mutter/cogl/cogl-matrix-stack.h
Lionel Landwerlin 232842c1f7 matrix-stack: add missing transfer annotation
Reviewed-by: Robert Bragg <robert@linux.intel.com>
2013-09-23 15:02:31 +01:00

621 lines
22 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2009,2010,2012 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
* <http://www.gnu.org/licenses/>.
*
*
*
* Authors:
* Havoc Pennington <hp@pobox.com> for litl
* Robert Bragg <robert@linux.intel.com>
*/
#ifndef _COGL_MATRIX_STACK_H_
#define _COGL_MATRIX_STACK_H_
#if !defined(__COGL_H_INSIDE__) && !defined(COGL_COMPILATION)
#error "Only <cogl/cogl.h> can be included directly."
#endif
#include "cogl-matrix.h"
#include "cogl-context.h"
/**
* SECTION:cogl-matrix-stack
* @short_description: Functions for efficiently tracking many
* related transformations
*
* Matrices can be used (for example) to describe the model-view
* transforms of objects, texture transforms, and projective
* transforms.
*
* The #CoglMatrix api provides a good way to manipulate individual
* matrices representing a single transformation but if you need to
* track many-many such transformations for many objects that are
* organized in a scenegraph for example then using a separate
* #CoglMatrix for each object may not be the most efficient way.
*
* A #CoglMatrixStack enables applications to track lots of
* transformations that are related to each other in some kind of
* hierarchy. In a scenegraph for example if you want to know how to
* transform a particular node then you usually have to walk up
* through the ancestors and accumulate their transforms before
* finally applying the transform of the node itself. In this model
* things are grouped together spatially according to their ancestry
* and all siblings with the same parent share the same initial
* transformation. The #CoglMatrixStack API is suited to tracking lots
* of transformations that fit this kind of model.
*
* Compared to using the #CoglMatrix api directly to track many
* related transforms, these can be some advantages to using a
* #CoglMatrixStack:
* <itemizedlist>
* <listitem>Faster equality comparisons of transformations</listitem>
* <listitem>Efficient comparisons of the differences between arbitrary
* transformations</listitem>
* <listitem>Avoid redundant arithmetic related to common transforms
* </listitem>
* <listitem>Can be more space efficient (not always though)</listitem>
* </itemizedlist>
*
* For reference (to give an idea of when a #CoglMatrixStack can
* provide a space saving) a #CoglMatrix can be expected to take 72
* bytes whereas a single #CoglMatrixEntry in a #CoglMatrixStack is
* currently around 32 bytes on a 32bit CPU or 36 bytes on a 64bit
* CPU. An entry is needed for each individual operation applied to
* the stack (such as rotate, scale, translate) so if most of your
* leaf node transformations only need one or two simple operations
* relative to their parent then a matrix stack will likely take less
* space than having a #CoglMatrix for each node.
*
* Even without any space saving though the ability to perform fast
* comparisons and avoid redundant arithmetic (especially sine and
* cosine calculations for rotations) can make using a matrix stack
* worthwhile.
*/
/**
* CoglMatrixStack:
*
* Tracks your current position within a hierarchy and lets you build
* up a graph of transformations as you traverse through a hierarchy
* such as a scenegraph.
*
* A #CoglMatrixStack always maintains a reference to a single
* transformation at any point in time, representing the
* transformation at the current position in the hierarchy. You can
* get a reference to the current transformation by calling
* cogl_matrix_stack_get_entry().
*
* When a #CoglMatrixStack is first created with
* cogl_matrix_stack_new() then it is conceptually positioned at the
* root of your hierarchy and the current transformation simply
* represents an identity transformation.
*
* As you traverse your object hierarchy (your scenegraph) then you
* should call cogl_matrix_stack_push() whenever you move down one
* level and call cogl_matrix_stack_pop() whenever you move back up
* one level towards the root.
*
* At any time you can apply a set of operations, such as "rotate",
* "scale", "translate" on top of the current transformation of a
* #CoglMatrixStack using functions such as
* cogl_matrix_stack_rotate(), cogl_matrix_stack_scale() and
* cogl_matrix_stack_translate(). These operations will derive a new
* current transformation and will never affect a transformation
* that you have referenced using cogl_matrix_stack_get_entry().
