,
|
|
float x,
|
|
float y,
|
|
float z);
|
|
|
|
/**
|
|
* cogl_matrix_scale:
|
|
* @matrix: A 4x4 transformation matrix
|
|
* @sx: The X scale factor
|
|
* @sy: The Y scale factor
|
|
* @sz: The Z scale factor
|
|
*
|
|
* Multiplies @matrix with a transform matrix that scales along the X,
|
|
* Y and Z axis.
|
|
*/
|
|
void
|
|
cogl_matrix_scale (CoglMatrix *matrix,
|
|
float sx,
|
|
float sy,
|
|
float sz);
|
|
|
|
/**
|
|
* cogl_matrix_look_at:
|
|
* @matrix: A 4x4 transformation matrix
|
|
* @eye_position_x: The X coordinate to look from
|
|
* @eye_position_y: The Y coordinate to look from
|
|
* @eye_position_z: The Z coordinate to look from
|
|
* @object_x: The X coordinate of the object to look at
|
|
* @object_y: The Y coordinate of the object to look at
|
|
* @object_z: The Z coordinate of the object to look at
|
|
* @world_up_x: The X component of the world's up direction vector
|
|
* @world_up_y: The Y component of the world's up direction vector
|
|
* @world_up_z: The Z component of the world's up direction vector
|
|
*
|
|
* Applies a view transform @matrix that positions the camera at
|
|
* the coordinate (@eye_position_x, @eye_position_y, @eye_position_z)
|
|
* looking towards an object at the coordinate (@object_x, @object_y,
|
|
* @object_z). The top of the camera is aligned to the given world up
|
|
* vector, which is normally simply (0, 1, 0) to map up to the
|
|
* positive direction of the y axis.
|
|
*
|
|
* Because there is a lot of missleading documentation online for
|
|
* gluLookAt regarding the up vector we want to try and be a bit
|
|
* clearer here.
|
|
*
|
|
* The up vector should simply be relative to your world coordinates
|
|
* and does not need to change as you move the eye and object
|
|
* positions. Many online sources may claim that the up vector needs
|
|
* to be perpendicular to the vector between the eye and object
|
|
* position (partly because the man page is somewhat missleading) but
|
|
* that is not necessary for this function.
|
|
*
|
|
* <note>You should never look directly along the world-up
|
|
* vector.</note>
|
|
*
|
|
* <note>It is assumed you are using a typical projection matrix where
|
|
* your origin maps to the center of your viewport.</note>
|
|
*
|
|
* <note>Almost always when you use this function it should be the first
|
|
* transform applied to a new modelview transform</note>
|
|
*
|
|
* Since: 1.8
|
|
* Stability: unstable
|
|
*/
|
|
void
|
|
cogl_matrix_look_at (CoglMatrix *matrix,
|
|
float eye_position_x,
|
|
float eye_position_y,
|
|
float eye_position_z,
|
|
float object_x,
|
|
float object_y,
|
|
float object_z,
|
|
float world_up_x,
|
|
float world_up_y,
|
|
float world_up_z);
|
|
|
|
/**
|
|
* cogl_matrix_frustum:
|
|
* @matrix: A 4x4 transformation matrix
|
|
* @left: X position of the left clipping plane where it
|
|
* intersects the near clipping plane
|
|
* @right: X position of the right clipping plane where it
|
|
* intersects the near clipping plane
|
|
* @bottom: Y position of the bottom clipping plane where it
|
|
* intersects the near clipping plane
|
|
* @top: Y position of the top clipping plane where it intersects
|
|
* the near clipping plane
|
|
* @z_near: The distance to the near clipping plane (Must be positive)
|
|
* @z_far: The distance to the far clipping plane (Must be positive)
|
|
*
|
|
* Multiplies @matrix by the given frustum perspective matrix.
