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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.
328 lines
7.4 KiB
C
328 lines
7.4 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-matrix-stack.h"
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typedef struct {
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CoglMatrix matrix;
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/* count of pushes with no changes; when a change is
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* requested, we create a new state and decrement this
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*/
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int push_count;
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} CoglMatrixState;
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/**
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* CoglMatrixStack:
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*
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* Stores a cogl-side matrix stack, which we use as a cache
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* so we can get the matrix efficiently when using indirect
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* rendering.
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*/
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struct _CoglMatrixStack
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{
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GSList *stack;
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/* which state does GL have, NULL if unknown */
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CoglMatrixState *flushed_state;
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};
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static CoglMatrixState*
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_cogl_matrix_state_new (void)
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{
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CoglMatrixState *state;
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state = g_slice_new0 (CoglMatrixState);
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/* load identity */
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cogl_matrix_init_identity (&state->matrix);
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/* state->push_count defaults to 0 */
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return state;
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}
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static void
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_cogl_matrix_state_destroy (CoglMatrixState *state)
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{
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g_slice_free (CoglMatrixState, state);
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}
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static CoglMatrixState*
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_cogl_matrix_stack_top (CoglMatrixStack *stack)
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{
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return stack->stack->data;
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}
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static CoglMatrixState*
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_cogl_matrix_stack_top_mutable (CoglMatrixStack *stack)
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{
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CoglMatrixState *state;
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CoglMatrixState *new_top;
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state = _cogl_matrix_stack_top (stack);
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if (state->push_count == 0)
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return state;
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state->push_count -= 1;
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new_top = _cogl_matrix_state_new ();
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new_top->matrix = state->matrix;
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if (stack->flushed_state == state)
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{
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stack->flushed_state = new_top;
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}
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stack->stack =
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g_slist_prepend (stack->stack,
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new_top);
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return new_top;
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}
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CoglMatrixStack*
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_cogl_matrix_stack_new (void)
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{
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CoglMatrixStack *stack;
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CoglMatrixState *state;
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stack = g_slice_new0 (CoglMatrixStack);
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state = _cogl_matrix_state_new ();
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stack->stack =
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g_slist_prepend (stack->stack,
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state);
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return stack;
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}
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void
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_cogl_matrix_stack_destroy (CoglMatrixStack *stack)
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{
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while (stack->stack)
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{
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CoglMatrixState *state;
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state = stack->stack->data;
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_cogl_matrix_state_destroy (state);
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stack->stack =
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g_slist_delete_link (stack->stack,
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stack->stack);
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}
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g_slice_free (CoglMatrixStack, stack);
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}
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void
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_cogl_matrix_stack_push (CoglMatrixStack *stack)
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top (stack);
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/* we lazily create a new stack top if someone changes the matrix
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* while push_count > 0
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*/
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state->push_count += 1;
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}
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void
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_cogl_matrix_stack_pop (CoglMatrixStack *stack)
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top (stack);
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if (state->push_count > 0)
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{
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state->push_count -= 1;
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}
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else
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{
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if (stack->stack->next == NULL)
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{
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g_warning ("Too many matrix pops");
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return;
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}
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if (stack->flushed_state == state)
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{
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stack->flushed_state = NULL;
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}
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stack->stack =
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g_slist_delete_link (stack->stack,
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stack->stack);
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_cogl_matrix_state_destroy (state);
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}
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}
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void
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_cogl_matrix_stack_load_identity (CoglMatrixStack *stack)
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack);
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cogl_matrix_init_identity (&state->matrix);
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/* mark dirty */
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stack->flushed_state = NULL;
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}
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void
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_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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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack);
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cogl_matrix_scale (&state->matrix, x, y, z);
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/* mark dirty */
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stack->flushed_state = NULL;
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}
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void
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_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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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack);
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cogl_matrix_translate (&state->matrix, x, y, z);
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/* mark dirty */
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stack->flushed_state = NULL;
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}
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void
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_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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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack);
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cogl_matrix_rotate (&state->matrix, angle, x, y, z);
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/* mark dirty */
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stack->flushed_state = NULL;
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}
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void
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_cogl_matrix_stack_multiply (CoglMatrixStack *stack,
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const CoglMatrix *matrix)
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack);
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cogl_matrix_multiply (&state->matrix, &state->matrix, matrix);
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/* mark dirty */
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stack->flushed_state = NULL;
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}
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void
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_cogl_matrix_stack_get (CoglMatrixStack *stack,
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CoglMatrix *matrix)
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top (stack);
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*matrix = state->matrix;
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}
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void
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_cogl_matrix_stack_set (CoglMatrixStack *stack,
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const CoglMatrix *matrix)
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack);
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state->matrix = *matrix;
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/* mark dirty */
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stack->flushed_state = NULL;
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}
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void
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_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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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top_mutable (stack);
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cogl_matrix_frustum (&state->matrix,
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left, right, bottom, top,
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z_near, z_far);
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/* mark dirty */
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stack->flushed_state = NULL;
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}
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void
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_cogl_matrix_stack_flush_to_gl (CoglMatrixStack *stack,
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GLenum gl_mode)
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{
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CoglMatrixState *state;
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state = _cogl_matrix_stack_top (stack);
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if (stack->flushed_state == state)
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return;
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/* NOTE we assume caller was in MODELVIEW mode */
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if (gl_mode != GL_MODELVIEW)
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GE (glMatrixMode (gl_mode));
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/* In theory it might help the GL implementation if we used our
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* local analysis of the matrix and called Translate/Scale rather
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* than LoadMatrix to send a 2D matrix
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*/
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GE (glLoadMatrixf (cogl_matrix_get_array (&state->matrix)));
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stack->flushed_state = state;
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if (gl_mode != GL_MODELVIEW)
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GE (glMatrixMode (GL_MODELVIEW));
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}
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