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d2fd168351
This function takes a single matrix argument and replaces the matrix with its transpose. Reviewed-by: Robert Bragg <robert@linux.intel.com>
688 lines
22 KiB
C
688 lines
22 KiB
C
/*
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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) 2008,2009 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, see <http://www.gnu.org/licenses/>.
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*
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*
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*
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* Authors:
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* Robert Bragg <robert@linux.intel.com>
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*/
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#ifndef __COGL_MATRIX_H
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#define __COGL_MATRIX_H
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#include <glib.h>
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#include "cogl-types.h"
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#ifdef COGL_ENABLE_EXPERIMENTAL_API
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#include "cogl-quaternion.h"
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#endif
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G_BEGIN_DECLS
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/**
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* SECTION:cogl-matrix
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* @short_description: Fuctions for initializing and manipulating 4x4 matrices
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*
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* Matrices are used in Cogl to describe affine model-view transforms, texture
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* transforms, and projective transforms. This exposes a utility API that can
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* be used for direct manipulation of these matrices.
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*/
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/**
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* CoglMatrix:
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*
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* A CoglMatrix holds a 4x4 transform matrix. This is a single precision,
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* column-major matrix which means it is compatible with what OpenGL expects.
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*
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* A CoglMatrix can represent transforms such as, rotations, scaling,
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* translation, sheering, and linear projections. You can combine these
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* transforms by multiplying multiple matrices in the order you want them
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* applied.
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*
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* The transformation of a vertex (x, y, z, w) by a CoglMatrix is given by:
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*
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* |[
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* x_new = xx * x + xy * y + xz * z + xw * w
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* y_new = yx * x + yy * y + yz * z + yw * w
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* z_new = zx * x + zy * y + zz * z + zw * w
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* w_new = wx * x + wy * y + wz * z + ww * w
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* ]|
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*
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* Where w is normally 1
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*
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* <note>You must consider the members of the CoglMatrix structure read only,
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* and all matrix modifications must be done via the cogl_matrix API. This
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* allows Cogl to annotate the matrices internally. Violation of this will give
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* undefined results. If you need to initialize a matrix with a constant other
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* than the identity matrix you can use cogl_matrix_init_from_array().</note>
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*/
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struct _CoglMatrix
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{
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/* column 0 */
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float xx;
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float yx;
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float zx;
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float wx;
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/* column 1 */
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float xy;
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float yy;
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float zy;
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float wy;
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/* column 2 */
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float xz;
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float yz;
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float zz;
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float wz;
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/* column 3 */
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float xw;
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float yw;
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float zw;
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float ww;
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/*< private >*/
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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 COGL_PRIVATE (inv)[16];
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unsigned long COGL_PRIVATE (type);
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unsigned long COGL_PRIVATE (flags);
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unsigned long COGL_PRIVATE (_padding3);
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};
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COGL_STRUCT_SIZE_ASSERT (CoglMatrix, 128 + sizeof (unsigned long) * 3);
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/**
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* cogl_matrix_init_identity:
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* @matrix: A 4x4 transformation matrix
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*
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* Resets matrix to the identity matrix:
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*
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* |[
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* .xx=1; .xy=0; .xz=0; .xw=0;
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* .yx=0; .yy=1; .yz=0; .yw=0;
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* .zx=0; .zy=0; .zz=1; .zw=0;
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* .wx=0; .wy=0; .wz=0; .ww=1;
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* ]|
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*/
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void
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cogl_matrix_init_identity (CoglMatrix *matrix);
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/**
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* cogl_matrix_multiply:
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* @result: The address of a 4x4 matrix to store the result in
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* @a: A 4x4 transformation matrix
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* @b: A 4x4 transformation matrix
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*
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* Multiplies the two supplied matrices together and stores
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* the resulting matrix inside @result.
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*
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* <note>It is possible to multiply the @a matrix in-place, so
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* @result can be equal to @a but can't be equal to @b.</note>
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*/
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void
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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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* cogl_matrix_rotate:
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* @matrix: A 4x4 transformation matrix
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* @angle: The angle you want to rotate in degrees
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* @x: X component of your rotation vector
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* @y: Y component of your rotation vector
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* @z: Z component of your rotation vector
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*
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* Multiplies @matrix with a rotation matrix that applies a rotation
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* of @angle degrees around the specified 3D vector.
