mirror of
https://github.com/brl/mutter.git
synced 2024-12-28 22:02:14 +00:00
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>
|
|
|
|
#include <glib.h>
|
|
#include <math.h>
|
|
#include <string.h>
|
|
|
|
void
|
|
cogl_matrix_init_identity (CoglMatrix *matrix)
|
|
{
|
|
matrix->xx = 1; matrix->xy = 0; matrix->xz = 0; matrix->xw = 0;
|
|
matrix->yx = 0; matrix->yy = 1; matrix->yz = 0; matrix->yw = 0;
|
|
matrix->zx = 0; matrix->zy = 0; matrix->zz = 1; matrix->zw = 0;
|
|
matrix->wx = 0; matrix->wy = 0; matrix->wz = 0; matrix->ww = 1;
|
|
}
|
|
|
|
void
|
|
cogl_matrix_multiply (CoglMatrix *result,
|
|
const CoglMatrix *a,
|
|
const CoglMatrix *b)
|
|
{
|
|
CoglMatrix r;
|
|
|
|
/* row 0 */
|
|
r.xx = a->xx * b->xx + a->xy * b->yx + a->xz * b->zx + a->xw * b->wx;
|
|
r.xy = a->xx * b->xy + a->xy * b->yy + a->xz * b->zy + a->xw * b->wy;
|
|
r.xz = a->xx * b->xz + a->xy * b->yz + a->xz * b->zz + a->xw * b->wz;
|
|
r.xw = a->xx * b->xw + a->xy * b->yw + a->xz * b->zw + a->xw * b->ww;
|
|
|
|
/* row 1 */
|
|
r.yx = a->yx * b->xx + a->yy * b->yx + a->yz * b->zx + a->yw * b->wx;
|
|
r.yy = a->yx * b->xy + a->yy * b->yy + a->yz * b->zy + a->yw * b->wy;
|
|
r.yz = a->yx * b->xz + a->yy * b->yz + a->yz * b->zz + a->yw * b->wz;
|
|
r.yw = a->yx * b->xw + a->yy * b->yw + a->yz * b->zw + a->yw * b->ww;
|
|
|
|
/* row 2 */
|
|
r.zx = a->zx * b->xx + a->zy * b->yx + a->zz * b->zx + a->zw * b->wx;
|
|
r.zy = a->zx * b->xy + a->zy * b->yy + a->zz * b->zy + a->zw * b->wy;
|
|
r.zz = a->zx * b->xz + a->zy * b->yz + a->zz * b->zz + a->zw * b->wz;
|
|
r.zw = a->zx * b->xw + a->zy * b->yw + a->zz * b->zw + a->zw * b->ww;
|
|
|
|
/* row 3 */
|
|
r.wx = a->wx * b->xx + a->wy * b->yx + a->wz * b->zx + a->ww * b->wx;
|
|
r.wy = a->wx * b->xy + a->wy * b->yy + a->wz * b->zy + a->ww * b->wy;
|
|
r.wz = a->wx * b->xz + a->wy * b->yz + a->wz * b->zz + a->ww * b->wz;
|
|
r.ww = a->wx * b->xw + a->wy * b->yw + a->wz * b->zw + a->ww * b->ww;
|
|
|
|
/* The idea was that having this unrolled; it might be easier for the
|
|
* compiler to vectorize, but that's probably not true. Mesa does it
|
|
* using a single for (i=0; i<4; i++) approach, may that's better...
