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[cogl-matrix] Import Mesa's matrix manipulation code
This pulls in code from Mesa to improve our matrix manipulation support. It includes support for calculating the inverse of matrices based on top of a matrix categorizing system that allows optimizing certain matrix types. (the main thing we were after) but also adds some optimisations for rotations. Changes compared to the original code from Mesa: - Coding style is consistent with the rest of Cogl - Instead of allocating matrix->m and matrix->inv using malloc, our public CoglMatrix typedef is large enough to directly contain the matrix, its inverse, a type and a set of flags. - Instead of having a _math_matrix_analyse which updates the type, flags and inverse, we have _math_matrix_update_inverse which essentially does the same thing (internally making use of _math_matrix_update_type_and_flags()) but with additional guards in place to bail out when the inverse matrix is still valid. - When initializing a matrix with the identity matrix we don't immediately initialize the inverse matrix; rather we just set the dirty flag for the inverse (since it's likely the user won't request the inverse of the identity matrix)
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@ -122,6 +122,8 @@ libclutter_cogl_la_SOURCES = \
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$(srcdir)/cogl-journal.c \
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$(srcdir)/cogl-draw-buffer-private.h \
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$(srcdir)/cogl-draw-buffer.c \
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$(srcdir)/cogl-matrix-mesa.h \
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$(srcdir)/cogl-matrix-mesa.c \
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$(BUILT_SOURCES) \
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$(NULL)
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clutter/cogl/cogl/cogl-matrix-mesa.c
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clutter/cogl/cogl/cogl-matrix-mesa.c
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clutter/cogl/cogl/cogl-matrix-mesa.h
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clutter/cogl/cogl/cogl-matrix-mesa.h
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@ -0,0 +1,226 @@
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/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2009 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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/*
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* Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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/**
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* \file math/m_matrix.h
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* Defines basic structures for matrix-handling.
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*/
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#ifndef _M_MATRIX_H
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#define _M_MATRIX_H
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#include <cogl-matrix.h>
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#include <glib.h>
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/**
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* \name Symbolic names to some of the entries in the matrix
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*
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* These are handy for the viewport mapping, which is expressed as a matrix.
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*/
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/*@{*/
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#define MAT_SX 0
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#define MAT_SY 5
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#define MAT_SZ 10
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#define MAT_TX 12
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#define MAT_TY 13
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#define MAT_TZ 14
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/*@}*/
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/**
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* Different kinds of 4x4 transformation matrices.
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* We use these to select specific optimized vertex transformation routines.
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*/
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enum CoglMatrixType {
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COGL_MATRIX_TYPE_GENERAL, /**< general 4x4 matrix */
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COGL_MATRIX_TYPE_IDENTITY, /**< identity matrix */
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COGL_MATRIX_TYPE_3D_NO_ROT, /**< orthogonal projection and others... */
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COGL_MATRIX_TYPE_PERSPECTIVE, /**< perspective projection matrix */
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COGL_MATRIX_TYPE_2D, /**< 2-D transformation */
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COGL_MATRIX_TYPE_2D_NO_ROT, /**< 2-D scale & translate only */
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COGL_MATRIX_TYPE_3D /**< 3-D transformation */
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} ;
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#if 0
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/**
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* Matrix type to represent 4x4 transformation matrices.