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*/
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void
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cogl_matrix_rotate (CoglMatrix *matrix,
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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_matrix_translate:
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* @matrix: A 4x4 transformation matrix
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* @x: The X translation you want to apply
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* @y: The Y translation you want to apply
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* @z: The Z translation you want to apply
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*
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* Multiplies @matrix with a transform matrix that translates along
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* the X, Y and Z axis.
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*/
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void
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cogl_matrix_translate (CoglMatrix *matrix,
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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_matrix_scale:
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* @matrix: A 4x4 transformation matrix
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* @sx: The X scale factor
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* @sy: The Y scale factor
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* @sz: The Z scale factor
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*
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* Multiplies @matrix with a transform matrix that scales along the X,
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* Y and Z axis.
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*/
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void
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cogl_matrix_scale (CoglMatrix *matrix,
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float sx,
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float sy,
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float sz);
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#define cogl_matrix_look_at cogl_matrix_look_at_EXP
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/**
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* cogl_matrix_look_at:
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* @matrix: A 4x4 transformation matrix
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* @eye_position_x: The X coordinate to look from
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* @eye_position_y: The Y coordinate to look from
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* @eye_position_z: The Z coordinate to look from
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* @object_x: The X coordinate of the object to look at
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* @object_y: The Y coordinate of the object to look at
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* @object_z: The Z coordinate of the object to look at
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* @world_up_x: The X component of the world's up direction vector
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* @world_up_y: The Y component of the world's up direction vector
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* @world_up_z: The Z component of the world's up direction vector
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*
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* Applies a view transform @matrix that positions the camera at
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* the coordinate (@eye_position_x, @eye_position_y, @eye_position_z)
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* looking towards an object at the coordinate (@object_x, @object_y,
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* @object_z). The top of the camera is aligned to the given world up
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* vector, which is normally simply (0, 1, 0) to map up to the
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* positive direction of the y axis.
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*
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* Because there is a lot of missleading documentation online for
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* gluLookAt regarding the up vector we want to try and be a bit
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* clearer here.
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*
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* The up vector should simply be relative to your world coordinates
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* and does not need to change as you move the eye and object
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* positions. Many online sources may claim that the up vector needs
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* to be perpendicular to the vector between the eye and object
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* position (partly because the man page is somewhat missleading) but
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* that is not necessary for this function.
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*
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* <note>You should never look directly along the world-up
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* vector.</note>
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*
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* <note>It is assumed you are using a typical projection matrix where
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* your origin maps to the center of your viewport.</note>
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*
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* <note>Almost always when you use this function it should be the first
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* transform applied to a new modelview transform</note>
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*
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* Since: 1.8
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* Stability: unstable
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*/
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void
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cogl_matrix_look_at (CoglMatrix *matrix,
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float eye_position_x,
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float eye_position_y,
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float eye_position_z,
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float object_x,
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float object_y,
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float object_z,
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float world_up_x,
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float world_up_y,
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float world_up_z);
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/**
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* cogl_matrix_frustum:
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* @matrix: A 4x4 transformation matrix
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* @left: coord of left vertical clipping plane
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* @right: coord of right vertical clipping plane
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* @bottom: coord of bottom horizontal clipping plane
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* @top: coord of top horizontal clipping plane
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* @z_near: positive distance to near depth clipping plane
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* @z_far: positive distance to far depth clipping plane
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*
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* Multiplies @matrix by the given frustum perspective matrix.
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*/
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void
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cogl_matrix_frustum (CoglMatrix *matrix,
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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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* cogl_matrix_perspective:
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* @matrix: A 4x4 transformation matrix
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* @fov_y: A field of view angle for the Y axis
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* @aspect: The ratio of width to height determining the field of view angle
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* for the x axis.
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* @z_near: The distance to the near clip plane. Never pass 0 and always pass
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* a positive number.
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* @z_far: The distance to the far clip plane. (Should always be positive)
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*
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* Multiplies @matrix by the described perspective matrix
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*
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* <note>You should be careful not to have to great a @z_far / @z_near ratio
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* since that will reduce the effectiveness of depth testing since there wont
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* be enough precision to identify the depth of objects near to each
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* other.</note>
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*/
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void
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cogl_matrix_perspective (CoglMatrix *matrix,
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float fov_y,
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float aspect,
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float z_near,
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float z_far);
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/**
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* cogl_matrix_ortho:
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* @matrix: A 4x4 transformation matrix
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* @left: The coordinate for the left clipping plane
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* @right: The coordinate for the right clipping plane
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* @bottom: The coordinate for the bottom clipping plane
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* @top: The coordinate for the top clipping plane
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* @z_near: The coordinate for the near clipping plane (may be negative if
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* the plane is behind the viewer)
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* @z_far: The coordinate for the far clipping plane (may be negative if
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* the plane is behind the viewer)
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*
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* Multiplies @matrix by a parallel projection matrix.