*
* Internally applying operations to a #CoglMatrixStack builds up a
* graph of #CoglMatrixEntry structures which each represent a single
* immutable transform.
*/
typedef struct _CoglMatrixStack CoglMatrixStack;
/**
* CoglMatrixEntry:
*
* Represents a single immutable transformation that was retrieved
* from a #CoglMatrixStack using cogl_matrix_stack_get_entry().
*
* Internally a #CoglMatrixEntry represents a single matrix
* operation (such as "rotate", "scale", "translate") which is applied
* to the transform of a single parent entry.
*
* Using the #CoglMatrixStack api effectively builds up a graph of
* these immutable #CoglMatrixEntry structures whereby operations
* that can be shared between multiple transformations will result
* in shared #CoglMatrixEntry nodes in the graph.
*
* When a #CoglMatrixStack is first created it references one
* #CoglMatrixEntry that represents a single "load identity"
* operation. This serves as the root entry and all operations
* that are then applied to the stack will extend the graph
* starting from this root "load identity" entry.
*
* Given the typical usage model for a #CoglMatrixStack and the way
* the entries are built up while traversing a scenegraph then in most
* cases where an application is interested in comparing two
* transformations for equality then it is enough to simply compare
* two #CoglMatrixEntry pointers directly. Technically this can lead
* to false negatives that could be identified with a deeper
* comparison but often these false negatives are unlikely and
* don't matter anyway so this enables extremely cheap comparisons.
*
* <note>#CoglMatrixEntry<!-- -->s are reference counted using
* cogl_matrix_entry_ref() and cogl_matrix_entry_unref() not with
* cogl_object_ref() and cogl_object_unref().</note>
*/
typedef struct _CoglMatrixEntry CoglMatrixEntry;
/**
* cogl_matrix_stack_new:
* @ctx: A #CoglContext
*
* Allocates a new #CoglMatrixStack that can be used to build up
* transformations relating to objects in a scenegraph like hierarchy.
* (See the description of #CoglMatrixStack and #CoglMatrixEntry for
* more details of what a matrix stack is best suited for)
*
* When a #CoglMatrixStack is first allocated it is conceptually
* positioned at the root of your scenegraph hierarchy. As you
* traverse your scenegraph then you should call
* cogl_matrix_stack_push() whenever you move down a level and
* cogl_matrix_stack_pop() whenever you move back up a level towards
* the root.
*
* Once you have allocated a #CoglMatrixStack you can get a reference
* to the current transformation for the current position in the
* hierarchy by calling cogl_matrix_stack_get_entry().
*
* Once you have allocated a #CoglMatrixStack you can apply operations
* such as rotate, scale and translate to modify the current transform
* for the current position in the hierarchy by calling
* cogl_matrix_stack_rotate(), cogl_matrix_stack_scale() and
* cogl_matrix_stack_translate().
*
* Return value: (transfer full): A newly allocated #CoglMatrixStack
*/
CoglMatrixStack *
cogl_matrix_stack_new (CoglContext *ctx);
/**
* cogl_matrix_stack_push:
* @stack: A #CoglMatrixStack
*
* Saves the current transform and starts a new transform that derives
* from the current transform.
*
* This is usually called while traversing a scenegraph whenever you
* traverse one level deeper. cogl_matrix_stack_pop() can then be
* called when going back up one layer to restore the previous
* transform of an ancestor.
*/
void
cogl_matrix_stack_push (CoglMatrixStack *stack);
/**
* cogl_matrix_stack_pop:
* @stack: A #CoglMatrixStack
*
* Restores the previous transform that was last saved by calling
* cogl_matrix_stack_push().
*
* This is usually called while traversing a scenegraph whenever you
* return up one level in the graph towards the root node.
*/
void
cogl_matrix_stack_pop (CoglMatrixStack *stack);
/**
* cogl_matrix_stack_load_identity:
* @stack: A #CoglMatrixStack
*
* Resets the current matrix to the identity matrix.