|
|
*/
|
|
void
|
|
cogl_matrix_frustum (CoglMatrix *matrix,
|
|
float left,
|
|
float right,
|
|
float bottom,
|
|
float top,
|
|
float z_near,
|
|
float z_far);
|
|
|
|
/**
|
|
* cogl_matrix_perspective:
|
|
* @matrix: A 4x4 transformation matrix
|
|
* @fov_y: Vertical field of view angle in degrees.
|
|
* @aspect: The (width over height) aspect ratio for display
|
|
* @z_near: The distance to the near clipping plane (Must be positive,
|
|
* and must not be 0)
|
|
* @z_far: The distance to the far clipping plane (Must be positive)
|
|
*
|
|
* Multiplies @matrix by the described perspective matrix
|
|
*
|
|
* <note>You should be careful not to have to great a @z_far / @z_near
|
|
* ratio since that will reduce the effectiveness of depth testing
|
|
* since there wont be enough precision to identify the depth of
|
|
* objects near to each other.</note>
|
|
*/
|
|
void
|
|
cogl_matrix_perspective (CoglMatrix *matrix,
|
|
float fov_y,
|
|
float aspect,
|
|
float z_near,
|
|
float z_far);
|
|
|
|
#ifdef COGL_ENABLE_EXPERIMENTAL_API
|
|
/**
|
|
* cogl_matrix_orthographic:
|
|
* @matrix: A 4x4 transformation matrix
|
|
* @x_1: The x coordinate for the first vertical clipping plane
|
|
* @y_1: The y coordinate for the first horizontal clipping plane
|
|
* @x_2: The x coordinate for the second vertical clipping plane
|
|
* @y_2: The y coordinate for the second horizontal clipping plane
|
|
* @near: The <emphasis>distance</emphasis> to the near clipping
|
|
* plane (will be <emphasis>negative</emphasis> if the plane is
|
|
* behind the viewer)
|
|
* @far: The <emphasis>distance</emphasis> to the far clipping
|
|
* plane (will be <emphasis>negative</emphasis> if the plane is
|
|
* behind the viewer)
|
|
*
|
|
* Multiplies @matrix by a parallel projection matrix.
|
|
*
|
|
* Since: 1.10
|
|
* Stability: unstable
|
|
*/
|
|
void
|
|
cogl_matrix_orthographic (CoglMatrix *matrix,
|
|
float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2,
|
|
float near,
|
|
float far);
|
|
#endif
|
|
|
|
/**
|
|
* cogl_matrix_ortho:
|
|
* @matrix: A 4x4 transformation matrix
|
|
* @left: The coordinate for the left clipping plane
|
|
* @right: The coordinate for the right clipping plane
|
|
* @bottom: The coordinate for the bottom clipping plane
|
|
* @top: The coordinate for the top clipping plane
|
|
* @near: The <emphasis>distance</emphasis> to the near clipping
|
|
* plane (will be <emphasis>negative</emphasis> if the plane is
|
|
* behind the viewer)
|
|
* @far: The <emphasis>distance</emphasis> to the far clipping
|
|
* plane (will be <emphasis>negative</emphasis> if the plane is
|
|
* behind the viewer)
|
|
*
|
|
* Multiplies @matrix by a parallel projection matrix.
|
|
*
|
|
* Deprecated: 1.10: Use cogl_matrix_orthographic()
|
|
*/
|
|
COGL_DEPRECATED_IN_1_10_FOR (cogl_matrix_orthographic)
|
|
void
|
|
cogl_matrix_ortho (CoglMatrix *matrix,
|
|
float left,
|
|
float right,
|
|
float bottom,
|
|
float top,
|
|
float near,
|
|
float far);
|
|
|
|
#ifdef COGL_ENABLE_EXPERIMENTAL_API
|
|
/**
|
|
* cogl_matrix_view_2d_in_frustum:
|
|
* @matrix: A 4x4 transformation matrix
|
|
* @left: coord of left vertical clipping plane
|
|
* @right: coord of right vertical clipping plane
|
|
* @bottom: coord of bottom horizontal clipping plane
|
|
* @top: coord of top horizontal clipping plane
|
|
* @z_near: The distance to the near clip plane. Never pass 0 and always pass
|
|
* a positive number.
