/* * Cogl * * An object oriented GL/GLES Abstraction/Utility Layer * * Copyright (C) 2009,2010,2011 Intel Corporation. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library. If not, see . * * Authors: * Robert Bragg */ /* * 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 * BRIAN PAUL 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. */ /* * Note: a lot of this code is based on code that was taken from Mesa. * * Changes compared to the original code from Mesa: * * - 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 _cogl_matrix_analyse which updates the type, * flags and inverse, we have _cogl_matrix_update_inverse which * essentially does the same thing (internally making use of * _cogl_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) */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include #include #include #include #include #include #include #include #include #include #include #ifdef _COGL_SUPPORTS_GTYPE_INTEGRATION #include COGL_GTYPE_DEFINE_BOXED ("Matrix", matrix, cogl_matrix_copy, cogl_matrix_free); #endif /* * Symbolic names to some of the entries in the matrix * * These are handy for the viewport mapping, which is expressed as a matrix. */ #define MAT_SX 0 #define MAT_SY 5 #define MAT_SZ 10 #define MAT_TX 12 #define MAT_TY 13 #define MAT_TZ 14 /* * These identify different kinds of 4x4 transformation matrices and we use * this information to find fast-paths when available. */ enum CoglMatrixType { COGL_MATRIX_TYPE_GENERAL, /**< general 4x4 matrix */ COGL_MATRIX_TYPE_IDENTITY, /**< identity matrix */ COGL_MATRIX_TYPE_3D_NO_ROT, /**< orthogonal projection and others... */ COGL_MATRIX_TYPE_PERSPECTIVE, /**< perspective projection matrix */ COGL_MATRIX_TYPE_2D, /**< 2-D transformation */ COGL_MATRIX_TYPE_2D_NO_ROT, /**< 2-D scale & translate only */ COGL_MATRIX_TYPE_3D, /**< 3-D transformation */ COGL_MATRIX_N_TYPES } ; #define DEG2RAD (G_PI/180.0) /* Dot product of two 2-element vectors */ #define DOT2(A,B) ( (A)[0]*(B)[0] + (A)[1]*(B)[1] ) /* Dot product of two 3-element vectors */ #define DOT3(A,B) ( (A)[0]*(B)[0] + (A)[1]*(B)[1] + (A)[2]*(B)[2] ) #define CROSS3(N, U, V) \ do { \ (N)[0] = (U)[1]*(V)[2] - (U)[2]*(V)[1]; \ (N)[1] = (U)[2]*(V)[0] - (U)[0]*(V)[2]; \ (N)[2] = (U)[0]*(V)[1] - (U)[1]*(V)[0]; \ } while (0) #define SUB_3V(DST, SRCA, SRCB) \ do { \ (DST)[0] = (SRCA)[0] - (SRCB)[0]; \ (DST)[1] = (SRCA)[1] - (SRCB)[1]; \ (DST)[2] = (SRCA)[2] - (SRCB)[2]; \ } while (0) #define LEN_SQUARED_3FV( V ) ((V)[0]*(V)[0]+(V)[1]*(V)[1]+(V)[2]*(V)[2]) /* * \defgroup MatFlags MAT_FLAG_XXX-flags * * Bitmasks to indicate different kinds of 4x4 matrices in CoglMatrix::flags */ #define MAT_FLAG_IDENTITY 0 /*< is an identity matrix flag. * (Not actually used - the identity * matrix is identified by the absense * of all other flags.) */ #define MAT_FLAG_GENERAL 0x1 /*< is a general matrix flag */ #define MAT_FLAG_ROTATION 0x2 /*< is a rotation matrix flag */ #define MAT_FLAG_TRANSLATION 0x4 /*< is a translation matrix flag */ #define MAT_FLAG_UNIFORM_SCALE 0x8 /*< is an uniform scaling matrix flag */ #define MAT_FLAG_GENERAL_SCALE 0x10 /*< is a general scaling matrix flag */ #define MAT_FLAG_GENERAL_3D 0x20 /*< general 3D matrix flag */ #define MAT_FLAG_PERSPECTIVE 0x40 /*< is a perspective proj matrix flag */ #define MAT_FLAG_SINGULAR 0x80 /*< is a singular matrix flag */ #define MAT_DIRTY_TYPE 0x100 /*< matrix type is dirty */ #define MAT_DIRTY_FLAGS 0x200 /*< matrix flags are dirty */ #define MAT_DIRTY_INVERSE 0x400 /*< matrix inverse is dirty */ /* angle preserving matrix flags mask */ #define MAT_FLAGS_ANGLE_PRESERVING (MAT_FLAG_ROTATION | \ MAT_FLAG_TRANSLATION | \ MAT_FLAG_UNIFORM_SCALE) /* geometry related matrix flags mask */ #define MAT_FLAGS_GEOMETRY (MAT_FLAG_GENERAL | \ MAT_FLAG_ROTATION | \ MAT_FLAG_TRANSLATION | \ MAT_FLAG_UNIFORM_SCALE | \ MAT_FLAG_GENERAL_SCALE | \ MAT_FLAG_GENERAL_3D | \ MAT_FLAG_PERSPECTIVE | \ MAT_FLAG_SINGULAR) /* length preserving matrix flags mask */ #define MAT_FLAGS_LENGTH_PRESERVING (MAT_FLAG_ROTATION | \ MAT_FLAG_TRANSLATION) /* 3D (non-perspective) matrix flags mask */ #define MAT_FLAGS_3D (MAT_FLAG_ROTATION | \ MAT_FLAG_TRANSLATION | \ MAT_FLAG_UNIFORM_SCALE | \ MAT_FLAG_GENERAL_SCALE | \ MAT_FLAG_GENERAL_3D) /* dirty matrix flags mask */ #define MAT_DIRTY_ALL (MAT_DIRTY_TYPE | \ MAT_DIRTY_FLAGS | \ MAT_DIRTY_INVERSE) /* * Test geometry related matrix flags. * * @mat a pointer to a CoglMatrix structure. * @a flags mask. * * Returns: non-zero if all geometry related matrix flags are contained within * the mask, or zero otherwise. */ #define TEST_MAT_FLAGS(mat, a) \ ((MAT_FLAGS_GEOMETRY & (~(a)) & ((mat)->flags) ) == 0) /* * Names of the corresponding CoglMatrixType values. */ static const char *types[] = { "COGL_MATRIX_TYPE_GENERAL", "COGL_MATRIX_TYPE_IDENTITY", "COGL_MATRIX_TYPE_3D_NO_ROT", "COGL_MATRIX_TYPE_PERSPECTIVE", "COGL_MATRIX_TYPE_2D", "COGL_MATRIX_TYPE_2D_NO_ROT", "COGL_MATRIX_TYPE_3D" }; /* * Identity matrix. */ static float identity[16] = { 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 }; #define A(row,col) a[(col<<2)+row] #define B(row,col) b[(col<<2)+row] #define R(row,col) result[(col<<2)+row] /* * Perform a full 4x4 matrix multiplication. * * It's assumed that @result != @b. @product == @a is allowed. * * KW: 4*16 = 64 multiplications */ static void matrix_multiply4x4 (float *result, const float *a, const float *b) { int i; for (i = 0; i < 4; i++) { const float ai0 = A(i,0), ai1=A(i,1), ai2=A(i,2), ai3=A(i,3); R(i,0) = ai0 * B(0,0) + ai1 * B(1,0) + ai2 * B(2,0) + ai3 * B(3,0); R(i,1) = ai0 * B(0,1) + ai1 * B(1,1) + ai2 * B(2,1) + ai3 * B(3,1); R(i,2) = ai0 * B(0,2) + ai1 * B(1,2) + ai2 * B(2,2) + ai3 * B(3,2); R(i,3) = ai0 * B(0,3) + ai1 * B(1,3) + ai2 * B(2,3) + ai3 * B(3,3); } } /* * Multiply two matrices known to occupy only the top three rows, such * as typical model matrices, and orthogonal matrices. * * @a matrix. * @b matrix. * @product