mirror of
https://github.com/brl/mutter.git
synced 2024-11-23 08:30:42 -05:00
0580dbe015
Adds glFrustum wrappers (GLES only accepts floats not doubles, and GLES2 needs to use our internal cogl_wrap_glFrustumf) Adds GL_TEXTURE_MATRIX getter code in cogl_wrap_glGetFloatv Adds a GL_TEXTURE_MATRIX define for GLES2
477 lines
12 KiB
C
477 lines
12 KiB
C
/*
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* Clutter COGL
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*
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* A basic GL/GLES Abstraction/Utility Layer
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*
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* Authored By Havoc Pennington <hp@pobox.com> for litl
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*
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* Copyright (C) 2009 OpenedHand
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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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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "cogl.h"
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#include "cogl-context.h"
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#include "cogl-internal.h"
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#include "cogl-current-matrix.h"
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#include "cogl-matrix-stack.h"
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#ifdef HAVE_COGL_GLES2
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#include "cogl-gles2-wrapper.h"
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#define glFrustum(L,R,B,T,N,F) \
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cogl_wrap_glFrustumf((GLfloat)L, (GLfloat)R, (GLfloat)B, \
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(GLfloat)T, (GLfloat)N, (GLfloat)F)
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#elif defined (HAVE_COGL_GLES)
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#define glFrustum(L,R,B,T,N,F) \
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glFrustumf((GLfloat)L, (GLfloat)R, (GLfloat)B, \
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(GLfloat)T, (GLfloat)N, (GLfloat)F)
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#endif
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#include <string.h>
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#include <math.h>
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void
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_cogl_set_current_matrix (CoglMatrixMode mode)
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{
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GLenum gl_mode;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (mode == ctx->matrix_mode)
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return;
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ctx->matrix_mode = mode;
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gl_mode = 0; /* silence compiler warning */
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switch (mode)
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{
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case COGL_MATRIX_MODELVIEW:
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gl_mode = GL_MODELVIEW;
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break;
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case COGL_MATRIX_PROJECTION:
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gl_mode = GL_PROJECTION;
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break;
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case COGL_MATRIX_TEXTURE:
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gl_mode = GL_TEXTURE;
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break;
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}
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GE (glMatrixMode (gl_mode));
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}
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static void
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_cogl_get_client_stack (CoglContext *ctx,
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CoglMatrixStack **current_stack_p)
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{
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if (ctx->modelview_stack &&
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ctx->matrix_mode == COGL_MATRIX_MODELVIEW)
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*current_stack_p = ctx->modelview_stack;
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else
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*current_stack_p = NULL;
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}
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#define _COGL_GET_CONTEXT_AND_STACK(contextvar, stackvar, rval) \
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CoglMatrixStack *stackvar; \
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_COGL_GET_CONTEXT (contextvar, rval); \
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_cogl_get_client_stack (contextvar, &stackvar)
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void
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_cogl_current_matrix_push (void)
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{
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_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
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if (current_stack != NULL)
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_cogl_matrix_stack_push (current_stack);
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else
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GE (glPushMatrix ());
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}
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void
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_cogl_current_matrix_pop (void)
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{
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_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
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if (current_stack != NULL)
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_cogl_matrix_stack_pop (current_stack);
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else
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GE (glPopMatrix ());
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}
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void
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_cogl_current_matrix_identity (void)
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{
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_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
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if (current_stack != NULL)
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_cogl_matrix_stack_load_identity (current_stack);
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else
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GE (glLoadIdentity ());
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}
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void
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_cogl_current_matrix_load (const CoglMatrix *matrix)
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{
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_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
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if (current_stack != NULL)
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_cogl_matrix_stack_set (current_stack, matrix);
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else
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GE (glLoadMatrixf (cogl_matrix_get_array (matrix)));
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}
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void
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_cogl_current_matrix_multiply (const CoglMatrix *matrix)
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{
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_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
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if (current_stack != NULL)
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_cogl_matrix_stack_multiply (current_stack, matrix);