|
|
* @z_2d: The distance to the 2D plane. (Should always be positive and
|
|
* be between @z_near and the z_far value that was passed to
|
|
* cogl_matrix_frustum())
|
|
* @width_2d: The width of the 2D coordinate system
|
|
* @height_2d: The height of the 2D coordinate system
|
|
*
|
|
* Multiplies @matrix by a view transform that maps the 2D coordinates
|
|
* (0,0) top left and (@width_2d,@height_2d) bottom right the full viewport
|
|
* size. Geometry at a depth of 0 will now lie on this 2D plane.
|
|
*
|
|
* Note: this doesn't multiply the matrix by any projection matrix,
|
|
* but it assumes you have a perspective projection as defined by
|
|
* passing the corresponding arguments to cogl_matrix_frustum().
|
|
|
|
* Toolkits such as Clutter that mix 2D and 3D drawing can use this to
|
|
* create a 2D coordinate system within a 3D perspective projected
|
|
* view frustum.
|
|
*
|
|
* Since: 1.8
|
|
* Stability: unstable
|
|
*/
|
|
void
|
|
cogl_matrix_view_2d_in_frustum (CoglMatrix *matrix,
|
|
float left,
|
|
float right,
|
|
float bottom,
|
|
float top,
|
|
float z_near,
|
|
float z_2d,
|
|
float width_2d,
|
|
float height_2d);
|
|
|
|
/**
|
|
* cogl_matrix_view_2d_in_perspective:
|
|
* @fov_y: A field of view angle for the Y axis
|
|
* @aspect: The ratio of width to height determining the field of view angle
|
|
* for the x axis.
|
|
* @z_near: The distance to the near clip plane. Never pass 0 and always pass
|
|
* a positive number.
|
|
* @z_2d: The distance to the 2D plane. (Should always be positive and
|
|
* be between @z_near and the z_far value that was passed to
|
|
* cogl_matrix_frustum())
|
|
* @width_2d: The width of the 2D coordinate system
|
|
* @height_2d: The height of the 2D coordinate system
|
|
*
|
|
* Multiplies @matrix by a view transform that maps the 2D coordinates
|
|
* (0,0) top left and (@width_2d,@height_2d) bottom right the full viewport
|
|
* size. Geometry at a depth of 0 will now lie on this 2D plane.
|
|
*
|
|
* Note: this doesn't multiply the matrix by any projection matrix,
|
|
* but it assumes you have a perspective projection as defined by
|
|
* passing the corresponding arguments to cogl_matrix_perspective().
|
|
*
|
|
* Toolkits such as Clutter that mix 2D and 3D drawing can use this to
|
|
* create a 2D coordinate system within a 3D perspective projected
|
|
* view frustum.
|
|
*
|
|
* Since: 1.8
|
|
* Stability: unstable
|
|
*/
|
|
void
|
|
cogl_matrix_view_2d_in_perspective (CoglMatrix *matrix,
|
|
float fov_y,
|
|
float aspect,
|
|
float z_near,
|
|
float z_2d,
|
|
float width_2d,
|
|
float height_2d);
|
|
|
|
#endif
|
|
|
|
/**
|
|
* cogl_matrix_init_from_array:
|
|
* @matrix: A 4x4 transformation matrix
|
|
* @array: A linear array of 16 floats (column-major order)
|
|
*
|
|
* Initializes @matrix with the contents of @array
|
|
*/
|
|
void
|
|
cogl_matrix_init_from_array (CoglMatrix *matrix,
|
|
const float *array);
|
|
|
|
/**
|
|
* cogl_matrix_get_array:
|
|
* @matrix: A 4x4 transformation matrix
|
|
*
|
|
* Casts @matrix to a float array which can be directly passed to OpenGL.
