Remove CoglMatrix

Adios, amiga.

https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1439
This commit is contained in:
Georges Basile Stavracas Neto 2020-09-11 20:01:54 -03:00
parent 77352c2d3a
commit b5749a8b27
18 changed files with 0 additions and 942 deletions

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@ -40,7 +40,6 @@
#include "cogl-framebuffer-private.h"
#include "cogl-journal-private.h"
#include "cogl-util.h"
#include "cogl-matrix-private.h"
#include "cogl-primitives-private.h"
#include "cogl-private.h"
#include "cogl-attribute-private.h"

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@ -31,7 +31,6 @@
#ifndef __COGL_CLIP_STACK_H
#define __COGL_CLIP_STACK_H
#include "cogl-matrix.h"
#include "cogl-primitive.h"
#include "cogl-framebuffer.h"
#include "cogl-matrix-stack.h"

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@ -45,7 +45,6 @@
#include "cogl-clip-stack.h"
#include "cogl-journal-private.h"
#include "cogl-pipeline-state-private.h"
#include "cogl-matrix-private.h"
#include "cogl-primitive-private.h"
#include "cogl-offscreen.h"
#include "cogl1-context.h"
@ -1600,7 +1599,6 @@ cogl_framebuffer_get_modelview_matrix (CoglFramebuffer *framebuffer,
CoglMatrixEntry *modelview_entry =
_cogl_framebuffer_get_modelview_entry (framebuffer);
cogl_matrix_entry_get (modelview_entry, matrix);
_COGL_MATRIX_DEBUG_PRINT (matrix);
}
void
@ -1614,8 +1612,6 @@ cogl_framebuffer_set_modelview_matrix (CoglFramebuffer *framebuffer,
if (framebuffer->context->current_draw_buffer == framebuffer)
framebuffer->context->current_draw_buffer_changes |=
COGL_FRAMEBUFFER_STATE_MODELVIEW;
_COGL_MATRIX_DEBUG_PRINT (matrix);
}
void
@ -1625,7 +1621,6 @@ cogl_framebuffer_get_projection_matrix (CoglFramebuffer *framebuffer,
CoglMatrixEntry *projection_entry =
_cogl_framebuffer_get_projection_entry (framebuffer);
cogl_matrix_entry_get (projection_entry, matrix);
_COGL_MATRIX_DEBUG_PRINT (matrix);
}
void
@ -1644,8 +1639,6 @@ cogl_framebuffer_set_projection_matrix (CoglFramebuffer *framebuffer,
if (framebuffer->context->current_draw_buffer == framebuffer)
framebuffer->context->current_draw_buffer_changes |=
COGL_FRAMEBUFFER_STATE_PROJECTION;
_COGL_MATRIX_DEBUG_PRINT (matrix);
}
void

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@ -1,58 +0,0 @@
/*
* 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_PRIVATE_H
#define __COGL_MATRIX_PRIVATE_H
#include <glib.h>
G_BEGIN_DECLS
#define _COGL_MATRIX_DEBUG_PRINT(MATRIX) \
if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_MATRICES))) \
{ \
g_print ("%s:\n", G_STRFUNC); \
cogl_debug_matrix_print (MATRIX); \
}
void
_cogl_matrix_prefix_print (const char *prefix, const graphene_matrix_t *matrix);
void
_cogl_matrix_init_from_matrix_without_inverse (graphene_matrix_t *matrix,
const graphene_matrix_t *src);
G_END_DECLS
#endif /* __COGL_MATRIX_PRIVATE_H */

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@ -39,7 +39,6 @@
#include "cogl-framebuffer-private.h"
#include "cogl-object-private.h"
#include "cogl-offscreen.h"
#include "cogl-matrix-private.h"
#include "cogl-magazine-private.h"
#include "cogl-gtype-private.h"

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@ -39,7 +39,6 @@
#error "Only <cogl/cogl.h> can be included directly."
#endif
#include "cogl-matrix.h"
#include "cogl-context.h"
#include <graphene.h>