will receive the product of \p a and \p b. */ static void matrix_multiply3x4 (float *result, const float *a, const float *b) { int i; for (i = 0; i < 3; i++) { const float ai0 = A(i,0), ai1 = A(i,1), ai2 = A(i,2), ai3 = A(i,3); R(i,0) = ai0 * B(0,0) + ai1 * B(1,0) + ai2 * B(2,0); R(i,1) = ai0 * B(0,1) + ai1 * B(1,1) + ai2 * B(2,1); R(i,2) = ai0 * B(0,2) + ai1 * B(1,2) + ai2 * B(2,2); R(i,3) = ai0 * B(0,3) + ai1 * B(1,3) + ai2 * B(2,3) + ai3; } R(3,0) = 0; R(3,1) = 0; R(3,2) = 0; R(3,3) = 1; } #undef A #undef B #undef R /* * Multiply a matrix by an array of floats with known properties. * * @mat pointer to a CoglMatrix structure containing the left multiplication * matrix, and that will receive the product result. * @m right multiplication matrix array. * @flags flags of the matrix \p m. * * Joins both flags and marks the type and inverse as dirty. Calls * matrix_multiply3x4() if both matrices are 3D, or matrix_multiply4x4() * otherwise. */ static void matrix_multiply_array_with_flags (CoglMatrix *result, const float *array, unsigned int flags) { result->flags |= (flags | MAT_DIRTY_TYPE | MAT_DIRTY_INVERSE); if (TEST_MAT_FLAGS (result, MAT_FLAGS_3D)) matrix_multiply3x4 ((float *)result, (float *)result, array); else matrix_multiply4x4 ((float *)result, (float *)result, array); } /* Joins both flags and marks the type and inverse as dirty. Calls * matrix_multiply3x4() if both matrices are 3D, or matrix_multiply4x4() * otherwise. */ static void _cogl_matrix_multiply (CoglMatrix *result, const CoglMatrix *a, const CoglMatrix *b) { result->flags = (a->flags | b->flags | MAT_DIRTY_TYPE | MAT_DIRTY_INVERSE); if (TEST_MAT_FLAGS(result, MAT_FLAGS_3D)) matrix_multiply3x4 ((float *)result, (float *)a, (float *)b); else matrix_multiply4x4 ((float *)result, (float *)a, (float *)b); } void cogl_matrix_multiply (CoglMatrix *result, const CoglMatrix *a, const CoglMatrix *b) { _cogl_matrix_multiply (result, a, b); _COGL_MATRIX_DEBUG_PRINT (result); } #if 0 /* Marks the matrix flags with general flag, and type and inverse dirty flags. * Calls matrix_multiply4x4() for the multiplication. */ static void _cogl_matrix_multiply_array (CoglMatrix *result, const float *array) { result->flags |= (MAT_FLAG_GENERAL | MAT_DIRTY_TYPE | MAT_DIRTY_INVERSE | MAT_DIRTY_FLAGS); matrix_multiply4x4 ((float *)result, (float *)result, (float *)array); } #endif /* * Print a matrix array. * * Called by _cogl_matrix_print() to print a matrix or its inverse. */ static void print_matrix_floats (const float m[16]) { int i; for (i = 0;i < 4; i++) g_print ("\t%f %f %f %f\n", m[i], m[4+i], m[8+i], m[12+i] ); } /* * Dumps the contents of a CoglMatrix structure. */ void _cogl_matrix_print (const CoglMatrix *matrix) { if (!(matrix->flags & MAT_DIRTY_TYPE)) { _COGL_RETURN_IF_FAIL (matrix->type < COGL_MATRIX_N_TYPES); g_print ("Matrix type: %s, flags: %x\n", types[matrix->type], (int)matrix->flags); } else g_print ("Matrix type: DIRTY, flags: %x\n", (int)matrix->flags); print_matrix_floats ((float *)matrix); g_print ("Inverse: \n"); if (!(matrix->flags & MAT_DIRTY_INVERSE)) { float prod[16]; print_matrix_floats (matrix->inv); matrix_multiply4x4 (prod, (float *)matrix, matrix->inv); g_print ("Mat * Inverse:\n"); print_matrix_floats (prod); } else g_print (" - not available\n"); } /* * References an element of 4x4 matrix. * * @m matrix array. * @c column of the desired element. * @r row of the desired element. * * Returns: value of the desired element. * * Calculate the linear storage index of the element and references it. */ #define MAT(m,r,c) (m)[(c)*4+(r)] /* * Swaps the values of two floating pointer variables. * * Used by invert_matrix_general() to swap the row pointers. */ #define SWAP_ROWS(a, b) { float *_tmp = a; (a)=(b); (b)=_tmp; } /* * Compute inverse of 4x4 transformation matrix. * * @mat pointer to a CoglMatrix structure. The matrix inverse will be * stored in the CoglMatrix::inv attribute. * * Returns: %TRUE for success, %FALSE for failure (\p singular matrix). * * \author * Code contributed by Jacques Leroy jle@star.be * * Calculates the inverse matrix by performing the gaussian matrix reduction * with partial pivoting followed by back/substitution with the loops manually * unrolled. */ static gboolean invert_matrix_general (CoglMatrix *matrix) { const float *m = (float *)matrix; float *out = matrix->inv; float wtmp[4][8]; float m0, m1, m2, m3, s; float *r0, *r1, *r2, *r3; r0 = wtmp[0], r1 = wtmp[1], r2 = wtmp[2], r3 = wtmp[3]; r0[0] = MAT (m, 0, 0), r0[1] = MAT (m, 0, 1), r0[2] = MAT (m, 0, 2), r0[3] = MAT (m, 0, 3), r0[4] = 1.0, r0[5] = r0[6] = r0[7] = 0.0, r1[0] = MAT (m, 1, 0), r1[1] = MAT (m, 1, 1), r1[2] = MAT (m, 1, 2), r1[3] = MAT (m, 1, 3), r1[5] = 1.0, r1[4] = r1[6] = r1[7] = 0.0, r2[0] = MAT (m, 2, 0), r2[1] = MAT (m, 2, 1), r2[2] = MAT (m, 2, 2), r2[3] = MAT (m, 2, 3), r2[6] = 1.0, r2[4] = r2[5] = r2[7] = 0.0, r3[0] = MAT (m, 3, 0), r3[1] = MAT (m, 3, 1), r3[2] = MAT (m, 3, 2), r3[3] = MAT (m, 3, 3), r3[7] = 1.0, r3[4] = r3[5] = r3[6] = 0.0; /* choose pivot - or die */ if (fabsf (r3[0]) > fabsf (r2[0])) SWAP_ROWS (r3, r2); if (fabsf (r2[0]) > fabsf (r1[0])) SWAP_ROWS (r2, r1); if (fabsf (r1[0]) > fabsf (r0[0])) SWAP_ROWS (r1, r0); if (0.0 == r0[0]) return FALSE; /* eliminate first variable */ m1 = r1[0]/r0[0]; m2 = r2[0]/r0[0]; m3 = r3[0]/r0[0]; s = r0[1]; r1[1] -= m1 * s; r2[1] -= m2 * s; r3[1] -= m3 * s; s = r0[2]; r1[2] -= m1 * s; r2[2] -= m2 * s; r3[2] -= m3 * s; s = r0[3]; r1[3] -= m1 * s; r2[3] -= m2 * s; r3[3] -= m3 * s; s = r0[4]; if (s != 0.0) { r1[4] -= m1 * s; r2[4] -= m2 * s; r3[4] -= m3 * s; } s = r0[5]; if (s != 0.0) { r1[5] -= m1 * s; r2[5] -= m2 * s; r3[5] -= m3 * s; } s = r0[6]; if (s != 0.0) { r1[6] -= m1 * s; r2[6] -= m2 * s; r3[6] -= m3 * s; } s = r0[7]; if (s != 0.0) { r1[7] -= m1 * s; r2[7] -= m2 * s; r3[7] -= m3 * s; } /* choose pivot - or die */ if (fabsf (r3[1]) > fabsf (r2[1])) SWAP_ROWS (r3, r2); if (fabsf (r2[1]) > fabsf (r1[1])) SWAP_ROWS (r2, r1); if (0.0 == r1[1]) return FALSE; /* eliminate second variable */ m2 = r2[1] / r1[1]; m3 = r3[1] / r1[1]; r2[2] -= m2 * r1[2]; r3[2] -= m3 * r1[2]; r2[3] -= m2 * r1[3]; r3[3] -= m3 * r1[3]; s = r1[4]; if (0.0 != s) { r2[4] -= m2 * s; r3[4] -= m3 * s; } s = r1[5]; if (0.0 != s) { r2[5] -= m2 * s; r3[5] -= m3 * s; } s = r1[6]; if (0.0 != s) { r2[6] -= m2 * s; r3[6] -= m3 * s; } s = r1[7]; if (0.0 != s) { r2[7] -= m2 * s; r3[7] -= m3 * s; } /* choose pivot - or die */ if (fabsf (r3[2]) > fabsf (r2[2])) SWAP_ROWS (r3, r2); if (0.0 == r2[2]) return FALSE; /* eliminate third variable */ m3 = r3[2] / r2[2]; r3[3] -= m3 * r2[3], r3[4] -= m3 * r2[4], r3[5] -= m3 * r2[5], r3[6] -= m3 * r2[6], r3[7] -= m3 * r2[7]; /* last check */ if (0.0 == r3[3]) return FALSE; s = 1.0f / r3[3]; /* now back substitute row 3 */ r3[4] *= s; r3[5] *= s; r3[6] *= s; r3[7] *= s; m2 = r2[3]; /* now back substitute row 2 */ s = 1.0f / r2[2]; r2[4] = s * (r2[4] - r3[4] * m2), r2[5] = s * (r2[5] - r3[5] * m2), r2[6] = s * (r2[6] - r3[6] * m2), r2[7] = s * (r2[7] - r3[7] * m2); m1 = r1[3]; r1[4] -= r3[4] * m1, r1[5] -= r3[5] * m1, r1[6] -= r3[6] * m1, r1[7] -= r3[7] * m1; m0 = r0[3]; r0[4] -= r3[4] * m0, r0[5] -= r3[5] * m0, r0[6] -= r3[6] * m0, r0[7] -= r3[7] * m0; m1 = r1[2]; /* now back substitute row 1 */ s = 1.0f / r1[1]; r1[4] = s * (r1[4] - r2[4] * m1), r1[5] = s * (r1[5] - r2[5] * m1), r1[6] = s * (r1[6] - r2[6] * m1), r1[7] = s * (r1[7] - r2[7] * m1); m0 = r0[2]; r0[4] -= r2[4] * m0, r0[5] -= r2[5] * m0, r0[6] -= r2[6] * m0, r0[7] -= r2[7] * m0; m0 = r0[1]; /* now back substitute row 0 */ s = 1.0f / r0[0]; r0[4] = s * (r0[4] - r1[4] * m0), r0[5] = s * (r0[5] - r1[5] * m0), r0[6] = s * (r0[6] - r1[6] * m0), r0[7] = s * (r0[7] - r1[7] * m0); MAT (out, 0, 0) = r0[4]; MAT (out, 0, 1) = r0[5], MAT (out, 0, 2) = r0[6]; MAT (out, 0, 3) = r0[7], MAT (out, 1, 0) = r1[4]; MAT (out, 1, 1) = r1[5], MAT (out, 1, 2) = r1[6]; MAT (out, 1, 3) = r1[7], MAT (out, 2, 0) = r2[4]; MAT (out, 2, 1) = r2[5], MAT (out, 2, 2) = r2[6]; MAT (out, 2, 3) = r2[7], MAT (out, 3, 0) = r3[4]; MAT (out, 3, 1) = r3[5], MAT (out, 3, 2) = r3[6]; MAT (out, 3, 3) = r3[7]; return TRUE; } #undef SWAP_ROWS /* * Compute inverse of a general 3d transformation matrix. * * @mat pointer to a CoglMatrix structure. The matrix inverse will be * stored in the CoglMatrix::inv attribute. * * Returns: %TRUE for success, %FALSE for failure (\p singular matrix). * * \author Adapted from graphics gems II. * * Calculates the inverse of the upper left by first calculating its * determinant and multiplying it to the symmetric adjust matrix of each * element. Finally deals with the translation part by transforming the * original translation vector using by the calculated submatrix inverse. */ static gboolean invert_matrix_3d_general (CoglMatrix *matrix) { const float *in = (float *)matrix; float *out = matrix->inv; float pos, neg, t; float det; /* Calculate the determinant of upper left 3x3 submatrix and * determine if the matrix is singular. */ pos = neg = 0.0; t = MAT (in,0,0) * MAT (in,1,1) * MAT (in,2,2); if (t >= 0.0) pos += t; else neg += t; t = MAT (in,1,0) * MAT (in,2,1) * MAT (in,0,2); if (t >= 0.0) pos += t; else neg += t; t = MAT (in,2,0) * MAT (in,0,1) * MAT (in,1,2); if (t >= 0.0) pos += t; else neg += t; t = -MAT (in,2,0) * MAT (in,1,1) * MAT (in,0,2); if (t >= 0.0) pos += t; else neg += t; t = -MAT (in,1,0) * MAT (in,0,1) * MAT (in,2,2); if (t >= 0.0) pos += t; else neg += t; t = -MAT (in,0,0) * MAT (in,2,1) * MAT (in,1,2); if (t >= 0.0) pos += t; else neg += t; det = pos + neg; if (det*det < 1e-25) return FALSE; det = 1.0f / det; MAT (out,0,0) = ( (MAT (in, 1, 1)*MAT (in, 2, 2) - MAT (in, 2, 1)*MAT (in, 1, 2) )*det); MAT (out,0,1) = (- (MAT (in, 0, 1)*MAT (in, 2, 2) - MAT (in, 2, 1)*MAT (in, 0, 2) )*det); MAT (out,0,2) = ( (MAT (in, 0, 1)*MAT (in, 1, 2) - MAT (in, 1, 1)*MAT (in, 0, 2) )*det); MAT (out,1,0) = (- (MAT (in,1,0)*MAT (in,2,2) - MAT (in,2,0)*MAT (in,1,2) )*det); MAT (out,1,1) = ( (MAT (in,0,0)*MAT (in,2,2) - MAT (in,2,0)*MAT (in,0,2) )*det); MAT (out,1,2) = (- (MAT (in,0,0)*MAT (in,1,2) - MAT (in,1,0)*MAT (in,0,2) )*det); MAT (out,2,0) = ( (MAT (in,1,0)*MAT (in,2,1) - MAT (in,2,0)*MAT (in,1,1) )*det); MAT (out,2,1) = (- (MAT (in,0,0)*MAT (in,2,1) - MAT (in,2,0)*MAT (in,0,1) )*det); MAT (out,2,2) = ( (MAT (in,0,0)*MAT (in,1,1) - MAT (in,1,0)*MAT (in,0,1) )*det); /* Do the translation part */ MAT (out,0,3) = - (MAT (in, 0, 3) * MAT (out, 0, 0) + MAT (in, 1, 3) * MAT (out, 0, 1) + MAT (in, 2, 3) * MAT (out, 0, 2) ); MAT (out,1,3) = - (MAT (in, 0, 3) * MAT (out, 1, 0) + MAT (in, 1, 3) * MAT (out, 1, 1) + MAT (in, 2, 3) * MAT (out, 1, 2) ); MAT (out,2,3) = - (MAT (in, 0, 3) * MAT (out, 2 ,0) + MAT (in, 1, 3) * MAT (out, 2, 1) + MAT (in, 2, 3) * MAT (out, 2, 2) ); return TRUE; } /* * Compute inverse of a 3d transformation matrix. * * @mat pointer to a CoglMatrix structure. The matrix inverse will be * stored in the CoglMatrix::inv attribute. * * Returns: %TRUE for success, %FALSE for failure (\p singular matrix). * * If the matrix is not an angle preserving matrix then calls * invert_matrix_3d_general for the actual calculation. Otherwise calculates * the inverse matrix analyzing and inverting each of the scaling, rotation and * translation parts. */ static gboolean invert_matrix_3d (CoglMatrix *matrix) { const float *in = (float *)matrix; float *out = matrix->inv; if (!TEST_MAT_FLAGS(matrix, MAT_FLAGS_ANGLE_PRESERVING)) return invert_matrix_3d_general (matrix); if (matrix->flags & MAT_FLAG_UNIFORM_SCALE) { float scale = (MAT (in, 0, 0) * MAT (in, 0, 0) + MAT (in, 0, 1) * MAT (in, 0, 1) + MAT (in, 0, 2) * MAT (in, 0, 2)); if (scale == 0.0) return FALSE; scale = 1.0f / scale; /* Transpose and scale the 3 by 3 upper-left submatrix. */ MAT (out, 0, 0) = scale * MAT (in, 0, 0); MAT (out, 1, 0) = scale * MAT (in, 0, 1); MAT (out, 2, 0) = scale * MAT (in, 0, 2); MAT (out, 0, 1) = scale * MAT (in, 1, 0); MAT (out, 1, 1) = scale * MAT (in, 1, 1); MAT (out, 2, 1) = scale * MAT (in, 1, 2); MAT (out, 0, 2) = scale * MAT (in, 2, 0); MAT (out, 1, 2) = scale * MAT (in, 2, 1); MAT (out, 2, 2) = scale * MAT (in, 2, 2); } else if (matrix->flags & MAT_FLAG_ROTATION) { /* Transpose the 3 by 3 upper-left submatrix. */ MAT (out, 0, 0) = MAT (in, 0, 0); MAT (out, 1, 0) = MAT (in, 0, 1); MAT (out, 2, 0) = MAT (in, 0, 2); MAT (out, 0, 1) = MAT (in, 1, 0); MAT (out, 1, 1) = MAT (in, 1, 1); MAT (out, 2, 1) = MAT (in, 1, 2); MAT (out, 0, 2) = MAT (in, 2, 0); MAT (out, 1, 2) = MAT (in, 2, 1); MAT (out, 2, 2) = MAT (in, 2, 2); } else { /* pure translation */ memcpy (out, identity, 16 * sizeof (float)); MAT (out, 0, 3) = - MAT (in, 0, 3); MAT (out, 1, 3) = - MAT (in, 1, 3); MAT (out, 2, 3) = - MAT (in, 2, 3); return TRUE; } if (matrix->flags & MAT_FLAG_TRANSLATION) { /* Do the translation part */ MAT (out,0,3) = - (MAT (in, 0, 3) * MAT (out, 0, 0) + MAT (in, 1, 3) * MAT (out, 0, 1) + MAT (in, 2, 3) * MAT (out, 0, 2) ); MAT (out,1,3) = - (MAT (in, 0, 3) * MAT (out, 1, 0) + MAT (in, 1, 3) * MAT (out, 1, 1) + MAT (in, 2, 3) * MAT (out, 1, 2) ); MAT (out,2,3) = - (MAT (in, 0, 3) * MAT (out, 2, 0) + MAT (in, 1, 3) * MAT (out, 2, 1) + MAT (in, 2, 3) * MAT (out, 2, 2) ); } else MAT (out, 0, 3) = MAT (out, 1, 3) = MAT (out, 2, 3) = 0.0; return TRUE; } /* * Compute inverse of an identity transformation matrix. * * @mat pointer to a CoglMatrix structure. The matrix inverse will be * stored in the CoglMatrix::inv attribute. * * Returns: always %TRUE. * * Simply copies identity into CoglMatrix::inv. */ static gboolean invert_matrix_identity (CoglMatrix *matrix) { memcpy (matrix->inv, identity, 16 * sizeof (float)); return TRUE; } /* * Compute inverse of a no-rotation 3d transformation matrix. * * @mat pointer to a CoglMatrix structure. The matrix inverse will be * stored in the CoglMatrix::inv attribute. * * Returns: %TRUE for success, %FALSE for failure (\p singular matrix). * * Calculates the */ static gboolean invert_matrix_3d_no_rotation (CoglMatrix *matrix) { const float *in = (float *)matrix; float *out = matrix->inv; if (MAT (in,0,0) == 0 || MAT (in,1,1) == 0 || MAT (in,2,2) == 0) return FALSE; memcpy (out, identity, 16 * sizeof (float)); MAT (out,0,0) = 1.0f / MAT (in,0,0); MAT (out,1,1) = 1.0f / MAT (in,1,1); MAT (out,2,2) = 1.0f / MAT (in,2,2); if (matrix->flags & MAT_FLAG_TRANSLATION) { MAT (out,0,3) = - (MAT (in,0,3) * MAT (out,0,0)); MAT (out,1,3) = - (MAT (in,1,3) * MAT (out,1,1)); MAT (out,2,3) = - (MAT (in,2,3) * MAT (out,2,2)); } return TRUE; } /* * Compute inverse of a no-rotation 2d transformation matrix. * * @mat pointer to a CoglMatrix structure. The matrix inverse will be * stored in the CoglMatrix::inv attribute. * * Returns: %TRUE for success, %FALSE for failure (\p singular matrix). * * Calculates the inverse matrix by applying the inverse scaling and * translation to the identity matrix. */ static gboolean invert_matrix_2d_no_rotation (CoglMatrix *matrix) { const float *in = (float *)matrix; float *out = matrix->inv; if (MAT (in, 0, 0) == 0 || MAT (in, 1, 1) == 0) return FALSE; memcpy (out, identity, 16 * sizeof (float)); MAT (out, 0, 0) = 1.0f / MAT (in, 0, 0); MAT (out, 1, 1) = 1.0f / MAT (in, 1, 1); if (matrix->flags & MAT_FLAG_TRANSLATION) { MAT (out, 0, 3) = - (MAT (in, 0, 3) * MAT (out, 0, 0)); MAT (out, 1, 3) = - (MAT (in, 1, 3) * MAT (out, 1, 1)); } return TRUE; } #if 0 /* broken */ static gboolean invert_matrix_perspective (CoglMatrix *matrix) { const float *in = matrix; float *out = matrix->inv; if (MAT (in,2,3) == 0) return FALSE; memcpy( out, identity, 16 * sizeof(float) ); MAT (out, 0, 0) = 1.0f / MAT (in, 0, 0); MAT (out, 1, 1) = 1.0f / MAT (in, 1, 1); MAT (out, 0, 3) = MAT (in, 0, 2); MAT (out, 1, 3) = MAT (in, 1, 2); MAT (out,2,2) = 0; MAT (out,2,3) = -1; MAT (out,3,2) = 1.0f / MAT (in,2,3); MAT (out,3,3) = MAT (in,2,2) * MAT (out,3,2); return TRUE; } #endif /* * Matrix inversion function pointer type. */ typedef gboolean (*inv_mat_func)(CoglMatrix *matrix); /* * Table of the matrix inversion functions according to the matrix type. */ static inv_mat_func inv_mat_tab[7] = { invert_matrix_general, invert_matrix_identity, invert_matrix_3d_no_rotation, #if 0 /* Don't use this function for now - it fails when the projection matrix * is premultiplied by a translation (ala Chromium's tilesort SPU). */ invert_matrix_perspective, #else invert_matrix_general, #endif invert_matrix_3d, /* lazy! */ invert_matrix_2d_no_rotation, invert_matrix_3d }; #define ZERO(x) (1<flags &= ~MAT_FLAGS_GEOMETRY; /* Check for translation - no-one really cares */ if ((mask & MASK_NO_TRX) != MASK_NO_TRX) matrix->flags |= MAT_FLAG_TRANSLATION; /* Do the real work */ if (mask == (unsigned int) MASK_IDENTITY) matrix->type = COGL_MATRIX_TYPE_IDENTITY; else if ((mask & MASK_2D_NO_ROT) == (unsigned int) MASK_2D_NO_ROT) { matrix->type = COGL_MATRIX_TYPE_2D_NO_ROT; if ((mask & MASK_NO_2D_SCALE) != MASK_NO_2D_SCALE) matrix->flags |= MAT_FLAG_GENERAL_SCALE; } else if ((mask & MASK_2D) == (unsigned int) MASK_2D) { float mm = DOT2 (m, m); float m4m4 = DOT2 (m+4,m+4); float mm4 = DOT2 (m,m+4); matrix->type = COGL_MATRIX_TYPE_2D; /* Check for scale */ if (SQ (mm-1) > SQ (1e-6) || SQ (m4m4-1) > SQ (1e-6)) matrix->flags |= MAT_FLAG_GENERAL_SCALE; /* Check for rotation */ if (SQ (mm4) > SQ (1e-6)) matrix->flags |= MAT_FLAG_GENERAL_3D; else matrix->flags |= MAT_FLAG_ROTATION; } else if ((mask & MASK_3D_NO_ROT) == (unsigned int) MASK_3D_NO_ROT) { matrix->type = COGL_MATRIX_TYPE_3D_NO_ROT; /* Check for scale */ if (SQ (m[0]-m[5]) < SQ (1e-6) && SQ (m[0]-m[10]) < SQ (1e-6)) { if (SQ (m[0]-1.0) > SQ (1e-6)) matrix->flags |= MAT_FLAG_UNIFORM_SCALE; } else matrix->flags |= MAT_FLAG_GENERAL_SCALE; } else if ((mask & MASK_3D) == (unsigned int) MASK_3D) { float c1 = DOT3 (m,m); float c2 = DOT3 (m+4,m+4); float c3 = DOT3 (m+8,m+8); float d1 = DOT3 (m, m+4); float cp[3]; matrix->type = COGL_MATRIX_TYPE_3D; /* Check for scale */ if (SQ (c1-c2) < SQ (1e-6) && SQ (c1-c3) < SQ (1e-6)) { if (SQ (c1-1.0) > SQ (1e-6)) matrix->flags |= MAT_FLAG_UNIFORM_SCALE; /* else no scale at all */ } else matrix->flags |= MAT_FLAG_GENERAL_SCALE; /* Check for rotation */ if (SQ (d1) < SQ (1e-6)) { CROSS3 ( cp, m, m+4); SUB_3V ( cp, cp, (m+8)); if (LEN_SQUARED_3FV(cp) < SQ(1e-6)) matrix->flags |= MAT_FLAG_ROTATION; else matrix->flags |= MAT_FLAG_GENERAL_3D; } else matrix->flags |= MAT_FLAG_GENERAL_3D; /* shear, etc */ } else if ((mask & MASK_PERSPECTIVE) == MASK_PERSPECTIVE && m[11]==-1.0f) { matrix->type = COGL_MATRIX_TYPE_PERSPECTIVE; matrix->flags |= MAT_FLAG_GENERAL; } else { matrix->type = COGL_MATRIX_TYPE_GENERAL; matrix->flags |= MAT_FLAG_GENERAL; } } /* * Analyze a matrix given that its flags are accurate. * * This is the more common operation, hopefully. */ static void analyse_from_flags (CoglMatrix *matrix) { const float *m = (float *)matrix; if (TEST_MAT_FLAGS(matrix, 0)) matrix->type = COGL_MATRIX_TYPE_IDENTITY; else if (TEST_MAT_FLAGS(matrix, (MAT_FLAG_TRANSLATION | MAT_FLAG_UNIFORM_SCALE | MAT_FLAG_GENERAL_SCALE))) { if ( m[10] == 1.0f && m[14] == 0.0f ) matrix->type = COGL_MATRIX_TYPE_2D_NO_ROT; else matrix->type = COGL_MATRIX_TYPE_3D_NO_ROT; } else if (TEST_MAT_FLAGS (matrix, MAT_FLAGS_3D)) { if ( m[ 8]==0.0f && m[ 9]==0.0f && m[2]==0.0f && m[6]==0.0f && m[10]==1.0f && m[14]==0.0f) { matrix->type = COGL_MATRIX_TYPE_2D; } else matrix->type = COGL_MATRIX_TYPE_3D; } else if ( m[4]==0.0f && m[12]==0.0f && m[1]==0.0f && m[13]==0.0f && m[2]==0.0f && m[6]==0.0f && m[3]==0.0f && m[7]==0.0f && m[11]==-1.0f && m[15]==0.0f) { matrix->type = COGL_MATRIX_TYPE_PERSPECTIVE; } else matrix->type = COGL_MATRIX_TYPE_GENERAL; } /* * Analyze and update the type and flags of a matrix. * * If the matrix type is dirty then calls either analyse_from_scratch() or * analyse_from_flags() to determine its type, according to whether the flags * are dirty or not, respectively. If the matrix has an inverse and it's dirty * then calls matrix_invert(). Finally clears the dirty flags. */ static void _cogl_matrix_update_type_and_flags (CoglMatrix *matrix) { if (matrix->flags & MAT_DIRTY_TYPE) { if (matrix->flags & MAT_DIRTY_FLAGS) analyse_from_scratch (matrix); else analyse_from_flags (matrix); } matrix->flags &= ~(MAT_DIRTY_FLAGS | MAT_DIRTY_TYPE); } /* * Compute inverse of a transformation matrix. * * @mat pointer to a CoglMatrix structure. The matrix inverse will be * stored in the CoglMatrix::inv attribute. * * Returns: %TRUE for success, %FALSE for failure (\p singular matrix). * * Calls the matrix inversion function in inv_mat_tab corresponding to the * given matrix type. In case of failure, updates the MAT_FLAG_SINGULAR flag, * and copies the identity matrix into CoglMatrix::inv. */ static gboolean _cogl_matrix_update_inverse (CoglMatrix *matrix) { if (matrix->flags & MAT_DIRTY_FLAGS || matrix->flags & MAT_DIRTY_INVERSE) { _cogl_matrix_update_type_and_flags (matrix); if (inv_mat_tab[matrix->type](matrix)) matrix->flags &= ~MAT_FLAG_SINGULAR; else { matrix->flags |= MAT_FLAG_SINGULAR; memcpy (matrix->inv, identity, 16 * sizeof (float)); } matrix->flags &= ~MAT_DIRTY_INVERSE; } if (matrix->flags & MAT_FLAG_SINGULAR) return FALSE; else return TRUE; } gboolean cogl_matrix_get_inverse (const CoglMatrix *matrix, CoglMatrix *inverse) { if (_cogl_matrix_update_inverse ((CoglMatrix *)matrix)) { cogl_matrix_init_from_array (inverse, matrix->inv); return TRUE; } else { cogl_matrix_init_identity (inverse); return FALSE; } } /* * Generate a 4x4 transformation matrix from glRotate parameters, and * post-multiply the input matrix by it. * * \author * This function was contributed by Erich Boleyn (erich@uruk.org). * Optimizations contributed by Rudolf Opalla (rudi@khm.de). */ static void _cogl_matrix_rotate (CoglMatrix *matrix, float angle, float x, float y, float z) { float xx, yy, zz, xy, yz, zx, xs, ys, zs, one_c, s, c; float m[16]; gboolean optimized; s = sinf (angle * DEG2RAD); c = cosf (angle * DEG2RAD); memcpy (m, identity, 16 * sizeof (float)); optimized = FALSE; #define M(row,col) m[col*4+row] if (x == 0.0f) { if (y == 0.0f) { if (z != 0.0f) { optimized = TRUE; /* rotate only around z-axis */ M (0,0) = c; M (1,1) = c; if (z < 0.0f) { M (0,1) = s; M (1,0) = -s; } else { M (0,1) = -s; M (1,0) = s; } } } else if (z == 0.0f) { optimized = TRUE; /* rotate only around y-axis */ M (0,0) = c; M (2,2) = c; if (y < 0.0f) { M (0,2) = -s; M (2,0) = s; } else { M (0,2) = s; M (2,0) = -s; } } } else if (y == 0.0f) { if (z == 0.0f) { optimized = TRUE; /* rotate only around x-axis */ M (1,1) = c; M (2,2) = c; if (x < 0.0f) { M (1,2) = s; M (2,1) = -s; } else { M (1,2) = -s; M (2,1) = s; } } } if (!optimized) { const float mag = sqrtf (x * x + y * y + z * z); if (mag <= 1.0e-4) { /* no rotation, leave mat as-is */ return; } x /= mag; y /= mag; z /= mag; /* * Arbitrary axis rotation matrix. * * This is composed of 5 matrices, Rz, Ry, T, Ry', Rz', multiplied * like so: Rz * Ry * T * Ry' * Rz'. T is the final rotation * (which is about the X-axis), and the two composite transforms * Ry' * Rz' and Rz * Ry are (respectively) the rotations necessary * from the arbitrary axis to the X-axis then back. They are * all elementary rotations. * * Rz' is a rotation about the Z-axis, to bring the axis vector * into the x-z plane. Then Ry' is applied, rotating about the * Y-axis to bring the axis vector parallel with the X-axis. The * rotation about the X-axis is then performed. Ry and Rz are * simply the respective inverse transforms to bring the arbitrary * axis back to it's original orientation. The first transforms * Rz' and Ry' are considered inverses, since the data from the * arbitrary axis gives you info on how to get to it, not how * to get away from it, and an inverse must be applied. * * The basic calculation used is to recognize that the arbitrary * axis vector (x, y, z), since it is of unit