mutter/clutter/cogl/common/cogl-matrix.c

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/*
* 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, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
*/
#include <cogl.h>
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#include <cogl-matrix.h>
#include <glib.h>
#include <math.h>
#include <string.h>
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void
cogl_matrix_init_identity (CoglMatrix *matrix)
{
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;
}
void
cogl_matrix_multiply (CoglMatrix *result,
const CoglMatrix *a,
const CoglMatrix *b)
{
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;
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/* 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...
*/
*result = r;
}
void
cogl_matrix_rotate (CoglMatrix *matrix,
float angle,
float x,
float y,
float z)
{
CoglMatrix rotation;
CoglMatrix result;
angle *= G_PI / 180.0f;
float c = cosf (angle);
float s = sinf (angle);
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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;
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cogl_matrix_multiply (&result, matrix, &rotation);
*matrix = result;
}
void
cogl_matrix_translate (CoglMatrix *matrix,
float x,
float y,
float z)
{
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;
}
void
cogl_matrix_scale (CoglMatrix *matrix,
float sx,
float sy,
float sz)
{
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;
}
#if 0
gboolean
cogl_matrix_invert (CoglMatrix *matrix)
{
/* TODO */
/* Note: It might be nice to also use the flag based tricks that mesa does
* to alow it to track the type of transformations a matrix represents
* so it can use various assumptions to optimise the inversion.
*/
}
#endif
void
cogl_matrix_frustum (CoglMatrix *matrix,
float left,
float right,
float bottom,
float top,
float z_near,
float z_far)
{
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);
}
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);
}
void
cogl_matrix_ortho (CoglMatrix *matrix,
float left,
float right,
float bottom,
float top,
float near,
float far)
{
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 - near);
ortho.wz = 0.0;
/* column 3 */
ortho.xw = -(right + left) / (right - left);
ortho.yw = -(top + bottom) / (top - bottom);
ortho.zw = -(far + near) / (far - near);
ortho.ww = 1.0;
cogl_matrix_multiply (matrix, matrix, &ortho);
}
void
cogl_matrix_init_from_array (CoglMatrix *matrix, const float *array)
{
memcpy (matrix, array, sizeof (float) * 16);
}
const float *
cogl_matrix_get_array (const CoglMatrix *matrix)
{
return (float *)matrix;
}
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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;
}