*/
void
cogl_matrix_stack_load_identity (CoglMatrixStack *stack);
/**
* cogl_matrix_stack_scale:
* @stack: A #CoglMatrixStack
* @x: Amount to scale along the x-axis
* @y: Amount to scale along the y-axis
* @z: Amount to scale along the z-axis
*
* Multiplies the current matrix by one that scales the x, y and z
* axes by the given values.
*/
void
cogl_matrix_stack_scale (CoglMatrixStack *stack,
float x,
float y,
float z);
/**
* cogl_matrix_stack_translate:
* @stack: A #CoglMatrixStack
* @x: Distance to translate along the x-axis
* @y: Distance to translate along the y-axis
* @z: Distance to translate along the z-axis
*
* Multiplies the current matrix by one that translates along all
* three axes according to the given values.
*/
void
cogl_matrix_stack_translate (CoglMatrixStack *stack,
float x,
float y,
float z);
/**
* cogl_matrix_stack_rotate:
* @stack: A #CoglMatrixStack
* @angle: Angle in degrees to rotate.
* @x: X-component of vertex to rotate around.
* @y: Y-component of vertex to rotate around.
* @z: Z-component of vertex to rotate around.
*
* Multiplies the current matrix by one that rotates the around the
* axis-vector specified by @x, @y and @z. The rotation follows the
* right-hand thumb rule so for example rotating by 10 degrees about
* the axis-vector (0, 0, 1) causes a small counter-clockwise
* rotation.
*/
void
cogl_matrix_stack_rotate (CoglMatrixStack *stack,
float angle,
float x,
float y,
float z);
/**
* cogl_matrix_stack_rotate_quaternion:
* @stack: A #CoglMatrixStack
* @quaternion: A #CoglQuaternion
*
* Multiplies the current matrix by one that rotates according to the
* rotation described by @quaternion.
*/
void
cogl_matrix_stack_rotate_quaternion (CoglMatrixStack *stack,
const CoglQuaternion *quaternion);
/**
* cogl_matrix_stack_rotate_euler:
* @stack: A #CoglMatrixStack
* @euler: A #CoglEuler
*
* Multiplies the current matrix by one that rotates according to the
* rotation described by @euler.
*/
void
cogl_matrix_stack_rotate_euler (CoglMatrixStack *stack,
const CoglEuler *euler);
/**
* cogl_matrix_stack_multiply:
* @stack: A #CoglMatrixStack
* @matrix: the matrix to multiply with the current model-view
*
* Multiplies the current matrix by the given matrix.
*/
void
cogl_matrix_stack_multiply (CoglMatrixStack *stack,
const CoglMatrix *matrix);
/**
* cogl_matrix_stack_frustum:
* @stack: A #CoglMatrixStack
* @left: X position of the left clipping plane where it
* intersects the near clipping plane
* @right: X position of the right clipping plane where it
* intersects the near clipping plane
* @bottom: Y position of the bottom clipping plane where it
* intersects the near clipping plane
* @top: Y position of the top clipping plane where it intersects
* the near clipping plane
* @z_near: The distance to the near clipping plane (Must be positive)
* @z_far: The distance to the far clipping plane (Must be positive)
*
* Replaces the current matrix with a perspective matrix for a given
* viewing frustum defined by 4 side clip planes that all cross
* through the origin and 2 near and far clip planes.
*/
void
cogl_matrix_stack_frustum (CoglMatrixStack *stack,
float left,
float right,
float bottom,
float top,
float z_near,
float z_far);
/**
* cogl_matrix_stack_perspective:
* @stack: A #CoglMatrixStack
* @fov_y: Vertical field of view angle in degrees.
* @aspect: The (width over height) aspect ratio for display
* @z_near: The distance to the near clipping plane (Must be positive,
* and must not be 0)
* @z_far: The distance to the far clipping plane (Must be positive)
*
* Replaces the current matrix with a perspective matrix based on the
* provided values.