|
|
*
|
|
* Return value: a pointer to the float array
|
|
*/
|
|
const float *
|
|
cogl_matrix_get_array (const CoglMatrix *matrix);
|
|
|
|
#ifdef COGL_ENABLE_EXPERIMENTAL_API
|
|
/**
|
|
* cogl_matrix_init_from_quaternion:
|
|
* @matrix: A 4x4 transformation matrix
|
|
* @quaternion: A #CoglQuaternion
|
|
*
|
|
* Initializes @matrix from a #CoglQuaternion rotation.
|
|
*/
|
|
void
|
|
cogl_matrix_init_from_quaternion (CoglMatrix *matrix,
|
|
const CoglQuaternion *quaternion);
|
|
|
|
/**
|
|
* cogl_matrix_init_from_euler:
|
|
* @matrix: A 4x4 transformation matrix
|
|
* @euler: A #CoglEuler
|
|
*
|
|
* Initializes @matrix from a #CoglEuler rotation.
|
|
*/
|
|
void
|
|
cogl_matrix_init_from_euler (CoglMatrix *matrix,
|
|
const CoglEuler *euler);
|
|
#endif
|
|
|
|
/**
|
|
* cogl_matrix_equal:
|
|
* @v1: A 4x4 transformation matrix
|
|
* @v2: A 4x4 transformation matrix
|
|
*
|
|
* Compares two matrices to see if they represent the same
|
|
* transformation. Although internally the matrices may have different
|
|
* annotations associated with them and may potentially have a cached
|
|
* inverse matrix these are not considered in the comparison.
|
|
*
|
|
* Since: 1.4
|
|
*/
|
|
CoglBool
|
|
cogl_matrix_equal (const void *v1, const void *v2);
|
|
|
|
/**
|
|
* cogl_matrix_copy:
|
|
* @matrix: A 4x4 transformation matrix you want to copy
|
|
*
|
|
* Allocates a new #CoglMatrix on the heap and initializes it with
|
|
* the same values as @matrix.
|
|
*
|
|
* Return value: (transfer full): A newly allocated #CoglMatrix which
|
|
* should be freed using cogl_matrix_free()
|
|
*
|
|
* Since: 1.6
|
|
*/
|
|
CoglMatrix *
|
|
cogl_matrix_copy (const CoglMatrix *matrix);
|
|
|
|
/**
|
|
* cogl_matrix_free:
|
|
* @matrix: A 4x4 transformation matrix you want to free
|
|
*
|
|
* Frees a #CoglMatrix that was previously allocated via a call to
|
|
* cogl_matrix_copy().
|
|
*
|
|
* Since: 1.6
|
|
*/
|
|
void
|
|
cogl_matrix_free (CoglMatrix *matrix);
|
|
|
|
/**
|
|
* cogl_matrix_get_inverse:
|
|
* @matrix: A 4x4 transformation matrix
|
|
* @inverse: (out): The destination for a 4x4 inverse transformation matrix
|
|
*
|
|
* Gets the inverse transform of a given matrix and uses it to initialize
|
|
* a new #CoglMatrix.
|
|
*
|
|
* <note>Although the first parameter is annotated as const to indicate
|
|
* that the transform it represents isn't modified this function may
|
|
* technically save a copy of the inverse transform within the given
|
|
* #CoglMatrix so that subsequent requests for the inverse transform may
|
|
* avoid costly inversion calculations.</note>
|
|
*
|
|
* Return value: %TRUE if the inverse was successfully calculated or %FALSE
|
|
* for degenerate transformations that can't be inverted (in this case the
|
|
* @inverse matrix will simply be initialized with the identity matrix)
|
|
*
|
|
* Since: 1.2
|
|
*/
|
|
CoglBool
|
|
cogl_matrix_get_inverse (const CoglMatrix *matrix,
|
|
CoglMatrix *inverse);
|
|
|
|
/* FIXME: to be consistent with cogl_matrix_{transform,project}_points
|
|
* this could be renamed to cogl_matrix_project_point for Cogl 2.0...
