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mutter-performance-source/cogl/cogl-current-matrix.c
Robert Bragg 1402d1eb3c [current-matrix] Adds texture matrix stacks + removes GL matrix API usage
This relates back to an earlier commitment to stop using the OpenGL matrix
API which is considered deprecated. (ref 54159f5a1d)

The new texture matrix stacks are hung from a list of (internal only)
CoglTextureUnit structures which the CoglMaterial code internally references
via _cogl_get_texure_unit ().

So we would be left with only the cogl-matrix-stack code being responsible
for glMatrixMode, glLoadMatrix and glLoadIdentity this commit updates the
journal code so it now uses the matrix-stack API instead of GL directly.
2009-10-20 12:32:45 +01:00

409 lines
10 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2009 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, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*
* Authors:
* Havoc Pennington <hp@pobox.com> for litl
* Robert Bragg <robert@linux.intel.com>
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl.h"
#include "cogl-context.h"
#include "cogl-internal.h"
#include "cogl-current-matrix.h"
#include "cogl-matrix-stack.h"
#ifdef HAVE_COGL_GLES2
#include "cogl-gles2-wrapper.h"
#define glFrustum(L,R,B,T,N,F) \
cogl_wrap_glFrustumf((GLfloat)L, (GLfloat)R, (GLfloat)B, \
(GLfloat)T, (GLfloat)N, (GLfloat)F)
#elif defined (HAVE_COGL_GLES)
#define glFrustum(L,R,B,T,N,F) \
glFrustumf((GLfloat)L, (GLfloat)R, (GLfloat)B, \
(GLfloat)T, (GLfloat)N, (GLfloat)F)
#define glOrtho glOrthof
#endif
#include <string.h>
#include <math.h>
static void
_cogl_get_client_stack (CoglContext *ctx,
CoglMatrixMode mode,
CoglMatrixStack **current_stack_p)
{
switch (mode)
{
case COGL_MATRIX_MODELVIEW:
*current_stack_p = ctx->modelview_stack;
break;
case COGL_MATRIX_PROJECTION:
*current_stack_p = ctx->projection_stack;
break;
case COGL_MATRIX_TEXTURE:
g_critical ("The current-matrix API doesn't support the texture matrix "
"you must deal with the CoglMatrixStack directly");
*current_stack_p = NULL;
break;
}
g_assert (*current_stack_p);
}
#define _COGL_GET_CONTEXT_AND_STACK(contextvar, stackvar, rval) \
CoglMatrixStack *stackvar; \
_COGL_GET_CONTEXT (contextvar, rval); \
_cogl_get_client_stack (contextvar, ctx->matrix_mode, &stackvar)
void
_cogl_set_current_matrix (CoglMatrixMode mode)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (mode == ctx->matrix_mode)
return;
ctx->matrix_mode = mode;
}
void
_cogl_current_matrix_push (void)
{
_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
_cogl_matrix_stack_push (current_stack);
}
void
_cogl_current_matrix_pop (void)
{
_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
_cogl_matrix_stack_pop (current_stack);
}
void
_cogl_current_matrix_identity (void)
{
_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
_cogl_matrix_stack_load_identity (current_stack);
}
void
_cogl_current_matrix_load (const CoglMatrix *matrix)
{
_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
_cogl_matrix_stack_set (current_stack, matrix);
}
void
_cogl_current_matrix_multiply (const CoglMatrix *matrix)
{
_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
_cogl_matrix_stack_multiply (current_stack, matrix);
}
void
_cogl_current_matrix_rotate (float angle,
float x,
float y,
float z)
{
_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
_cogl_matrix_stack_rotate (current_stack, angle, x, y, z);
}
void
_cogl_current_matrix_scale (float x,
float y,
float z)
{
_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
_cogl_matrix_stack_scale (current_stack, x, y, z);
}
void
_cogl_current_matrix_translate (float x,
float y,
float z)
{
_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
_cogl_matrix_stack_translate (current_stack, x, y, z);
}
void
_cogl_current_matrix_frustum (float left,
float right,
float bottom,
float top,
float near_val,
float far_val)
{
_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
_cogl_matrix_stack_frustum (current_stack,
left, right,
bottom, top,
near_val,
far_val);
}
void
_cogl_current_matrix_perspective (float fov_y,
float aspect,
float z_near,
float z_far)
{
_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
_cogl_matrix_stack_perspective (current_stack,
fov_y, aspect, z_near, z_far);
}
void
_cogl_current_matrix_ortho (float left,
float right,
float bottom,
float top,
float near_val,
float far_val)
{
_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