*
* <note>You should be careful not to have too great a @z_far / @z_near
* ratio since that will reduce the effectiveness of depth testing
* since there wont be enough precision to identify the depth of
* objects near to each other.</note>
*/
void
cogl_matrix_stack_perspective (CoglMatrixStack *stack,
float fov_y,
float aspect,
float z_near,
float z_far);
/**
* cogl_matrix_stack_orthographic:
* @stack: A #CoglMatrixStack
* @x_1: The x coordinate for the first vertical clipping plane
* @y_1: The y coordinate for the first horizontal clipping plane
* @x_2: The x coordinate for the second vertical clipping plane
* @y_2: The y coordinate for the second horizontal clipping plane
* @near: The <emphasis>distance</emphasis> to the near clipping
* plane (will be <emphasis>negative</emphasis> if the plane is
* behind the viewer)
* @far: The <emphasis>distance</emphasis> to the far clipping
* plane (will be <emphasis>negative</emphasis> if the plane is
* behind the viewer)
*
* Replaces the current matrix with an orthographic projection matrix.
*/
void
cogl_matrix_stack_orthographic (CoglMatrixStack *stack,
float x_1,
float y_1,
float x_2,
float y_2,
float near,
float far);
/**
* cogl_matrix_stack_get_inverse:
* @stack: A #CoglMatrixStack
* @inverse: (out): The destination for a 4x4 inverse transformation matrix
*
* Gets the inverse transform of the current matrix and uses it to
* initialize a new #CoglMatrix.
*
* Return value: %TRUE if the inverse was successfully calculated or %FALSE
* for degenerate transformations that can't be inverted (in this case the
* @inverse matrix will simply be initialized with the identity matrix)
*/
CoglBool
cogl_matrix_stack_get_inverse (CoglMatrixStack *stack,
CoglMatrix *inverse);
/**
* cogl_matrix_stack_get_entry:
* @stack: A #CoglMatrixStack
*
* Gets a reference to the current transform represented by a
* #CoglMatrixEntry pointer.
*
* <note>The transform represented by a #CoglMatrixEntry is
* immutable.</note>
*
* <note>#CoglMatrixEntry<!-- -->s are reference counted using
* cogl_matrix_entry_ref() and cogl_matrix_entry_unref() and you
* should call cogl_matrix_entry_unref() when you are finished with
* and entry you get via cogl_matrix_stack_get_entry().</note>
*
* Return value: (transfer none): A pointer to the #CoglMatrixEntry
* representing the current matrix stack transform.
*/
CoglMatrixEntry *
cogl_matrix_stack_get_entry (CoglMatrixStack *stack);
/**
* cogl_matrix_stack_get:
* @stack: A #CoglMatrixStack
* @matrix: (out): The potential destination for the current matrix
*
* Resolves the current @stack transform into a #CoglMatrix by
* combining the operations that have been applied to build up the
* current transform.
*
* There are two possible ways that this function may return its
* result depending on whether the stack is able to directly point
* to an internal #CoglMatrix or whether the result needs to be
* composed of multiple operations.
*
* If an internal matrix contains the required result then this
* function will directly return a pointer to that matrix, otherwise
* if the function returns %NULL then @matrix will be initialized
* to match the current transform of @stack.
*
* <note>@matrix will be left untouched if a direct pointer is
* returned.</note>
*
* Return value: A direct pointer to the current transform or %NULL
* and in that case @matrix will be initialized with
* the value of the current transform.
*/
CoglMatrix *
cogl_matrix_stack_get (CoglMatrixStack *stack,
CoglMatrix *matrix);
/**
* cogl_matrix_entry_get:
* @entry: A #CoglMatrixEntry
* @matrix: (out): The potential destination for the transform as
* a matrix
*
* Resolves the current @entry transform into a #CoglMatrix by
* combining the sequence of operations that have been applied to
* build up the current transform.
*
* There are two possible ways that this function may return its
* result depending on whether it's possible to directly point
* to an internal #CoglMatrix or whether the result needs to be
* composed of multiple operations.
*
* If an internal matrix contains the required result then this
* function will directly return a pointer to that matrix, otherwise
* if the function returns %NULL then @matrix will be initialized
* to match the transform of @entry.
*
* <note>@matrix will be left untouched if a direct pointer is
* returned.</note>
*
* Return value: A direct pointer to a #CoglMatrix transform or %NULL
* and in that case @matrix will be initialized with
* the effective transform represented by @entry.
