mirror of
https://github.com/brl/mutter.git
synced 2024-11-25 01:20:42 -05:00
cogl/matrix: Make it row-major
This commit is contained in:
parent
2ed596088f
commit
a9d32be61e
@ -532,7 +532,7 @@ _cogl_util_get_eye_planes_for_screen_poly (float *polygon,
|
||||
* frustum; coordinates range from [-Wc,Wc] left to right on the
|
||||
* x-axis and [Wc,-Wc] top to bottom on the y-axis.
|
||||
*/
|
||||
Wc = DEPTH * projection->wz + projection->ww;
|
||||
Wc = DEPTH * projection->zw + projection->ww;
|
||||
|
||||
#define CLIP_X(X) ((((float)X - viewport[0]) * (2.0 / viewport[2])) - 1) * Wc
|
||||
#define CLIP_Y(Y) ((((float)Y - viewport[1]) * (2.0 / viewport[3])) - 1) * -Wc
|
||||
@ -545,7 +545,7 @@ _cogl_util_get_eye_planes_for_screen_poly (float *polygon,
|
||||
tmp_poly[i].w = Wc;
|
||||
}
|
||||
|
||||
Wc = DEPTH * 2 * projection->wz + projection->ww;
|
||||
Wc = DEPTH * 2 * projection->zw + projection->ww;
|
||||
|
||||
/* FIXME: technically we don't need to project all of the points
|
||||
* twice, it would be enough project every other point since
|
||||
|
@ -108,9 +108,6 @@ cogl_matrix_multiply (CoglMatrix *result,
|
||||
cogl_matrix_to_graphene_matrix (a, &m1);
|
||||
cogl_matrix_to_graphene_matrix (b, &m2);
|
||||
|
||||
/* AxB on a column-major matrix (CoglMatrix) is equal
|
||||
* to BxA on a row-major matrix (graphene_matrix_t)
|
||||
*/
|
||||
graphene_matrix_multiply (&m2, &m1, &res);
|
||||
graphene_matrix_to_cogl_matrix (&res, result);
|
||||
|
||||
@ -124,7 +121,7 @@ _cogl_matrix_prefix_print (const char *prefix, const CoglMatrix *matrix)
|
||||
int i;
|
||||
|
||||
for (i = 0;i < 4; i++)
|
||||
g_print ("%s\t%f %f %f %f\n", prefix, m[i], m[4+i], m[8+i], m[12+i] );
|
||||
g_print ("%s\t%f %f %f %f\n", prefix, m[i*4], m[i*4+1], m[i*4+2], m[i*4+3] );
|
||||
}
|
||||
|
||||
/*
|
||||
@ -163,7 +160,6 @@ cogl_matrix_rotate (CoglMatrix *matrix,
|
||||
graphene_vec3_t r;
|
||||
|
||||
cogl_matrix_to_graphene_matrix (matrix, &m);
|
||||
graphene_matrix_transpose (&m, &m);
|
||||
|
||||
graphene_matrix_init_rotate (&rotation, angle, graphene_vec3_init (&r, x, y, z));
|
||||
graphene_matrix_multiply (&rotation, &m, &m);
|
||||
@ -207,8 +203,6 @@ cogl_matrix_frustum (CoglMatrix *matrix,
|
||||
graphene_matrix_init_frustum (&frustum, left, right, bottom, top, z_near, z_far);
|
||||
|
||||
cogl_matrix_to_graphene_matrix (matrix, &m);
|
||||
graphene_matrix_transpose (&m, &m);
|
||||
|
||||
graphene_matrix_multiply (&m, &frustum, &m);
|
||||
graphene_matrix_to_cogl_matrix (&m, matrix);
|
||||
|
||||
@ -227,8 +221,6 @@ cogl_matrix_perspective (CoglMatrix *matrix,
|
||||
graphene_matrix_init_perspective (&perspective, fov_y, aspect, z_near, z_far);
|
||||
|
||||
cogl_matrix_to_graphene_matrix (matrix, &m);
|
||||
graphene_matrix_transpose (&m, &m);
|
||||
|
||||
graphene_matrix_multiply (&m, &perspective, &m);
|
||||
graphene_matrix_to_cogl_matrix (&m, matrix);
|
||||
|
||||
@ -249,8 +241,6 @@ cogl_matrix_orthographic (CoglMatrix *matrix,
|
||||
graphene_matrix_init_ortho (&ortho, x_1, x_2, y_2, y_1, near, far);
|
||||
|
||||
cogl_matrix_to_graphene_matrix (matrix, &m);
|
||||
graphene_matrix_transpose (&m, &m);
|
||||
|
||||
graphene_matrix_multiply (&m, &ortho, &m);
|
||||
graphene_matrix_to_cogl_matrix (&m, matrix);
|
||||
|
||||
@ -264,15 +254,24 @@ cogl_matrix_scale (CoglMatrix *matrix,
|
||||
float sz)
|
||||
{
|
||||
graphene_matrix_t m;
|
||||
CoglMatrix old;
|
||||
|
||||
cogl_matrix_to_graphene_matrix (matrix, &m);
|
||||
|
||||
graphene_matrix_transpose (&m, &m);
|
||||
graphene_matrix_scale (&m, sx, sy, sz);
|
||||
graphene_matrix_transpose (&m, &m);
|
||||
/* Cogl moves the matrix to 0, scales it, then moves back
|
||||
* to the previous transform point. To ease transition,
|
||||
* preserve that behavior.