_cogl_matrix_stack_ortho (current_stack,
left, right,
bottom, top,
near_val,
far_val);
}
void
_cogl_get_matrix (CoglMatrixMode mode,
CoglMatrix *matrix)
{
CoglMatrixStack *current_stack;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
_cogl_get_client_stack (ctx, mode, &current_stack);
_cogl_matrix_stack_get (current_stack, matrix);
}
void
_cogl_set_matrix (const CoglMatrix *matrix)
{
_cogl_current_matrix_load (matrix);
}
void
_cogl_current_matrix_state_init (void)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
ctx->matrix_mode = COGL_MATRIX_MODELVIEW;
ctx->projection_stack = _cogl_matrix_stack_new ();
ctx->modelview_stack = _cogl_matrix_stack_new ();
}
void
_cogl_current_matrix_state_destroy (void)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
_cogl_matrix_stack_destroy (ctx->projection_stack);
_cogl_matrix_stack_destroy (ctx->modelview_stack);
}
void
_cogl_current_matrix_state_flush (void)
{
_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
_cogl_matrix_stack_flush_to_gl (current_stack, ctx->matrix_mode);
}
void
_cogl_current_matrix_state_dirty (void)
{
_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
_cogl_matrix_stack_dirty (current_stack);
}
void
cogl_push_matrix (void)
{
_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
_cogl_current_matrix_push ();
}
void
cogl_pop_matrix (void)
{
_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
_cogl_current_matrix_pop ();
}
void
cogl_scale (float x, float y, float z)
{
_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
_cogl_current_matrix_scale (x, y, z);
}
void
cogl_translate (float x, float y, float z)
{
_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
_cogl_current_matrix_translate (x, y, z);
}
void
cogl_rotate (float angle, float x, float y, float z)
{
_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
_cogl_current_matrix_rotate (angle, x, y, z);
}
void
cogl_perspective (float fov_y,
float aspect,
float z_near,
float z_far)
{
float ymax = z_near * tanf (fov_y * G_PI / 360.0);
cogl_frustum (-ymax * aspect, /* left */
ymax * aspect, /* right */
-ymax, /* bottom */
ymax, /* top */
z_near,
z_far);
}
void
cogl_frustum (float left,
float right,
float bottom,
float top,
float z_near,
float z_far)
{
float c, d;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
_cogl_set_current_matrix (COGL_MATRIX_PROJECTION);
_cogl_current_matrix_identity ();
_cogl_current_matrix_frustum (left,
right,
bottom,
top,
z_near,
z_far);
/* Calculate and store the inverse of the matrix */
memset (ctx->inverse_projection, 0, sizeof (float) * 16);
c = - (z_far + z_near) / (z_far - z_near);
d = - (2 * (z_far * z_near)) / (z_far - z_near);
#define M(row,col) ctx->inverse_projection[col*4+row]
M(0,0) = (right - left) / (2 * z_near);
M(0,3) = (right + left) / (2 * z_near);
M(1,1) = (top - bottom) / (2 * z_near);
M(1,3) = (top + bottom) / (2 * z_near);
M(2,3) = -1.0;
M(3,2) = 1.0 / d;
M(3,3) = c / d;
#undef M
_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
}
void
cogl_ortho (float left,
float right,
float bottom,
float top,
float z_near,
float z_far)
{
CoglMatrix ortho;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
cogl_matrix_init_identity (&ortho);
cogl_matrix_ortho (&ortho, left, right, bottom, top, z_near, z_far);
_cogl_set_current_matrix (COGL_MATRIX_PROJECTION);
_cogl_current_matrix_load (&ortho);
/* Calculate and store the inverse of the matrix */
memset (ctx->inverse_projection, 0, sizeof (float) * 16);
#define M(row,col) ctx->inverse_projection[col*4+row]
M(0,0) = 1.0 / ortho.xx;
M(0,3) = -ortho.xw;
M(1,1) = 1.0 / ortho.yy;
M(1,3) = -ortho.yw;
M(2,2) = 1.0 / ortho.zz;
M(2,3) = -ortho.zw;
M(3,3) = 1.0;
#undef M
}
void
cogl_get_modelview_matrix (CoglMatrix *matrix)
{
_cogl_get_matrix (COGL_MATRIX_MODELVIEW,
matrix);
}
void
cogl_set_modelview_matrix (CoglMatrix *matrix)
{
_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
_cogl_current_matrix_load (matrix);
}
void
cogl_get_projection_matrix (CoglMatrix *matrix)
{
_cogl_get_matrix (COGL_MATRIX_PROJECTION,
matrix);
}
void
cogl_set_projection_matrix (CoglMatrix *matrix)
{
_cogl_set_current_matrix (COGL_MATRIX_PROJECTION);
_cogl_current_matrix_load (matrix);
}
void
_cogl_flush_matrix_stacks (void)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
_cogl_matrix_stack_flush_to_gl (ctx->projection_stack, COGL_MATRIX_PROJECTION);
_cogl_matrix_stack_flush_to_gl (ctx->modelview_stack, COGL_MATRIX_MODELVIEW);
}