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11349b6c74
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.
197 lines
5.5 KiB
C
197 lines
5.5 KiB
C
#include <cogl-matrix.h>
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#include <glib.h>
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#include <math.h>
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#include <string.h>
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void
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cogl_matrix_init_identity (CoglMatrix *matrix)
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{
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matrix->xx = 1; matrix->xy = 0; matrix->xz = 0; matrix->xw = 0;
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matrix->yx = 0; matrix->yy = 1; matrix->yz = 0; matrix->yw = 0;
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matrix->zx = 0; matrix->zy = 0; matrix->zz = 1; matrix->zw = 0;
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matrix->wx = 0; matrix->wy = 0; matrix->wz = 0; matrix->ww = 1;
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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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CoglMatrix r;
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/* row 0 */
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r.xx = a->xx * b->xx + a->xy * b->yx + a->xz * b->zx + a->xw * b->wx;
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r.xy = a->xx * b->xy + a->xy * b->yy + a->xz * b->zy + a->xw * b->wy;
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r.xz = a->xx * b->xz + a->xy * b->yz + a->xz * b->zz + a->xw * b->wz;
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r.xw = a->xx * b->xw + a->xy * b->yw + a->xz * b->zw + a->xw * b->ww;
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/* row 1 */
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r.yx = a->yx * b->xx + a->yy * b->yx + a->yz * b->zx + a->yw * b->wx;
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r.yy = a->yx * b->xy + a->yy * b->yy + a->yz * b->zy + a->yw * b->wy;
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r.yz = a->yx * b->xz + a->yy * b->yz + a->yz * b->zz + a->yw * b->wz;
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r.yw = a->yx * b->xw + a->yy * b->yw + a->yz * b->zw + a->yw * b->ww;
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/* row 2 */
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r.zx = a->zx * b->xx + a->zy * b->yx + a->zz * b->zx + a->zw * b->wx;
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r.zy = a->zx * b->xy + a->zy * b->yy + a->zz * b->zy + a->zw * b->wy;
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r.zz = a->zx * b->xz + a->zy * b->yz + a->zz * b->zz + a->zw * b->wz;
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r.zw = a->zx * b->xw + a->zy * b->yw + a->zz * b->zw + a->zw * b->ww;
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/* row 3 */
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r.wx = a->wx * b->xx + a->wy * b->yx + a->wz * b->zx + a->ww * b->wx;
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r.wy = a->wx * b->xy + a->wy * b->yy + a->wz * b->zy + a->ww * b->wy;
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r.wz = a->wx * b->xz + a->wy * b->yz + a->wz * b->zz + a->ww * b->wz;
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r.ww = a->wx * b->xw + a->wy * b->yw + a->wz * b->zw + a->ww * b->ww;
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/* The idea was that having this unrolled; it might be easier for the
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* compiler to vectorize, but that's probably not true. Mesa does it
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* using a single for (i=0; i<4; i++) approach, may that's better...
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*/
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*result = r;
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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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CoglMatrix rotation;
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CoglMatrix result;
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angle *= G_PI / 180.0f;
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float c = cosf (angle);
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float s = sinf (angle);
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rotation.xx = x * x * (1.0f - c) + c;
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rotation.yx = y * x * (1.0f - c) + z * s;
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rotation.zx = x * z * (1.0f - c) - y * s;
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rotation.wx = 0.0f;
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rotation.xy = x * y * (1.0f - c) - z * s;
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rotation.yy = y * y * (1.0f - c) + c;
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rotation.zy = y * z * (1.0f - c) + x * s;
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rotation.wy = 0.0f;
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rotation.xz = x * z * (1.0f - c) + y * s;
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rotation.yz = y * z * (1.0f - c) - x * s;
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rotation.zz = z * z * (1.0f - c) + c;
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rotation.wz = 0.0f;
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rotation.xw = 0.0f;
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rotation.yw = 0.0f;
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rotation.zw = 0.0f;
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rotation.ww = 1.0f;
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cogl_matrix_multiply (&result, matrix, &rotation);
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*matrix = result;
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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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matrix->xw = matrix->xx * x + matrix->xy * y + matrix->xz * z + matrix->xw;
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matrix->yw = matrix->yx * x + matrix->yy * y + matrix->yz * z + matrix->yw;
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matrix->zw = matrix->zx * x + matrix->zy * y + matrix->zz * z + matrix->zw;
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matrix->ww = matrix->wx * x + matrix->wy * y + matrix->wz * z + matrix->ww;
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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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{
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matrix->xx *= sx; matrix->xy *= sy; matrix->xz *= sz;
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matrix->yx *= sx; matrix->yy *= sy; matrix->yz *= sz;
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matrix->zx *= sx; matrix->zy *= sy; matrix->zz *= sz;
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matrix->wx *= sx; matrix->wy *= sy; matrix->wz *= sz;
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}
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#if 0
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gboolean
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cogl_matrix_invert (CoglMatrix *matrix)
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{
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/* TODO */
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/* Note: It might be nice to also use the flag based tricks that mesa does
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* to alow it to track the type of transformations a matrix represents
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* so it can use various assumptions to optimise the inversion.
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*/
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}
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#endif
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void
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cogl_matrix_transform_point (const CoglMatrix *matrix,
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float *x,
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float *y,
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float *z,
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float *w)
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{
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float _x = *x, _y = *y, _z = *z, _w = *w;
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*x = matrix->xx * _x + matrix->xy * _y + matrix->xz * _z + matrix->xw * _w;
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*y = matrix->yx * _x + matrix->yy * _y + matrix->yz * _z + matrix->yw * _w;
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*z = matrix->zx * _x + matrix->zy * _y + matrix->zz * _z + matrix->zw * _w;
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*w = matrix->wx * _x + matrix->wy * _y + matrix->wz * _z + matrix->ww * _w;
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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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float x, y, a, b, c, d;
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CoglMatrix frustum;
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x = (2.0f * z_near) / (right - left);
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y = (2.0f * z_near) / (top - bottom);
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a = (right + left) / (right - left);
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b = (top + bottom) / (top - bottom);
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c = -(z_far + z_near) / ( z_far - z_near);
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d = -(2.0f * z_far* z_near) / (z_far - z_near);
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frustum.xx = x;
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frustum.yx = 0.0f;
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frustum.zx = 0.0f;
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frustum.wx = 0.0f;
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frustum.xy = 0.0f;
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frustum.yy = y;
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frustum.zy = 0.0f;
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frustum.wy = 0.0f;
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frustum.xz = a;
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frustum.yz = b;
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frustum.zz = c;
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frustum.wz = -1.0f;
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frustum.xw = 0.0f;
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frustum.yw = 0.0f;
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frustum.zw = d;
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frustum.ww = 0.0f;
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cogl_matrix_multiply (matrix, matrix, &frustum);
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}
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void
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cogl_matrix_init_from_array (CoglMatrix *matrix, const float *array)
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{
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memcpy (matrix, array, sizeof (float) * 16);
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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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{
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return (float *)matrix;
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}
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