length, actually * represents the sines and cosines of the angles to rotate the * X-axis to the same orientation, with theta being the angle about * Z and phi the angle about Y (in the order described above) * as follows: * * cos ( theta ) = x / sqrt ( 1 - z^2 ) * sin ( theta ) = y / sqrt ( 1 - z^2 ) * * cos ( phi ) = sqrt ( 1 - z^2 ) * sin ( phi ) = z * * Note that cos ( phi ) can further be inserted to the above * formulas: * * cos ( theta ) = x / cos ( phi ) * sin ( theta ) = y / sin ( phi ) * * ...etc. Because of those relations and the standard trigonometric * relations, it is pssible to reduce the transforms down to what * is used below. It may be that any primary axis chosen will give the * same results (modulo a sign convention) using thie method. * * Particularly nice is to notice that all divisions that might * have caused trouble when parallel to certain planes or * axis go away with care paid to reducing the expressions. * After checking, it does perform correctly under all cases, since * in all the cases of division where the denominator would have * been zero, the numerator would have been zero as well, giving * the expected result. */ xx = x * x; yy = y * y; zz = z * z; xy = x * y; yz = y * z; zx = z * x; xs = x * s; ys = y * s; zs = z * s; one_c = 1.0f - c; /* We already hold the identity-matrix so we can skip some statements */ M (0,0) = (one_c * xx) + c; M (0,1) = (one_c * xy) - zs; M (0,2) = (one_c * zx) + ys; /* M (0,3) = 0.0f; */ M (1,0) = (one_c * xy) + zs; M (1,1) = (one_c * yy) + c; M (1,2) = (one_c * yz) - xs; /* M (1,3) = 0.0f; */ M (2,0) = (one_c * zx) - ys; M (2,1) = (one_c * yz) + xs; M (2,2) = (one_c * zz) + c; /* M (2,3) = 0.0f; */ /* M (3,0) = 0.0f; M (3,1) = 0.0f; M (3,2) = 0.0f; M (3,3) = 1.0f; */ } #undef M matrix_multiply_array_with_flags (matrix, m, MAT_FLAG_ROTATION); } void cogl_matrix_rotate (CoglMatrix *matrix, float angle, float x, float y, float z) { _cogl_matrix_rotate (matrix, angle, x, y, z); _COGL_MATRIX_DEBUG_PRINT (matrix); } /* * Apply a perspective projection matrix. * * Creates the projection matrix and multiplies it with matrix, marking the * MAT_FLAG_PERSPECTIVE flag. */ static void _cogl_matrix_frustum (CoglMatrix *matrix, float left, float right, float bottom, float top, float nearval, float farval) { float x, y, a, b, c, d; float m[16]; x = (2.0f * nearval) / (right - left); y = (2.0f * nearval) / (top - bottom); a = (right + left) / (right - left); b = (top + bottom) / (top - bottom); c = -(farval + nearval) / ( farval - nearval); d = -(2.0f * farval * nearval) / (farval - nearval); /* error? */ #define M(row,col) m[col*4+row] M (0,0) = x; M (0,1) = 0.0f; M (0,2) = a; M (0,3) = 0.0f; M (1,0) = 0.0f; M (1,1) = y; M (1,2) = b; M (1,3) = 0.0f; M (2,0) = 0.0f; M (2,1) = 0.0f; M (2,2) = c; M (2,3) = d; M (3,0) = 0.0f; M (3,1) = 0.0f; M (3,2) = -1.0f; M (3,3) = 0.0f; #undef M matrix_multiply_array_with_flags (matrix, m, MAT_FLAG_PERSPECTIVE); } void cogl_matrix_frustum (CoglMatrix *matrix, float left, float right, float bottom, float top, float z_near, float z_far) { _cogl_matrix_frustum (matrix, left, right, bottom, top, z_near, z_far); _COGL_MATRIX_DEBUG_PRINT (matrix); } void cogl_matrix_perspective (CoglMatrix *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); } /* * Apply an orthographic projection matrix. * * Creates the projection matrix and multiplies it with matrix, marking the * MAT_FLAG_GENERAL_SCALE and MAT_FLAG_TRANSLATION flags. */ static void _cogl_matrix_ortho (CoglMatrix *matrix, float left, float right, float bottom, float top, float nearval, float farval) { float m[16]; #define M(row,col) m[col*4+row] M (0,0) = 2.0f / (right-left); M (0,1) = 0.0f; M (0,2) = 0.0f; M (0,3) = -(right+left) / (right-left); M (1,0) = 0.0f; M (1,1) = 2.0f / (top-bottom); M (1,2) = 0.0f; M (1,3) = -(top+bottom) / (top-bottom); M (2,0) = 0.0f; M (2,1) = 0.0f; M (2,2) = -2.0f / (farval-nearval); M (2,3) = -(farval+nearval) / (farval-nearval); M (3,0) = 0.0f; M (3,1) = 0.0f; M (3,2) = 0.0f; M (3,3) = 1.0f; #undef M matrix_multiply_array_with_flags (matrix, m, (MAT_FLAG_GENERAL_SCALE | MAT_FLAG_TRANSLATION)); } void cogl_matrix_ortho (CoglMatrix *matrix, float left, float right, float bottom, float top, float near_val, float far_val) { _cogl_matrix_ortho (matrix, left, right, bottom, top, near_val, far_val); _COGL_MATRIX_DEBUG_PRINT (matrix); } /* * Multiply a matrix with a general scaling matrix. * * Multiplies in-place the elements of matrix by the scale factors. Checks if * the scales factors are roughly the same, marking the MAT_FLAG_UNIFORM_SCALE * flag, or MAT_FLAG_GENERAL_SCALE. Marks the MAT_DIRTY_TYPE and * MAT_DIRTY_INVERSE dirty flags. */ static void _cogl_matrix_scale (CoglMatrix *matrix, float x, float y, float z) { float *m = (float *)matrix; m[0] *= x; m[4] *= y; m[8] *= z; m[1] *= x; m[5] *= y; m[9] *= z; m[2] *= x; m[6] *= y; m[10] *= z; m[3] *= x; m[7] *= y; m[11] *= z; if (fabsf (x - y) < 1e-8 && fabsf (x - z) < 1e-8) matrix->flags |= MAT_FLAG_UNIFORM_SCALE; else matrix->flags |= MAT_FLAG_GENERAL_SCALE; matrix->flags |= (MAT_DIRTY_TYPE | MAT_DIRTY_INVERSE); } void cogl_matrix_scale (CoglMatrix *matrix, float sx, float sy, float sz) { _cogl_matrix_scale (matrix, sx, sy, sz); _COGL_MATRIX_DEBUG_PRINT (matrix); } /* * Multiply a matrix with a translation matrix. * * Adds the translation coordinates to the elements of matrix in-place. Marks * the MAT_FLAG_TRANSLATION flag, and the MAT_DIRTY_TYPE and MAT_DIRTY_INVERSE * dirty flags. */ static void _cogl_matrix_translate (CoglMatrix *matrix, float x, float y, float z) { float *m = (float *)matrix; m[12] = m[0] * x + m[4] * y + m[8] * z + m[12]; m[13] = m[1] * x + m[5] * y + m[9] * z + m[13]; m[14] = m[2] * x + m[6] * y + m[10] * z + m[14]; m[15] = m[3] * x + m[7] * y + m[11] * z + m[15]; matrix->flags |= (MAT_FLAG_TRANSLATION | MAT_DIRTY_TYPE | MAT_DIRTY_INVERSE); } void cogl_matrix_translate (CoglMatrix *matrix, float x, float