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*/
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typedef struct {
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float *m; /**< 16 matrix elements (16-byte aligned) */
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float *inv; /**< optional 16-element inverse (16-byte aligned) */
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unsigned int flags; /**< possible values determined by (of \link
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* MatFlags MAT_FLAG_* flags\endlink)
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*/
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enum CoglMatrixType type;
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} CoglMatrix;
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#endif
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void
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_math_matrix_multiply (CoglMatrix *result,
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const CoglMatrix *a,
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const CoglMatrix *b);
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void
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_math_matrix_multiply_array (CoglMatrix *result, const float *b);
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void
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_math_matrix_init_from_array (CoglMatrix *matrix, const float *array);
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void
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_math_matrix_translate (CoglMatrix *matrix, float x, float y, float z);
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void
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_math_matrix_rotate (CoglMatrix *matrix, float angle,
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float x, float y, float z);
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void
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_math_matrix_scale (CoglMatrix *matrix, float x, float y, float z);
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void
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_math_matrix_ortho (CoglMatrix *matrix,
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float left, float right,
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float bottom, float top,
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float nearval, float farval);
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void
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_math_matrix_frustum (CoglMatrix *matrix,
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float left, float right,
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float bottom, float top,
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float nearval, float farval);
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void
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_math_matrix_viewport (CoglMatrix *matrix,
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int x, int y, int width, int height,
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float z_near, float z_far, float depth_max);
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void
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_math_matrix_init_identity (CoglMatrix *matrix);
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gboolean
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_math_matrix_update_inverse (CoglMatrix *matrix);
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void
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_math_matrix_update_type_and_flags (CoglMatrix *matrix);
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void
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_math_matrix_print (const CoglMatrix *matrix);
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gboolean
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_math_matrix_is_length_preserving (const CoglMatrix *matrix);
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gboolean
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_math_matrix_has_rotation (const CoglMatrix *matrix);
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gboolean
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_math_matrix_is_general_scale (const CoglMatrix *matrix);
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gboolean
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_math_matrix_is_dirty (const CoglMatrix *matrix);
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/**
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* \name Related functions that don't actually operate on CoglMatrix structs
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*/
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/*@{*/
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void
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_math_transposef ( float to[16], const float from[16]);
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void
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_math_transposed (double to[16], const double from[16]);
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void
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_math_transposefd (float to[16], const double from[16]);
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/*
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* Transform a point (column vector) by a matrix: Q = M * P
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*/
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#define TRANSFORM_POINT( Q, M, P ) \
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Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12] * P[3]; \
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Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13] * P[3]; \
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Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14] * P[3]; \
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Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15] * P[3];
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#define TRANSFORM_POINT3( Q, M, P ) \
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Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12]; \
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Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13]; \
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Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14]; \
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Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15];
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/*
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* Transform a normal (row vector) by a matrix: [NX NY NZ] = N * MAT
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*/
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#define TRANSFORM_NORMAL( TO, N, MAT ) \
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do { \
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TO[0] = N[0] * MAT[0] + N[1] * MAT[1] + N[2] * MAT[2]; \
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TO[1] = N[0] * MAT[4] + N[1] * MAT[5] + N[2] * MAT[6]; \
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TO[2] = N[0] * MAT[8] + N[1] * MAT[9] + N[2] * MAT[10]; \
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} while (0)
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/**
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* Transform a direction by a matrix.
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*/
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#define TRANSFORM_DIRECTION( TO, DIR, MAT ) \
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do { \
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TO[0] = DIR[0] * MAT[0] + DIR[1] * MAT[4] + DIR[2] * MAT[8]; \
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TO[1] = DIR[0] * MAT[1] + DIR[1] * MAT[5] + DIR[2] * MAT[9]; \
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TO[2] = DIR[0] * MAT[2] + DIR[1] * MAT[6] + DIR[2] * MAT[10];\
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} while (0)
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void
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_mesa_transform_vector (float u[4], const float v[4], const float m[16]);
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/*@}*/
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#endif
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@ -24,8 +24,13 @@
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* Robert Bragg <robert@linux.intel.com>
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*/
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#define USE_MESA_MATRIX_API
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#include <cogl.h>
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#include <cogl-matrix.h>
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#ifdef USE_MESA_MATRIX_API
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#include <cogl-matrix-mesa.h>
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#endif
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#include <glib.h>
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#include <math.h>
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@ -34,10 +39,14 @@
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void
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cogl_matrix_init_identity (CoglMatrix *matrix)
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{
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#ifndef USE_MESA_MATRIX_API
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matrix->xx = 1; matrix->xy = 0; matrix->xz = 0; matrix->xw = 0;
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matrix->yx = 0; matrix->yy = 1; matrix->yz = 0; matrix->yw = 0;
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matrix->zx = 0; matrix->zy = 0; matrix->zz = 1; matrix->zw = 0;
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matrix->wx = 0; matrix->wy = 0; matrix->wz = 0; matrix->ww = 1;
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#else
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_math_matrix_init_identity (matrix);
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#endif
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}
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void
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@ -45,6 +54,7 @@ cogl_matrix_multiply (CoglMatrix *result,
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const CoglMatrix *a,
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const CoglMatrix *b)
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{
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#ifndef USE_MESA_MATRIX_API
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CoglMatrix r;
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/* row 0 */
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@ -73,10 +83,13 @@ cogl_matrix_multiply (CoglMatrix *result,
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/* The idea was that having this unrolled; it might be easier for the
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* compiler to vectorize, but that's probably not true. Mesa does it
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* using a single for (i=0; i<4; i++) approach, may that's better...