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else
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GE (glMultMatrixf (cogl_matrix_get_array (matrix)));
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}
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void
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_cogl_current_matrix_rotate (float angle,
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float x,
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float y,
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float z)
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{
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_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
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if (current_stack != NULL)
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_cogl_matrix_stack_rotate (current_stack, angle, x, y, z);
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else
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GE (glRotatef (angle, x, y, z));
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}
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void
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_cogl_current_matrix_scale (float x,
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float y,
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float z)
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{
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_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
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if (current_stack != NULL)
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_cogl_matrix_stack_scale (current_stack, x, y, z);
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else
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GE (glScalef (x, y, z));
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}
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void
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_cogl_current_matrix_translate (float x,
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float y,
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float z)
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{
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_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
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if (current_stack != NULL)
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_cogl_matrix_stack_translate (current_stack, x, y, z);
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else
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GE (glTranslatef (x, y, z));
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}
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void
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_cogl_current_matrix_frustum (float left,
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float right,
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float bottom,
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float top,
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float near_val,
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float far_val)
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{
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_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
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if (current_stack != NULL)
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_cogl_matrix_stack_frustum (current_stack,
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left, right,
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top, bottom,
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near_val,
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far_val);
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else
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GE (glFrustum (left, right, bottom, top, near_val, far_val));
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}
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void
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_cogl_current_matrix_ortho (float left,
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float right,
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float bottom,
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float top,
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float near_val,
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float far_val)
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{
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#if 0
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_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
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if (current_stack != NULL)
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_cogl_matrix_stack_ortho (current_stack,
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left, right,
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top, bottom,
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near_val,
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far_val);
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else
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GE (glOrtho (left, right, bottom, top, near_val, far_val));
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#else
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/* Nobody is using glOrtho right now anyway, so not bothering */
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g_warning ("%s not implemented, need to code cogl_matrix_ortho() if you need"
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" this function",
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G_STRFUNC);
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#endif
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}
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void
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_cogl_get_matrix (CoglMatrixMode mode,
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CoglMatrix *matrix)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (ctx->modelview_stack != NULL &&
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mode == COGL_MATRIX_MODELVIEW)
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{
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_cogl_matrix_stack_get (ctx->modelview_stack, matrix);
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}
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else
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{
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GLenum gl_mode;
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GLfloat gl_matrix[16];
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gl_mode = 0; /* silence compiler warning */
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switch (mode)
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{
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case COGL_MATRIX_MODELVIEW:
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gl_mode = GL_MODELVIEW_MATRIX;
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break;
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case COGL_MATRIX_PROJECTION:
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gl_mode = GL_PROJECTION_MATRIX;
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break;
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case COGL_MATRIX_TEXTURE:
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gl_mode = GL_TEXTURE_MATRIX;
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break;
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}
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/* Note: we have a redundant copy happening here. If that turns out to be
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* a problem then, since this is internal to Cogl, we could pass the
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* CoglMatrix pointer directly to glGetFloatv; the only problem with that
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* is that if we later add internal flags to CoglMatrix they will need to
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* be initialized seperatly.