y, float z) { _cogl_matrix_translate (matrix, x, y, z); _COGL_MATRIX_DEBUG_PRINT (matrix); } #if 0 /* * Set matrix to do viewport and depthrange mapping. * Transforms Normalized Device Coords to window/Z values. */ static void _cogl_matrix_viewport (CoglMatrix *matrix, float x, float y, float width, float height, float zNear, float zFar, float depthMax) { float *m = (float *)matrix; m[MAT_SX] = width / 2.0f; m[MAT_TX] = m[MAT_SX] + x; m[MAT_SY] = height / 2.0f; m[MAT_TY] = m[MAT_SY] + y; m[MAT_SZ] = depthMax * ((zFar - zNear) / 2.0f); m[MAT_TZ] = depthMax * ((zFar - zNear) / 2.0f + zNear); matrix->flags = MAT_FLAG_GENERAL_SCALE | MAT_FLAG_TRANSLATION; matrix->type = COGL_MATRIX_TYPE_3D_NO_ROT; } #endif /* * Set a matrix to the identity matrix. * * @mat matrix. * * Copies ::identity into \p CoglMatrix::m, and into CoglMatrix::inv if * not NULL. Sets the matrix type to identity, resets the flags. It * doesn't initialize the inverse matrix, it just marks it dirty. */ static void _cogl_matrix_init_identity (CoglMatrix *matrix) { memcpy (matrix, identity, 16 * sizeof (float)); matrix->type = COGL_MATRIX_TYPE_IDENTITY; matrix->flags = MAT_DIRTY_INVERSE; } void cogl_matrix_init_identity (CoglMatrix *matrix) { _cogl_matrix_init_identity (matrix); _COGL_MATRIX_DEBUG_PRINT (matrix); } #if 0 /* * Test if the given matrix preserves vector lengths. */ static gboolean _cogl_matrix_is_length_preserving (const CoglMatrix *m) { return TEST_MAT_FLAGS (m, MAT_FLAGS_LENGTH_PRESERVING); } /* * Test if the given matrix does any rotation. * (or perhaps if the upper-left 3x3 is non-identity) */ static gboolean _cogl_matrix_has_rotation (const CoglMatrix *matrix) { if (matrix->flags & (MAT_FLAG_GENERAL | MAT_FLAG_ROTATION | MAT_FLAG_GENERAL_3D | MAT_FLAG_PERSPECTIVE)) return TRUE; else return FALSE; } static gboolean _cogl_matrix_is_general_scale (const CoglMatrix *matrix) { return (matrix->flags & MAT_FLAG_GENERAL_SCALE) ? TRUE : FALSE; } static gboolean _cogl_matrix_is_dirty (const CoglMatrix *matrix) { return (matrix->flags & MAT_DIRTY_ALL) ? TRUE : FALSE; } #endif /* * Loads a matrix array into CoglMatrix. * * @m matrix array. * @mat matrix. * * Copies \p m into CoglMatrix::m and marks the MAT_FLAG_GENERAL and * MAT_DIRTY_ALL * flags. */ static void _cogl_matrix_init_from_array (CoglMatrix *matrix, const float *array) { memcpy (matrix, array, 16 * sizeof (float)); matrix->flags = (MAT_FLAG_GENERAL | MAT_DIRTY_ALL); } void cogl_matrix_init_from_array (CoglMatrix *matrix, const float *array) { _cogl_matrix_init_from_array (matrix, array); _COGL_MATRIX_DEBUG_PRINT (matrix); } static void _cogl_matrix_init_from_quaternion (CoglMatrix *matrix, CoglQuaternion *quaternion) { float qnorm = _COGL_QUATERNION_NORM (quaternion); float s = (qnorm > 0.0f) ? (2.0f / qnorm) : 0.0f; float xs = quaternion->x * s; float ys = quaternion->y * s; float zs = quaternion->z * s; float wx = quaternion->w * xs; float wy = quaternion->w * ys; float wz = quaternion->w * zs; float xx = quaternion->x * xs; float xy = quaternion->x * ys; float xz = quaternion->x * zs; float yy = quaternion->y * ys; float yz = quaternion->y * zs; float zz = quaternion->z * zs; matrix->xx = 1.0f - (yy + zz); matrix->yx = xy + wz; matrix->zx = xz - wy; matrix->xy = xy - wz; matrix->yy = 1.0f - (xx + zz); matrix->zy = yz + wx; matrix->xz = xz + wy; matrix->yz = yz - wx; matrix->zz = 1.0f - (xx + yy); matrix->xw = matrix->yw = matrix->zw = 0.0f; matrix->wx = matrix->wy = matrix->wz = 0.0f; matrix->ww = 1.0f; matrix->flags = (MAT_FLAG_GENERAL | MAT_DIRTY_ALL); } void cogl_matrix_init_from_quaternion (CoglMatrix *matrix, CoglQuaternion *quaternion) { _cogl_matrix_init_from_quaternion (matrix, quaternion); } /* * Transpose a float matrix. */ static void _cogl_matrix_util_transposef (float to[16], const float from[16]) { to[0] = from[0]; to[1] = from[4]; to[2] = from[8]; to[3] = from[12]; to[4] = from[1]; to[5] = from[5]; to[6] = from[9]; to[7] = from[13]; to[8] = from[2]; to[9] = from[6]; to[10] = from[10]; to[11] = from[14]; to[12] = from[3]; to[13] = from[7]; to[14] = from[11]; to[15] = from[15]; } void cogl_matrix_view_2d_in_frustum (CoglMatrix *matrix, float left, float right, float bottom, float top, float z_near, float z_2d, float width_2d, float height_2d) { float left_2d_plane = left / z_near * z_2d; float right_2d_plane = right / z_near * z_2d; float bottom_2d_plane = bottom / z_near * z_2d; float top_2d_plane = top / z_near * z_2d; float width_2d_start = right_2d_plane - left_2d_plane; float height_2d_start = top_2d_plane - bottom_2d_plane; /* Factors to scale from framebuffer geometry to frustum * cross-section geometry. */ float width_scale = width_2d_start / width_2d; float height_scale = height_2d_start / height_2d; 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 * projective transform this convenience function lets you compose a * view transform such that geometry on the z=0 plane will map to * screen coordinates with a top left origin of (0,0) and with the * given width and height. */ void cogl_matrix_view_2d_in_perspective (CoglMatrix *matrix, float fov_y, float aspect, float z_near, float z_2d, float width_2d, float height_2d) { float top = z_near * tan (fov_y * G_PI / 360.0); cogl_matrix_view_2d_in_frustum (matrix, -top * aspect, top * aspect, -top, top, z_near, z_2d, width_2d, height_2d); } gboolean cogl_matrix_equal (gconstpointer v1, gconstpointer v2) { const CoglMatrix *a = v1; const CoglMatrix *b = v2; _COGL_RETURN_VAL_IF_FAIL (v1 != NULL, FALSE); _COGL_RETURN_VAL_IF_FAIL (v2 != NULL, FALSE); /* We want to avoid having a fuzzy _equal() function (e.g. that uses * an arbitrary epsilon value) since this function noteably conforms * to the prototype suitable for use with g_hash_table_new() and a * fuzzy hash function isn't really appropriate for comparing hash * table keys since it's possible that you could end up fetching * different values if you end up with multiple similar keys in use * at