|
||||
*/
|
||||
old = *matrix;
|
||||
|
||||
graphene_matrix_scale (&m, sx, sy, sz);
|
||||
graphene_matrix_to_cogl_matrix (&m, matrix);
|
||||
|
||||
matrix->wx = old.wx;
|
||||
matrix->wy = old.wy;
|
||||
matrix->wz = old.wz;
|
||||
matrix->ww = old.ww;
|
||||
|
||||
_COGL_MATRIX_DEBUG_PRINT (matrix);
|
||||
}
|
||||
|
||||
@ -399,10 +398,9 @@ cogl_matrix_view_2d_in_frustum (CoglMatrix *matrix,
|
||||
float width_scale = width_2d_start / width_2d;
|
||||
float height_scale = height_2d_start / height_2d;
|
||||
|
||||
cogl_matrix_scale (matrix, width_scale, -height_scale, width_scale);
|
||||
cogl_matrix_translate (matrix,
|
||||
left_2d_plane, top_2d_plane, -z_2d);
|
||||
|
||||
cogl_matrix_scale (matrix, width_scale, -height_scale, width_scale);
|
||||
}
|
||||
|
||||
/* Assuming a symmetric perspective matrix is being used for your
|
||||
@ -479,10 +477,10 @@ cogl_matrix_transform_point (const CoglMatrix *matrix,
|
||||
{
|
||||
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;
|
||||
*x = matrix->xx * _x + matrix->yx * _y + matrix->zx * _z + matrix->wx * _w;
|
||||
*y = matrix->xy * _x + matrix->yy * _y + matrix->zy * _z + matrix->wy * _w;
|
||||
*z = matrix->xz * _x + matrix->yz * _y + matrix->zz * _z + matrix->wz * _w;
|
||||
*w = matrix->xw * _x + matrix->yw * _y + matrix->zw * _z + matrix->ww * _w;
|
||||
}
|
||||
|
||||
typedef struct _Point2f
|
||||
@ -521,9 +519,9 @@ _cogl_matrix_transform_points_f2 (const CoglMatrix *matrix,
|
||||
Point2f p = *(Point2f *)((uint8_t *)points_in + i * stride_in);
|
||||
Point3f *o = (Point3f *)((uint8_t *)points_out + i * stride_out);
|
||||
|
||||
o->x = matrix->xx * p.x + matrix->xy * p.y + matrix->xw;
|
||||
o->y = matrix->yx * p.x + matrix->yy * p.y + matrix->yw;
|
||||
o->z = matrix->zx * p.x + matrix->zy * p.y + matrix->zw;
|
||||
o->x = matrix->xx * p.x + matrix->yx * p.y + matrix->wx;
|
||||
o->y = matrix->xy * p.x + matrix->yy * p.y + matrix->wy;
|
||||
o->z = matrix->xz * p.x + matrix->yz * p.y + matrix->wz;
|
||||
}
|
||||
}
|
||||
|
||||
@ -542,10 +540,10 @@ _cogl_matrix_project_points_f2 (const CoglMatrix *matrix,
|
||||
Point2f p = *(Point2f *)((uint8_t *)points_in + i * stride_in);
|
||||
Point4f *o = (Point4f *)((uint8_t *)points_out + i * stride_out);
|
||||
|
||||
o->x = matrix->xx * p.x + matrix->xy * p.y + matrix->xw;
|
||||
o->y = matrix->yx * p.x + matrix->yy * p.y + matrix->yw;
|
||||
o->z = matrix->zx * p.x + matrix->zy * p.y + matrix->zw;
|
||||
o->w = matrix->wx * p.x + matrix->wy * p.y + matrix->ww;
|
||||
o->x = matrix->xx * p.x + matrix->yx * p.y + matrix->wx;
|
||||
o->y = matrix->xy * p.x + matrix->yy * p.y + matrix->wy;
|
||||
o->z = matrix->xz * p.x + matrix->yz * p.y + matrix->wz;
|
||||
o->w = matrix->xw * p.x + matrix->yw * p.y + matrix->ww;
|
||||
}
|
||||
}
|
||||
|
||||
@ -564,12 +562,12 @@ _cogl_matrix_transform_points_f3 (const CoglMatrix *matrix,
|
||||
Point3f p = *(Point3f *)((uint8_t *)points_in + i * stride_in);
|
||||
Point3f *o = (Point3f *)((uint8_t *)points_out + i * stride_out);
|
||||
|