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@ -1,370 +0,0 @@
/*
* Cogl
*
* A Low Level GPU Graphics and Utilities API
*
* Copyright (C) 2009,2010,2011 Intel Corporation.
* Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
*
* 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>
* Georges Basile Stavracas Neto <georges.stavracas@gmail.com>
*/
#include "cogl-config.h"
#include <cogl-util.h>
#include <cogl-debug.h>
#include <cogl-matrix.h>
#include <cogl-matrix-private.h>
#include <glib.h>
#include <math.h>
#include <string.h>
void
cogl_matrix_multiply (graphene_matrix_t *result,
const graphene_matrix_t *a,
const graphene_matrix_t *b)
{
graphene_matrix_multiply (b, a, result);
_COGL_MATRIX_DEBUG_PRINT (result);
}
void
_cogl_matrix_prefix_print (const char *prefix,
const graphene_matrix_t *matrix)
{
graphene_matrix_print (matrix);
}
/*
* Dumps the contents of a graphene_matrix_t structure.
*/
void
cogl_debug_matrix_print (const graphene_matrix_t *matrix)
{
_cogl_matrix_prefix_print ("", matrix);
}
void
cogl_matrix_rotate (graphene_matrix_t *matrix,
float angle,
float x,
float y,
float z)
{
graphene_matrix_t rotation;
graphene_vec3_t axis;
graphene_vec3_init (&axis, x, y, z);
graphene_matrix_init_rotate (&rotation, angle, &axis);
graphene_matrix_multiply (&rotation, matrix, matrix);
_COGL_MATRIX_DEBUG_PRINT (matrix);
}
void
cogl_matrix_rotate_euler (graphene_matrix_t *matrix,
const graphene_euler_t *euler)
{
graphene_matrix_t rotation_transform;
cogl_matrix_init_from_euler (&rotation_transform, euler);
cogl_matrix_multiply (matrix, matrix, &rotation_transform);
}
void
cogl_matrix_frustum (graphene_matrix_t *matrix,
float left,
float right,
float bottom,
float top,
float z_near,
float z_far)
{
graphene_matrix_t frustum;
graphene_matrix_init_frustum (&frustum,
left, right,
bottom, top,
z_near, z_far);
graphene_matrix_multiply (&frustum, matrix, matrix);
_COGL_MATRIX_DEBUG_PRINT (matrix);
}
void
cogl_matrix_perspective (graphene_matrix_t *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);
_COGL_MATRIX_DEBUG_PRINT (matrix);
}
void
cogl_matrix_orthographic (graphene_matrix_t *matrix,
float left,
float bottom,
float right,
float top,
float near,
float far)
{
graphene_matrix_t ortho;
graphene_matrix_init_ortho (&ortho,
left, right,
top, bottom,
near, far);
graphene_matrix_multiply (&ortho, matrix, matrix);
_COGL_MATRIX_DEBUG_PRINT (matrix);
}
void
cogl_matrix_scale (graphene_matrix_t *matrix,
float sx,
float sy,
float sz)
{
graphene_matrix_t scale;
graphene_matrix_init_scale (&scale, sx, sy, sz);
graphene_matrix_multiply (&scale, matrix, matrix);
_COGL_MATRIX_DEBUG_PRINT (matrix);
}
void
cogl_matrix_translate (graphene_matrix_t *matrix,
float x,
float y,
float z)
{
graphene_matrix_t translation;
graphene_matrix_init_translate (&translation,
&GRAPHENE_POINT3D_INIT (x, y, z));
graphene_matrix_multiply (&translation, matrix, matrix);
_COGL_MATRIX_DEBUG_PRINT (matrix);
}
void
cogl_matrix_init_identity (graphene_matrix_t *matrix)
{
graphene_matrix_init_identity (matrix);
_COGL_MATRIX_DEBUG_PRINT (matrix);
}
void
cogl_matrix_init_translation (graphene_matrix_t *matrix,
float tx,
float ty,
float tz)
{
graphene_matrix_init_translate (matrix, &GRAPHENE_POINT3D_INIT (tx, ty, tz));
_COGL_MATRIX_DEBUG_PRINT (matrix);
}
/*
* Loads a matrix array into graphene_matrix_t.
*
* @m matrix array.