the same time. If you consider that fuzzyness allows cases * such as A == B == C but A != C then you could also end up loosing * values in a hash table. * * We do at least use the == operator to compare values though so * that -0 is considered equal to 0. */ /* XXX: We don't compare the flags, inverse matrix or padding */ if (a->xx == b->xx && a->xy == b->xy && a->xz == b->xz && a->xw == b->xw && a->yx == b->yx && a->yy == b->yy && a->yz == b->yz && a->yw == b->yw && a->zx == b->zx && a->zy == b->zy && a->zz == b->zz && a->zw == b->zw && a->wx == b->wx && a->wy == b->wy && a->wz == b->wz && a->ww == b->ww) return TRUE; else return FALSE; } CoglMatrix * cogl_matrix_copy (const CoglMatrix *matrix) { if (G_LIKELY (matrix)) return g_slice_dup (CoglMatrix, matrix); return NULL; } void cogl_matrix_free (CoglMatrix *matrix) { g_slice_free (CoglMatrix, matrix); } const float * cogl_matrix_get_array (const CoglMatrix *matrix) { return (float *)matrix; } 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; } typedef struct _Point2f { float x; float y; } Point2f; typedef struct _Point3f { float x; float y; float z; } Point3f; typedef struct _Point4f { float x; float y; float z; float w; } Point4f; static void _cogl_matrix_transform_points_f2 (const CoglMatrix *matrix, size_t stride_in, const void *points_in, size_t stride_out, void *points_out, int n_points) { int i; for (i = 0; i < n_points; i++) { Point2f p = *(Point2f *)((guint8 *)points_in + i * stride_in); Point3f *o = (Point3f *)((guint8 *)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; } } static void _cogl_matrix_project_points_f2 (const CoglMatrix *matrix, size_t stride_in, const void *points_in, size_t stride_out, void *points_out, int n_points) { int i; for (i = 0; i < n_points; i++) { Point2f p = *(Point2f *)((guint8 *)points_in + i * stride_in); Point4f *o = (Point4f *)((guint8 *)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; } } static void _cogl_matrix_transform_points_f3 (const CoglMatrix *matrix, size_t stride_in, const void *points_in, size_t stride_out, void *points_out, int n_points) { int i; for (i = 0; i < n_points; i++) { Point3f p = *(Point3f *)((guint8 *)points_in + i * stride_in); Point3f *o = (Point3f *)((guint8 *)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; } } static void _cogl_matrix_project_points_f3 (const CoglMatrix *matrix, size_t stride_in, const void *points_in, size_t stride_out, void *points_out, int n_points) { int i; for (i = 0; i < n_points; i++) { Point3f p = *(Point3f *)((guint8 *)points_in + i * stride_in); Point4f *o = (Point4f *)((guint8 *)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; } } static void _cogl_matrix_project_points_f4 (const CoglMatrix *matrix, size_t stride_in, const void *points_in, size_t stride_out, void *points_out, int n_points) { int i; for (i = 0; i < n_points; i++) { Point4f p = *(Point4f *)((guint8 *)points_in + i * stride_in); Point4f *o = (Point4f *)((guint8 *)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; } } void cogl_matrix_transform_points (const CoglMatrix *matrix, int n_components, size_t stride_in, const void *points_in, size_t stride_out, void *points_out, int n_points) { /* The results of transforming always have three components... */ _COGL_RETURN_IF_FAIL (stride_out >= sizeof (Point3f)); if (n_components == 2) _cogl_matrix_transform_points_f2 (matrix, stride_in, points_in, stride_out, points_out, n_points); else { _COGL_RETURN_IF_FAIL (n_components == 3); _cogl_matrix_transform_points_f3 (matrix, stride_in, points_in, stride_out, points_out, n_points); } } void cogl_matrix_project_points (const CoglMatrix *matrix, int n_components, size_t stride_in, const void *points_in, size_t stride_out, void *points_out, int n_points) { if (n_components == 2) _cogl_matrix_project_points_f2 (matrix, stride_in, points_in, stride_out, points_out, n_points); else if (n_components == 3) _cogl_matrix_project_points_f3 (matrix, stride_in, points_in, stride_out, points_out, n_points); else { _COGL_RETURN_IF_FAIL (n_components == 4); _cogl_matrix_project_points_f4 (matrix, stride_in, points_in, stride_out, points_out, n_points); } } gboolean cogl_matrix_is_identity (const CoglMatrix *matrix) { if (!(matrix->flags & MAT_DIRTY_TYPE) && matrix->type == COGL_MATRIX_TYPE_IDENTITY) return TRUE; else return memcmp (matrix, identity, sizeof (float) * 16) == 0; } void cogl_matrix_look_at (CoglMatrix *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) { CoglMatrix tmp; CoglVector3 forward; CoglVector3 side; CoglVector3 up; /* Get a unit viewing direction vector */ cogl_vector3_init (&forward, object_x - eye_position_x, object_y - eye_position_y, object_z - eye_position_z); cogl_vector3_normalize (&forward); cogl_vector3_init (&up, world_up_x, world_up_y, world_up_z); /* Take the sideways direction as being perpendicular to the viewing * direction and the word up vector. */ cogl_vector3_cross_product (&side, &forward, &up); cogl_vector3_normalize (&side); /* Now we have unit sideways and forward-direction vectors calculate * a new mutually perpendicular up vector. */ cogl_vector3_cross_product (&up, &side, &forward); tmp.xx = side.x; tmp.yx = side.y; tmp.zx = side.z; tmp.wx = 0; tmp.xy = up.x; tmp.yy = up.y; tmp.zy = up.z; tmp.wy = 0; tmp.xz = -forward.x; tmp.yz = -forward.y; tmp.zz = -forward.z; tmp.wz = 0; tmp.xw = 0; tmp.yw = 0; tmp.zw = 0; tmp.ww = 1; tmp.flags = (MAT_FLAG_GENERAL_3D | MAT_DIRTY_TYPE | MAT_DIRTY_INVERSE); cogl_matrix_translate (&tmp, -eye_position_x, -eye_position_y, -eye_position_z); cogl_matrix_multiply (matrix, matrix, &tmp); } void cogl_matrix_transpose (CoglMatrix *matrix) { float new_values[16]; /* We don't need to do anything if the matrix is the identity matrix */ if (!(matrix->flags & MAT_DIRTY_TYPE) && matrix->type == COGL_MATRIX_TYPE_IDENTITY) return; _cogl_matrix_util_transposef (new_values, cogl_matrix_get_array (matrix)); cogl_matrix_init_from_array (matrix, new_values); }