[Cogl] the cogl_get_*_matrix functions now work with CoglMatrix types

Since the CoglMatrix type was added for supporting texture matrices recently
it made sense to be consistent accross the Cogl API and use the Cogl type
over the GL style GLfloat m[16] arrays.
This commit is contained in:
Robert Bragg 2009-02-18 18:54:54 +00:00
parent 4af0717b00
commit 34e53736ed
8 changed files with 160 additions and 124 deletions

3
README
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@ -287,6 +287,9 @@ Release Notes for Clutter 1.0
density argument isn't just ignored. A cogl_disable_fog function was
also added.
* cogl_get_*_matrix were changed to use the CoglMatrix type instead of
GLfloat m[16] arrays.
Release Notes for Clutter 0.8
-------------------------------

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@ -867,57 +867,20 @@ fixed_vertex_to_units (const fixed_vertex_t *f,
u->z = CLUTTER_UNITS_FROM_FIXED (f->z);
}
/*
* Utility functions for manipulating transformation matrix
*
* Matrix: 4x4 of ClutterFixed
*/
#define M(m,row,col) (m)[(col) * 4 + (row)]
/* Transforms a vertex using the passed matrix; vertex is
* an in-out parameter
*/
static inline void
mtx_transform (const ClutterFixed m[],
static void
mtx_transform (const CoglMatrix *matrix,
fixed_vertex_t *vertex)
{
float _x, _y, _z, _w;
_x = vertex->x;
_y = vertex->y;
_z = vertex->z;
_w = vertex->w;
/* We care lot about precision here, so have to use MUL instead
* of FAST_MUL
*/
vertex->x = CLUTTER_FIXED_MUL (M (m, 0, 0), _x)
+ CLUTTER_FIXED_MUL (M (m, 0, 1), _y)
+ CLUTTER_FIXED_MUL (M (m, 0, 2), _z)
+ CLUTTER_FIXED_MUL (M (m, 0, 3), _w);
vertex->y = CLUTTER_FIXED_MUL (M (m, 1, 0), _x)
+ CLUTTER_FIXED_MUL (M (m, 1, 1), _y)
+ CLUTTER_FIXED_MUL (M (m, 1, 2), _z)
+ CLUTTER_FIXED_MUL (M (m, 1, 3), _w);
vertex->z = CLUTTER_FIXED_MUL (M (m, 2, 0), _x)
+ CLUTTER_FIXED_MUL (M (m, 2, 1), _y)
+ CLUTTER_FIXED_MUL (M (m, 2, 2), _z)
+ CLUTTER_FIXED_MUL (M (m, 2, 3), _w);
vertex->w = CLUTTER_FIXED_MUL (M (m, 3, 0), _x)
+ CLUTTER_FIXED_MUL (M (m, 3, 1), _y)
+ CLUTTER_FIXED_MUL (M (m, 3, 2), _z)
+ CLUTTER_FIXED_MUL (M (m, 3, 3), _w);
/* Specially for Matthew: was going to put a comment here, but could not
* think of anything at all to say ;)
*/
cogl_matrix_transform_point (matrix,
&vertex->x,
&vertex->y,
&vertex->z,
&vertex->w);
}
#undef M
/* Help macros to scale from OpenGL <-1,1> coordinates system to our
* X-window based <0,window-size> coordinates
*/
@ -932,7 +895,7 @@ mtx_transform (const ClutterFixed m[],
* places the result into a fixed @vertex
*/
static inline void
fixed_vertex_transform (const ClutterFixed matrix[],
fixed_vertex_transform (const CoglMatrix *matrix,
ClutterFixed x,
ClutterFixed y,
ClutterFixed z,
@ -955,7 +918,7 @@ fixed_vertex_transform (const ClutterFixed matrix[],
* transforms the result into ClutterUnits, filling @vertex_p
*/
static inline void
fixed_vertex_scale (const ClutterFixed matrix[],
fixed_vertex_scale (const CoglMatrix *matrix,
const fixed_vertex_t *vertex,
const ClutterFixed viewport[],
ClutterVertex *vertex_p)
@ -994,7 +957,7 @@ clutter_actor_transform_point_relative (ClutterActor *actor,
ClutterUnit *z,
ClutterUnit *w)
{
ClutterFixed mtx[16];
CoglMatrix matrix;
fixed_vertex_t vertex = { 0, };
vertex.x = (x != NULL) ? CLUTTER_UNITS_TO_FIXED (*x) : 0;
@ -1006,8 +969,8 @@ clutter_actor_transform_point_relative (ClutterActor *actor,
_clutter_actor_apply_modelview_transform_recursive (actor, ancestor);
cogl_get_modelview_matrix (mtx);
mtx_transform (mtx, &vertex);
cogl_get_modelview_matrix (&matrix);
mtx_transform (&matrix, &vertex);
cogl_pop_matrix();
@ -1035,7 +998,7 @@ clutter_actor_transform_point (ClutterActor *actor,
ClutterUnit *z,
ClutterUnit *w)
{