* @mat matrix.
*
* Copies \p m into graphene_matrix_t::m and marks the MAT_FLAG_GENERAL and
* MAT_DIRTY_ALL
* flags.
*/
static void
_cogl_matrix_init_from_array (graphene_matrix_t *matrix,
const float *array)
{
graphene_matrix_init_from_float (matrix, array);
}
void
cogl_matrix_init_from_array (graphene_matrix_t *matrix,
const float *array)
{
_cogl_matrix_init_from_array (matrix, array);
_COGL_MATRIX_DEBUG_PRINT (matrix);
}
void
cogl_matrix_init_from_matrix (graphene_matrix_t *matrix,
const graphene_matrix_t *source)
{
memcpy (matrix, source, sizeof (graphene_matrix_t));
}
void
_cogl_matrix_init_from_matrix_without_inverse (graphene_matrix_t *matrix,
const graphene_matrix_t *src)
{
graphene_matrix_init_from_matrix (matrix, src);
}
void
cogl_matrix_init_from_euler (graphene_matrix_t *matrix,
const graphene_euler_t *euler)
{
graphene_matrix_init_identity (matrix);
graphene_matrix_rotate_euler (matrix, euler);
}
gboolean
cogl_matrix_equal (const void *v1, const void *v2)
{
const graphene_matrix_t *a = v1;
const graphene_matrix_t *b = v2;
g_return_val_if_fail (v1 != NULL, FALSE);
g_return_val_if_fail (v2 != NULL, FALSE);
return graphene_matrix_equal_fast (a, b);
}
graphene_matrix_t *
cogl_matrix_copy (const graphene_matrix_t *matrix)
{
if (G_LIKELY (matrix))
return g_slice_dup (graphene_matrix_t, matrix);
return NULL;
}
void
cogl_matrix_free (graphene_matrix_t *matrix)
{
g_slice_free (graphene_matrix_t, matrix);
}
void
cogl_matrix_to_float (const graphene_matrix_t *matrix,
float *out_array)
{
graphene_matrix_to_float (matrix, out_array);
}
float
cogl_matrix_get_value (const graphene_matrix_t *matrix,
unsigned int row,
unsigned int column)
{
return graphene_matrix_get_value (matrix, column, row);
}
gboolean
cogl_matrix_is_identity (const graphene_matrix_t *matrix)
{
return graphene_matrix_is_identity (matrix);
}
void
cogl_matrix_look_at (graphene_matrix_t *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)
{
graphene_vec3_t eye;
graphene_vec3_t center;
graphene_vec3_t up;
graphene_matrix_t look_at;
graphene_vec3_init (&eye, eye_position_x, eye_position_y, eye_position_z);
graphene_vec3_init (&center, object_x, object_y, object_z);
graphene_vec3_init (&up, world_up_x, world_up_y, world_up_z);
graphene_matrix_init_look_at (&look_at, &eye, &center, &up);
cogl_matrix_multiply (matrix, matrix, &look_at);
}
void
cogl_matrix_transpose (graphene_matrix_t *matrix)
{
/* We don't need to do anything if the matrix is the identity matrix */
if (graphene_matrix_is_identity (matrix))
return;
graphene_matrix_transpose (matrix, matrix);
}
void
cogl_matrix_skew_xy (graphene_matrix_t *matrix,
float factor)
{
graphene_matrix_t skew;
graphene_matrix_init_identity (&skew);
graphene_matrix_skew_xy (&skew, factor);
graphene_matrix_multiply (&skew, matrix, matrix);
_COGL_MATRIX_DEBUG_PRINT (matrix);
}
void
cogl_matrix_skew_xz (graphene_matrix_t *matrix,
float factor)
{
graphene_matrix_t skew;
graphene_matrix_init_identity (&skew);
graphene_matrix_skew_xz (&skew, factor);
graphene_matrix_multiply (&skew, matrix, matrix);
_COGL_MATRIX_DEBUG_PRINT (matrix);
}
void
cogl_matrix_skew_yz (graphene_matrix_t *matrix,
float factor)
{
graphene_matrix_t skew;
graphene_matrix_init_identity (&skew);
graphene_matrix_skew_yz (&skew, factor);
graphene_matrix_multiply (&skew, matrix, matrix);
_COGL_MATRIX_DEBUG_PRINT (matrix);
}