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*/
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void
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cogl_matrix_ortho (CoglMatrix *matrix,
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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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#ifdef COGL_ENABLE_EXPERIMENTAL_API
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#define cogl_matrix_view_2d_in_frustum cogl_matrix_view_2d_in_frustum_EXP
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#define cogl_matrix_view_2d_in_perspective \
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cogl_matrix_view_2d_in_perspective_EXP
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/**
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* cogl_matrix_view_2d_in_frustum:
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* @matrix: A 4x4 transformation matrix
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* @left: coord of left vertical clipping plane
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* @right: coord of right vertical clipping plane
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* @bottom: coord of bottom horizontal clipping plane
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* @top: coord of top horizontal clipping plane
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* @z_near: The distance to the near clip plane. Never pass 0 and always pass
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* a positive number.
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* @z_2d: The distance to the 2D plane. (Should always be positive and
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* be between @z_near and the z_far value that was passed to
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* cogl_matrix_frustum())
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* @width_2d: The width of the 2D coordinate system
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* @height_2d: The height of the 2D coordinate system
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*
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* Multiplies @matrix by a view transform that maps the 2D coordinates
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* (0,0) top left and (@width_2d,@height_2d) bottom right the full viewport
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* size. Geometry at a depth of 0 will now lie on this 2D plane.
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*
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* Note: this doesn't multiply the matrix by any projection matrix,
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* but it assumes you have a perspective projection as defined by
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* passing the corresponding arguments to cogl_matrix_frustum().
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* Toolkits such as Clutter that mix 2D and 3D drawing can use this to
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* create a 2D coordinate system within a 3D perspective projected
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* view frustum.
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*/
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void
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cogl_matrix_view_2d_in_frustum (CoglMatrix *matrix,
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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_2d,
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float width_2d,
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float height_2d);
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/**
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* cogl_matrix_view_2d_in_perspective:
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* @fov_y: A field of view angle for the Y axis
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* @aspect: The ratio of width to height determining the field of view angle
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* for the x axis.
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* @z_near: The distance to the near clip plane. Never pass 0 and always pass
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* a positive number.
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* @z_2d: The distance to the 2D plane. (Should always be positive and
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* be between @z_near and the z_far value that was passed to
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* cogl_matrix_frustum())
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* @width_2d: The width of the 2D coordinate system
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* @height_2d: The height of the 2D coordinate system
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*
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* Multiplies @matrix by a view transform that maps the 2D coordinates
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* (0,0) top left and (@width_2d,@height_2d) bottom right the full viewport
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* size. Geometry at a depth of 0 will now lie on this 2D plane.
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*
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* Note: this doesn't multiply the matrix by any projection matrix,
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* but it assumes you have a perspective projection as defined by
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* passing the corresponding arguments to cogl_matrix_perspective().
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*
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* Toolkits such as Clutter that mix 2D and 3D drawing can use this to
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* create a 2D coordinate system within a 3D perspective projected
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* view frustum.
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*/
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void
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cogl_matrix_view_2d_in_perspective (CoglMatrix *matrix,
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float fov_y,
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float aspect,
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float z_near,
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float z_2d,
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float width_2d,
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float height_2d);
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#endif
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/**
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* cogl_matrix_init_from_array:
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* @matrix: A 4x4 transformation matrix
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* @array: A linear array of 16 floats (column-major order)
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*
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* Initializes @matrix with the contents of @array
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*/
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void
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cogl_matrix_init_from_array (CoglMatrix *matrix,
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const float *array);
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/**
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* cogl_matrix_get_array:
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* @matrix: A 4x4 transformation matrix
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*
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* Casts @matrix to a float array which can be directly passed to OpenGL.
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*
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* Return value: a pointer to the float array
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*/
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const float *
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cogl_matrix_get_array (const CoglMatrix *matrix);
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#ifdef COGL_ENABLE_EXPERIMENTAL_API
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/**
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* cogl_matrix_init_from_quaternion:
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* @matrix: A 4x4 transformation matrix
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* @quaternion: A #CoglQuaternion
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*
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* Initializes @matrix from a #CoglQuaternion rotation.
