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mutter-performance-source/clutter/cogl/common/cogl-current-matrix.h
Robert Bragg df4429462f [cogl matrix stack] Create a client side matrix stack for the projection matrix
The cost of glGetFloatv with Mesa is still representing a majority of our
time in OpenGL for some applications, and the last thing left using this is
the current-matrix API when getting the projection matrix.

This adds a matrix stack for the projection matrix, so all getting, setting
and modification of the projection matrix is now managed by Cogl and it's only
when we come to draw that we flush changes to the matrix to OpenGL.

This also brings us closer to being able to drop internal use of the
deprecated OpenGL matrix functions, re: commit 54159f5a1d
2009-07-07 10:32:56 +01:00

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4 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
*/
#ifndef __COGL_CURRENT_MATRIX_H
#define __COGL_CURRENT_MATRIX_H
#include <cogl/cogl-matrix.h>
/**
* CoglMatrixMode:
* @COGL_MATRIX_MODELVIEW: Select model-view matrix stack
* @COGL_MATRIX_PROJECTION: Select projection matrix stack
* @COGL_MATRIX_TEXTURE: Select texture matrix stack
*
* There are several matrix stacks affected by the COGL current matrix
* operations (which are private). Code should always leave the
* model-view matrix active, switching to the projection matrix stack
* only temporarily in order to modify the projection matrix. Most
* COGL and Clutter APIs (other than the current matrix operations)
* will assume the model-view matrix is active when the API is
* invoked.
*
* Since: 1.0
*/
typedef enum
{
COGL_MATRIX_MODELVIEW = 1,
COGL_MATRIX_PROJECTION = 2,
COGL_MATRIX_TEXTURE = 3
} CoglMatrixMode;
#define COGL_TYPE_MATRIX_MODE (cogl_matrix_mode_get_type ())
GType cogl_matrix_mode_get_type (void) G_GNUC_CONST;
void _cogl_set_current_matrix (CoglMatrixMode mode);
void _cogl_current_matrix_push (void);
void _cogl_current_matrix_pop (void);
void _cogl_current_matrix_identity (void);
void _cogl_current_matrix_load (const CoglMatrix *matrix);
void _cogl_current_matrix_multiply (const CoglMatrix *matrix);
void _cogl_current_matrix_rotate (float angle,
float x,
float y,
float z);
void _cogl_current_matrix_scale (float x,
float y,
float z);
void _cogl_current_matrix_translate (float x,
float y,
float z);
void _cogl_current_matrix_frustum (float left,
float right,
float bottom,
float top,
float near_val,
float far_val);
void _cogl_current_matrix_ortho (float left,
float right,
float bottom,
float top,
float near_val,
float far_val);
void _cogl_get_matrix (CoglMatrixMode mode,
CoglMatrix *matrix);
void _cogl_current_matrix_state_init (void);
void _cogl_current_matrix_state_destroy (void);
void _cogl_current_matrix_state_flush (void);
void _cogl_current_matrix_state_dirty (void);
void _cogl_flush_matrix_stacks (void);
#endif /* __COGL_CURRENT_MATRIX_H */