||||
o->x = matrix->xx * p.x + matrix->xy * p.y +
|
||||
matrix->xz * p.z + matrix->xw;
|
||||
o->y = matrix->yx * p.x + matrix->yy * p.y +
|
||||
matrix->yz * p.z + matrix->yw;
|
||||
o->z = matrix->zx * p.x + matrix->zy * p.y +
|
||||
matrix->zz * p.z + matrix->zw;
|
||||
o->x = matrix->xx * p.x + matrix->yx * p.y +
|
||||
matrix->zx * p.z + matrix->wx;
|
||||
o->y = matrix->xy * p.x + matrix->yy * p.y +
|
||||
matrix->zy * p.z + matrix->wy;
|
||||
o->z = matrix->xz * p.x + matrix->yz * p.y +
|
||||
matrix->zz * p.z + matrix->wz;
|
||||
}
|
||||
}
|
||||
|
||||
@ -588,14 +586,14 @@ _cogl_matrix_project_points_f3 (const CoglMatrix *matrix,
|
||||
Point3f p = *(Point3f *)((uint8_t *)points_in + i * stride_in);
|
||||
Point4f *o = (Point4f *)((uint8_t *)points_out + i * stride_out);
|
||||
|
||||
o->x = matrix->xx * p.x + matrix->xy * p.y +
|
||||
matrix->xz * p.z + matrix->xw;
|
||||
o->y = matrix->yx * p.x + matrix->yy * p.y +
|
||||
matrix->yz * p.z + matrix->yw;
|
||||
o->z = matrix->zx * p.x + matrix->zy * p.y +
|
||||
matrix->zz * p.z + matrix->zw;
|
||||
o->w = matrix->wx * p.x + matrix->wy * p.y +
|
||||
matrix->wz * p.z + matrix->ww;
|
||||
o->x = matrix->xx * p.x + matrix->yx * p.y +
|
||||
matrix->zx * p.z + matrix->wx;
|
||||
o->y = matrix->xy * p.x + matrix->yy * p.y +
|
||||
matrix->zy * p.z + matrix->wy;
|
||||
o->z = matrix->xz * p.x + matrix->yz * p.y +
|
||||
matrix->zz * p.z + matrix->wz;
|
||||
o->w = matrix->xw * p.x + matrix->yw * p.y +
|
||||
matrix->zw * p.z + matrix->ww;
|
||||
}
|
||||
}
|
||||
|
||||
@ -614,14 +612,14 @@ _cogl_matrix_project_points_f4 (const CoglMatrix *matrix,
|
||||
Point4f p = *(Point4f *)((uint8_t *)points_in + i * stride_in);
|
||||
Point4f *o = (Point4f *)((uint8_t *)points_out + i * stride_out);
|
||||
|
||||
o->x = matrix->xx * p.x + matrix->xy * p.y +
|
||||
matrix->xz * p.z + matrix->xw * p.w;
|
||||
o->y = matrix->yx * p.x + matrix->yy * p.y +
|
||||
matrix->yz * p.z + matrix->yw * p.w;
|
||||
o->z = matrix->zx * p.x + matrix->zy * p.y +
|
||||
matrix->zz * p.z + matrix->zw * p.w;
|
||||
o->w = matrix->wx * p.x + matrix->wy * p.y +
|
||||
matrix->wz * p.z + matrix->ww * p.w;
|
||||
o->x = matrix->xx * p.x + matrix->yx * p.y +
|
||||
matrix->zx * p.z + matrix->wx * p.w;
|
||||
o->y = matrix->xy * p.x + matrix->yy * p.y +
|
||||
matrix->zy * p.z + matrix->wy * p.w;
|
||||
o->z = matrix->xz * p.x + matrix->yz * p.y +
|
||||
matrix->zz * p.z + matrix->wz * p.w;
|
||||
o->w = matrix->xw * p.x + matrix->yw * p.y +
|
||||
matrix->zw * p.z + matrix->ww * p.w;
|
||||
}
|
||||
}
|
||||
|
||||
@ -710,8 +708,6 @@ cogl_matrix_look_at (CoglMatrix *matrix,
|
||||
graphene_matrix_init_look_at (&look_at, &eye, ¢er, &up);
|
||||
|
||||
cogl_matrix_to_graphene_matrix (matrix, &m);
|
||||
graphene_matrix_transpose (&m, &m);
|
||||
|
||||
graphene_matrix_translate (&m, &GRAPHENE_POINT3D_INIT (-eye_position_x,
|
||||
-eye_position_y,
|
||||
-eye_position_z));
|
||||
|
@ -60,7 +60,7 @@ G_BEGIN_DECLS
|
||||
* 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.