|
|
*/
|
|
|
|
/**
|
|
* cogl_matrix_transform_point:
|
|
* @matrix: A 4x4 transformation matrix
|
|
* @x: (inout): The X component of your points position
|
|
* @y: (inout): The Y component of your points position
|
|
* @z: (inout): The Z component of your points position
|
|
* @w: (inout): The W component of your points position
|
|
*
|
|
* Transforms a point whos position is given and returned as four float
|
|
* components.
|
|
*/
|
|
void
|
|
cogl_matrix_transform_point (const CoglMatrix *matrix,
|
|
float *x,
|
|
float *y,
|
|
float *z,
|
|
float *w);
|
|
|
|
#ifdef COGL_ENABLE_EXPERIMENTAL_API
|
|
/**
|
|
* cogl_matrix_transform_points:
|
|
* @matrix: A transformation matrix
|
|
* @n_components: The number of position components for each input point.
|
|
* (either 2 or 3)
|
|
* @stride_in: The stride in bytes between input points.
|
|
* @points_in: A pointer to the first component of the first input point.
|
|
* @stride_out: The stride in bytes between output points.
|
|
* @points_out: A pointer to the first component of the first output point.
|
|
* @n_points: The number of points to transform.
|
|
*
|
|
* Transforms an array of input points and writes the result to
|
|
* another array of output points. The input points can either have 2
|
|
* or 3 components each. The output points always have 3 components.
|
|
* The output array can simply point to the input array to do the
|
|
* transform in-place.
|
|
*
|
|
* If you need to transform 4 component points see
|
|
* cogl_matrix_project_points().
|
|
*
|
|
* Here's an example with differing input/output strides:
|
|
* |[
|
|
* typedef struct {
|
|
* float x,y;
|
|
* uint8_t r,g,b,a;
|
|
* float s,t,p;
|
|
* } MyInVertex;
|
|
* typedef struct {
|
|
* uint8_t r,g,b,a;
|
|
* float x,y,z;
|
|
* } MyOutVertex;
|
|
* MyInVertex vertices[N_VERTICES];
|
|
* MyOutVertex results[N_VERTICES];
|
|
* CoglMatrix matrix;
|
|
*
|
|
* my_load_vertices (vertices);
|
|
* my_get_matrix (&matrix);
|
|
*
|
|
* cogl_matrix_transform_points (&matrix,
|
|
* 2,
|
|
* sizeof (MyInVertex),
|
|
* &vertices[0].x,
|
|
* sizeof (MyOutVertex),
|
|
* &results[0].x,
|
|
* N_VERTICES);
|
|
* ]|
|
|
*
|
|
* Stability: unstable
|
|
*/
|
|
void
|
|
cogl_matrix_transform_points (const CoglMatrix *matrix,
|
|
int n_components,
|
|
size_t stride_in,
|
|
const void *points_in,
|
|
size_t stride_out,
|
|
void *points_out,
|
|
int n_points);
|
|
|
|
/**
|
|
* cogl_matrix_project_points:
|
|
* @matrix: A projection matrix
|
|
* @n_components: The number of position components for each input point.
|
|
* (either 2, 3 or 4)
|
|
* @stride_in: The stride in bytes between input points.
|
|
* @points_in: A pointer to the first component of the first input point.
|
|
* @stride_out: The stride in bytes between output points.
|
|
* @points_out: A pointer to the first component of the first output point.
|
|
* @n_points: The number of points to transform.
|
|
*
|
|
* Projects an array of input points and writes the result to another
|
|
* array of output points. The input points can either have 2, 3 or 4
|
|
* components each. The output points always have 4 components (known
|
|
* as homogenous coordinates). The output array can simply point to
|
|
* the input array to do the transform in-place.
