[doc] Hooks up cogl-matrix reference documentation

Adds a few more gtk-doc notes to cogl-matrix.h, and adds a new section to
cogl-sections.txt
This commit is contained in:
Robert Bragg 2008-12-22 16:16:07 +00:00
parent fa8d6dc69b
commit 63047e1907
3 changed files with 61 additions and 5 deletions

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@ -1,8 +1,42 @@
#ifndef __COGL_MATRIX_H
#define __COGL_MATRIX_H
/* Note: This is ordered according to how OpenGL expects to get 4x4 matrices */
typedef struct {
#include <glib.h>
G_BEGIN_DECLS
/**
* SECTION:cogl-matrix
* @short_description: Fuctions for initializing and manipulating 4x4
* matrices.
*
* Matrices are used in Cogl to describe affine model-view transforms and
* 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 CoglMatix 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:
* <programlisting>
* 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
* </programlisting>
* Where w is normally 1
*/
typedef struct _CoglMatrix {
/* column 0 */
float xx;
float yx;
@ -27,6 +61,8 @@ typedef struct {
float zw;
float ww;
/*< private >*/
/* Note: we may want to extend this later with private flags
* and a cache of the inverse transform matrix. */
} CoglMatrix;
@ -35,7 +71,13 @@ typedef struct {
* cogl_matrix_init_identity:
* @matrix: A 4x4 transformation matrix
*
* Resets matrix to the identity matrix
* Resets matrix to the identity matrix:
* <programlisting>
* .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;
* </programlisting>
*/
void cogl_matrix_init_identity (CoglMatrix *matrix);
@ -46,7 +88,7 @@ void cogl_matrix_init_identity (CoglMatrix *matrix);
* @b: A 4x4 transformation matrix
*
* This function multiples the two supplied matricies together and stores
* the result in 'result'
* the result in #result
*/
void cogl_matrix_multiply (CoglMatrix *result,
const CoglMatrix *a,
@ -61,7 +103,7 @@ void cogl_matrix_multiply (CoglMatrix *result,
* @z: Z component of your rotation vector
*
* This function multiples your matrix with a rotation matrix that applies
* a rotation of angle degrees around the specified 3D vector.
* a rotation of #angle degrees around the specified 3D vector.
*/
void cogl_matrix_rotate (CoglMatrix *matrix,
float angle,
@ -98,5 +140,7 @@ void cogl_matrix_scale (CoglMatrix *matrix,
float sy,
float sz);
G_END_DECLS
#endif /* __COGL_MATRIX_H */

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@ -55,6 +55,7 @@
<xi:include href="xml/cogl.xml"/>
<xi:include href="xml/cogl-primitives.xml"/>
<xi:include href="xml/cogl-util.xml"/>
<xi:include href="xml/cogl-matrix.xml"/>
<xi:include href="xml/cogl-texture.xml"/>
<xi:include href="xml/cogl-shaders.xml"/>
<xi:include href="xml/cogl-offscreen.xml"/>

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@ -293,3 +293,14 @@ cogl_mesh_draw_range_elements
cogl_mesh_submit
</SECTION>
<SECTION>
<FILE>cogl-matrix</FILE>
<TITLE>Matrices</TITLE>
CoglMatrix
cogl_matrix_init_identity
cogl_matrix_multiply
cogl_matrix_rotate
cogl_matrix_translate
cogl_matrix_scale
</SECTION>