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@ -1,491 +0,0 @@
/*
* 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>
#include <glib-object.h>
#include <cogl/cogl-types.h>
#include <cogl/cogl-macros.h>
#include <glib-object.h>
#include <graphene.h>
G_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.
*/
/**
* 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;
* ]|
*/
COGL_EXPORT void
cogl_matrix_init_identity (graphene_matrix_t *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
*/
COGL_EXPORT void
cogl_matrix_init_translation (graphene_matrix_t *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>
*/
COGL_EXPORT void
cogl_matrix_multiply (graphene_matrix_t *result,
const graphene_matrix_t *a,
const graphene_matrix_t *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.
*/
COGL_EXPORT void
cogl_matrix_rotate (graphene_matrix_t *matrix,
float angle,
float x,
float y,
float z);
/**
* 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 #graphene_euler_t.
*
* Since: 2.0
*/
COGL_EXPORT void
cogl_matrix_rotate_euler (graphene_matrix_t *matrix,
const graphene_euler_t *euler);
/**
* 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.
*/
COGL_EXPORT void
cogl_matrix_translate (graphene_matrix_t *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.
*/
COGL_EXPORT void
cogl_matrix_scale (graphene_matrix_t *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 misleading 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 misleading) 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
*/
COGL_EXPORT void
cogl_matrix_look_at (graphene_matrix_t *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.
*/
COGL_EXPORT void
cogl_matrix_frustum (graphene_matrix_t *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 won't be enough precision to identify the depth of
* objects near to each other.</note>
*/
COGL_EXPORT void
cogl_matrix_perspective (graphene_matrix_t *matrix,
float fov_y,
float aspect,
float z_near,
float z_far);
/**
* cogl_matrix_orthographic:
* @matrix: A 4x4 transformation matrix
* @left: The x coordinate for the first vertical clipping plane
* @bottom: The y coordinate for the first horizontal clipping plane
* @right: The x coordinate for the second vertical clipping plane
* @top: 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
*/
COGL_EXPORT void
cogl_matrix_orthographic (graphene_matrix_t *matrix,
float left,
float bottom,
float right,
float top,
float near,
float far);
/**
* 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
*/
COGL_EXPORT void
cogl_matrix_init_from_array (graphene_matrix_t *matrix,
const float *array);
/**
* cogl_matrix_init_from_matrix:
* @matrix: A 4x4 transformation matrix
* @source: the #graphene_matrix_t to copy
*
* Initializes @matrix with the contents of @source
*/
COGL_EXPORT void
cogl_matrix_init_from_matrix (graphene_matrix_t *matrix,
const graphene_matrix_t *source);
/**
* cogl_matrix_to_float:
* @matrix: A 4x4 transformation matrix
* @out_array: (array fixed-size=16) (out caller-allocates): return location
* for an array of floating point values. The array must be capable of
* holding at least 16 values.
*
* Casts @matrix to a float array which can be directly passed to OpenGL.
*/
COGL_EXPORT void
cogl_matrix_to_float (const graphene_matrix_t *matrix,
float *out_array);
/**
* cogl_matrix_get_value:
* @matrix: A 4x4 transformation matrix
*
*
*/
COGL_EXPORT float
cogl_matrix_get_value (const graphene_matrix_t *matrix,
unsigned int row,
unsigned int column);
/**
* cogl_matrix_init_from_euler:
* @matrix: A 4x4 transformation matrix
* @euler: A #graphene_euler_t
*
* Initializes @matrix from a #graphene_euler_t rotation.
*/
COGL_EXPORT void
cogl_matrix_init_from_euler (graphene_matrix_t *matrix,
const graphene_euler_t *euler);
/**
* 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
*/
COGL_EXPORT gboolean
cogl_matrix_equal (const void *v1, const void *v2);
/**
* cogl_matrix_copy:
* @matrix: A 4x4 transformation matrix you want to copy
*
* Allocates a new #graphene_matrix_t on the heap and initializes it with
* the same values as @matrix.
*
* Return value: (transfer full): A newly allocated #graphene_matrix_t which
* should be freed using cogl_matrix_free()
*
* Since: 1.6
*/
COGL_EXPORT graphene_matrix_t *
cogl_matrix_copy (const graphene_matrix_t *matrix);
/**
* cogl_matrix_free:
* @matrix: A 4x4 transformation matrix you want to free
*
* Frees a #graphene_matrix_t that was previously allocated via a call to
* cogl_matrix_copy().
*
* Since: 1.6
*/
COGL_EXPORT void
cogl_matrix_free (graphene_matrix_t *matrix);
/**
* cogl_matrix_is_identity:
* @matrix: A #graphene_matrix_t
*
* Determines if the given matrix is an identity matrix.
*
* Returns: %TRUE if @matrix is an identity matrix else %FALSE
* Since: 1.8
*/
COGL_EXPORT gboolean
cogl_matrix_is_identity (const graphene_matrix_t *matrix);
/**
* cogl_matrix_transpose:
* @matrix: A #graphene_matrix_t
*
* 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
*/
COGL_EXPORT void
cogl_matrix_transpose (graphene_matrix_t *matrix);
/**
* cogl_debug_matrix_print:
* @matrix: A #graphene_matrix_t
*
* Prints the contents of a #graphene_matrix_t to stdout.
*
* Since: 2.0
*/
COGL_EXPORT void
cogl_debug_matrix_print (const graphene_matrix_t *matrix);
/**
* cogl_matrix_determinant:
* @matrix: a #graphene_matrix_t
*
* Computes the determinant of the @matrix.
*
* Returns: the value of the determinant
*/
COGL_EXPORT float
cogl_matrix_determinant (const graphene_matrix_t *matrix);
/**
* cogl_matrix_skew_xy:
* @matrix: a #graphene_matrix_t
* @factor: skew factor
*
* Adds a skew of factor on the X and Y axis to @matrix.
*/
COGL_EXPORT void
cogl_matrix_skew_xy (graphene_matrix_t *matrix,
float factor);
/**
* cogl_matrix_skew_xz:
* @matrix: a #graphene_matrix_t
* @factor: skew factor
*
* Adds a skew of factor on the X and Z axis to @matrix.
*/
COGL_EXPORT void
cogl_matrix_skew_xz (graphene_matrix_t *matrix,
float factor);
/**
* cogl_matrix_skew_yz:
* @matrix: a #graphene_matrix_t
* @factor: skew factor
*
* Adds a skew of factor on the Y and Z axis to @matrix.
*/
COGL_EXPORT void
cogl_matrix_skew_yz (graphene_matrix_t *matrix,
float factor);
G_END_DECLS
#endif /* __COGL_MATRIX_H */

