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08932584b5
This is useful because sometimes we need to get the current matrix, which is too expensive when indirect rendering. In addition, this virtualization makes it easier to clean up the API in the future.
68 lines
3.5 KiB
C
68 lines
3.5 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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#ifndef __COGL_MATRIX_STACK_H
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#define __COGL_MATRIX_STACK_H
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#include <cogl/cogl-matrix.h>
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typedef struct _CoglMatrixStack CoglMatrixStack;
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CoglMatrixStack* _cogl_matrix_stack_new (void);
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void _cogl_matrix_stack_destroy (CoglMatrixStack *stack);
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void _cogl_matrix_stack_push (CoglMatrixStack *stack);
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void _cogl_matrix_stack_pop (CoglMatrixStack *stack);
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void _cogl_matrix_stack_load_identity (CoglMatrixStack *stack);
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void _cogl_matrix_stack_scale (CoglMatrixStack *stack,
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float x,
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float y,
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float z);
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void _cogl_matrix_stack_translate (CoglMatrixStack *stack,
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float x,
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float y,
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float z);
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void _cogl_matrix_stack_rotate (CoglMatrixStack *stack,
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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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void _cogl_matrix_stack_multiply (CoglMatrixStack *stack,
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const CoglMatrix *matrix);
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void _cogl_matrix_stack_get (CoglMatrixStack *stack,
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CoglMatrix *matrix);
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void _cogl_matrix_stack_set (CoglMatrixStack *stack,
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const CoglMatrix *matrix);
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void _cogl_matrix_stack_frustum (CoglMatrixStack *stack,
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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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void _cogl_matrix_stack_flush_to_gl (CoglMatrixStack *stack,
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GLenum gl_mode);
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#endif /* __COGL_MATRIX_STACK_H */
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