|
|
*/
|
|
|
|
*result = r;
|
|
}
|
|
|
|
void
|
|
cogl_matrix_rotate (CoglMatrix *matrix,
|
|
float angle,
|
|
float x,
|
|
float y,
|
|
float z)
|
|
{
|
|
CoglMatrix rotation;
|
|
CoglMatrix result;
|
|
angle *= G_PI / 180.0f;
|
|
float c = cosf (angle);
|
|
float s = sinf (angle);
|
|
|
|
rotation.xx = x * x * (1.0f - c) + c;
|
|
rotation.yx = y * x * (1.0f - c) + z * s;
|
|
rotation.zx = x * z * (1.0f - c) - y * s;
|
|
rotation.wx = 0.0f;
|
|
|
|
rotation.xy = x * y * (1.0f - c) - z * s;
|
|
rotation.yy = y * y * (1.0f - c) + c;
|
|
rotation.zy = y * z * (1.0f - c) + x * s;
|
|
rotation.wy = 0.0f;
|
|
|
|
rotation.xz = x * z * (1.0f - c) + y * s;
|
|
rotation.yz = y * z * (1.0f - c) - x * s;
|
|
rotation.zz = z * z * (1.0f - c) + c;
|
|
rotation.wz = 0.0f;
|
|
|
|
rotation.xw = 0.0f;
|
|
rotation.yw = 0.0f;
|
|
rotation.zw = 0.0f;
|
|
rotation.ww = 1.0f;
|
|
|
|
cogl_matrix_multiply (&result, matrix, &rotation);
|
|
*matrix = result;
|
|
}
|
|
|
|
void
|
|
cogl_matrix_translate (CoglMatrix *matrix,
|
|
float x,
|
|
float y,
|
|
float z)
|
|
{
|
|
matrix->xw = matrix->xx * x + matrix->xy * y + matrix->xz * z + matrix->xw;
|
|
matrix->yw = matrix->yx * x + matrix->yy * y + matrix->yz * z + matrix->yw;
|
|
matrix->zw = matrix->zx * x + matrix->zy * y + matrix->zz * z + matrix->zw;
|
|
matrix->ww = matrix->wx * x + matrix->wy * y + matrix->wz * z + matrix->ww;
|
|
}
|
|
|
|
void
|
|
cogl_matrix_scale (CoglMatrix *matrix,
|
|
float sx,
|
|
float sy,
|
|
float sz)
|
|
{
|
|
matrix->xx *= sx; matrix->xy *= sy; matrix->xz *= sz;
|
|
matrix->yx *= sx; matrix->yy *= sy; matrix->yz *= sz;
|
|
matrix->zx *= sx; matrix->zy *= sy; matrix->zz *= sz;
|
|
matrix->wx *= sx; matrix->wy *= sy; matrix->wz *= sz;
|
|
}
|
|
|
|
#if 0
|
|
gboolean
|
|
cogl_matrix_invert (CoglMatrix *matrix)
|
|
{
|
|
/* TODO */
|
|
/* Note: It might be nice to also use the flag based tricks that mesa does
|
|
* to alow it to track the type of transformations a matrix represents
|
|
* so it can use various assumptions to optimise the inversion.
|
|
*/
|
|
}
|
|
#endif
|
|
|
|
void
|
|
cogl_matrix_transform_point (const CoglMatrix *matrix,
|
|
float *x,
|
|
float *y,
|
|
float *z,
|
|
float *w)
|
|
{
|
|
float _x = *x, _y = *y, _z = *z, _w = *w;
|
|
|
|
*x = matrix->xx * _x + matrix->xy * _y + matrix->xz * _z + matrix->xw * _w;
|
|
*y = matrix->yx * _x + matrix->yy * _y + matrix->yz * _z + matrix->yw * _w;
|
|
*z = matrix->zx * _x + matrix->zy * _y + matrix->zz * _z + matrix->zw * _w;
|
|
*w = matrix->wx * _x + matrix->wy * _y + matrix->wz * _z + matrix->ww * _w;
|
|
}
|
|
|
|
void
|
|
cogl_matrix_frustum (CoglMatrix *matrix,
|
|
float left,
|
|
float right,
|
|
float bottom,
|
|
float top,
|
|
float z_near,
|
|
float z_far)
|
|
{
|
|
float x, y, a, b, c, d;
|
|
CoglMatrix frustum;
|
|
|
|
x = (2.0f * z_near) / (right - left);
|
|
y = (2.0f * z_near) / (top - bottom);
|
|
a = (right + left) / (right - left);
|
|
b = (top + bottom) / (top - bottom);
|
|
c = -(z_far + z_near) / ( z_far - z_near);
|
|
d = -(2.0f * z_far* z_near) / (z_far - z_near);
|
|
|
|
frustum.xx = x;
|
|
frustum.yx = 0.0f;
|
|
frustum.zx = 0.0f;
|
|
frustum.wx = 0.0f;
|
|
|
|
frustum.xy = 0.0f;
|
|
frustum.yy = y;
|
|
frustum.zy = 0.0f;
|
|
frustum.wy = 0.0f;
|
|
|
|
frustum.xz = a;
|
|
frustum.yz = b;
|
|
frustum.zz = c;
|
|
frustum.wz = -1.0f;
|
|
|
|
frustum.xw = 0.0f;
|
|
frustum.yw = 0.0f;
|
|
frustum.zw = d;
|
|
frustum.ww = 0.0f;
|
|
|
|
cogl_matrix_multiply (matrix, matrix, &frustum);
|
|
}
|
|
|
|
void
|
|
cogl_matrix_init_from_array (CoglMatrix *matrix, const float *array)
|
|
{
|
|
memcpy (matrix, array, sizeof (float) * 16);
|
|
}
|
|
|
|
const float *
|
|
cogl_matrix_get_array (const CoglMatrix *matrix)
|
|
{
|
|
return (float *)matrix;
|
|
}
|
|
|