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* using a single for (i=0; i<4; i++) approach, maybe that's better...
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*/
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*result = r;
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#else
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_math_matrix_multiply (result, a, b);
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#endif
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}
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void
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@ -86,6 +99,7 @@ cogl_matrix_rotate (CoglMatrix *matrix,
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float y,
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float z)
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{
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#ifndef USE_MESA_MATRIX_API
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CoglMatrix rotation;
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CoglMatrix result;
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float c, s;
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@ -116,6 +130,9 @@ cogl_matrix_rotate (CoglMatrix *matrix,
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cogl_matrix_multiply (&result, matrix, &rotation);
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*matrix = result;
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#else
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_math_matrix_rotate (matrix, angle, x, y, z);
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#endif
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}
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void
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@ -124,10 +141,14 @@ cogl_matrix_translate (CoglMatrix *matrix,
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float y,
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float z)
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{
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#ifndef USE_MESA_MATRIX_API
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matrix->xw = matrix->xx * x + matrix->xy * y + matrix->xz * z + matrix->xw;
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matrix->yw = matrix->yx * x + matrix->yy * y + matrix->yz * z + matrix->yw;
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matrix->zw = matrix->zx * x + matrix->zy * y + matrix->zz * z + matrix->zw;
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matrix->ww = matrix->wx * x + matrix->wy * y + matrix->wz * z + matrix->ww;
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#else
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_math_matrix_translate (matrix, x, y, z);
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#endif
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}
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void
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@ -136,10 +157,14 @@ cogl_matrix_scale (CoglMatrix *matrix,
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float sy,
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float sz)
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{
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#ifndef USE_MESA_MATRIX_API
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matrix->xx *= sx; matrix->xy *= sy; matrix->xz *= sz;
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matrix->yx *= sx; matrix->yy *= sy; matrix->yz *= sz;
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matrix->zx *= sx; matrix->zy *= sy; matrix->zz *= sz;
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matrix->wx *= sx; matrix->wy *= sy; matrix->wz *= sz;
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#else
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_math_matrix_scale (matrix, sx, sy, sz);
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#endif
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}
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#if 0
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@ -163,6 +188,7 @@ cogl_matrix_frustum (CoglMatrix *matrix,
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float z_near,
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float z_far)
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{
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#ifndef USE_MESA_MATRIX_API
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float x, y, a, b, c, d;
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CoglMatrix frustum;
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@ -194,6 +220,9 @@ cogl_matrix_frustum (CoglMatrix *matrix,
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frustum.ww = 0.0f;
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cogl_matrix_multiply (matrix, matrix, &frustum);
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#else
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_math_matrix_frustum (matrix, left, right, bottom, top, z_near, z_far);
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#endif
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}
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void
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@ -223,6 +252,7 @@ cogl_matrix_ortho (CoglMatrix *matrix,
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float near_val,
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float far_val)
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{
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#ifndef USE_MESA_MATRIX_API
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CoglMatrix ortho;
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/* column 0 */
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ortho.ww = 1.0;
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cogl_matrix_multiply (matrix, matrix, &ortho);
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#else
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_math_matrix_ortho (matrix, left, right, bottom, top, near_val, far_val);
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#endif
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}
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void
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cogl_matrix_init_from_array (CoglMatrix *matrix, const float *array)
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{
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#ifndef USE_MESA_MATRIX_API
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memcpy (matrix, array, sizeof (float) * 16);
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#else
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_math_matrix_init_from_array (matrix, array);
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#endif
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}
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const float *
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/* Note: we may want to extend this later with private flags
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* and a cache of the inverse transform matrix. */
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float _padding0[16];
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gulong _padding1;
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gulong _padding2;
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float inv[16];
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gulong type;
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gulong flags;
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gulong _padding3;
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};
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