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*
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* Return value: a pointer to the float array
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*/
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void
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cogl_matrix_init_from_quaternion (CoglMatrix *matrix,
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CoglQuaternion *quaternion);
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#endif
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/**
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* cogl_matrix_equal:
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* @v1: A 4x4 transformation matrix
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* @v2: A 4x4 transformation matrix
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*
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* Compares two matrices to see if they represent the same
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* transformation. Although internally the matrices may have different
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* annotations associated with them and may potentially have a cached
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* inverse matrix these are not considered in the comparison.
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*
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* Since: 1.4
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*/
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gboolean
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cogl_matrix_equal (gconstpointer v1, gconstpointer v2);
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/**
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* cogl_matrix_copy:
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* @matrix: A 4x4 transformation matrix you want to copy
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*
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* Allocates a new #CoglMatrix on the heap and initializes it with
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* the same values as @matrix.
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*
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* Returns: A newly allocated #CoglMatrix which should be freed using
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* cogl_matrix_free()
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*
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* Since: 1.6
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*/
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CoglMatrix *
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cogl_matrix_copy (const CoglMatrix *matrix);
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/**
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* cogl_matrix_free:
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* @matrix: A 4x4 transformation matrix you want to free
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*
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* Frees a #CoglMatrix that was previously allocated via a call to
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* cogl_matrix_copy().
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*
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* Since: 1.6
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*/
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void
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cogl_matrix_free (CoglMatrix *matrix);
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/**
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* cogl_matrix_get_inverse:
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* @matrix: A 4x4 transformation matrix
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* @inverse: (out): The destination for a 4x4 inverse transformation matrix
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*
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* Gets the inverse transform of a given matrix and uses it to initialize
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* a new #CoglMatrix.
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*
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* <note>Although the first parameter is annotated as const to indicate
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* that the transform it represents isn't modified this function may
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* technically save a copy of the inverse transform within the given
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* #CoglMatrix so that subsequent requests for the inverse transform may
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* avoid costly inversion calculations.</note>
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*
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* Return value: %TRUE if the inverse was successfully calculated or %FALSE
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* for degenerate transformations that can't be inverted (in this case the
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* @inverse matrix will simply be initialized with the identity matrix)
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*
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* Since: 1.2
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*/
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gboolean
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cogl_matrix_get_inverse (const CoglMatrix *matrix,
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CoglMatrix *inverse);
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/* FIXME: to be consistent with cogl_matrix_{transform,project}_points
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* this could be renamed to cogl_matrix_project_point for Cogl 2.0...
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*/
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/**
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* cogl_matrix_transform_point:
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* @matrix: A 4x4 transformation matrix
|
|
* @x: (inout): The X component of your points position
|
|
* @y: (inout): The Y component of your points position
|
|
* @z: (inout): The Z component of your points position
|
|
* @w: (inout): The W component of your points position
|
|
*
|
|
* Transforms a point whos position is given and returned as four float
|
|
* components.
|
|
*/
|
|
void
|
|
cogl_matrix_transform_point (const CoglMatrix *matrix,
|
|
float *x,
|
|
float *y,
|
|
float *z,
|
|
float *w);
|
|
|
|
#ifdef COGL_ENABLE_EXPERIMENTAL_API
|
|
#define cogl_matrix_transform_points cogl_matrix_transform_points_EXP
|
|
#define cogl_matrix_project_points cogl_matrix_project_points_EXP
|
|
|
|
/**
|
|
* cogl_matrix_transform_points:
|
|
* @matrix: A transformation matrix
|
|
* @n_components: The number of position components for each input point.
|
|
* (either 2 or 3)
|
|
* @stride_in: The stride in bytes between input points.
|
|
* @points_in: A pointer to the first component of the first input point.
|
|
* @stride_out: The stride in bytes between output points.
|
|
* @points_out: A pointer to the first component of the first output point.
|
|
* @n_points: The number of points to transform.
|
|
*
|
|
* Transforms an array of input points and writes the result to
|
|
* another array of output points. The input points can either have 2
|
|
* or 3 components each. The output points always have 3 components.
|
|
* The output array can simply point to the input array to do the
|
|
* transform in-place.
|
|
*
|
|
* If you need to transform 4 component points see
|
|
* cogl_matrix_project_points().
