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db4fb91fe3
The Windows headers define near and far to be empty so it breaks the build.
509 lines
12 KiB
C
509 lines
12 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2009 Intel Corporation.
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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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* Authors:
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* Havoc Pennington <hp@pobox.com> for litl
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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-current-matrix.h"
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#include "cogl-matrix-stack.h"
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#ifdef HAVE_COGL_GLES2
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#include "cogl-gles2-wrapper.h"
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#define glFrustum(L,R,B,T,N,F) \
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cogl_wrap_glFrustumf((GLfloat)L, (GLfloat)R, (GLfloat)B, \
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(GLfloat)T, (GLfloat)N, (GLfloat)F)
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#elif defined (HAVE_COGL_GLES)
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#define glFrustum(L,R,B,T,N,F) \
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glFrustumf((GLfloat)L, (GLfloat)R, (GLfloat)B, \
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(GLfloat)T, (GLfloat)N, (GLfloat)F)
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#define glOrtho glOrthof
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#endif
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#include <string.h>
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#include <math.h>
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void
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_cogl_set_current_matrix (CoglMatrixMode mode)
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{
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GLenum gl_mode;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (mode == ctx->matrix_mode)
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return;
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ctx->matrix_mode = mode;
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gl_mode = 0; /* silence compiler warning */
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switch (mode)
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{
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case COGL_MATRIX_MODELVIEW:
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gl_mode = GL_MODELVIEW;
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break;
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case COGL_MATRIX_PROJECTION:
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gl_mode = GL_PROJECTION;
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break;
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case COGL_MATRIX_TEXTURE:
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gl_mode = GL_TEXTURE;
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break;
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}
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GE (glMatrixMode (gl_mode));
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}
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static void
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_cogl_get_client_stack (CoglContext *ctx,
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CoglMatrixStack **current_stack_p)
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{
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if (ctx->modelview_stack &&
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ctx->matrix_mode == COGL_MATRIX_MODELVIEW)
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*current_stack_p = ctx->modelview_stack;
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else
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*current_stack_p = NULL;
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}
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#define _COGL_GET_CONTEXT_AND_STACK(contextvar, stackvar, rval) \
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CoglMatrixStack *stackvar; \
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_COGL_GET_CONTEXT (contextvar, rval); \
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_cogl_get_client_stack (contextvar, &stackvar)
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void
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_cogl_current_matrix_push (void)
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{
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_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
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if (current_stack != NULL)
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_cogl_matrix_stack_push (current_stack);
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else
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GE (glPushMatrix ());
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}
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void
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_cogl_current_matrix_pop (void)
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{
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_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
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if (current_stack != NULL)
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_cogl_matrix_stack_pop (current_stack);
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else
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GE (glPopMatrix ());
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}
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void
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_cogl_current_matrix_identity (void)
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{
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_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
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if (current_stack != NULL)
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_cogl_matrix_stack_load_identity (current_stack);
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else
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GE (glLoadIdentity ());
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}
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void
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_cogl_current_matrix_load (const CoglMatrix *matrix)
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{
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_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
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if (current_stack != NULL)
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_cogl_matrix_stack_set (current_stack, matrix);
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else
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GE (glLoadMatrixf (cogl_matrix_get_array (matrix)));
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}
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void
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_cogl_current_matrix_multiply (const CoglMatrix *matrix)
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{
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_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
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if (current_stack != NULL)
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_cogl_matrix_stack_multiply (current_stack, matrix);
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else
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GE (glMultMatrixf (cogl_matrix_get_array (matrix)));
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}
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void
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_cogl_current_matrix_rotate (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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_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
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if (current_stack != NULL)
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_cogl_matrix_stack_rotate (current_stack, angle, x, y, z);
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else
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GE (glRotatef (angle, x, y, z));
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}