ClutterFixed mtx[16];
CoglMatrix matrix;
fixed_vertex_t vertex = { 0, };
vertex.x = (x != NULL) ? CLUTTER_UNITS_TO_FIXED (*x) : 0;
@ -1047,8 +1010,8 @@ clutter_actor_transform_point (ClutterActor *actor,
_clutter_actor_apply_modelview_transform_recursive (actor, NULL);
cogl_get_modelview_matrix (mtx);
mtx_transform (mtx, &vertex);
cogl_get_modelview_matrix (&matrix);
mtx_transform (&matrix, &vertex);
cogl_pop_matrix();
@ -1139,7 +1102,7 @@ clutter_actor_apply_transform_to_point (ClutterActor *self,
ClutterVertex *vertex)
{
ClutterUnit x, y, z, w;
ClutterFixed mtx_p[16];
CoglMatrix matrix_p;
ClutterFixed v[4];
fixed_vertex_t tmp = { 0, };
@ -1160,11 +1123,11 @@ clutter_actor_apply_transform_to_point (ClutterActor *self,
tmp.z = CLUTTER_UNITS_TO_FIXED (z);
tmp.w = CLUTTER_UNITS_TO_FIXED (w);
cogl_get_projection_matrix (mtx_p);
cogl_get_projection_matrix (&matrix_p);
cogl_get_viewport (v);
/* Now, transform it again with the projection matrix */
mtx_transform (mtx_p, &tmp);
mtx_transform (&matrix_p, &tmp);
/* Finaly translate from OpenGL coords to window coords */
vertex->x =
@ -1185,7 +1148,7 @@ clutter_actor_transform_vertices_relative (ClutterActor *self,
fixed_vertex_t vertices[])
{
ClutterActorPrivate *priv = self->priv;
ClutterFixed mtx[16];
CoglMatrix mtx;
ClutterFixed width, height;
width = CLUTTER_UNITS_TO_FIXED (priv->allocation.x2 - priv->allocation.x1);
@ -1195,12 +1158,12 @@ clutter_actor_transform_vertices_relative (ClutterActor *self,
_clutter_actor_apply_modelview_transform_recursive (self, ancestor);
cogl_get_modelview_matrix (mtx);
cogl_get_modelview_matrix (&mtx);
fixed_vertex_transform (mtx, 0, 0, 0, 1.0, &vertices[0]);
fixed_vertex_transform (mtx, width, 0, 0, 1.0, &vertices[1]);
fixed_vertex_transform (mtx, 0, height, 0, 1.0, &vertices[2]);
fixed_vertex_transform (mtx, width, height, 0, 1.0, &vertices[3]);
fixed_vertex_transform (&mtx, 0, 0, 0, 1.0, &vertices[0]);
fixed_vertex_transform (&mtx, width, 0, 0, 1.0, &vertices[1]);
fixed_vertex_transform (&mtx, 0, height, 0, 1.0, &vertices[2]);
fixed_vertex_transform (&mtx, width, height, 0, 1.0, &vertices[3]);
cogl_pop_matrix();
}
@ -1216,8 +1179,8 @@ clutter_actor_transform_and_project_box (ClutterActor *self,
ClutterVertex verts[4])
{
ClutterActor *stage;
ClutterFixed mtx[16];
ClutterFixed mtx_p[16];
CoglMatrix mtx;
CoglMatrix mtx_p;
ClutterFixed v[4];
ClutterFixed width, height;
fixed_vertex_t vertices[4];
@ -1247,22 +1210,22 @@ clutter_actor_transform_and_project_box (ClutterActor *self,
_clutter_actor_apply_modelview_transform_recursive (self, NULL);
cogl_get_modelview_matrix (mtx);
cogl_get_modelview_matrix (&mtx);
fixed_vertex_transform (mtx, 0, 0, 0, 1.0, &vertices[0]);
fixed_vertex_transform (mtx, width, 0, 0, 1.0, &vertices[1]);
fixed_vertex_transform (mtx, 0, height, 0, 1.0, &vertices[2]);
fixed_vertex_transform (mtx, width, height, 0, 1.0, &vertices[3]);
fixed_vertex_transform (&mtx, 0, 0, 0, 1.0, &vertices[0]);
fixed_vertex_transform (&mtx, width, 0, 0, 1.0, &vertices[1]);
fixed_vertex_transform (&mtx, 0, height, 0, 1.0, &vertices[2]);
fixed_vertex_transform (&mtx, width, height, 0, 1.0, &vertices[3]);
cogl_pop_matrix();
cogl_get_projection_matrix (mtx_p);
cogl_get_projection_matrix (&mtx_p);
cogl_get_viewport (v);
fixed_vertex_scale (mtx_p, &vertices[0], v, &verts[0]);
fixed_vertex_scale (mtx_p, &vertices[1], v, &verts[1]);
fixed_vertex_scale (mtx_p, &vertices[2], v, &verts[2]);
fixed_vertex_scale (mtx_p, &vertices[3], v, &verts[3]);
fixed_vertex_scale (&mtx_p, &vertices[0], v, &verts[0]);
fixed_vertex_scale (&mtx_p, &vertices[1], v, &verts[1]);
fixed_vertex_scale (&mtx_p, &vertices[2], v, &verts[2]);
fixed_vertex_scale (&mtx_p, &vertices[3], v, &verts[3]);
}
/**