|
||||
* row-major matrix.
|
||||
*
|
||||
* A CoglMatrix can represent transforms such as, rotations, scaling,
|
||||
* translation, sheering, and linear projections. You can combine these
|
||||
@ -86,28 +86,28 @@ G_BEGIN_DECLS
|
||||
*/
|
||||
struct _CoglMatrix
|
||||
{
|
||||
/* column 0 */
|
||||
/* row 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;
|
||||
|
||||
/* row 1 */
|
||||
float yx;
|
||||
float yy;
|
||||
float yz;
|
||||
float yw;
|
||||
|
||||
/* row 2 */
|
||||
float zx;
|
||||
float zy;
|
||||
float zz;
|
||||
float zw;
|
||||
|
||||
/* row 3 */
|
||||
float wx;
|
||||
float wy;
|
||||
float wz;
|
||||
float ww;
|
||||
};
|
||||
COGL_STRUCT_SIZE_ASSERT (CoglMatrix, 64);
|
||||
@ -139,10 +139,10 @@ cogl_matrix_init_identity (CoglMatrix *matrix);
|
||||
* 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;
|
||||
* .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=tx; .wy=ty; .wz=tz; .ww=1;
|
||||
* ]|
|
||||
*
|
||||
* Since: 2.0
|
||||
|
@ -284,9 +284,9 @@ get_paint_level (int width, int height)
|
||||
u0 = width / 2.;
|
||||
v0 = height / 2.;
|
||||
|
||||
xc = pm.xx * u0 + pm.xy * v0 + pm.xw;
|
||||
yc = pm.yx * u0 + pm.yy * v0 + pm.yw;
|
||||
wc = pm.wx * u0 + pm.wy * v0 + pm.ww;
|
||||
xc = pm.xx * u0 + pm.yx * v0 + pm.wx;
|
||||
yc = pm.xy * u0 + pm.yy * v0 + pm.wy;
|
||||
wc = pm.xw * u0 + pm.yw * v0 + pm.ww;
|
||||
|
||||
/* We'll simplify the equations below for a bit of micro-optimization.
|
||||
* The commented out code is the unsimplified version.
|
||||
@ -321,10 +321,10 @@ get_paint_level (int width, int height)
|
||||
*/
|
||||
|
||||
/* dxdu * wc, etc */
|
||||
dxdu_ = 0.5 * viewport_width * (pm.xx - pm.wx * (xc/wc));
|
||||
dxdv_ = 0.5 * viewport_width * (pm.xy - pm.wy * (xc/wc));
|
||||
dydu_ = 0.5 * viewport_height * (pm.yx - pm.wx * (yc/wc));
|
||||
dydv_ = 0.5 * viewport_height * (pm.yy - pm.wy * (yc/wc));
|
||||
dxdu_ = 0.5 * viewport_width * (pm.xx - pm.xw * (xc/wc));
|
||||
dxdv_ = 0.5 * viewport_width * (pm.yx - pm.yw * (xc/wc));
|
||||
dydu_ = 0.5 * viewport_height * (pm.xy - pm.xw * (yc/wc));
|
||||
dydv_ = 0.5 * viewport_height * (pm.yy - pm.yw * (yc/wc));
|
||||
|
||||
/* det * wc^2 */
|
||||
det_ = dxdu_ * dydv_ - dxdv_ * dydu_;
|
||||
|
Loading…
Reference in New Issue
Block a user