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void
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_cogl_current_matrix_scale (float x,
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float y,
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float z)
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{
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_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
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if (current_stack != NULL)
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_cogl_matrix_stack_scale (current_stack, x, y, z);
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else
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GE (glScalef (x, y, z));
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}
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void
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_cogl_current_matrix_translate (float x,
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float y,
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float z)
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{
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_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
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if (current_stack != NULL)
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_cogl_matrix_stack_translate (current_stack, x, y, z);
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else
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GE (glTranslatef (x, y, z));
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}
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void
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_cogl_current_matrix_frustum (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 near_val,
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float far_val)
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{
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_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
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if (current_stack != NULL)
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_cogl_matrix_stack_frustum (current_stack,
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left, right,
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top, bottom,
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near_val,
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far_val);
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else
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GE (glFrustum (left, right, bottom, top, near_val, far_val));
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}
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void
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_cogl_current_matrix_perspective (float fov_y,
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float aspect,
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float z_near,
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float z_far)
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{
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_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
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if (current_stack != NULL)
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_cogl_matrix_stack_perspective (current_stack,
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fov_y, aspect, z_near, z_far);
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else
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{
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/* NB: There is no glPerspective() (only gluPerspective()) so we use
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* cogl_matrix_perspective: */
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CoglMatrix matrix;
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_cogl_get_matrix (ctx->matrix_mode, &matrix);
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cogl_matrix_perspective (&matrix,
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fov_y, aspect, z_near, z_far);
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_cogl_current_matrix_load (&matrix);
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}
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}
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void
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_cogl_current_matrix_ortho (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 near_val,
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float far_val)
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{
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_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
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if (current_stack != NULL)
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_cogl_matrix_stack_ortho (current_stack,
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left, right,
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bottom, top,
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near_val,
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far_val);
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else
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{
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#ifdef HAVE_COGL_GLES2
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/* NB: GLES 2 has no glOrtho(): */
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CoglMatrix matrix;
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_cogl_get_matrix (ctx->matrix_mode, &matrix);
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cogl_matrix_ortho (&matrix,
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left, right, bottom, top, near_val, far_val);
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_cogl_current_matrix_load (&matrix);
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#else
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GE (glOrtho (left, right, bottom, top, near_val, far_val));
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#endif
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}
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}
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void
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_cogl_get_matrix (CoglMatrixMode mode,
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CoglMatrix *matrix)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (ctx->modelview_stack != NULL &&
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mode == COGL_MATRIX_MODELVIEW)
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{
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_cogl_matrix_stack_get (ctx->modelview_stack, matrix);
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}
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else
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{
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GLenum gl_mode;
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GLfloat gl_matrix[16];
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gl_mode = 0; /* silence compiler warning */
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switch (mode)
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{
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case COGL_MATRIX_MODELVIEW:
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gl_mode = GL_MODELVIEW_MATRIX;
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break;
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case COGL_MATRIX_PROJECTION:
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gl_mode = GL_PROJECTION_MATRIX;
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break;
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case COGL_MATRIX_TEXTURE:
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gl_mode = GL_TEXTURE_MATRIX;
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break;
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}
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/* Note: we have a redundant copy happening here. If that turns out to be
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* a problem then, since this is internal to Cogl, we could pass the
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* CoglMatrix pointer directly to glGetFloatv; the only problem with that
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* is that if we later add internal flags to CoglMatrix they will need to
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* be initialized seperatly.