*/
CoglMatrix *
cogl_matrix_entry_get (CoglMatrixEntry *entry,
CoglMatrix *matrix);
/**
* cogl_matrix_stack_set:
* @stack: A #CoglMatrixStack
* @matrix: A #CoglMatrix replace the current matrix value with
*
* Replaces the current @stack matrix value with the value of @matrix.
* This effectively discards any other operations that were applied
* since the last time cogl_matrix_stack_push() was called or since
* the stack was initialized.
*/
void
cogl_matrix_stack_set (CoglMatrixStack *stack,
const CoglMatrix *matrix);
/**
* cogl_is_matrix_stack:
* @object: a #CoglObject
*
* Determines if the given #CoglObject refers to a #CoglMatrixStack.
*
* Return value: %TRUE if @object is a #CoglMatrixStack, otherwise
* %FALSE.
*/
CoglBool
cogl_is_matrix_stack (void *object);
/**
* cogl_matrix_entry_calculate_translation:
* @entry0: The first reference transform
* @entry1: A second reference transform
* @x: (out): The destination for the x-component of the translation
* @y: (out): The destination for the y-component of the translation
* @z: (out): The destination for the z-component of the translation
*
* Determines if the only difference between two transforms is a
* translation and if so returns what the @x, @y, and @z components of
* the translation are.
*
* If the difference between the two translations involves anything
* other than a translation then the function returns %FALSE.
*
* Return value: %TRUE if the only difference between the transform of
* @entry0 and the transform of @entry1 is a translation,
* otherwise %FALSE.
*/
CoglBool
cogl_matrix_entry_calculate_translation (CoglMatrixEntry *entry0,
CoglMatrixEntry *entry1,
float *x,
float *y,
float *z);
/**
* cogl_matrix_entry_is_identity:
* @entry: A #CoglMatrixEntry
*
* Determines whether @entry is known to represent an identity
* transform.
*
* If this returns %TRUE then the entry is definitely the identity
* matrix. If it returns %FALSE it may or may not be the identity
* matrix but no expensive comparison is performed to verify it.
*
* Return value: %TRUE if @entry is definitely an identity transform,
* otherwise %FALSE.
*/
CoglBool
cogl_matrix_entry_is_identity (CoglMatrixEntry *entry);
/**
* cogl_matrix_entry_equal:
* @entry0: The first #CoglMatrixEntry to compare
* @entry1: A second #CoglMatrixEntry to compare
*
* Compares two arbitrary #CoglMatrixEntry transforms for equality
* returning %TRUE if they are equal or %FALSE otherwise.
*
* <note>In many cases it is unnecessary to use this api and instead
* direct pointer comparisons of entries are good enough and much
* cheaper too.</note>
*
* Return value: %TRUE if @entry0 represents the same transform as
* @entry1, otherwise %FALSE.
*/
CoglBool
cogl_matrix_entry_equal (CoglMatrixEntry *entry0,
CoglMatrixEntry *entry1);
/**
* cogl_debug_matrix_entry_print:
* @entry: A #CoglMatrixEntry
*
* Allows visualizing the operations that build up the given @entry
* for debugging purposes by printing to stdout.
*/
void
cogl_debug_matrix_entry_print (CoglMatrixEntry *entry);
/**
* cogl_matrix_entry_ref:
* @entry: A #CoglMatrixEntry
*
* Takes a reference on the given @entry to ensure the @entry stays
* alive and remains valid. When you are finished with the @entry then
* you should call cogl_matrix_entry_unref().
*
* It is an error to pass an @entry pointer to cogl_object_ref() and
* cogl_object_unref()
*/
CoglMatrixEntry *
cogl_matrix_entry_ref (CoglMatrixEntry *entry);
/**
* cogl_matrix_entry_unref:
* @entry: A #CoglMatrixEntry
*
* Releases a reference on @entry either taken by calling
* cogl_matrix_entry_unref() or to release the reference given when
* calling cogl_matrix_stack_get_entry().
*/
void
cogl_matrix_entry_unref (CoglMatrixEntry *entry);
#endif /* _COGL_MATRIX_STACK_H_ */