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@ -33,7 +33,6 @@
#include "cogl-config.h"
#include "cogl-texture.h"
#include "cogl-matrix.h"
#include "cogl-spans.h"
#include "cogl-meta-texture.h"
#include "cogl-texture-private.h"

View File

@ -38,7 +38,6 @@
#include "cogl-pipeline.h"
#include "cogl-node-private.h"
#include "cogl-texture.h"
#include "cogl-matrix.h"
#include "cogl-pipeline-layer-state.h"
#include "cogl-pipeline-snippet-private.h"
#include "cogl-sampler-cache-private.h"

View File

@ -37,7 +37,6 @@
#include "cogl-pipeline-private.h"
#include "cogl-blend-string.h"
#include "cogl-util.h"
#include "cogl-matrix.h"
#include "cogl-snippet-private.h"
#include "cogl-texture-private.h"
#include "cogl-pipeline-layer-state-private.h"

View File

@ -37,7 +37,6 @@
#include <cogl/cogl-pipeline.h>
#include <cogl/cogl-color.h>
#include <cogl/cogl-matrix.h>
#include <cogl/cogl-texture.h>
G_BEGIN_DECLS

View File

@ -37,7 +37,6 @@
#include "cogl-node-private.h"
#include "cogl-pipeline-layer-private.h"
#include "cogl-pipeline.h"
#include "cogl-matrix.h"
#include "cogl-object-private.h"
#include "cogl-profile.h"
#include "cogl-list.h"

View File

@ -41,7 +41,6 @@
#include "cogl-context-private.h"
#include "cogl-pipeline-private.h"
#include "cogl-framebuffer-private.h"
#include "cogl-matrix-private.h"
#include "cogl-journal-private.h"
#include "cogl-bitmap-private.h"
#include "cogl-texture-private.h"

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@ -62,7 +62,6 @@
#include <cogl/cogl-bitmap.h>
#include <cogl/cogl-color.h>
#include <cogl/cogl-dma-buf-handle.h>
#include <cogl/cogl-matrix.h>
#include <cogl/cogl-matrix-stack.h>
#include <cogl/cogl-offscreen.h>
#include <cogl/cogl-pixel-format.h>

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@ -34,7 +34,6 @@
#include <cogl-pipeline.h>
#include <cogl-pipeline-private.h>
#include <cogl-types.h>
#include <cogl-matrix.h>
#include <cogl-context-private.h>
#include <deprecated/cogl-material-compat.h>

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@ -36,7 +36,6 @@
#define __COGL_MATERIAL_H__
#include <cogl/cogl-types.h>
#include <cogl/cogl-matrix.h>
#include <cogl/cogl-depth-state.h>
#include <cogl/cogl-macros.h>
#include <cogl/cogl-object.h>

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@ -79,7 +79,6 @@ cogl_headers = [
'cogl-context.h',
'cogl-frame-info.h',
'cogl-framebuffer.h',
'cogl-matrix.h',
'cogl-object.h',
'cogl-offscreen.h',
'cogl-onscreen.h',
@ -258,8 +257,6 @@ cogl_sources = [
'cogl-attribute.c',
'cogl-primitive-private.h',
'cogl-primitive.c',
'cogl-matrix.c',
'cogl-matrix-private.h',
'cogl-matrix-stack.c',
'cogl-matrix-stack-private.h',
'cogl-depth-state.c',