|
|
*
|
|
* Here's an example with differing input/output strides:
|
|
* |[
|
|
* typedef struct {
|
|
* float x,y;
|
|
* uint8_t r,g,b,a;
|
|
* float s,t,p;
|
|
* } MyInVertex;
|
|
* typedef struct {
|
|
* uint8_t r,g,b,a;
|
|
* float x,y,z;
|
|
* } MyOutVertex;
|
|
* MyInVertex vertices[N_VERTICES];
|
|
* MyOutVertex results[N_VERTICES];
|
|
* CoglMatrix matrix;
|
|
*
|
|
* my_load_vertices (vertices);
|
|
* my_get_matrix (&matrix);
|
|
*
|
|
* cogl_matrix_project_points (&matrix,
|
|
* 2,
|
|
* sizeof (MyInVertex),
|
|
* &vertices[0].x,
|
|
* sizeof (MyOutVertex),
|
|
* &results[0].x,
|
|
* N_VERTICES);
|
|
* ]|
|
|
*
|
|
* Stability: unstable
|
|
*/
|
|
void
|
|
cogl_matrix_project_points (const CoglMatrix *matrix,
|
|
int n_components,
|
|
size_t stride_in,
|
|
const void *points_in,
|
|
size_t stride_out,
|
|
void *points_out,
|
|
int n_points);
|
|
|
|
#endif /* COGL_ENABLE_EXPERIMENTAL_API */
|
|
|
|
/**
|
|
* cogl_matrix_is_identity:
|
|
* @matrix: A #CoglMatrix
|
|
*
|
|
* Determines if the given matrix is an identity matrix.
|
|
*
|
|
* Returns: %TRUE if @matrix is an identity matrix else %FALSE
|
|
* Since: 1.8
|
|
*/
|
|
CoglBool
|
|
cogl_matrix_is_identity (const CoglMatrix *matrix);
|
|
|
|
/**
|
|
* cogl_matrix_transpose:
|
|
* @matrix: A #CoglMatrix
|
|
*
|
|
* Replaces @matrix with its transpose. Ie, every element (i,j) in the
|
|
* new matrix is taken from element (j,i) in the old matrix.
|
|
*
|
|
* Since: 1.10
|
|
*/
|
|
void
|
|
cogl_matrix_transpose (CoglMatrix *matrix);
|
|
|
|
/**
|
|
* cogl_debug_matrix_print:
|
|
* @matrix: A #CoglMatrix
|
|
*
|
|
* Prints the contents of a #CoglMatrix to stdout.
|
|
*
|
|
* Since: 2.0
|
|
*/
|
|
void
|
|
cogl_debug_matrix_print (const CoglMatrix *matrix);
|
|
|
|
#ifdef COGL_HAS_GTYPE_SUPPORT
|
|
|
|
#define COGL_GTYPE_TYPE_MATRIX (cogl_matrix_get_gtype ())
|
|
|
|
/**
|
|
* cogl_matrix_get_gtype:
|
|
*
|
|
* Returns: a #GType that can be used with the GLib type system.
|
|
*/
|
|
GType cogl_matrix_get_gtype (void);
|
|
|
|
/**
|
|
* cogl_gtype_matrix_get_type:
|
|
*
|
|
* Returns: the GType for the registered "CoglMatrix" boxed type. This
|
|
* can be used for example to define GObject properties that accept a
|
|
* #CoglMatrix value.
|
|
*
|
|
* Deprecated: 1.18: Use cogl_matrix_get_gtype() instead.
|
|
*/
|
|
GType
|
|
cogl_gtype_matrix_get_type (void);
|
|
|
|
#endif /* COGL_HAS_GTYPE_SUPPORT*/
|
|
|
|
COGL_END_DECLS
|
|
|
|
#endif /* __COGL_MATRIX_H */
|