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*/
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GE (glGetFloatv (gl_mode, gl_matrix));
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cogl_matrix_init_from_array (matrix, gl_matrix);
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}
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}
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void
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_cogl_current_matrix_state_init (void)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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ctx->matrix_mode = COGL_MATRIX_MODELVIEW;
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ctx->modelview_stack = NULL;
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if (ctx->indirect)
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{
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ctx->modelview_stack =
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_cogl_matrix_stack_new ();
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}
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}
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void
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_cogl_current_matrix_state_destroy (void)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (ctx->modelview_stack)
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_cogl_matrix_stack_destroy (ctx->modelview_stack);
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}
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void
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_cogl_current_matrix_state_flush (void)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (ctx->matrix_mode != COGL_MATRIX_MODELVIEW)
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{
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g_warning ("matrix state must be flushed in MODELVIEW mode");
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return;
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}
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if (ctx->modelview_stack)
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{
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_cogl_matrix_stack_flush_to_gl (ctx->modelview_stack,
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GL_MODELVIEW);
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}
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}
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void
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cogl_push_matrix (void)
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{
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_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
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_cogl_current_matrix_push ();
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}
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void
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cogl_pop_matrix (void)
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{
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_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
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_cogl_current_matrix_pop ();
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}
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void
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cogl_scale (float x, float y, float z)
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{
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_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
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_cogl_current_matrix_scale (x, y, z);
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}
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void
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cogl_translate (float x, float y, float z)
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{
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_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
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_cogl_current_matrix_translate (x, y, z);
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}
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void
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cogl_rotate (float angle, float x, float y, float z)
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{
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_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
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_cogl_current_matrix_rotate (angle, x, y, z);
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}
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void
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_cogl_set_matrix (const CoglMatrix *matrix)
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{
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_cogl_current_matrix_load (matrix);
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}
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void
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cogl_get_modelview_matrix (CoglMatrix *matrix)
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{
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_cogl_get_matrix (COGL_MATRIX_MODELVIEW,
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matrix);
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}
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void
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cogl_get_projection_matrix (CoglMatrix *matrix)
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{
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_cogl_get_matrix (COGL_MATRIX_PROJECTION,
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matrix);
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}
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void
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cogl_perspective (float fovy,
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float aspect,
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float zNear,
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float zFar)
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{
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float xmax, ymax;
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float x, y, c, d;
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float fovy_rad_half = (fovy * G_PI) / 360;
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CoglMatrix perspective;
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GLfloat m[16];
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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memset (&m[0], 0, sizeof (m));
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_cogl_set_current_matrix (COGL_MATRIX_PROJECTION);
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_cogl_current_matrix_identity ();
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/*
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* Based on the original algorithm in perspective():
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*
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* 1) xmin = -xmax => xmax + xmin == 0 && xmax - xmin == 2 * xmax
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* same true for y, hence: a == 0 && b == 0;
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*
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* 2) When working with small numbers, we are loosing significant
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* precision
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*/
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ymax = (zNear * (sinf (fovy_rad_half) / cosf (fovy_rad_half)));
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xmax = (ymax * aspect);
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x = (zNear / xmax);
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y = (zNear / ymax);
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c = (-(zFar + zNear) / ( zFar - zNear));
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d = (-(2 * zFar) * zNear) / (zFar - zNear);
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#define M(row,col) m[col*4+row]
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M(0,0) = x;
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M(1,1) = y;
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M(2,2) = c;
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M(2,3) = d;
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M(3,2) = -1.0;
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cogl_matrix_init_from_array (&perspective, m);
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_cogl_current_matrix_multiply (&perspective);
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_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
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/* Calculate and store the inverse of the matrix */
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memset (ctx->inverse_projection, 0, sizeof (float) * 16);
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#define m ctx->inverse_projection
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M(0, 0) = (1.0 / x);
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M(1, 1) = (1.0 / y);
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M(2, 3) = -1.0;
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M(3, 2) = (1.0 / d);
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M(3, 3) = (c / d);
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#undef m
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#undef M
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}
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void
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cogl_frustum (float left,
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float right,
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float bottom,
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float top,
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float z_near,
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float z_far)
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{
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float c, d;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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_cogl_set_current_matrix (COGL_MATRIX_PROJECTION);
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_cogl_current_matrix_identity ();
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_cogl_current_matrix_frustum (left,
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right,
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bottom,
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top,
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z_near,
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z_far);
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_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
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/* Calculate and store the inverse of the matrix */
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memset (ctx->inverse_projection, 0, sizeof (float) * 16);
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c = - (z_far + z_near) / (z_far - z_near);
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d = - (2 * (z_far * z_near)) / (z_far - z_near);
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#define M(row,col) ctx->inverse_projection[col*4+row]
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M(0,0) = (right - left) / (2 * z_near);
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M(0,3) = (right + left) / (2 * z_near);
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M(1,1) = (top - bottom) / (2 * z_near);
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M(1,3) = (top + bottom) / (2 * z_near);
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M(2,3) = -1.0;
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M(3,2) = 1.0 / d;
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M(3,3) = c / d;
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#undef M
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}
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