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@ -140,6 +140,42 @@ void cogl_matrix_scale (CoglMatrix *matrix,
float sy,
float sz);
/**
* cogl_matrix_transform_point:
* @matrix: A 4x4 transformation matrix
* @x: The X component of your points position [in:out]
* @y: The Y component of your points position [in:out]
* @z: The Z component of your points position [in:out]
* @w: The W component of your points position [in:out]
*
* This 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);
/**
* cogl_matrix_init_from_gl_matrix:
* @matrix: A 4x4 transformation matrix
* @gl_matrix: A linear array of 16 Glfloats (column-major)
*
* This initialises @matrix with the contents of @gl_matrix
*/
void cogl_matrix_init_from_gl_matrix (CoglMatrix *matrix, const float *gl_matrix);
/**
* cogl_matrix_get_gl_matrix:
* @matrix: A 4x4 transformation matrix
*
* This casts a CoglMatrix to a GLfloat array which can be directly passed to
* OpenGL.
*/
const float *cogl_matrix_get_gl_matrix (const CoglMatrix *matrix);
G_END_DECLS
#endif /* __COGL_MATRIX_H */

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@ -268,21 +268,19 @@ void cogl_rotate (float angle,
/**
* cogl_get_modelview_matrix:
* @m: pointer to a 4x4 array of #float<!-- -->s to receive the matrix
* @matrix: pointer to a CoglMatrix to recieve the matrix
*
* Stores the current model-view matrix in @m. The matrix is in
* column-major order.
* Stores the current model-view matrix in @matrix.
*/
void cogl_get_modelview_matrix (float m[16]);
void cogl_get_modelview_matrix (CoglMatrix *matrix);
/**
* cogl_get_projection_matrix:
* @m: pointer to a 4x4 array of #float<!-- -->s to receive the matrix
* @matrix: pointer to a CoglMatrix to recieve the matrix
*
* Stores the current projection matrix in @m. The matrix is in
* column-major order.
* Stores the current projection matrix in @matrix.
*/
void cogl_get_projection_matrix (float m[16]);
void cogl_get_projection_matrix (CoglMatrix *matrix);
/**
* cogl_get_viewport:

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@ -52,7 +52,7 @@ void _cogl_add_path_to_stencil_buffer (floatVec2 nodes_min,
void _cogl_enable_clip_planes (void);
void _cogl_disable_clip_planes (void);
void _cogl_disable_stencil_buffer (void);
void _cogl_set_matrix (const float *matrix);
void _cogl_set_matrix (const CoglMatrix *matrix);
typedef struct _CoglClipStack CoglClipStack;
@ -81,7 +81,7 @@ struct _CoglClipStackEntryRect
float height;
/* The matrix that was current when the clip was set */
float matrix[16];
CoglMatrix matrix;
};
struct _CoglClipStackEntryPath
@ -89,7 +89,7 @@ struct _CoglClipStackEntryPath
CoglClipStackEntryType type;
/* The matrix that was current when the clip was set */
float matrix[16];
CoglMatrix matrix;
floatVec2 path_nodes_min;
floatVec2 path_nodes_max;
@ -120,7 +120,7 @@ cogl_clip_push (float x_offset,
entry->width = width;
entry->height = height;
cogl_get_modelview_matrix (entry->matrix);
cogl_get_modelview_matrix (&entry->matrix);
/* Store it in the stack */
stack->stack_top = g_list_prepend (stack->stack_top, entry);
@ -148,7 +148,7 @@ cogl_clip_push_from_path_preserve (void)
memcpy (entry->path, ctx->path_nodes->data,
sizeof (CoglPathNode) * ctx->path_nodes->len);
cogl_get_modelview_matrix (entry->matrix);
cogl_get_modelview_matrix (&entry->matrix);
/* Store it in the stack */
stack->stack_top = g_list_prepend (stack->stack_top, entry);
@ -226,7 +226,7 @@ _cogl_clip_stack_rebuild (void)
CoglClipStackEntryPath *path = (CoglClipStackEntryPath *) entry;
cogl_push_matrix ();
_cogl_set_matrix (path->matrix);
_cogl_set_matrix (&path->matrix);
_cogl_add_path_to_stencil_buffer (path->path_nodes_min,
path->path_nodes_max,
@ -246,7 +246,7 @@ _cogl_clip_stack_rebuild (void)
CoglClipStackEntryRect *rect = (CoglClipStackEntryRect *) entry;
cogl_push_matrix ();
_cogl_set_matrix (rect->matrix);
_cogl_set_matrix (&rect->matrix);
/* If this is the first entry and we support clip planes then use
that instead */

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@ -2,6 +2,7 @@
#include <glib.h>
#include <math.h>
#include <string.h>
void
cogl_matrix_init_identity (CoglMatrix *matrix)
@ -51,19 +52,6 @@ cogl_matrix_multiply (CoglMatrix *result,
*result = r;
}
/**
* cogl_3dmatrix_rotate:
* @matrix: A 3D Affine transformation matrix
* @angle: The angle in degrees you want to rotate by
* @x: The X component of your rotation vector
* @y: The Y component of your rotation vector
* @z: The Z component of your rotation vector
*
* The matrix is multiplied with a rotation matrix representing a rotation
* of angle degress around the vector (x,y,z)
*
* Since: 1.0
*/
void
cogl_matrix_rotate (CoglMatrix *matrix,
float angle,
@ -137,4 +125,30 @@ cogl_matrix_invert (CoglMatrix *matrix)
}
#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;
}
void
cogl_matrix_init_from_gl_matrix (CoglMatrix *matrix, const float *gl_matrix)
{
memcpy (matrix, gl_matrix, sizeof (float) * 16);
}
const float *
cogl_matrix_get_gl_matrix (const CoglMatrix *matrix)
{
return (float *)matrix;
}