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*/
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GE (glGetFloatv (gl_mode, gl_matrix));
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cogl_matrix_init_from_array (matrix, gl_matrix);
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}
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}
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void
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_cogl_set_matrix (const CoglMatrix *matrix)
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{
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_cogl_current_matrix_load (matrix);
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}
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void
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_cogl_current_matrix_state_init (void)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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ctx->matrix_mode = COGL_MATRIX_MODELVIEW;
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ctx->modelview_stack = NULL;
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if (ctx->indirect)
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{
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ctx->modelview_stack =
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_cogl_matrix_stack_new ();
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}
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}
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void
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_cogl_current_matrix_state_destroy (void)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (ctx->modelview_stack)
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_cogl_matrix_stack_destroy (ctx->modelview_stack);
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}
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void
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_cogl_current_matrix_state_flush (void)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (ctx->matrix_mode != COGL_MATRIX_MODELVIEW)
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{
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g_warning ("matrix state must be flushed in MODELVIEW mode");
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return;
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}
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if (ctx->modelview_stack)
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{
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_cogl_matrix_stack_flush_to_gl (ctx->modelview_stack,
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GL_MODELVIEW);
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}
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}
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void
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cogl_push_matrix (void)
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{
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_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
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_cogl_current_matrix_push ();
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}
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void
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cogl_pop_matrix (void)
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{
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_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
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_cogl_current_matrix_pop ();
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}
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void
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cogl_scale (float x, float y, float z)
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{
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_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
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_cogl_current_matrix_scale (x, y, z);
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}
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void
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cogl_translate (float x, float y, float z)
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{
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_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
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_cogl_current_matrix_translate (x, y, z);
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}
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void
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cogl_rotate (float angle, float x, float y, float z)
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{
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_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
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_cogl_current_matrix_rotate (angle, x, y, z);
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}
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void
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cogl_perspective (float fov_y,
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float aspect,
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float z_near,
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float z_far)
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{
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float ymax = z_near * tanf (fov_y * G_PI / 360.0);
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cogl_frustum (-ymax * aspect, /* left */
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ymax * aspect, /* right */
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-ymax, /* bottom */
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ymax, /* top */
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z_near,
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z_far);
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}
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void
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cogl_frustum (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 c, d;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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_cogl_set_current_matrix (COGL_MATRIX_PROJECTION);
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_cogl_current_matrix_identity ();
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_cogl_current_matrix_frustum (left,
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right,
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bottom,
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top,
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z_near,
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z_far);
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_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
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/* Calculate and store the inverse of the matrix */
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memset (ctx->inverse_projection, 0, sizeof (float) * 16);
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c = - (z_far + z_near) / (z_far - z_near);
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d = - (2 * (z_far * z_near)) / (z_far - z_near);
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#define M(row,col) ctx->inverse_projection[col*4+row]
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M(0,0) = (right - left) / (2 * z_near);
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M(0,3) = (right + left) / (2 * z_near);
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M(1,1) = (top - bottom) / (2 * z_near);
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M(1,3) = (top + bottom) / (2 * z_near);
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M(2,3) = -1.0;
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M(3,2) = 1.0 / d;
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M(3,3) = c / d;
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#undef M
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_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
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}
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void
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cogl_ortho (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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CoglMatrix ortho;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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cogl_matrix_init_identity (&ortho);
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cogl_matrix_ortho (&ortho, left, right, bottom, top, z_near, z_far);
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_cogl_set_current_matrix (COGL_MATRIX_PROJECTION);
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_cogl_current_matrix_load (&ortho);
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/* Calculate and store the inverse of the matrix */
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memset (ctx->inverse_projection, 0, sizeof (float) * 16);
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#define M(row,col) ctx->inverse_projection[col*4+row]
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M(0,0) = 1.0 / ortho.xx;
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M(0,3) = -ortho.xw;
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M(1,1) = 1.0 / ortho.yy;
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M(1,3) = -ortho.yw;
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M(2,2) = 1.0 / ortho.zz;
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M(2,3) = -ortho.zw;
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M(3,3) = 1.0;
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#undef M
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}
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void
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cogl_get_modelview_matrix (CoglMatrix *matrix)
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{
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_cogl_get_matrix (COGL_MATRIX_MODELVIEW,
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matrix);
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}
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void
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cogl_set_modelview_matrix (CoglMatrix *matrix)
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{
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_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
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_cogl_current_matrix_load (matrix);
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}
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void
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cogl_get_projection_matrix (CoglMatrix *matrix)
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{
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_cogl_get_matrix (COGL_MATRIX_PROJECTION,
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matrix);
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}
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void
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cogl_set_projection_matrix (CoglMatrix *matrix)
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{
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_cogl_set_current_matrix (COGL_MATRIX_PROJECTION);
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_cogl_current_matrix_load (matrix);
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}
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