|
|
*
|
|
* Here's an example with differing input/output strides:
|
|
* |[
|
|
* typedef struct {
|
|
* float x,y;
|
|
* guint8 r,g,b,a;
|
|
* float s,t,p;
|
|
* } MyInVertex;
|
|
* typedef struct {
|
|
* guint8 r,g,b,a;
|
|
* float x,y,z;
|
|
* } MyOutVertex;
|
|
* MyInVertex vertices[N_VERTICES];
|
|
* MyOutVertex results[N_VERTICES];
|
|
* CoglMatrix matrix;
|
|
*
|
|
* my_load_vertices (vertices);
|
|
* my_get_matrix (&matrix);
|
|
*
|
|
* cogl_matrix_transform_points (&matrix,
|
|
* 2,
|
|
* sizeof (MyInVertex),
|
|
* &vertices[0].x,
|
|
* sizeof (MyOutVertex),
|
|
* &results[0].x,
|
|
* N_VERTICES);
|
|
* ]|
|
|
*
|
|
* Stability: Unstable
|
|
*/
|
|
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);
|
|
|
|
/**
|
|
* cogl_matrix_project_points:
|
|
* @matrix: A projection matrix
|
|
* @n_components: The number of position components for each input point.
|
|
* (either 2, 3 or 4)
|
|
* @stride_in: The stride in bytes between input points.
|
|
* @points_in: A pointer to the first component of the first input point.
|
|
* @stride_out: The stride in bytes between output points.
|
|
* @points_out: A pointer to the first component of the first output point.
|
|
* @n_points: The number of points to transform.
|
|
*
|
|
* Projects an array of input points and writes the result to another
|
|
* array of output points. The input points can either have 2, 3 or 4
|
|
* components each. The output points always have 4 components (known
|
|
* as homogenous coordinates). The output array can simply point to
|
|
* the input array to do the transform in-place.
|
|
*
|
|
* Here's an example with differing input/output strides:
|
|
* |[
|
|
* typedef struct {
|
|
* float x,y;
|
|
* guint8 r,g,b,a;
|
|
* float s,t,p;
|
|
* } MyInVertex;
|
|
* typedef struct {
|
|
* guint8 r,g,b,a;
|
|
* float x,y,z;
|
|
* } MyOutVertex;
|
|
* MyInVertex vertices[N_VERTICES];
|
|
* MyOutVertex results[N_VERTICES];
|
|
* CoglMatrix matrix;
|
|
*
|
|
* my_load_vertices (vertices);
|
|
* my_get_matrix (&matrix);
|
|
*
|
|
* cogl_matrix_project_points (&matrix,
|
|
* 2,
|
|
* sizeof (MyInVertex),
|
|
* &vertices[0].x,
|
|
* sizeof (MyOutVertex),
|
|
* &results[0].x,
|
|
* N_VERTICES);
|
|
* ]|
|
|
*
|
|
* Stability: Unstable
|
|
*/
|
|
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);
|
|
|
|
#endif /* COGL_ENABLE_EXPERIMENTAL_API */
|
|
|
|
/**
|
|
* cogl_matrix_is_identity:
|
|
* @matrix: A #CoglMatrix
|
|
*
|
|
* Determines if the given matrix is an identity matrix.
|
|
*
|
|
* Returns: %TRUE if @matrix is an identity matrix else %FALSE
|
|
* Since: 1.8
|
|
*/
|
|
gboolean
|
|
cogl_matrix_is_identity (const CoglMatrix *matrix);
|
|
|
|
/**
|
|
* cogl_matrix_transpose:
|
|
* @matrix: A #CoglMatrix
|
|
*
|
|
* Replaces @matrix with its transpose. Ie, every element (i,j) in the
|
|
* new matrix is taken from element (j,i) in the old matrix.
|
|
*
|
|
* Since: 1.10
|
|
*/
|
|
void
|
|
cogl_matrix_transpose (CoglMatrix *matrix);
|
|
|
|
#ifdef _COGL_SUPPORTS_GTYPE_INTEGRATION
|
|
|
|
#define COGL_GTYPE_TYPE_MATRIX (cogl_gtype_matrix_get_type ())
|
|
|
|
/**
|
|
* cogl_gtype_matrix_get_type:
|
|
*
|
|
* Returns the GType for the registered "CoglMatrix" boxed type. This
|
|
* can be used for example to define GObject properties that accept a
|
|
* #CoglMatrix value.
|
|
*/
|
|
GType
|
|
cogl_gtype_matrix_get_type (void);
|
|
|
|
#endif /* _COGL_SUPPORTS_GTYPE_INTEGRATION */
|
|
|
|
G_END_DECLS
|
|
|
|
#endif /* __COGL_MATRIX_H */
|
|
|