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@ -530,10 +530,11 @@ _cogl_add_stencil_clip (float x_offset,
}
void
_cogl_set_matrix (const float *matrix)
_cogl_set_matrix (const CoglMatrix *matrix)
{
GE( glLoadIdentity () );
GE( glMultMatrixf (matrix) );
const GLfloat *gl_matrix = cogl_matrix_get_gl_matrix (matrix);
GE (glLoadMatrixf (gl_matrix));
}
void
@ -678,7 +679,7 @@ cogl_setup_viewport (guint width,
float z_far)
{
float z_camera;
float projection_matrix[16];
CoglMatrix projection_matrix;
GE( glViewport (0, 0, width, height) );
@ -727,8 +728,8 @@ cogl_setup_viewport (guint width,
* doesn't make sense.
*/
cogl_get_projection_matrix (projection_matrix);
z_camera = 0.5 * projection_matrix[0];
cogl_get_projection_matrix (&projection_matrix);
z_camera = 0.5 * projection_matrix.xx;
GE( glLoadIdentity () );
@ -1122,15 +1123,25 @@ cogl_features_available (CoglFeatureFlags features)
}
void
cogl_get_modelview_matrix (float m[16])
cogl_get_modelview_matrix (CoglMatrix *matrix)
{
float m[16];
glGetFloatv (GL_MODELVIEW_MATRIX, m);
/* Since it's internal to Cogl and CoglMatrix doesn't currently have
* any flag members, we could avoid this extra copy if it really
* bothers anyone */
cogl_matrix_init_from_gl_matrix (matrix, m);
}
void
cogl_get_projection_matrix (float m[16])
cogl_get_projection_matrix (CoglMatrix *matrix)
{
float m[16];
glGetFloatv (GL_PROJECTION_MATRIX, m);
/* Since it's internal to Cogl and CoglMatrix doesn't currently have
* any flag members, we could avoid this extra copy if it really
* bothers anyone */
cogl_matrix_init_from_gl_matrix (matrix, m);
}
void

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@ -453,10 +453,11 @@ _cogl_add_stencil_clip (float x_offset,
}
void
_cogl_set_matrix (const float *matrix)
_cogl_set_matrix (const CoglMatrix *matrix)
{
GE( glLoadIdentity () );
GE( glMultMatrixf (matrix) );
const GLfloat *gl_matrix = cogl_matrix_get_gl_matrix (matrix);
GE (glLoadMatrixf (gl_matrix));
}
void
@ -601,7 +602,7 @@ cogl_setup_viewport (guint width,
float z_far)
{
float z_camera;
float projection_matrix[16];
CoglMatrix projection_matrix;
GE( glViewport (0, 0, width, height) );
@ -617,8 +618,8 @@ cogl_setup_viewport (guint width,
* See comments in ../gl/cogl.c
*/
cogl_get_projection_matrix (projection_matrix);
z_camera = 0.5 * projection_matrix[0];
cogl_get_projection_matrix (&projection_matrix);
z_camera = 0.5 * projection_matrix.xx;
GE( glLoadIdentity () );
@ -679,15 +680,25 @@ cogl_features_available (CoglFeatureFlags features)
}
void
cogl_get_modelview_matrix (float m[16])
cogl_get_modelview_matrix (CoglMatrix *matrix)
{
float m[16];
glGetFloatv (GL_MODELVIEW_MATRIX, m);
/* Since it's internal to Cogl and CoglMatrix doesn't currently have
* any flag members, we could avoid this extra copy if it really
* bothers anyone */
cogl_matrix_init_from_gl_matrix (matrix, m);
}
void
cogl_get_projection_matrix (float m[16])
cogl_get_projection_matrix (CoglMatrix *matrix)
{
float m[16];
glGetFloatv (GL_PROJECTION_MATRIX, m);
/* Since it's internal to Cogl and CoglMatrix doesn't currently have
* any flag members, we could avoid this extra copy if it really
* bothers anyone */
cogl_matrix_init_from_gl_matrix (matrix, m);
}
void